@datamoc/mw_games 0.30.0 → 0.31.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -66,6 +66,12 @@ export interface CameraOptions {
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  * its source, without a per-tile sampling flag.
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  */
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  pixelPerfectTileSize?: number;
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+ /**
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+ * Device pixels per CSS pixel, read live. `apply()` rounds the screen offset, and
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+ * `pixelPerfectTileSize` snaps zoom, to whole *device* pixels at this ratio. Defaults to 1;
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+ * `createCamera` supplies the running renderer's resolution.
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+ */
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+ resolution?: () => number;
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  }
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  /**
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  * @example
@@ -92,7 +98,8 @@ export declare class Camera {
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  /** centre of the view, in world units */
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  x: number;
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  y: number;
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- private _zoom;
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+ private requestedZoom;
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+ private readonly resolution;
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  private deadzone;
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  private readonly pixelPerfectTileSize?;
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  private viewWidth;
@@ -145,6 +152,7 @@ export declare class Camera {
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  animateRotationTo(angle: number, intensity?: number): void;
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  /** cos/sin of the current rotation, the shared arithmetic `toScreen`/`toWorld`/`view` use */
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  private get spin();
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+ /** snapped on every read, not on set, so a resolution change (a `QualityScaler` step) is followed */
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  get zoom(): number;
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  set zoom(value: number);
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  /**
@@ -211,9 +219,11 @@ export declare class Camera {
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  };
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  private clampedCentre;
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  private apply;
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+ private snapToDevice;
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  }
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  /**
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- * The nearest zoom to `zoom` at which `tileSize * zoom` is a whole number of screen pixels -
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+ * The nearest zoom to `zoom` at which `tileSize * zoom` is a whole number of device pixels
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+ * (`resolution` device pixels per screen pixel, default 1) -
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  * the pure math behind `CameraOptions.pixelPerfectTileSize`, exported so a game can snap a
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  * zoom value (from a slider, say) before ever handing it to a `Camera`.
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  *
@@ -224,7 +234,7 @@ export declare class Camera {
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  * console.log(snapZoom(2.4, 16)); // 2.375 - 16 * 2.375 = 38, a whole number of pixels
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  * ```
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  */
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- export declare function snapZoom(zoom: number, tileSize: number): number;
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+ export declare function snapZoom(zoom: number, tileSize: number, resolution?: number): number;
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  /**
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  * a camera sized to the running game's viewport, updated on every frame
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  *
@@ -1 +1 @@
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+ {"version":3,"file":"Camera.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/Camera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAMpC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH,MAAM,WAAW,aAAa;IAC7B,mCAAmC;IACnC,IAAI,CAAC,EAAE,MAAM,CAAC;IAEd;;;;;OAKG;IACH,IAAI,CAAC,EAAE,QAAQ,GAAG,KAAK,CAAC;IAExB;;;;;;OAMG;IACH,QAAQ,CAAC,EAAE,MAAM,CAAC;IAElB;;;;;;;;;;;OAWG;IACH,oBAAoB,CAAC,EAAE,MAAM,CAAC;IAE9B;;;;OAIG;IACH,UAAU,CAAC,EAAE,MAAM,MAAM,CAAC;CAC1B;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,qBAAa,MAAM;IAClB,4CAA4C;IAC5C,QAAQ,CAAC,KAAK,8CAAmB;IAEjC,yCAAyC;IACzC,CAAC,SAAK;IACN,CAAC,SAAK;IAEN,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAe;IAC1C,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,QAAQ,CAAC,oBAAoB,CAAC,CAAS;IAE/C,OAAO,CAAC,SAAS,CAAK;IACtB,OAAO,CAAC,UAAU,CAAK;IAGvB,OAAO,CAAC,OAAO,CAAK;IACpB,OAAO,CAAC,OAAO,CAAK;IAEpB,OAAO,CAAC,YAAY,CAAyC;IAG7D,OAAO,CAAC,eAAe,CAAK;IAE5B,OAAO,CAAC,cAAc,CAAK;IAC3B,OAAO,CAAC,cAAc,CAAK;IAC3B,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,MAAM,CAAK;IACnB,OAAO,CAAC,MAAM,CAAK;IAEnB,yFAAyF;IACzF,OAAO,CAAC,MAAM,CAA2E;IAEzF,2FAA2F;IAC3F,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,OAAO,CAAC,IAAI,CAAK;IAKjB,OAAO,CAAC,MAAM,CAAK;IACnB,OAAO,CAAC,WAAW,CAAuB;IAC1C,OAAO,CAAC,cAAc,CAAK;IAE3B,YAAY,OAAO,GAAE,aAAkB,EAQtC;IAED,kFAAkF;IAClF,IAAI,aAAa,IAAI,MAAM,CAE1B;IAED,oFAAoF;IACpF,IAAI,QAAQ,IAAI,MAAM,CAErB;IAED;;;;OAIG;IACH,IAAI,eAAe,IAAI,MAAM,CAE5B;IAED,kEAAkE;IAClE,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CAMlC;IAED,6FAA6F;IAC7F,MAAM,CAAC,KAAK,SAAI,GAAG,IAAI,CAEtB;IAED;;;;;OAKG;IACH,QAAQ,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAK5B;IAED;;;;;OAKG;IACH,iBAAiB,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,SAAI,GAAG,IAAI,CAGpD;IAED,6FAA6F;IAC7F,OAAO,KAAK,IAAI,GAGf;IAED,qGAAqG;IACrG,IAAI,IAAI,IAAI,MAAM,CAIjB;IAED,IAAI,IAAI,CAAC,KAAK,EAAE,MAAM,EAErB;IAED;;;;;OAKG;IACH,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,SAAI,EAAE,OAAO,SAAI,GAAG,IAAI,CAKzE;IAED;;;;;;;OAOG;IACH,IAAI,IAAI,IAAI;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE,CAiBlE;IAED,oEAAoE;IACpE,SAAS,CAAC,MAAM,EAAE;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI,GAAG,IAAI,CAEzF;IAED,wEAAwE;IACxE,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAMjC;IAED,kCAAkC;IAClC,KAAK,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,SAAS,SAAI,GAAG,IAAI,CAG/C;IAED,oEAAoE;IACpE,MAAM,CAAC,MAAM,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,EAAE,SAAS,SAAI,GAAG,IAAI,CAG5D;IAED,aAAa,IAAI,IAAI,CAGpB;IAED,2DAA2D;IAC3D,KAAK,CAAC,SAAS,EAAE,MAAM,EAAE,QAAQ,SAAM,GAAG,IAAI,CAM7C;IAED;;;;;;;;;OASG;IACH,WAAW,CAAC,SAAS,EAAE,MAAM,EAAE,QAAQ,SAAM,GAAG,IAAI,CAEnD;IAED,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CA4CvB;IAED,iEAAiE;IACjE,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAavD;IAED,+FAA+F;IAC/F,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAStD;IAID,OAAO,CAAC,aAAa;IAerB,OAAO,CAAC,KAAK;IAwBb,OAAO,CAAC,YAAY;CAIpB;AAYD;;;;;;;;;;;;GAYG;AACH,wBAAgB,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,UAAU,SAAI,GAAG,MAAM,CAG/E;AAED;;;;;;;;;GASG;AACH,wBAAgB,YAAY,CAAC,OAAO,GAAE,aAAkB,GAAG,MAAM,CAMhE"}
@@ -29,6 +29,7 @@ export class Camera {
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  /** centre of the view, in world units */
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  this.x = 0;
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  this.y = 0;
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+ this.requestedZoom = 1;
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  this.viewWidth = 0;
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  this.viewHeight = 0;
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  //where this camera's own rectangle starts on screen; 0,0 for an ordinary full-screen
@@ -58,7 +59,7 @@ export class Camera {
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  this.stepsPerTurn = options.grid === 'hex' ? 6 : 4;
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  this.deadzone = options.deadzone ?? 0;
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  this.pixelPerfectTileSize = options.pixelPerfectTileSize;
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- this._zoom = 1;
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+ this.resolution = options.resolution ?? (() => 1);
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  this.zoom = options.zoom ?? 1;
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  }
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  /** the rotation step this view is turned to, always in `0 .. stepsPerTurn - 1` */
@@ -117,12 +118,14 @@ export class Camera {
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  const angle = this.rotation;
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  return { cos: Math.cos(angle), sin: Math.sin(angle) };
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  }
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+ /** snapped on every read, not on set, so a resolution change (a `QualityScaler` step) is followed */
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  get zoom() {
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- return this._zoom;
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+ return this.pixelPerfectTileSize
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+ ? snapZoom(this.requestedZoom, this.pixelPerfectTileSize, this.resolution())
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+ : this.requestedZoom;
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  }
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  set zoom(value) {
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- const clamped = Math.max(0.01, value);
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- this._zoom = this.pixelPerfectTileSize ? snapZoom(clamped, this.pixelPerfectTileSize) : clamped;
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+ this.requestedZoom = Math.max(0.01, value);
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  }
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  /**
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  * The framework calls this on resize; sizes are in screen pixels. `screenX`/`screenY`
@@ -145,8 +148,8 @@ export class Camera {
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  * its exact numbers.
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  */
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  get view() {
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- const width = this.viewWidth / this._zoom;
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- const height = this.viewHeight / this._zoom;
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+ const width = this.viewWidth / this.zoom;
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+ const height = this.viewHeight / this.zoom;
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  const { x: centreX, y: centreY } = this.clampedCentre(this.x, this.y);
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  if (this._angle === 0)
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  return { x: centreX - width / 2, y: centreY - height / 2, width, height };
@@ -207,14 +210,14 @@ export class Camera {
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  * it starts, matching what a caller asked for rather than what world-space asked for.
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  */
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  shakeScreen(intensity, duration = 0.4) {
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- this.shake(intensity / this._zoom, duration);
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+ this.shake(intensity / this.zoom, duration);
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  }
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  update(dt) {
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  if (this.followTarget && this.followIntensity > 0) {
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  //half the view's world-unit size, not this.view itself: that getter also clamps to
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  //bounds, which the deadzone has no use for and would cost an extra allocation here
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- const deadX = ((this.viewWidth / this._zoom) * this.deadzone) / 2;
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- const deadY = ((this.viewHeight / this._zoom) * this.deadzone) / 2;
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+ const deadX = ((this.viewWidth / this.zoom) * this.deadzone) / 2;
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+ const deadY = ((this.viewHeight / this.zoom) * this.deadzone) / 2;
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  let dx = this.followTarget.x - this.x;
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  let dy = this.followTarget.y - this.y;
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  //inside the deadzone the camera simply does not move
@@ -260,16 +263,16 @@ export class Camera {
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  const dx = x - centreX;
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  const dy = y - centreY;
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  return {
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- x: (dx * cos - dy * sin) * this._zoom + this.screenX + this.viewWidth / 2,
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- y: (dx * sin + dy * cos) * this._zoom + this.screenY + this.viewHeight / 2,
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+ x: (dx * cos - dy * sin) * this.zoom + this.screenX + this.viewWidth / 2,
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+ y: (dx * sin + dy * cos) * this.zoom + this.screenY + this.viewHeight / 2,
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  };
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  }
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  /** screen pixels to world point, for turning a click into a tile; the inverse of `toScreen` */
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  toWorld(x, y) {
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  const { x: centreX, y: centreY } = this.clampedCentre(this.x + this.shakeX, this.y + this.shakeY);
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  const { cos, sin } = this.spin;
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- const rx = (x - this.screenX - this.viewWidth / 2) / this._zoom;
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- const ry = (y - this.screenY - this.viewHeight / 2) / this._zoom;
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+ const rx = (x - this.screenX - this.viewWidth / 2) / this.zoom;
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+ const ry = (y - this.screenY - this.viewHeight / 2) / this.zoom;
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  return {
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  x: centreX + rx * cos + ry * sin,
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  y: centreY - rx * sin + ry * cos,
@@ -280,8 +283,8 @@ export class Camera {
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  clampedCentre(x, y) {
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  if (!this.bounds)
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  return { x, y };
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- const halfWidth = this.viewWidth / this._zoom / 2;
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- const halfHeight = this.viewHeight / this._zoom / 2;
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+ const halfWidth = this.viewWidth / this.zoom / 2;
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+ const halfHeight = this.viewHeight / this.zoom / 2;
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  const { minX, minY, maxX, maxY } = this.bounds;
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  //when the map is narrower than the view, centre it rather than clamping to an
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  //edge, which would push the map against one side of the screen
@@ -292,22 +295,28 @@ export class Camera {
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  }
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  apply() {
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  const { x: centreX, y: centreY } = this.clampedCentre(this.x + this.shakeX, this.y + this.shakeY);
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- this.world.scale.set(this._zoom);
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+ this.world.scale.set(this.zoom);
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  if (this._angle === 0) {
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  //unturned: rotate about the origin, the transform every existing camera had
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  this.world.rotation = 0;
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  this.world.pivot.set(0, 0);
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  //rounding to whole screen pixels stops pixel art shimmering as the camera moves
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- this.world.x = Math.round(this.screenX + this.viewWidth / 2 - centreX * this._zoom);
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- this.world.y = Math.round(this.screenY + this.viewHeight / 2 - centreY * this._zoom);
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+ this.world.x = this.snapToDevice(this.screenX + this.viewWidth / 2 - centreX * this.zoom);
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+ this.world.y = this.snapToDevice(this.screenY + this.viewHeight / 2 - centreY * this.zoom);
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  return;
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  }
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  //turned: pivot on the view centre so the layer turns about what the player is looking
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  //at, and the centre lands on the same screen point the unturned camera would use
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  this.world.rotation = this.rotation;
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  this.world.pivot.set(centreX, centreY);
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- this.world.x = Math.round(this.screenX + this.viewWidth / 2);
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- this.world.y = Math.round(this.screenY + this.viewHeight / 2);
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+ this.world.x = this.snapToDevice(this.screenX + this.viewWidth / 2);
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+ this.world.y = this.snapToDevice(this.screenY + this.viewHeight / 2);
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+ }
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+ //a whole device pixel, not a whole CSS one: at a devicePixelRatio of 1.5 an odd CSS offset is
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+ //half a device pixel, which puts every tile edge between pixels and leaves a seam
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+ snapToDevice(value) {
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+ const resolution = this.resolution();
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+ return Math.round(value * resolution) / resolution;
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  }
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  }
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  //the signed turn from `from` to `to`, in (-pi, pi], so easing always takes the shorter way
@@ -322,7 +331,8 @@ function angleDiff(from, to) {
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  return diff;
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  }
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  /**
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- * The nearest zoom to `zoom` at which `tileSize * zoom` is a whole number of screen pixels -
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+ * The nearest zoom to `zoom` at which `tileSize * zoom` is a whole number of device pixels
335
+ * (`resolution` device pixels per screen pixel, default 1) -
326
336
  * the pure math behind `CameraOptions.pixelPerfectTileSize`, exported so a game can snap a
327
337
  * zoom value (from a slider, say) before ever handing it to a `Camera`.
328
338
  *
@@ -333,9 +343,9 @@ function angleDiff(from, to) {
333
343
  * console.log(snapZoom(2.4, 16)); // 2.375 - 16 * 2.375 = 38, a whole number of pixels
334
344
  * ```
335
345
  */
336
- export function snapZoom(zoom, tileSize) {
337
- const pixels = Math.max(1, Math.round(zoom * tileSize));
338
- return pixels / tileSize;
346
+ export function snapZoom(zoom, tileSize, resolution = 1) {
347
+ const pixels = Math.max(1, Math.round(zoom * tileSize * resolution));
348
+ return pixels / (tileSize * resolution);
339
349
  }
340
350
  /**
341
351
  * a camera sized to the running game's viewport, updated on every frame
@@ -348,8 +358,8 @@ export function snapZoom(zoom, tileSize) {
348
358
  * ```
349
359
  */
350
360
  export function createCamera(options = {}) {
351
- const camera = new Camera(options);
352
361
  const game = Game.current;
362
+ const camera = new Camera({ resolution: () => game.app.renderer.resolution, ...options });
353
363
  //the logical viewport, not the backing store, which is larger on a hidpi display
354
364
  camera.setViewport(game.width, game.height);
355
365
  return camera;
@@ -1 +1 @@
1
- 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@@ -0,0 +1,121 @@
1
+ import { Tweener } from '../../core/Tween.ts';
2
+ import { type MotionIntent } from '../../core/Motion.ts';
3
+ /** any object with a display transform; a Pixi `Sprite` or `Container`, or a plain double in a test */
4
+ export interface MotionTarget {
5
+ x: number;
6
+ y: number;
7
+ rotation: number;
8
+ scale: {
9
+ x: number;
10
+ y: number;
11
+ };
12
+ skew: {
13
+ x: number;
14
+ y: number;
15
+ };
16
+ }
17
+ export interface SpriteMotionOptions {
18
+ /** share a `Tweener` with other features, driven by its owner; by default this owns one, driven by `update(dt)` */
19
+ tweener?: Tweener;
20
+ /** what the effects are for under reduced motion; defaults to `decorative`, which collapses them */
21
+ intent?: MotionIntent;
22
+ }
23
+ /** what a running effect gives back: await `done`, or `cancel()` to restore its share of the transform at once */
24
+ export interface MotionHandle {
25
+ readonly done: Promise<void>;
26
+ cancel(): void;
27
+ }
28
+ /**
29
+ * Squash, hop, bob, wobble, spin, shear and flip over a display object's transform, each
30
+ * running through a `Tweener` so reduced motion is honoured once, here, instead of by every
31
+ * game's own `scale`/`Math.sin` write.
32
+ *
33
+ * The object's transform at construction is its rest pose. Every running effect keeps its own
34
+ * contribution and the transform is recomputed from the rest pose and all contributions, so
35
+ * effects compose (a hop with a squash) and never accumulate drift: when one ends, is
36
+ * cancelled, or the whole motion is destroyed, its share simply disappears. Rotation and
37
+ * shear turn about the object's origin, so give a sprite a centred anchor (or pivot) first.
38
+ * Sequence effects behind a game event by awaiting a handle's `done`.
39
+ *
40
+ * Which effect plays on which event, and how much, is the game's business; this only moves.
41
+ *
42
+ * @example
43
+ * ```ts
44
+ * import { SpriteMotion } from '@datamoc/mw_games/two-d/render';
45
+ *
46
+ * const rat = { x: 0, y: 0, rotation: 0, scale: { x: 1, y: 1 }, skew: { x: 0, y: 0 } };
47
+ * const motion = new SpriteMotion(rat);
48
+ *
49
+ * motion.hop({ height: 6, duration: 0.3 }); // up and back down
50
+ * motion.squash({ amount: 0.2, duration: 0.3 }); // composes with the hop
51
+ * motion.flip('x'); // face the other way, composes with both
52
+ * motion.update(1 / 60); // in the game loop
53
+ *
54
+ * motion.destroy(); // back to the rest pose, flip included
55
+ * ```
56
+ */
57
+ export declare class SpriteMotion {
58
+ private readonly target;
59
+ private readonly tweener;
60
+ private readonly ownsTweener;
61
+ private readonly intent;
62
+ private readonly rest;
63
+ private readonly contributions;
64
+ private readonly loops;
65
+ private nextId;
66
+ private flipX;
67
+ private flipY;
68
+ private destroyed;
69
+ constructor(target: MotionTarget, options?: SpriteMotionOptions);
70
+ /** scale x and y in opposition and back: `amount` 0.2 is 20% wider and 20% shorter at the peak */
71
+ squash(options: {
72
+ amount: number;
73
+ duration: number;
74
+ }): MotionHandle;
75
+ /** up `height` world units and back down (the rest pose is the ground) */
76
+ hop(options: {
77
+ height: number;
78
+ duration: number;
79
+ }): MotionHandle;
80
+ /**
81
+ * A sinusoidal vertical offset of `amplitude`. With `cycles` it plays that many periods and
82
+ * ends; without, it loops until cancelled (breathing, a floating item). Under reduced motion
83
+ * a looping bob holds still.
84
+ */
85
+ bob(options: {
86
+ amplitude: number;
87
+ period: number;
88
+ cycles?: number;
89
+ }): MotionHandle;
90
+ /** swings `angle` radians either side and settles, a jiggle that dies away */
91
+ wobble(options: {
92
+ angle: number;
93
+ duration: number;
94
+ }): MotionHandle;
95
+ /** `turns` full turns about the origin, eased, ending exactly where it started */
96
+ spin(options: {
97
+ turns: number;
98
+ duration: number;
99
+ }): MotionHandle;
100
+ /** leans by `amount` radians of skew and back, a hit-recoil or a lean into a step */
101
+ shear(options: {
102
+ amount: number;
103
+ duration: number;
104
+ }): MotionHandle;
105
+ /**
106
+ * Mirrors along `axis` ('x' turns left to right). A state, not an animation: it composes
107
+ * with whatever is running and is undone by `destroy`. Pass `mirrored` to set it outright
108
+ * rather than toggle; returns the new state.
109
+ */
110
+ flip(axis: 'x' | 'y', mirrored?: boolean): boolean;
111
+ /** advances the effects; call from the game loop (the tweener part is skipped for a shared one) */
112
+ update(dt: number): void;
113
+ /** true while any effect is still running */
114
+ get isBusy(): boolean;
115
+ /** cancels every effect and puts the object back in its rest pose, flips included */
116
+ destroy(): void;
117
+ private run;
118
+ private loop;
119
+ private write;
120
+ }
121
+ //# sourceMappingURL=SpriteMotion.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,193 @@
1
+ import { Easing, Tweener } from '../../core/Tween.js';
2
+ import { reducedMotion } from '../../core/Motion.js';
3
+ const NONE = { scaleX: 1, scaleY: 1, dy: 0, rotation: 0, skewX: 0 };
4
+ const INERT = { done: Promise.resolve(), cancel() { } };
5
+ /**
6
+ * Squash, hop, bob, wobble, spin, shear and flip over a display object's transform, each
7
+ * running through a `Tweener` so reduced motion is honoured once, here, instead of by every
8
+ * game's own `scale`/`Math.sin` write.
9
+ *
10
+ * The object's transform at construction is its rest pose. Every running effect keeps its own
11
+ * contribution and the transform is recomputed from the rest pose and all contributions, so
12
+ * effects compose (a hop with a squash) and never accumulate drift: when one ends, is
13
+ * cancelled, or the whole motion is destroyed, its share simply disappears. Rotation and
14
+ * shear turn about the object's origin, so give a sprite a centred anchor (or pivot) first.
15
+ * Sequence effects behind a game event by awaiting a handle's `done`.
16
+ *
17
+ * Which effect plays on which event, and how much, is the game's business; this only moves.
18
+ *
19
+ * @example
20
+ * ```ts
21
+ * import { SpriteMotion } from '@datamoc/mw_games/two-d/render';
22
+ *
23
+ * const rat = { x: 0, y: 0, rotation: 0, scale: { x: 1, y: 1 }, skew: { x: 0, y: 0 } };
24
+ * const motion = new SpriteMotion(rat);
25
+ *
26
+ * motion.hop({ height: 6, duration: 0.3 }); // up and back down
27
+ * motion.squash({ amount: 0.2, duration: 0.3 }); // composes with the hop
28
+ * motion.flip('x'); // face the other way, composes with both
29
+ * motion.update(1 / 60); // in the game loop
30
+ *
31
+ * motion.destroy(); // back to the rest pose, flip included
32
+ * ```
33
+ */
34
+ export class SpriteMotion {
35
+ constructor(target, options = {}) {
36
+ this.contributions = new Map();
37
+ this.loops = new Set();
38
+ this.nextId = 0;
39
+ this.flipX = false;
40
+ this.flipY = false;
41
+ this.destroyed = false;
42
+ this.target = target;
43
+ this.tweener = options.tweener ?? new Tweener();
44
+ this.ownsTweener = options.tweener === undefined;
45
+ this.intent = options.intent ?? 'decorative';
46
+ this.rest = {
47
+ y: target.y,
48
+ rotation: target.rotation,
49
+ scaleX: target.scale.x,
50
+ scaleY: target.scale.y,
51
+ skewX: target.skew.x,
52
+ };
53
+ }
54
+ /** scale x and y in opposition and back: `amount` 0.2 is 20% wider and 20% shorter at the peak */
55
+ squash(options) {
56
+ const { amount, duration } = options;
57
+ return this.run(duration, (t) => {
58
+ const s = Math.sin(Math.PI * t) * amount;
59
+ return { scaleX: 1 + s, scaleY: 1 - s };
60
+ });
61
+ }
62
+ /** up `height` world units and back down (the rest pose is the ground) */
63
+ hop(options) {
64
+ const { height, duration } = options;
65
+ return this.run(duration, (t) => ({ dy: -Math.sin(Math.PI * t) * height }));
66
+ }
67
+ /**
68
+ * A sinusoidal vertical offset of `amplitude`. With `cycles` it plays that many periods and
69
+ * ends; without, it loops until cancelled (breathing, a floating item). Under reduced motion
70
+ * a looping bob holds still.
71
+ */
72
+ bob(options) {
73
+ const { amplitude, period, cycles } = options;
74
+ if (cycles !== undefined) {
75
+ return this.run(period * cycles, (t) => ({ dy: Math.sin(2 * Math.PI * cycles * t) * amplitude }));
76
+ }
77
+ return this.loop((elapsed) => ({ dy: Math.sin((2 * Math.PI * elapsed) / period) * amplitude }));
78
+ }
79
+ /** swings `angle` radians either side and settles, a jiggle that dies away */
80
+ wobble(options) {
81
+ const { angle, duration } = options;
82
+ return this.run(duration, (t) => ({ rotation: Math.sin(4 * Math.PI * t) * (1 - t) * angle }));
83
+ }
84
+ /** `turns` full turns about the origin, eased, ending exactly where it started */
85
+ spin(options) {
86
+ const { turns, duration } = options;
87
+ return this.run(duration, (t) => ({ rotation: Math.PI * 2 * turns * t }), Easing.easeInOutQuad);
88
+ }
89
+ /** leans by `amount` radians of skew and back, a hit-recoil or a lean into a step */
90
+ shear(options) {
91
+ const { amount, duration } = options;
92
+ return this.run(duration, (t) => ({ skewX: Math.sin(Math.PI * t) * amount }));
93
+ }
94
+ /**
95
+ * Mirrors along `axis` ('x' turns left to right). A state, not an animation: it composes
96
+ * with whatever is running and is undone by `destroy`. Pass `mirrored` to set it outright
97
+ * rather than toggle; returns the new state.
98
+ */
99
+ flip(axis, mirrored) {
100
+ if (axis === 'x')
101
+ this.flipX = mirrored ?? !this.flipX;
102
+ else
103
+ this.flipY = mirrored ?? !this.flipY;
104
+ this.write();
105
+ return axis === 'x' ? this.flipX : this.flipY;
106
+ }
107
+ /** advances the effects; call from the game loop (the tweener part is skipped for a shared one) */
108
+ update(dt) {
109
+ if (this.ownsTweener)
110
+ this.tweener.update(dt);
111
+ for (const advance of [...this.loops])
112
+ advance(dt);
113
+ }
114
+ /** true while any effect is still running */
115
+ get isBusy() {
116
+ return this.contributions.size > 0;
117
+ }
118
+ /** cancels every effect and puts the object back in its rest pose, flips included */
119
+ destroy() {
120
+ this.destroyed = true;
121
+ this.contributions.clear();
122
+ this.loops.clear();
123
+ this.flipX = this.flipY = false;
124
+ this.write();
125
+ }
126
+ run(duration, shape, ease = Easing.linear) {
127
+ if (this.destroyed)
128
+ return INERT;
129
+ const id = this.nextId++;
130
+ const finish = () => {
131
+ this.contributions.delete(id);
132
+ this.write();
133
+ };
134
+ this.contributions.set(id, NONE);
135
+ const done = this.tweener
136
+ .tween(duration, (t) => {
137
+ //a cancelled effect's tween still ticks to its end; it must not write again
138
+ if (!this.contributions.has(id))
139
+ return;
140
+ this.contributions.set(id, { ...NONE, ...shape(t) });
141
+ this.write();
142
+ }, { ease, intent: this.intent })
143
+ .then(finish);
144
+ return { done, cancel: finish };
145
+ }
146
+ loop(shape) {
147
+ if (this.destroyed)
148
+ return INERT;
149
+ const id = this.nextId++;
150
+ let elapsed = 0;
151
+ let resolve;
152
+ const done = new Promise((r) => (resolve = r));
153
+ const advance = (dt) => {
154
+ elapsed += dt;
155
+ //a decorative loop has no reason to move once the preference is on
156
+ const held = reducedMotion() && this.intent === 'decorative';
157
+ this.contributions.set(id, held ? NONE : { ...NONE, ...shape(elapsed) });
158
+ this.write();
159
+ };
160
+ this.contributions.set(id, NONE);
161
+ this.loops.add(advance);
162
+ return {
163
+ done,
164
+ cancel: () => {
165
+ this.loops.delete(advance);
166
+ this.contributions.delete(id);
167
+ this.write();
168
+ resolve();
169
+ },
170
+ };
171
+ }
172
+ write() {
173
+ let scaleX = 1;
174
+ let scaleY = 1;
175
+ let dy = 0;
176
+ let rotation = 0;
177
+ let skewX = 0;
178
+ for (const c of this.contributions.values()) {
179
+ scaleX *= c.scaleX;
180
+ scaleY *= c.scaleY;
181
+ dy += c.dy;
182
+ rotation += c.rotation;
183
+ skewX += c.skewX;
184
+ }
185
+ const { rest, target } = this;
186
+ target.y = rest.y + dy;
187
+ target.rotation = rest.rotation + rotation;
188
+ target.scale.x = rest.scaleX * scaleX * (this.flipX ? -1 : 1);
189
+ target.scale.y = rest.scaleY * scaleY * (this.flipY ? -1 : 1);
190
+ target.skew.x = rest.skewX + skewX;
191
+ }
192
+ }
193
+ //# sourceMappingURL=SpriteMotion.js.map
@@ -0,0 +1 @@
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+ 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@@ -43,6 +43,8 @@ export { ActorAnimator } from './ActorAnimator.ts';
43
43
  export type { ActorAnimationState, ActorAnimatorOptions } from './ActorAnimator.ts';
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  export { StatusVisuals } from './StatusVisuals.ts';
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  export type { TintTarget, StatusVisualStyle, StatusVisualsOptions } from './StatusVisuals.ts';
46
+ export { SpriteMotion } from './SpriteMotion.ts';
47
+ export type { MotionTarget, MotionHandle, SpriteMotionOptions } from './SpriteMotion.ts';
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  export { blobIndex, autotileFrames, BLOB_SHAPES } from './Autotile.ts';
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  export type { NeighborMask } from './Autotile.ts';
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  export { RpgmAutotileAtlas, rpgmAutotileFrame, rpgmAutotileSlot, xpAutotileRef, xpAutotilePattern, assertAutotileLayout, autotileCellParts, rpgmTableEdgeCells, RPGM_AUTOTILE_SLOT_BASES, RPGM_AUTOTILE_SLOT_COUNTS, RPGM_FLOOR_AUTOTILE_TABLE, RPGM_WALL_AUTOTILE_TABLE, XP_AUTOTILE_PATTERNS, XP_NEIGHBORS_TO_PATTERN, } from './RpgmAutotile.ts';