@datamoc/mw_games 0.30.0 → 0.33.0
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.
- package/CHANGELOG.md +86 -0
- package/README.md +1 -1
- package/api-surface.json +384 -0
- package/dist/assets/index.d.ts +2 -0
- package/dist/assets/index.d.ts.map +1 -1
- package/dist/assets/index.js +1 -0
- package/dist/assets/index.js.map +1 -1
- package/dist/assets/svg.d.ts +87 -0
- package/dist/assets/svg.d.ts.map +1 -0
- package/dist/assets/svg.js +162 -0
- package/dist/assets/svg.js.map +1 -0
- package/dist/index.d.ts +1 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -0
- package/dist/index.js.map +1 -1
- package/dist/mw_games.global.js +41 -41
- package/dist/mwl/fengari.d.ts +12 -6
- package/dist/mwl/fengari.d.ts.map +1 -1
- package/dist/mwl/fengari.js +56 -70
- package/dist/mwl/fengari.js.map +1 -1
- package/dist/mwl/runtime.d.ts +13 -0
- package/dist/mwl/runtime.d.ts.map +1 -1
- package/dist/mwl/runtime.js +72 -4
- package/dist/mwl/runtime.js.map +1 -1
- package/dist/mwl/schema.d.ts.map +1 -1
- package/dist/mwl/schema.js +4 -1
- package/dist/mwl/schema.js.map +1 -1
- package/dist/roguelike/Cave.d.ts +109 -0
- package/dist/roguelike/Cave.d.ts.map +1 -0
- package/dist/roguelike/Cave.js +192 -0
- package/dist/roguelike/Cave.js.map +1 -0
- package/dist/roguelike/Overworld.d.ts +82 -0
- package/dist/roguelike/Overworld.d.ts.map +1 -0
- package/dist/roguelike/Overworld.js +306 -0
- package/dist/roguelike/Overworld.js.map +1 -0
- package/dist/roguelike/index.d.ts +4 -0
- package/dist/roguelike/index.d.ts.map +1 -1
- package/dist/roguelike/index.js +2 -0
- package/dist/roguelike/index.js.map +1 -1
- package/dist/skeleton/index.d.ts +131 -0
- package/dist/skeleton/index.d.ts.map +1 -0
- package/dist/skeleton/index.js +206 -0
- package/dist/skeleton/index.js.map +1 -0
- package/dist/testing/SceneControls.d.ts +35 -0
- package/dist/testing/SceneControls.d.ts.map +1 -0
- package/dist/testing/SceneControls.js +49 -0
- package/dist/testing/SceneControls.js.map +1 -0
- package/dist/testing/index.d.ts +2 -0
- package/dist/testing/index.d.ts.map +1 -1
- package/dist/testing/index.js +1 -0
- package/dist/testing/index.js.map +1 -1
- package/dist/two-d/render/Camera.d.ts +13 -3
- package/dist/two-d/render/Camera.d.ts.map +1 -1
- package/dist/two-d/render/Camera.js +35 -25
- package/dist/two-d/render/Camera.js.map +1 -1
- package/dist/two-d/render/SkeletalSprite.d.ts +118 -0
- package/dist/two-d/render/SkeletalSprite.d.ts.map +1 -0
- package/dist/two-d/render/SkeletalSprite.js +189 -0
- package/dist/two-d/render/SkeletalSprite.js.map +1 -0
- package/dist/two-d/render/SpriteMotion.d.ts +121 -0
- package/dist/two-d/render/SpriteMotion.d.ts.map +1 -0
- package/dist/two-d/render/SpriteMotion.js +193 -0
- package/dist/two-d/render/SpriteMotion.js.map +1 -0
- package/dist/two-d/render/index.d.ts +4 -0
- package/dist/two-d/render/index.d.ts.map +1 -1
- package/dist/two-d/render/index.js +2 -0
- package/dist/two-d/render/index.js.map +1 -1
- package/dist/version.d.ts +1 -1
- package/dist/version.js +1 -1
- package/package.json +7 -2
- package/sbom.cdx.json +222 -222
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@@ -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
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@@ -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.
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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` */
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@@ -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.
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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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-
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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`
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@@ -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.
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const height = this.viewHeight / this.
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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 };
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@@ -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.
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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.
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const deadY = ((this.viewHeight / this.
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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
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@@ -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.
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y: (dx * sin + dy * cos) * this.
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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.
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const ry = (y - this.screenY - this.viewHeight / 2) / this.
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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,
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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.
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const halfHeight = this.viewHeight / this.
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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
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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.
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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 =
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this.world.y =
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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 =
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this.world.y =
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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
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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
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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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*
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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 function snapZoom(zoom, tileSize) {
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const pixels = Math.max(1, Math.round(zoom * tileSize));
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return pixels / tileSize;
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export function snapZoom(zoom, tileSize, resolution = 1) {
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const pixels = Math.max(1, Math.round(zoom * tileSize * resolution));
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return pixels / (tileSize * resolution);
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}
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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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* ```
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*/
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export function createCamera(options = {}) {
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const camera = new Camera(options);
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const game = Game.current;
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const camera = new Camera({ resolution: () => game.app.renderer.resolution, ...options });
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//the logical viewport, not the backing store, which is larger on a hidpi display
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camera.setViewport(game.width, game.height);
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return camera;
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@@ -0,0 +1,118 @@
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1
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+
import { Container } from 'pixi.js';
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2
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+
import { type Mixer, type Pose, type SkeletonBones } from '../../skeleton/index.ts';
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3
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+
import { TintedSprite } from './TintedSprite.ts';
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4
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import type { Texture2D } from './Types2D.ts';
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5
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/**
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6
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* Bones driving drawn parts (roadmap 400), the drawing half of the `skeleton` module.
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7
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*
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8
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* A `SkeletalSprite` binds sprites or texture regions to bones by name; `update(dt)` advances
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9
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* the mixer (or applies a pose a game resolved itself) and places each part at its bone's
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10
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* world transform, so a character sheet, an SVG puppet split by groups or a mixed rig
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11
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* animate through the same bone tree. Walk, swing and look cycles are clips; the binding is
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12
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* the only rendering decision this side makes.
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13
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*
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14
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+
* An `ArticulatedChain` is the one articulated shape a keyframe cannot express: a long body
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15
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* (a dragon's neck and tail, a serpent's spine) drawn as a chain of segments that follows
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16
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* its head procedurally. Each segment eases toward its parent's previous position, with
|
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17
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* per-segment rotation limits so the body bends like a body and not like a rope of beads.
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18
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+
* This is deliberately not a clip - it is a follower rule, not authored motion - and
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19
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* composes with one: a clip drives the head and limbs, the chain does the rest of the body.
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20
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+
*
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21
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+
* @example
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22
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+
* ```ts
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23
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+
* import * as Skeleton from '@datamoc/mw_games/skeleton';
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24
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+
* import { Texture, TextureSource } from 'pixi.js';
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25
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+
* import { SkeletalSprite } from '@datamoc/mw_games/two-d/render';
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26
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+
*
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27
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+
* const puppet = Skeleton.create([{ name: 'arm', length: 12 }]);
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28
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+
* const mixer = Skeleton.createMixer(puppet, {
|
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29
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+
* id: 'idle', duration: 1, loop: true,
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30
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+
* frames: [{ time: 0, rotations: { arm: 0 } }, { time: 1, rotations: { arm: 90 } }],
|
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31
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+
* });
|
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32
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+
* const rig = new SkeletalSprite(puppet, mixer);
|
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33
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+
* const armTexture = new Texture({ source: new TextureSource({ width: 8, height: 8 }) });
|
|
34
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+
* rig.bind('arm', armTexture).anchor.set(0, 0.5);
|
|
35
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+
* rig.update(1 / 60); // each part sits on its bone, every frame
|
|
36
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+
* ```
|
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37
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+
*/
|
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38
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+
export declare class SkeletalSprite extends Container {
|
|
39
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+
private readonly skeleton;
|
|
40
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+
private readonly parts;
|
|
41
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+
private readonly mixer;
|
|
42
|
+
constructor(skeleton: SkeletonBones, mixer?: Mixer);
|
|
43
|
+
/** bind a drawn part to a bone by name; the sprite's own anchor decides how it hangs */
|
|
44
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+
bind(bone: string, texture: Texture2D): TintedSprite;
|
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45
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+
/** the sprite bound to a bone, or undefined for an unbound one */
|
|
46
|
+
part(bone: string): TintedSprite | undefined;
|
|
47
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+
/** apply a pose directly; `update` does this itself when a mixer was given */
|
|
48
|
+
apply(pose: Pose): void;
|
|
49
|
+
/** advance the mixer and place every part; needs a mixer, refuses without one */
|
|
50
|
+
update(_dt: number): void;
|
|
51
|
+
}
|
|
52
|
+
export interface ChainOptions {
|
|
53
|
+
/** how many segments the body has */
|
|
54
|
+
segments: number;
|
|
55
|
+
/** how far each segment sits from the one before it */
|
|
56
|
+
length: number;
|
|
57
|
+
/** 0..1, how fast a segment eases toward its parent's previous position; defaults to 1 */
|
|
58
|
+
stiffness?: number;
|
|
59
|
+
/** degrees, the sharpest bend two consecutive segments may make; defaults to 90 */
|
|
60
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+
bendLimit?: number;
|
|
61
|
+
}
|
|
62
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+
/**
|
|
63
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+
* A serpent's spine as pure positions: the head is pulled by the game, every segment eases
|
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64
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+
* toward where its parent just was, and no two segments may bend past `bendLimit`. The
|
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65
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+
* positions are the contract; drawing them is a `ChainRig`.
|
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66
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+
*/
|
|
67
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+
/**
|
|
68
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+
* A serpent's spine as pure positions.
|
|
69
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+
*
|
|
70
|
+
* @example
|
|
71
|
+
* ```ts
|
|
72
|
+
* import { ArticulatedChain } from '@datamoc/mw_games/two-d/render';
|
|
73
|
+
*
|
|
74
|
+
* const spine = new ArticulatedChain({ segments: 8, length: 12, bendLimit: 45 });
|
|
75
|
+
* spine.pull(100, 0);
|
|
76
|
+
* spine.update(1); // the body starts following the head
|
|
77
|
+
* ```
|
|
78
|
+
*/
|
|
79
|
+
export declare class ArticulatedChain {
|
|
80
|
+
readonly points: Array<{
|
|
81
|
+
x: number;
|
|
82
|
+
y: number;
|
|
83
|
+
}>;
|
|
84
|
+
private readonly previous;
|
|
85
|
+
private readonly length;
|
|
86
|
+
private readonly stiffness;
|
|
87
|
+
private readonly bendLimit;
|
|
88
|
+
constructor(options: ChainOptions);
|
|
89
|
+
/** move the head; the body follows on the next `update` */
|
|
90
|
+
pull(x: number, y: number): void;
|
|
91
|
+
/** one tick of the follower rule: ease toward the parent's previous position, then bend-limit */
|
|
92
|
+
update(_dt: number): void;
|
|
93
|
+
}
|
|
94
|
+
/**
|
|
95
|
+
* The drawing half of a chain: one sprite per segment, placed on `update`. The chain is the
|
|
96
|
+
* motion; this only positions what the game handed over.
|
|
97
|
+
*/
|
|
98
|
+
/**
|
|
99
|
+
* The drawing half of a chain: one sprite per segment.
|
|
100
|
+
*
|
|
101
|
+
* @example
|
|
102
|
+
* ```ts
|
|
103
|
+
* import { Texture, TextureSource } from 'pixi.js';
|
|
104
|
+
* import { ArticulatedChain, ChainRig } from '@datamoc/mw_games/two-d/render';
|
|
105
|
+
*
|
|
106
|
+
* const skin = new Texture({ source: new TextureSource({ width: 8, height: 8 }) });
|
|
107
|
+
* const spine = new ArticulatedChain({ segments: 3, length: 10 });
|
|
108
|
+
* const rig = new ChainRig(spine, [skin, skin, skin]); // one Texture per segment
|
|
109
|
+
* rig.update(1); // segments sit on the chain's points
|
|
110
|
+
* ```
|
|
111
|
+
*/
|
|
112
|
+
export declare class ChainRig extends Container {
|
|
113
|
+
private readonly chain;
|
|
114
|
+
private readonly segments;
|
|
115
|
+
constructor(chain: ArticulatedChain, textures: readonly Texture2D[]);
|
|
116
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update(dt: number): void;
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import { Container } from 'pixi.js';
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2
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import { advance as advanceMixer, resolve, } from '../../skeleton/index.js';
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import { TintedSprite } from './TintedSprite.js';
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/**
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* Bones driving drawn parts (roadmap 400), the drawing half of the `skeleton` module.
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*
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7
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* A `SkeletalSprite` binds sprites or texture regions to bones by name; `update(dt)` advances
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8
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* the mixer (or applies a pose a game resolved itself) and places each part at its bone's
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9
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* world transform, so a character sheet, an SVG puppet split by groups or a mixed rig
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10
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* animate through the same bone tree. Walk, swing and look cycles are clips; the binding is
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11
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* the only rendering decision this side makes.
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12
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*
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13
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* An `ArticulatedChain` is the one articulated shape a keyframe cannot express: a long body
|
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14
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* (a dragon's neck and tail, a serpent's spine) drawn as a chain of segments that follows
|
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15
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* its head procedurally. Each segment eases toward its parent's previous position, with
|
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16
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* per-segment rotation limits so the body bends like a body and not like a rope of beads.
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17
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* This is deliberately not a clip - it is a follower rule, not authored motion - and
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* composes with one: a clip drives the head and limbs, the chain does the rest of the body.
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+
*
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* @example
|
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21
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+
* ```ts
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22
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+
* import * as Skeleton from '@datamoc/mw_games/skeleton';
|
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23
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+
* import { Texture, TextureSource } from 'pixi.js';
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24
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+
* import { SkeletalSprite } from '@datamoc/mw_games/two-d/render';
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*
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26
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+
* const puppet = Skeleton.create([{ name: 'arm', length: 12 }]);
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27
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+
* const mixer = Skeleton.createMixer(puppet, {
|
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28
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+
* id: 'idle', duration: 1, loop: true,
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29
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+
* frames: [{ time: 0, rotations: { arm: 0 } }, { time: 1, rotations: { arm: 90 } }],
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30
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* });
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31
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+
* const rig = new SkeletalSprite(puppet, mixer);
|
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32
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+
* const armTexture = new Texture({ source: new TextureSource({ width: 8, height: 8 }) });
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33
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* rig.bind('arm', armTexture).anchor.set(0, 0.5);
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34
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+
* rig.update(1 / 60); // each part sits on its bone, every frame
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35
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+
* ```
|
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36
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+
*/
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37
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+
export class SkeletalSprite extends Container {
|
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38
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+
constructor(skeleton, mixer) {
|
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39
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+
super();
|
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40
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+
this.parts = new Map();
|
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41
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+
this.skeleton = skeleton;
|
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42
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+
this.mixer = mixer;
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43
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}
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44
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/** bind a drawn part to a bone by name; the sprite's own anchor decides how it hangs */
|
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45
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+
bind(bone, texture) {
|
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46
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+
const sprite = new TintedSprite(texture);
|
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47
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+
this.parts.set(bone, sprite);
|
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48
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+
this.addChild(sprite);
|
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49
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+
return sprite;
|
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50
|
+
}
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51
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+
/** the sprite bound to a bone, or undefined for an unbound one */
|
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52
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+
part(bone) {
|
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53
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+
return this.parts.get(bone);
|
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54
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+
}
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55
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+
/** apply a pose directly; `update` does this itself when a mixer was given */
|
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56
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+
apply(pose) {
|
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57
|
+
const transforms = new Map(resolve(this.skeleton, pose).map((bone) => [bone.name, bone]));
|
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58
|
+
for (const [bone, sprite] of this.parts) {
|
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59
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+
const transform = transforms.get(bone);
|
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60
|
+
if (!transform)
|
|
61
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+
throw new Error(`skeletal sprite binds no bone named ${bone}`);
|
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62
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+
sprite.position.set(transform.x, transform.y);
|
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63
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+
sprite.rotation = (transform.angle * Math.PI) / 180;
|
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64
|
+
}
|
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65
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+
}
|
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66
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+
/** advance the mixer and place every part; needs a mixer, refuses without one */
|
|
67
|
+
update(_dt) {
|
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68
|
+
if (!this.mixer)
|
|
69
|
+
throw new Error('a skeletal sprite without a mixer needs apply(pose)');
|
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70
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+
this.apply(advanceMixer(this.mixer, _dt));
|
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71
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+
}
|
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72
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+
}
|
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73
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+
/**
|
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74
|
+
* A serpent's spine as pure positions: the head is pulled by the game, every segment eases
|
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75
|
+
* toward where its parent just was, and no two segments may bend past `bendLimit`. The
|
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76
|
+
* positions are the contract; drawing them is a `ChainRig`.
|
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+
*/
|
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+
/**
|
|
79
|
+
* A serpent's spine as pure positions.
|
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80
|
+
*
|
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81
|
+
* @example
|
|
82
|
+
* ```ts
|
|
83
|
+
* import { ArticulatedChain } from '@datamoc/mw_games/two-d/render';
|
|
84
|
+
*
|
|
85
|
+
* const spine = new ArticulatedChain({ segments: 8, length: 12, bendLimit: 45 });
|
|
86
|
+
* spine.pull(100, 0);
|
|
87
|
+
* spine.update(1); // the body starts following the head
|
|
88
|
+
* ```
|
|
89
|
+
*/
|
|
90
|
+
export class ArticulatedChain {
|
|
91
|
+
constructor(options) {
|
|
92
|
+
this.points = [];
|
|
93
|
+
this.previous = [];
|
|
94
|
+
if (options.segments < 2)
|
|
95
|
+
throw new Error('an articulated chain needs at least two segments');
|
|
96
|
+
if (options.length <= 0)
|
|
97
|
+
throw new Error('an articulated chain needs a positive length');
|
|
98
|
+
this.length = options.length;
|
|
99
|
+
this.stiffness = Math.max(0, Math.min(1, options.stiffness ?? 1));
|
|
100
|
+
this.bendLimit = (options.bendLimit ?? 90) * (Math.PI / 180);
|
|
101
|
+
for (let index = 0; index < options.segments; index++) {
|
|
102
|
+
this.points.push({ x: -index * options.length, y: 0 });
|
|
103
|
+
this.previous.push({ x: -index * options.length, y: 0 });
|
|
104
|
+
}
|
|
105
|
+
}
|
|
106
|
+
/** move the head; the body follows on the next `update` */
|
|
107
|
+
pull(x, y) {
|
|
108
|
+
this.points[0].x = x;
|
|
109
|
+
this.points[0].y = y;
|
|
110
|
+
}
|
|
111
|
+
/** one tick of the follower rule: ease toward the parent's previous position, then bend-limit */
|
|
112
|
+
update(_dt) {
|
|
113
|
+
for (let index = 0; index < this.points.length; index++)
|
|
114
|
+
this.previous[index] = { x: this.points[index].x, y: this.points[index].y };
|
|
115
|
+
for (let index = 1; index < this.points.length; index++) {
|
|
116
|
+
const parent = this.previous[index - 1];
|
|
117
|
+
const segment = this.points[index];
|
|
118
|
+
const dx = parent.x - segment.x;
|
|
119
|
+
const dy = parent.y - segment.y;
|
|
120
|
+
const distance = Math.hypot(dx, dy);
|
|
121
|
+
if (distance > this.length) {
|
|
122
|
+
const slack = distance > 0 ? (distance - this.length) / distance : 0;
|
|
123
|
+
segment.x += dx * slack * this.stiffness;
|
|
124
|
+
segment.y += dy * slack * this.stiffness;
|
|
125
|
+
}
|
|
126
|
+
}
|
|
127
|
+
//rotation limits: each segment may bend no further than bendLimit from the
|
|
128
|
+
//direction of the segment before it, so the body bends like a body
|
|
129
|
+
for (let index = 2; index < this.points.length; index++) {
|
|
130
|
+
const before = this.points[index - 2];
|
|
131
|
+
const parent = this.points[index - 1];
|
|
132
|
+
const segment = this.points[index];
|
|
133
|
+
const base = Math.atan2(parent.y - before.y, parent.x - before.x);
|
|
134
|
+
const bend = Math.atan2(segment.y - parent.y, segment.x - parent.x);
|
|
135
|
+
let delta = bend - base;
|
|
136
|
+
while (delta > Math.PI)
|
|
137
|
+
delta -= 2 * Math.PI;
|
|
138
|
+
while (delta < -Math.PI)
|
|
139
|
+
delta += 2 * Math.PI;
|
|
140
|
+
if (Math.abs(delta) <= this.bendLimit)
|
|
141
|
+
continue;
|
|
142
|
+
const clamped = base + Math.sign(delta) * this.bendLimit;
|
|
143
|
+
segment.x = parent.x + Math.cos(clamped) * this.length;
|
|
144
|
+
segment.y = parent.y + Math.sin(clamped) * this.length;
|
|
145
|
+
}
|
|
146
|
+
}
|
|
147
|
+
}
|
|
148
|
+
/**
|
|
149
|
+
* The drawing half of a chain: one sprite per segment, placed on `update`. The chain is the
|
|
150
|
+
* motion; this only positions what the game handed over.
|
|
151
|
+
*/
|
|
152
|
+
/**
|
|
153
|
+
* The drawing half of a chain: one sprite per segment.
|
|
154
|
+
*
|
|
155
|
+
* @example
|
|
156
|
+
* ```ts
|
|
157
|
+
* import { Texture, TextureSource } from 'pixi.js';
|
|
158
|
+
* import { ArticulatedChain, ChainRig } from '@datamoc/mw_games/two-d/render';
|
|
159
|
+
*
|
|
160
|
+
* const skin = new Texture({ source: new TextureSource({ width: 8, height: 8 }) });
|
|
161
|
+
* const spine = new ArticulatedChain({ segments: 3, length: 10 });
|
|
162
|
+
* const rig = new ChainRig(spine, [skin, skin, skin]); // one Texture per segment
|
|
163
|
+
* rig.update(1); // segments sit on the chain's points
|
|
164
|
+
* ```
|
|
165
|
+
*/
|
|
166
|
+
export class ChainRig extends Container {
|
|
167
|
+
constructor(chain, textures) {
|
|
168
|
+
super();
|
|
169
|
+
if (textures.length !== chain.points.length)
|
|
170
|
+
throw new Error('a chain rig needs one texture per segment');
|
|
171
|
+
this.chain = chain;
|
|
172
|
+
this.segments = textures.map((texture) => {
|
|
173
|
+
const sprite = new TintedSprite(texture);
|
|
174
|
+
sprite.anchor.set(0, 0.5);
|
|
175
|
+
this.addChild(sprite);
|
|
176
|
+
return sprite;
|
|
177
|
+
});
|
|
178
|
+
}
|
|
179
|
+
update(dt) {
|
|
180
|
+
this.chain.update(dt);
|
|
181
|
+
for (let index = 0; index < this.segments.length; index++) {
|
|
182
|
+
const point = this.chain.points[index];
|
|
183
|
+
const next = this.chain.points[index + 1] ?? point;
|
|
184
|
+
this.segments[index].position.set(point.x, point.y);
|
|
185
|
+
this.segments[index].rotation = Math.atan2(next.y - point.y, next.x - point.x);
|
|
186
|
+
}
|
|
187
|
+
}
|
|
188
|
+
}
|
|
189
|
+
//# sourceMappingURL=SkeletalSprite.js.map
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@@ -0,0 +1 @@
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1
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+
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