@datamoc/mw_games 0.4.1 → 0.4.3

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Files changed (260) hide show
  1. package/README.md +2 -2
  2. package/dist/actors/ItemStatusEffect.d.ts +1 -1
  3. package/dist/actors/ItemStatusEffect.d.ts.map +1 -1
  4. package/dist/actors/ItemStatusEffect.js +2 -11
  5. package/dist/actors/ItemStatusEffect.js.map +1 -1
  6. package/dist/actors/StatusEffect.d.ts +11 -0
  7. package/dist/actors/StatusEffect.d.ts.map +1 -1
  8. package/dist/actors/StatusEffect.js +21 -8
  9. package/dist/actors/StatusEffect.js.map +1 -1
  10. package/dist/assets/binary.d.ts +52 -0
  11. package/dist/assets/binary.d.ts.map +1 -0
  12. package/dist/assets/binary.js +57 -0
  13. package/dist/assets/binary.js.map +1 -0
  14. package/dist/assets/index.d.ts +10 -5
  15. package/dist/assets/index.d.ts.map +1 -1
  16. package/dist/assets/index.js +9 -5
  17. package/dist/assets/index.js.map +1 -1
  18. package/dist/board/Army.d.ts +75 -0
  19. package/dist/board/Army.d.ts.map +1 -1
  20. package/dist/board/Army.js +75 -0
  21. package/dist/board/Army.js.map +1 -1
  22. package/dist/board/Classics.d.ts +297 -1
  23. package/dist/board/Classics.d.ts.map +1 -1
  24. package/dist/board/Classics.js +297 -1
  25. package/dist/board/Classics.js.map +1 -1
  26. package/dist/board/Engine.d.ts +23 -0
  27. package/dist/board/Engine.d.ts.map +1 -1
  28. package/dist/board/Engine.js +23 -0
  29. package/dist/board/Engine.js.map +1 -1
  30. package/dist/board/FogOfWar.d.ts +20 -0
  31. package/dist/board/FogOfWar.d.ts.map +1 -1
  32. package/dist/board/FogOfWar.js +20 -0
  33. package/dist/board/FogOfWar.js.map +1 -1
  34. package/dist/board/Tactics.d.ts +158 -1
  35. package/dist/board/Tactics.d.ts.map +1 -1
  36. package/dist/board/Tactics.js +125 -1
  37. package/dist/board/Tactics.js.map +1 -1
  38. package/dist/board/chess.d.ts +87 -3
  39. package/dist/board/chess.d.ts.map +1 -1
  40. package/dist/board/chess.js +96 -4
  41. package/dist/board/chess.js.map +1 -1
  42. package/dist/core/HttpTransport.d.ts +1 -1
  43. package/dist/core/HttpTransport.js +1 -1
  44. package/dist/core/News.d.ts +6 -13
  45. package/dist/core/News.d.ts.map +1 -1
  46. package/dist/core/News.js +10 -23
  47. package/dist/core/News.js.map +1 -1
  48. package/dist/core/RunHistory.d.ts +1 -2
  49. package/dist/core/RunHistory.d.ts.map +1 -1
  50. package/dist/core/RunHistory.js +5 -6
  51. package/dist/core/RunHistory.js.map +1 -1
  52. package/dist/core/Stats.d.ts +1 -2
  53. package/dist/core/Stats.d.ts.map +1 -1
  54. package/dist/core/Stats.js +5 -6
  55. package/dist/core/Stats.js.map +1 -1
  56. package/dist/core/StoredValue.d.ts +21 -0
  57. package/dist/core/StoredValue.d.ts.map +1 -0
  58. package/dist/core/StoredValue.js +28 -0
  59. package/dist/core/StoredValue.js.map +1 -0
  60. package/dist/i18n/Content.d.ts +151 -0
  61. package/dist/i18n/Content.d.ts.map +1 -0
  62. package/dist/i18n/Content.js +219 -0
  63. package/dist/i18n/Content.js.map +1 -0
  64. package/dist/i18n/index.d.ts +35 -3
  65. package/dist/i18n/index.d.ts.map +1 -1
  66. package/dist/i18n/index.js +88 -6
  67. package/dist/i18n/index.js.map +1 -1
  68. package/dist/mw_games.global.js +90 -90
  69. package/dist/roguelike/Level.d.ts +10 -0
  70. package/dist/roguelike/Level.d.ts.map +1 -1
  71. package/dist/roguelike/Level.js +57 -17
  72. package/dist/roguelike/Level.js.map +1 -1
  73. package/dist/roguelike/Pathfinder.js +19 -19
  74. package/dist/roguelike/Pathfinder.js.map +1 -1
  75. package/dist/roguelike/Placement.d.ts +62 -0
  76. package/dist/roguelike/Placement.d.ts.map +1 -0
  77. package/dist/roguelike/Placement.js +79 -0
  78. package/dist/roguelike/Placement.js.map +1 -0
  79. package/dist/roguelike/index.d.ts +2 -0
  80. package/dist/roguelike/index.d.ts.map +1 -1
  81. package/dist/roguelike/index.js +1 -0
  82. package/dist/roguelike/index.js.map +1 -1
  83. package/dist/rpg/FreeMover.d.ts +1 -1
  84. package/dist/rpg/FreeMover.d.ts.map +1 -1
  85. package/dist/rpg/FreeMover.js +3 -6
  86. package/dist/rpg/FreeMover.js.map +1 -1
  87. package/dist/rpg/GridMover.d.ts +1 -1
  88. package/dist/rpg/GridMover.d.ts.map +1 -1
  89. package/dist/rpg/GridMover.js +3 -6
  90. package/dist/rpg/GridMover.js.map +1 -1
  91. package/dist/rpg/MovableSprite.d.ts +6 -0
  92. package/dist/rpg/MovableSprite.d.ts.map +1 -1
  93. package/dist/rpg/MovableSprite.js +9 -1
  94. package/dist/rpg/MovableSprite.js.map +1 -1
  95. package/dist/three-d/Models.d.ts +38 -1
  96. package/dist/three-d/Models.d.ts.map +1 -1
  97. package/dist/three-d/Models.js +66 -3
  98. package/dist/three-d/Models.js.map +1 -1
  99. package/dist/two-d/render/ActorAnimator.d.ts +32 -0
  100. package/dist/two-d/render/ActorAnimator.d.ts.map +1 -1
  101. package/dist/two-d/render/ActorAnimator.js +21 -0
  102. package/dist/two-d/render/ActorAnimator.js.map +1 -1
  103. package/dist/two-d/render/AnimatedSprite.d.ts +24 -4
  104. package/dist/two-d/render/AnimatedSprite.d.ts.map +1 -1
  105. package/dist/two-d/render/AnimatedSprite.js +24 -4
  106. package/dist/two-d/render/AnimatedSprite.js.map +1 -1
  107. package/dist/two-d/render/Autotile.d.ts +33 -1
  108. package/dist/two-d/render/Autotile.d.ts.map +1 -1
  109. package/dist/two-d/render/Autotile.js +33 -1
  110. package/dist/two-d/render/Autotile.js.map +1 -1
  111. package/dist/two-d/render/Camera.d.ts +53 -1
  112. package/dist/two-d/render/Camera.d.ts.map +1 -1
  113. package/dist/two-d/render/Camera.js +36 -1
  114. package/dist/two-d/render/Camera.js.map +1 -1
  115. package/dist/two-d/render/Capabilities.d.ts +33 -0
  116. package/dist/two-d/render/Capabilities.d.ts.map +1 -1
  117. package/dist/two-d/render/Capabilities.js +33 -0
  118. package/dist/two-d/render/Capabilities.js.map +1 -1
  119. package/dist/two-d/render/ColorBlindness.d.ts +23 -0
  120. package/dist/two-d/render/ColorBlindness.d.ts.map +1 -1
  121. package/dist/two-d/render/ColorBlindness.js +23 -4
  122. package/dist/two-d/render/ColorBlindness.js.map +1 -1
  123. package/dist/two-d/render/ColorTransformBatcher.d.ts +67 -1
  124. package/dist/two-d/render/ColorTransformBatcher.d.ts.map +1 -1
  125. package/dist/two-d/render/ColorTransformBatcher.js +57 -1
  126. package/dist/two-d/render/ColorTransformBatcher.js.map +1 -1
  127. package/dist/two-d/render/LayeredSprite.d.ts +19 -0
  128. package/dist/two-d/render/LayeredSprite.d.ts.map +1 -1
  129. package/dist/two-d/render/LayeredSprite.js +19 -0
  130. package/dist/two-d/render/LayeredSprite.js.map +1 -1
  131. package/dist/two-d/render/Minimap.d.ts +25 -1
  132. package/dist/two-d/render/Minimap.d.ts.map +1 -1
  133. package/dist/two-d/render/Minimap.js +25 -1
  134. package/dist/two-d/render/Minimap.js.map +1 -1
  135. package/dist/two-d/render/Particles.d.ts +26 -2
  136. package/dist/two-d/render/Particles.d.ts.map +1 -1
  137. package/dist/two-d/render/Particles.js +23 -0
  138. package/dist/two-d/render/Particles.js.map +1 -1
  139. package/dist/two-d/render/Projectile.d.ts +14 -0
  140. package/dist/two-d/render/Projectile.d.ts.map +1 -1
  141. package/dist/two-d/render/Projectile.js +14 -0
  142. package/dist/two-d/render/Projectile.js.map +1 -1
  143. package/dist/two-d/render/ScreenEffects.d.ts +15 -0
  144. package/dist/two-d/render/ScreenEffects.d.ts.map +1 -1
  145. package/dist/two-d/render/ScreenEffects.js +15 -0
  146. package/dist/two-d/render/ScreenEffects.js.map +1 -1
  147. package/dist/two-d/render/Shape2D.d.ts +58 -1
  148. package/dist/two-d/render/Shape2D.d.ts.map +1 -1
  149. package/dist/two-d/render/Shape2D.js +58 -1
  150. package/dist/two-d/render/Shape2D.js.map +1 -1
  151. package/dist/two-d/render/StatusVisuals.d.ts +22 -0
  152. package/dist/two-d/render/StatusVisuals.d.ts.map +1 -1
  153. package/dist/two-d/render/StatusVisuals.js +22 -0
  154. package/dist/two-d/render/StatusVisuals.js.map +1 -1
  155. package/dist/two-d/render/TileMap.d.ts +65 -3
  156. package/dist/two-d/render/TileMap.d.ts.map +1 -1
  157. package/dist/two-d/render/TileMap.js +65 -3
  158. package/dist/two-d/render/TileMap.js.map +1 -1
  159. package/dist/two-d/render/TiledMap.d.ts +9 -3
  160. package/dist/two-d/render/TiledMap.d.ts.map +1 -1
  161. package/dist/two-d/render/TiledMap.js +9 -3
  162. package/dist/two-d/render/TiledMap.js.map +1 -1
  163. package/dist/two-d/render/TintedSprite.d.ts +9 -2
  164. package/dist/two-d/render/TintedSprite.d.ts.map +1 -1
  165. package/dist/two-d/render/TintedSprite.js +9 -2
  166. package/dist/two-d/render/TintedSprite.js.map +1 -1
  167. package/dist/two-d/render/Types2D.d.ts +14 -2
  168. package/dist/two-d/render/Types2D.d.ts.map +1 -1
  169. package/dist/two-d/render/Types2D.js +14 -2
  170. package/dist/two-d/render/Types2D.js.map +1 -1
  171. package/dist/two-d/render/Viewport.d.ts +22 -0
  172. package/dist/two-d/render/Viewport.d.ts.map +1 -1
  173. package/dist/two-d/render/Viewport.js +22 -0
  174. package/dist/two-d/render/Viewport.js.map +1 -1
  175. package/dist/two-d/ui/Bar.d.ts +16 -3
  176. package/dist/two-d/ui/Bar.d.ts.map +1 -1
  177. package/dist/two-d/ui/Bar.js +16 -1
  178. package/dist/two-d/ui/Bar.js.map +1 -1
  179. package/dist/two-d/ui/BitmapLabel.d.ts +26 -10
  180. package/dist/two-d/ui/BitmapLabel.d.ts.map +1 -1
  181. package/dist/two-d/ui/BitmapLabel.js +26 -3
  182. package/dist/two-d/ui/BitmapLabel.js.map +1 -1
  183. package/dist/two-d/ui/Button.d.ts +15 -0
  184. package/dist/two-d/ui/Button.d.ts.map +1 -1
  185. package/dist/two-d/ui/Button.js +15 -0
  186. package/dist/two-d/ui/Button.js.map +1 -1
  187. package/dist/two-d/ui/FloatingText.d.ts +15 -0
  188. package/dist/two-d/ui/FloatingText.d.ts.map +1 -1
  189. package/dist/two-d/ui/FloatingText.js +15 -0
  190. package/dist/two-d/ui/FloatingText.js.map +1 -1
  191. package/dist/two-d/ui/HelpScreen.d.ts +16 -0
  192. package/dist/two-d/ui/HelpScreen.d.ts.map +1 -1
  193. package/dist/two-d/ui/HelpScreen.js +23 -3
  194. package/dist/two-d/ui/HelpScreen.js.map +1 -1
  195. package/dist/two-d/ui/IconGrid.d.ts +27 -3
  196. package/dist/two-d/ui/IconGrid.d.ts.map +1 -1
  197. package/dist/two-d/ui/IconGrid.js +71 -55
  198. package/dist/two-d/ui/IconGrid.js.map +1 -1
  199. package/dist/two-d/ui/Label.d.ts +12 -8
  200. package/dist/two-d/ui/Label.d.ts.map +1 -1
  201. package/dist/two-d/ui/Label.js +14 -3
  202. package/dist/two-d/ui/Label.js.map +1 -1
  203. package/dist/two-d/ui/ListView.d.ts +22 -4
  204. package/dist/two-d/ui/ListView.d.ts.map +1 -1
  205. package/dist/two-d/ui/ListView.js +44 -43
  206. package/dist/two-d/ui/ListView.js.map +1 -1
  207. package/dist/two-d/ui/LoadingScreen.d.ts +24 -1
  208. package/dist/two-d/ui/LoadingScreen.d.ts.map +1 -1
  209. package/dist/two-d/ui/LoadingScreen.js +24 -1
  210. package/dist/two-d/ui/LoadingScreen.js.map +1 -1
  211. package/dist/two-d/ui/MessageBox.d.ts +21 -2
  212. package/dist/two-d/ui/MessageBox.d.ts.map +1 -1
  213. package/dist/two-d/ui/MessageBox.js +19 -0
  214. package/dist/two-d/ui/MessageBox.js.map +1 -1
  215. package/dist/two-d/ui/NinePatch.d.ts +12 -0
  216. package/dist/two-d/ui/NinePatch.d.ts.map +1 -1
  217. package/dist/two-d/ui/NinePatch.js +12 -0
  218. package/dist/two-d/ui/NinePatch.js.map +1 -1
  219. package/dist/two-d/ui/RebindScreen.d.ts +15 -0
  220. package/dist/two-d/ui/RebindScreen.d.ts.map +1 -1
  221. package/dist/two-d/ui/RebindScreen.js +15 -0
  222. package/dist/two-d/ui/RebindScreen.js.map +1 -1
  223. package/dist/two-d/ui/SelectionModel.d.ts +50 -0
  224. package/dist/two-d/ui/SelectionModel.d.ts.map +1 -0
  225. package/dist/two-d/ui/SelectionModel.js +73 -0
  226. package/dist/two-d/ui/SelectionModel.js.map +1 -0
  227. package/dist/two-d/ui/StatsScreen.d.ts +15 -0
  228. package/dist/two-d/ui/StatsScreen.d.ts.map +1 -1
  229. package/dist/two-d/ui/StatsScreen.js +15 -0
  230. package/dist/two-d/ui/StatsScreen.js.map +1 -1
  231. package/dist/two-d/ui/Toast.d.ts +12 -0
  232. package/dist/two-d/ui/Toast.d.ts.map +1 -1
  233. package/dist/two-d/ui/Toast.js +12 -0
  234. package/dist/two-d/ui/Toast.js.map +1 -1
  235. package/dist/two-d/ui/Tooltip.d.ts +14 -0
  236. package/dist/two-d/ui/Tooltip.d.ts.map +1 -1
  237. package/dist/two-d/ui/Tooltip.js +14 -0
  238. package/dist/two-d/ui/Tooltip.js.map +1 -1
  239. package/dist/two-d/ui/VerticalLabel.d.ts +18 -0
  240. package/dist/two-d/ui/VerticalLabel.d.ts.map +1 -1
  241. package/dist/two-d/ui/VerticalLabel.js +18 -0
  242. package/dist/two-d/ui/VerticalLabel.js.map +1 -1
  243. package/dist/two-d/ui/Window.d.ts +12 -0
  244. package/dist/two-d/ui/Window.d.ts.map +1 -1
  245. package/dist/two-d/ui/Window.js +12 -0
  246. package/dist/two-d/ui/Window.js.map +1 -1
  247. package/dist/two-d/ui/theme.d.ts +45 -1
  248. package/dist/two-d/ui/theme.d.ts.map +1 -1
  249. package/dist/two-d/ui/theme.js +45 -1
  250. package/dist/two-d/ui/theme.js.map +1 -1
  251. package/dist/two-d/ui/themedText.d.ts +20 -0
  252. package/dist/two-d/ui/themedText.d.ts.map +1 -0
  253. package/dist/two-d/ui/themedText.js +9 -0
  254. package/dist/two-d/ui/themedText.js.map +1 -0
  255. package/dist/version.d.ts +1 -1
  256. package/dist/version.js +1 -1
  257. package/package.json +11 -2
  258. package/tools/compile-resources.mjs +1 -1
  259. package/tools/compress-dist.d.mts +16 -0
  260. package/tools/compress-dist.mjs +116 -0
@@ -1,7 +1,18 @@
1
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  import { Container, Graphics, RenderTexture, Sprite } from 'pixi.js';
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  import { Game } from '../Game.js';
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  /** the cell indices in `explored` not yet baked into a minimap's texture - pure, so it can
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- * be tested without a renderer */
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+ * be tested without a renderer
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+ *
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+ * @example
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+ * ```ts
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+ * import { newlyRevealed } from '@datamoc/mw_games/two-d/render';
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+ *
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+ * const explored = new Set([4, 9, 12]);
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+ * const alreadyDrawn = new Set([4]);
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+ *
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+ * console.log(newlyRevealed(explored, alreadyDrawn)); // [9, 12]
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+ * ```
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+ */
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  export function newlyRevealed(explored, alreadyDrawn) {
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  const result = [];
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  for (const index of explored) {
@@ -26,6 +37,19 @@ export function newlyRevealed(explored, alreadyDrawn) {
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  * whole map from scratch on every call, which is the one open engineering question this
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  * item named: how an explored-cell set becomes a small texture without becoming a
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  * per-frame cost that grows with how much of the level has been seen.
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+ *
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+ * @example
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+ * ```ts
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+ * import { Minimap } from '@datamoc/mw_games/two-d/render';
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+ *
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+ * const minimap = new Minimap({ widthInCells: 40, heightInCells: 24, cellSize: 2 });
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+ *
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+ * const explored = new Set([0, 1, 40]);
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+ * minimap.sync(explored, (x, y) => ((x + y) % 2 === 0 ? 0x3a3a2a : 0x2f5a2f));
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+ * minimap.setMarker(0, 0, Math.PI / 2); // the hero, facing down
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+ *
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+ * console.log(minimap.exploredCount); // 3
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+ * ```
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  */
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  export class Minimap extends Container {
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  constructor(options) {
@@ -1 +1 @@
1
- {"version":3,"file":"Minimap.js","sourceRoot":"","sources":["../../../src/two-d/render/Minimap.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,EAAE,MAAM,SAAS,CAAC;AACrE,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC;kCACkC;AAClC,MAAM,UAAU,aAAa,CAAC,QAA6B,EAAE,YAAiC;IAC7F,MAAM,MAAM,GAAa,EAAE,CAAC;IAC5B,KAAK,MAAM,KAAK,IAAI,QAAQ,EAAE,CAAC;QAC9B,IAAI,CAAC,YAAY,CAAC,GAAG,CAAC,KAAK,CAAC;YAAE,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IAClD,CAAC;IACD,OAAO,MAAM,CAAC;AACf,CAAC;AAWD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,OAAO,OAAQ,SAAQ,SAAS;IAUrC,YAAY,OAAuB;QAClC,KAAK,EAAE,CAAC;QALD,UAAK,GAAG,IAAI,GAAG,EAAU,CAAC;QAE1B,WAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;QAK/B,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC,YAAY,CAAC;QACzC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,CAAC,CAAC;QAEtC,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC,MAAM,CAAC;YACzC,KAAK,EAAE,OAAO,CAAC,YAAY,GAAG,IAAI,CAAC,QAAQ;YAC3C,MAAM,EAAE,OAAO,CAAC,aAAa,GAAG,IAAI,CAAC,QAAQ;SAC7C,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAC7C,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3B,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IAC5B,CAAC;IAED,2FAA2F;IAC3F,IAAI,aAAa;QAChB,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC;IACxB,CAAC;IAED;;;;;OAKG;IACH,IAAI,CAAC,QAA6B,EAAE,QAA0C;QAC7E,MAAM,KAAK,GAAG,aAAa,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAClD,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC;YAAE,OAAO;QAE/B,MAAM,KAAK,GAAG,IAAI,QAAQ,EAAE,CAAC;QAC7B,KAAK,MAAM,KAAK,IAAI,KAAK,EAAE,CAAC;YAC3B,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;YACtB,MAAM,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC;YACpC,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,CAAC;YAChD,KAAK;iBACH,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC;iBACxE,IAAI,CAAC,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC;QACnC,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QACjG,KAAK,CAAC,OAAO,EAAE,CAAC;IACjB,CAAC;IAED,2FAA2F;IAC3F,SAAS,CAAC,CAAS,EAAE,CAAS,EAAE,MAAe,EAAE,KAAK,GAAG,QAAQ;QAChE,IAAI,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;QACpB,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,CAAC,CAAC;QAErE,IAAI,MAAM,KAAK,SAAS,EAAE,CAAC;YAC1B,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;YACjC,IAAI,CAAC,MAAM;iBACT,MAAM,CAAC,CAAC,EAAE,CAAC,CAAC;iBACZ,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC;iBAC5D,MAAM,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC;QAC/B,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC1C,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;IAC3C,CAAC;IAED,iGAAiG;IACjG,KAAK;QACJ,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;QACnB,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,SAAS,EAAE,IAAI,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,aAAa,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,CAAC;IAC3G,CAAC;IAEQ,OAAO,CAAC,OAA6C;QAC7D,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACjC,KAAK,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC;IACxB,CAAC;CACD"}
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@@ -1,4 +1,5 @@
1
- import { Container, type Texture } from 'pixi.js';
1
+ import { Container } from 'pixi.js';
2
+ import type { Texture2D } from './Types2D.ts';
2
3
  /**
3
4
  * One live particle. Exposed as plain readable state rather than hidden inside the emitter,
4
5
  * because that is what makes the simulation testable without a renderer at all: an emitter
@@ -27,7 +28,7 @@ export interface Particle {
27
28
  export type ParticleRange = number | readonly [number, number];
28
29
  export interface ParticleEmitterOptions {
29
30
  /** drawn per particle; omit for a pure simulation that renders nothing (tests, headless) */
30
- texture?: Texture;
31
+ texture?: Texture2D;
31
32
  /** how many particles can live at once. The pool is allocated once at this size and never grows */
32
33
  max?: number;
33
34
  /** particles emitted per second while `start()`ed; 0 makes the emitter burst-only */
@@ -65,6 +66,29 @@ export interface ParticleEmitterOptions {
65
66
  * Every random draw goes through `mwg/core`'s seeded `Random`, so a replayed or
66
67
  * seeded run produces the same spray, rather than particles being the one thing on screen
67
68
  * that a deterministic replay cannot reproduce.
69
+ *
70
+ * @example
71
+ * ```ts
72
+ * import { ParticleEmitter, type Texture2D } from '@datamoc/mw_games/two-d/render';
73
+ *
74
+ * declare const sparkTexture: Texture2D;
75
+ *
76
+ * const sparks = new ParticleEmitter({
77
+ * texture: sparkTexture,
78
+ * max: 64,
79
+ * life: [0.2, 0.4],
80
+ * speed: [80, 160],
81
+ * gravity: { x: 0, y: 300 },
82
+ * scale: [1, 0.2],
83
+ * alpha: [1, 0],
84
+ * });
85
+ * sparks.x = 100;
86
+ * sparks.y = 60;
87
+ *
88
+ * sparks.burst(12); // a sword hit: 12 particles at once, fewer if the pool is nearly full
89
+ * sparks.update(1 / 60); // steps physics and, since a texture was given, the sprites too
90
+ * console.log(sparks.activeCount); // 12 - still alive right after the burst
91
+ * ```
68
92
  */
69
93
  export declare class ParticleEmitter extends Container {
70
94
  private readonly pool;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Particles.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/Particles.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAU,MAAM,SAAS,CAAC;AAE5C,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAE9C;;;;;;GAMG;AACH,MAAM,WAAW,QAAQ;IACxB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,EAAE,EAAE,MAAM,CAAC;IACX,EAAE,EAAE,MAAM,CAAC;IAEX,0BAA0B;IAC1B,GAAG,EAAE,MAAM,CAAC;IAEZ,sCAAsC;IACtC,IAAI,EAAE,MAAM,CAAC;IAEb,QAAQ,EAAE,MAAM,CAAC;IACjB,IAAI,EAAE,MAAM,CAAC;IAEb,mFAAmF;IACnF,KAAK,EAAE,MAAM,CAAC;IACd,KAAK,EAAE,MAAM,CAAC;IAEd,uDAAuD;IACvD,MAAM,EAAE,OAAO,CAAC;CAChB;AAED,uFAAuF;AACvF,MAAM,MAAM,aAAa,GAAG,MAAM,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;AAE/D,MAAM,WAAW,sBAAsB;IACtC,4FAA4F;IAC5F,OAAO,CAAC,EAAE,SAAS,CAAC;IAEpB,mGAAmG;IACnG,GAAG,CAAC,EAAE,MAAM,CAAC;IAEb,qFAAqF;IACrF,IAAI,CAAC,EAAE,MAAM,CAAC;IAEd,+BAA+B;IAC/B,IAAI,CAAC,EAAE,aAAa,CAAC;IAErB,4CAA4C;IAC5C,KAAK,CAAC,EAAE,aAAa,CAAC;IAEtB,2EAA2E;IAC3E,KAAK,CAAC,EAAE,aAAa,CAAC;IAEtB,wFAAwF;IACxF,OAAO,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IAEnC,yEAAyE;IACzE,KAAK,CAAC,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAElC,kCAAkC;IAClC,KAAK,CAAC,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAElC,4CAA4C;IAC5C,IAAI,CAAC,EAAE,aAAa,CAAC;IAErB,yEAAyE;IACzE,IAAI,CAAC,EAAE,MAAM,CAAC;CACd;AAMD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH,qBAAa,eAAgB,SAAQ,SAAS;IAC7C,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAkB;IACvC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAgB;IAExC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAS;IAC9B,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAgB;IACrC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAgB;IACtC,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAgB;IAC3C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAS;IAClC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAS;IAClC,OAAO,CAAC,QAAQ,CAAC,UAAU,CAA4B;IACvD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAA4B;IACvD,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAgB;IAErC,OAAO,CAAC,QAAQ,CAAS;IAEzB,2FAA2F;IAC3F,OAAO,CAAC,UAAU,CAAK;IAEvB,2FAA2F;IAC3F,OAAO,CAAC,IAAI,CAAK;IAEjB,YAAY,OAAO,GAAE,sBAA2B,EA0B/C;IAED,gEAAgE;IAChE,KAAK,IAAI,IAAI,CAEZ;IAED,uEAAuE;IACvE,IAAI,IAAI,IAAI,CAGX;IAED,IAAI,UAAU,IAAI,OAAO,CAExB;IAED,6CAA6C;IAC7C,IAAI,WAAW,IAAI,MAAM,CAIxB;IAED,oFAAoF;IACpF,IAAI,SAAS,IAAI,SAAS,QAAQ,EAAE,CAEnC;IAED;;;;OAIG;IACH,KAAK,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAO3B;IAED,OAAO,CAAC,KAAK;IA+Bb,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAkCvB;IAED,2EAA2E;IAC3E,OAAO,CAAC,IAAI;IAmBZ,2EAA2E;IAC3E,KAAK,IAAI,IAAI,CAIZ;CACD"}
@@ -16,6 +16,29 @@ function pick(range) {
16
16
  * Every random draw goes through `mwg/core`'s seeded `Random`, so a replayed or
17
17
  * seeded run produces the same spray, rather than particles being the one thing on screen
18
18
  * that a deterministic replay cannot reproduce.
19
+ *
20
+ * @example
21
+ * ```ts
22
+ * import { ParticleEmitter, type Texture2D } from '@datamoc/mw_games/two-d/render';
23
+ *
24
+ * declare const sparkTexture: Texture2D;
25
+ *
26
+ * const sparks = new ParticleEmitter({
27
+ * texture: sparkTexture,
28
+ * max: 64,
29
+ * life: [0.2, 0.4],
30
+ * speed: [80, 160],
31
+ * gravity: { x: 0, y: 300 },
32
+ * scale: [1, 0.2],
33
+ * alpha: [1, 0],
34
+ * });
35
+ * sparks.x = 100;
36
+ * sparks.y = 60;
37
+ *
38
+ * sparks.burst(12); // a sword hit: 12 particles at once, fewer if the pool is nearly full
39
+ * sparks.update(1 / 60); // steps physics and, since a texture was given, the sprites too
40
+ * console.log(sparks.activeCount); // 12 - still alive right after the burst
41
+ * ```
19
42
  */
20
43
  export class ParticleEmitter extends Container {
21
44
  constructor(options = {}) {
@@ -1 +1 @@
1
- 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1
+ 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@@ -17,6 +17,20 @@ export interface ProjectileOptions {
17
17
  * before a `Projectile` is ever created. What is here is just "this point moves to that
18
18
  * point over time", because a thrown potion and a wand bolt both need exactly that and
19
19
  * nothing about the game's own arithmetic.
20
+ *
21
+ * @example
22
+ * ```ts
23
+ * import { Projectile } from '@datamoc/mw_games/two-d/render';
24
+ *
25
+ * declare const boltSprite: { x: number; y: number };
26
+ *
27
+ * const bolt = new Projectile(boltSprite, { x: 0, y: 0 }, { x: 200, y: 0 }, { speed: 400 });
28
+ *
29
+ * const arrived = bolt.update(1 / 60);
30
+ * console.log(bolt.progress); // small, just past 0 - one frame into the flight
31
+ * console.log(arrived); // false - not there yet
32
+ * console.log(boltSprite.x); // moved partway from 0 towards 200
33
+ * ```
20
34
  */
21
35
  export declare class Projectile {
22
36
  private sprite;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Projectile.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/Projectile.ts"],"names":[],"mappings":"AAAA,MAAM,WAAW,eAAe;IAC/B,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;CACV;AAED,MAAM,WAAW,iBAAiB;IACjC,6DAA6D;IAC7D,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,+EAA+E;IAC/E,QAAQ,CAAC,EAAE,MAAM,CAAC;CAClB;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,qBAAa,UAAU;IACtB,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,KAAK,CAAS;IACtB,OAAO,CAAC,KAAK,CAAS;IACtB,OAAO,CAAC,GAAG,CAAS;IACpB,OAAO,CAAC,GAAG,CAAS;IACpB,OAAO,CAAC,QAAQ,CAAS;IACzB,OAAO,CAAC,OAAO,CAAK;IACpB,OAAO,CAAC,OAAO,CAAS;IAExB,YAAY,MAAM,EAAE,eAAe,EAAE,IAAI,EAAE,eAAe,EAAE,EAAE,EAAE,eAAe,EAAE,OAAO,GAAE,iBAAsB,EAc/G;IAED,IAAI,IAAI,IAAI,OAAO,CAElB;IAED,gCAAgC;IAChC,IAAI,QAAQ,IAAI,MAAM,CAErB;IAED,wFAAwF;IACxF,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAa1B;CACD"}
@@ -7,6 +7,20 @@
7
7
  * before a `Projectile` is ever created. What is here is just "this point moves to that
8
8
  * point over time", because a thrown potion and a wand bolt both need exactly that and
9
9
  * nothing about the game's own arithmetic.
10
+ *
11
+ * @example
12
+ * ```ts
13
+ * import { Projectile } from '@datamoc/mw_games/two-d/render';
14
+ *
15
+ * declare const boltSprite: { x: number; y: number };
16
+ *
17
+ * const bolt = new Projectile(boltSprite, { x: 0, y: 0 }, { x: 200, y: 0 }, { speed: 400 });
18
+ *
19
+ * const arrived = bolt.update(1 / 60);
20
+ * console.log(bolt.progress); // small, just past 0 - one frame into the flight
21
+ * console.log(arrived); // false - not there yet
22
+ * console.log(boltSprite.x); // moved partway from 0 towards 200
23
+ * ```
10
24
  */
11
25
  export class Projectile {
12
26
  constructor(sprite, from, to, options = {}) {
@@ -1 +1 @@
1
- {"version":3,"file":"Projectile.js","sourceRoot":"","sources":["../../../src/two-d/render/Projectile.ts"],"names":[],"mappings":"AAaA;;;;;;;;;GASG;AACH,MAAM,OAAO,UAAU;IAUtB,YAAY,MAAuB,EAAE,IAAqB,EAAE,EAAmB,EAAE,OAAO,GAAsB,EAAE;QAHxG,YAAO,GAAG,CAAC,CAAC;QACZ,YAAO,GAAG,KAAK,CAAC;QAGvB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,CAAC,CAAC;QACpB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,CAAC,CAAC;QACpB,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC;QAChB,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC;QAEhB,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;QAC1D,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,QAAQ,GAAG,CAAC,OAAO,CAAC,KAAK,IAAI,GAAG,CAAC,CAAC;QACtE,4EAA4E;QAC5E,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC;YAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAE7C,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;QAClB,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;IACnB,CAAC;IAED,IAAI,IAAI;QACP,OAAO,IAAI,CAAC,OAAO,CAAC;IACrB,CAAC;IAED,gCAAgC;IAChC,IAAI,QAAQ;QACX,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;IAClD,CAAC;IAED,wFAAwF;IACxF,MAAM,CAAC,EAAU;QAChB,IAAI,IAAI,CAAC,OAAO;YAAE,OAAO,KAAK,CAAC;QAE/B,IAAI,CAAC,OAAO,IAAI,EAAE,CAAC;QACnB,MAAM,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;QACxB,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;QACzD,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;QAEzD,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;YACZ,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;YACpB,OAAO,IAAI,CAAC;QACb,CAAC;QACD,OAAO,KAAK,CAAC;IACd,CAAC;CACD"}
1
+ {"version":3,"file":"Projectile.js","sourceRoot":"","sources":["../../../src/two-d/render/Projectile.ts"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,MAAM,OAAO,UAAU;IAUtB,YAAY,MAAuB,EAAE,IAAqB,EAAE,EAAmB,EAAE,OAAO,GAAsB,EAAE;QAHxG,YAAO,GAAG,CAAC,CAAC;QACZ,YAAO,GAAG,KAAK,CAAC;QAGvB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,CAAC,CAAC;QACpB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,CAAC,CAAC;QACpB,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC;QAChB,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC;QAEhB,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;QAC1D,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,QAAQ,GAAG,CAAC,OAAO,CAAC,KAAK,IAAI,GAAG,CAAC,CAAC;QACtE,4EAA4E;QAC5E,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC;YAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAE7C,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;QAClB,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC;IACnB,CAAC;IAED,IAAI,IAAI;QACP,OAAO,IAAI,CAAC,OAAO,CAAC;IACrB,CAAC;IAED,gCAAgC;IAChC,IAAI,QAAQ;QACX,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;IAClD,CAAC;IAED,wFAAwF;IACxF,MAAM,CAAC,EAAU;QAChB,IAAI,IAAI,CAAC,OAAO;YAAE,OAAO,KAAK,CAAC;QAE/B,IAAI,CAAC,OAAO,IAAI,EAAE,CAAC;QACnB,MAAM,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;QACxB,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;QACzD,IAAI,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;QAEzD,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;YACZ,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;YACpB,OAAO,IAAI,CAAC;QACb,CAAC;QACD,OAAO,KAAK,CAAC;IACd,CAAC;CACD"}
@@ -20,6 +20,21 @@ export interface ScreenEffectsOptions {
20
20
  *
21
21
  * Add the container last, or to a layer above the world: this draws over whatever is beneath
22
22
  * it in the display list and nothing else about draw order is its business.
23
+ *
24
+ * @example
25
+ * ```ts
26
+ * import { ScreenEffects } from '@datamoc/mw_games/two-d/render';
27
+ *
28
+ * const effects = new ScreenEffects({ width: 640, height: 360 });
29
+ * // add effects last: game.stage.addChild(effects);
30
+ *
31
+ * effects.flash(0.2, 0xffffff); // a critical hit
32
+ * const done = effects.update(1 / 60);
33
+ * console.log(done); // false - still mid-flash
34
+ * console.log(effects.isBusy); // true
35
+ *
36
+ * effects.setTint(0x336633, 0.3); // held green cast while poisoned
37
+ * ```
23
38
  */
24
39
  export declare class ScreenEffects extends Container {
25
40
  private readonly overlay;
@@ -1 +1 @@
1
- {"version":3,"file":"ScreenEffects.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/ScreenEffects.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAY,MAAM,SAAS,CAAC;AAG9C,4FAA4F;AAC5F,MAAM,MAAM,iBAAiB,GAAG,MAAM,GAAG,SAAS,GAAG,QAAQ,GAAG,OAAO,CAAC;AAExE,MAAM,WAAW,oBAAoB;IACpC,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE,MAAM,CAAC;IAEhB,uEAAuE;IACvE,KAAK,CAAC,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;;;;;;;GAaG;AACH,qBAAa,aAAc,SAAQ,SAAS;IAC3C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAkB;IAC1C,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAS;IAEtC,OAAO,CAAC,SAAS,CAAS;IAC1B,OAAO,CAAC,UAAU,CAAS;IAE3B,OAAO,CAAC,KAAK,CAA6B;IAC1C,OAAO,CAAC,OAAO,CAAK;IACpB,OAAO,CAAC,QAAQ,CAAK;IAErB,6DAA6D;IAC7D,OAAO,CAAC,SAAS,CAAK;IACtB,OAAO,CAAC,OAAO,CAAK;IAEpB,YAAY,OAAO,GAAE,oBAAyB,EAU7C;IAED,oFAAoF;IACpF,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAI/C;IAED,OAAO,CAAC,MAAM;IAOd,2EAA2E;IAC3E,IAAI,MAAM,IAAI,OAAO,CAEpB;IAED;;;;;OAKG;IACH,IAAI,SAAS,IAAI,MAAM,CAEtB;IAED,wFAAwF;IACxF,OAAO,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,GAAG,IAAI,CAE9C;IAED,sFAAsF;IACtF,MAAM,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,GAAG,IAAI,CAE7C;IAED;;;;;;OAMG;IACH,KAAK,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,IAAI,SAAI,GAAG,IAAI,CAEtD;IAED;;;OAGG;IACH,OAAO,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAK1C;IAED,sEAAsE;IACtE,KAAK,IAAI,IAAI,CAKZ;IAED,OAAO,CAAC,KAAK;IAkBb,qEAAqE;IACrE,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAqB1B;CACD"}
1
+ {"version":3,"file":"ScreenEffects.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/ScreenEffects.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAY,MAAM,SAAS,CAAC;AAG9C,4FAA4F;AAC5F,MAAM,MAAM,iBAAiB,GAAG,MAAM,GAAG,SAAS,GAAG,QAAQ,GAAG,OAAO,CAAC;AAExE,MAAM,WAAW,oBAAoB;IACpC,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE,MAAM,CAAC;IAEhB,uEAAuE;IACvE,KAAK,CAAC,EAAE,MAAM,CAAC;CACf;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,qBAAa,aAAc,SAAQ,SAAS;IAC3C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAkB;IAC1C,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAS;IAEtC,OAAO,CAAC,SAAS,CAAS;IAC1B,OAAO,CAAC,UAAU,CAAS;IAE3B,OAAO,CAAC,KAAK,CAA6B;IAC1C,OAAO,CAAC,OAAO,CAAK;IACpB,OAAO,CAAC,QAAQ,CAAK;IAErB,6DAA6D;IAC7D,OAAO,CAAC,SAAS,CAAK;IACtB,OAAO,CAAC,OAAO,CAAK;IAEpB,YAAY,OAAO,GAAE,oBAAyB,EAU7C;IAED,oFAAoF;IACpF,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAI/C;IAED,OAAO,CAAC,MAAM;IAOd,2EAA2E;IAC3E,IAAI,MAAM,IAAI,OAAO,CAEpB;IAED;;;;;OAKG;IACH,IAAI,SAAS,IAAI,MAAM,CAEtB;IAED,wFAAwF;IACxF,OAAO,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,GAAG,IAAI,CAE9C;IAED,sFAAsF;IACtF,MAAM,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,GAAG,IAAI,CAE7C;IAED;;;;;;OAMG;IACH,KAAK,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,IAAI,SAAI,GAAG,IAAI,CAEtD;IAED;;;OAGG;IACH,OAAO,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAK1C;IAED,sEAAsE;IACtE,KAAK,IAAI,IAAI,CAKZ;IAED,OAAO,CAAC,KAAK;IAkBb,qEAAqE;IACrE,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAqB1B;CACD"}
@@ -13,6 +13,21 @@ import { Easing } from '../../core/Tween.js';
13
13
  *
14
14
  * Add the container last, or to a layer above the world: this draws over whatever is beneath
15
15
  * it in the display list and nothing else about draw order is its business.
16
+ *
17
+ * @example
18
+ * ```ts
19
+ * import { ScreenEffects } from '@datamoc/mw_games/two-d/render';
20
+ *
21
+ * const effects = new ScreenEffects({ width: 640, height: 360 });
22
+ * // add effects last: game.stage.addChild(effects);
23
+ *
24
+ * effects.flash(0.2, 0xffffff); // a critical hit
25
+ * const done = effects.update(1 / 60);
26
+ * console.log(done); // false - still mid-flash
27
+ * console.log(effects.isBusy); // true
28
+ *
29
+ * effects.setTint(0x336633, 0.3); // held green cast while poisoned
30
+ * ```
16
31
  */
17
32
  export class ScreenEffects extends Container {
18
33
  constructor(options = {}) {
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"ScreenEffects.js","sourceRoot":"","sources":["../../../src/two-d/render/ScreenEffects.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAC9C,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAa7C;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,MAAM,OAAO,aAAc,SAAQ,SAAS;IAe3C,YAAY,OAAO,GAAyB,EAAE;QAC7C,KAAK,EAAE,CAAC;QAfQ,YAAO,GAAG,IAAI,QAAQ,EAAE,CAAC;QAMlC,UAAK,GAAsB,MAAM,CAAC;QAClC,YAAO,GAAG,CAAC,CAAC;QACZ,aAAQ,GAAG,CAAC,CAAC;QAErB,6DAA6D;QACrD,cAAS,GAAG,CAAC,CAAC;QACd,YAAO,GAAG,CAAC,CAAC;QAInB,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC,KAAK,IAAI,QAAQ,CAAC;QAC9C,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC;QACpC,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC;QAEtC,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC;QACvB,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,IAAI,CAAC,YAAY,CAAC;QACtC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC5B,IAAI,CAAC,MAAM,EAAE,CAAC;IACf,CAAC;IAED,oFAAoF;IACpF,WAAW,CAAC,KAAa,EAAE,MAAc;QACxC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC;QACzB,IAAI,CAAC,MAAM,EAAE,CAAC;IACf,CAAC;IAEO,MAAM;QACb,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC;QACrB,IAAI,IAAI,CAAC,SAAS,GAAG,CAAC,IAAI,IAAI,CAAC,UAAU,GAAG,CAAC,EAAE,CAAC;YAC/C,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,QAAQ,EAAE,CAAC,CAAC;QACpF,CAAC;IACF,CAAC;IAED,2EAA2E;IAC3E,IAAI,MAAM;QACT,OAAO,IAAI,CAAC,KAAK,KAAK,MAAM,CAAC;IAC9B,CAAC;IAED;;;;;OAKG;IACH,IAAI,SAAS;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;IAC3B,CAAC;IAED,wFAAwF;IACxF,OAAO,CAAC,QAAgB,EAAE,KAAc;QACvC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;IAC/D,CAAC;IAED,sFAAsF;IACtF,MAAM,CAAC,QAAgB,EAAE,KAAc;QACtC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;IAC9D,CAAC;IAED;;;;;;OAMG;IACH,KAAK,CAAC,QAAgB,EAAE,KAAc,EAAE,IAAI,GAAG,CAAC;QAC/C,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,QAAQ,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;IAC/C,CAAC;IAED;;;OAGG;IACH,OAAO,CAAC,KAAa,EAAE,KAAa;QACnC,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;QACjB,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC;IACtD,CAAC;IAED,sEAAsE;IACtE,KAAK;QACJ,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;QACjB,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,CAAC;QACvB,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,IAAI,CAAC,YAAY,CAAC;IACvC,CAAC;IAEO,KAAK,CAAC,KAAwB,EAAE,QAAgB,EAAE,IAAY,EAAE,EAAU,EAAE,KAAc;QACjG,IAAI,CAAC,OAAO,CAAC,IAAI,GAAG,KAAK,IAAI,IAAI,CAAC,YAAY,CAAC;QAC/C,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;QAClB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;QACjB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QAEzB,kFAAkF;QAClF,IAAI,CAAC,CAAC,QAAQ,GAAG,CAAC,CAAC,EAAE,CAAC;YACrB,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;YAChD,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC;YACpB,OAAO;QACR,CAAC;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,KAAK,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IACnD,CAAC;IAED,qEAAqE;IACrE,MAAM,CAAC,EAAU;QAChB,IAAI,IAAI,CAAC,KAAK,KAAK,MAAM;YAAE,OAAO,KAAK,CAAC;QAExC,IAAI,CAAC,OAAO,IAAI,EAAE,CAAC;QACnB,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;QAEpD,IAAI,IAAI,CAAC,KAAK,KAAK,OAAO,EAAE,CAAC;YAC5B,oEAAoE;YACpE,MAAM,KAAK,GAAG,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC;YACzF,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QAC3C,CAAC;aAAM,CAAC;YACP,MAAM,KAAK,GAAG,MAAM,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;YACtC,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,SAAS,GAAG,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,GAAG,KAAK,CAAC;QAC/E,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;YACZ,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,KAAK,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC;YAC/D,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC;YACpB,OAAO,IAAI,CAAC;QACb,CAAC;QACD,OAAO,KAAK,CAAC;IACd,CAAC;CACD"}
@@ -8,6 +8,16 @@ import { Container, Graphics, Text, TilingSprite, FillGradient } from 'pixi.js';
8
8
  * A bare re-export under this name, deliberately: Pixi's own `Container` already does
9
9
  * everything this needs, so the point is not to add behaviour but to give a game a name it
10
10
  * can import without naming `pixi.js` itself.
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { Node2D, Shape2D } from '@datamoc/mw_games/two-d/render';
15
+ *
16
+ * const hud = new Node2D();
17
+ * hud.addChild(new Shape2D().rect(0, 0, 100, 20).fill(0x202020));
18
+ * hud.x = 12;
19
+ * hud.y = 12;
20
+ * ```
11
21
  */
12
22
  export declare class Node2D extends Container {
13
23
  }
@@ -18,6 +28,15 @@ export declare class Node2D extends Container {
18
28
  * `lineTo`) is already the right shape for this; wrapping it class-for-method would only
19
29
  * duplicate an API this project does not own and would drift from every Pixi upgrade. The
20
30
  * bare re-export is what lets a game draw shapes without importing `pixi.js` itself.
31
+ *
32
+ * @example
33
+ * ```ts
34
+ * import { Shape2D } from '@datamoc/mw_games/two-d/render';
35
+ *
36
+ * const marker = new Shape2D().circle(0, 0, 6).fill(0xff4040).stroke({ color: 0x000000, width: 1 });
37
+ * marker.x = 100;
38
+ * marker.y = 60;
39
+ * ```
21
40
  */
22
41
  export declare class Shape2D extends Graphics {
23
42
  }
@@ -25,6 +44,15 @@ export declare class Shape2D extends Graphics {
25
44
  * Text under an MWG-owned name, for the case `ui.Label`/`ui.BitmapLabel` do not cover - a
26
45
  * one-off caption inside a `Shape2D`-drawn diagram, say, rather than themed game-wide UI
27
46
  * text. Prefer `Label`/`BitmapLabel` for anything styled through `ui.theme()`.
47
+ *
48
+ * @example
49
+ * ```ts
50
+ * import { Text2D } from '@datamoc/mw_games/two-d/render';
51
+ *
52
+ * const caption = new Text2D({ text: 'N', style: { fill: 0xffffff, fontSize: 14 } });
53
+ * caption.x = 40;
54
+ * caption.y = 4;
55
+ * ```
28
56
  */
29
57
  export declare class Text2D extends Text {
30
58
  }
@@ -32,9 +60,38 @@ export declare class Text2D extends Text {
32
60
  * A texture that repeats/scrolls to fill a shape, rather than stretching - a parallax
33
61
  * background, a scrolling water or lava tile. `TilingSprite`'s own `tilePosition`/`tileScale`
34
62
  * already covers the "scrolling tile layer" need in full; this is a name, not new behaviour.
63
+ *
64
+ * @example
65
+ * ```ts
66
+ * import { TiledSprite } from '@datamoc/mw_games/two-d/render';
67
+ * import type { Texture2D } from '@datamoc/mw_games/two-d/render';
68
+ *
69
+ * declare const waterTexture: Texture2D;
70
+ *
71
+ * const water = new TiledSprite({ texture: waterTexture, width: 320, height: 96 });
72
+ * water.tilePosition.x -= 12; // scroll it a little each frame, from update(dt)
73
+ * ```
35
74
  */
36
75
  export declare class TiledSprite extends TilingSprite {
37
76
  }
38
- /** A gradient fill/stroke, passed to `Shape2D.fill`/`.stroke` the same way a plain colour is. */
77
+ /** A gradient fill/stroke, passed to `Shape2D.fill`/`.stroke` the same way a plain colour is.
78
+ *
79
+ * @example
80
+ * ```ts
81
+ * import { Shape2D, Gradient } from '@datamoc/mw_games/two-d/render';
82
+ *
83
+ * const sky = new Gradient({
84
+ * type: 'linear',
85
+ * start: { x: 0, y: 0 },
86
+ * end: { x: 0, y: 1 },
87
+ * colorStops: [
88
+ * { offset: 0, color: 0x1a1a3a },
89
+ * { offset: 1, color: 0x3a2a4a },
90
+ * ],
91
+ * });
92
+ *
93
+ * const backdrop = new Shape2D().rect(0, 0, 320, 180).fill(sky);
94
+ * ```
95
+ */
39
96
  export declare const Gradient: typeof FillGradient;
40
97
  //# sourceMappingURL=Shape2D.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Shape2D.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/Shape2D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,IAAI,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,SAAS,CAAC;AAEhF;;;;;;;;;GASG;AACH,qBAAa,MAAO,SAAQ,SAAS;CAAG;AAExC;;;;;;;GAOG;AACH,qBAAa,OAAQ,SAAQ,QAAQ;CAAG;AAExC;;;;GAIG;AACH,qBAAa,MAAO,SAAQ,IAAI;CAAG;AAEnC;;;;GAIG;AACH,qBAAa,WAAY,SAAQ,YAAY;CAAG;AAEhD,iGAAiG;AACjG,eAAO,MAAM,QAAQ,qBAAe,CAAC"}
1
+ {"version":3,"file":"Shape2D.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/Shape2D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,IAAI,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,SAAS,CAAC;AAEhF;;;;;;;;;;;;;;;;;;;GAmBG;AACH,qBAAa,MAAO,SAAQ,SAAS;CAAG;AAExC;;;;;;;;;;;;;;;;GAgBG;AACH,qBAAa,OAAQ,SAAQ,QAAQ;CAAG;AAExC;;;;;;;;;;;;;GAaG;AACH,qBAAa,MAAO,SAAQ,IAAI;CAAG;AAEnC;;;;;;;;;;;;;;;GAeG;AACH,qBAAa,WAAY,SAAQ,YAAY;CAAG;AAEhD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,QAAQ,qBAAe,CAAC"}
@@ -8,6 +8,16 @@ import { Container, Graphics, Text, TilingSprite, FillGradient } from 'pixi.js';
8
8
  * A bare re-export under this name, deliberately: Pixi's own `Container` already does
9
9
  * everything this needs, so the point is not to add behaviour but to give a game a name it
10
10
  * can import without naming `pixi.js` itself.
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * import { Node2D, Shape2D } from '@datamoc/mw_games/two-d/render';
15
+ *
16
+ * const hud = new Node2D();
17
+ * hud.addChild(new Shape2D().rect(0, 0, 100, 20).fill(0x202020));
18
+ * hud.x = 12;
19
+ * hud.y = 12;
20
+ * ```
11
21
  */
12
22
  export class Node2D extends Container {
13
23
  }
@@ -18,6 +28,15 @@ export class Node2D extends Container {
18
28
  * `lineTo`) is already the right shape for this; wrapping it class-for-method would only
19
29
  * duplicate an API this project does not own and would drift from every Pixi upgrade. The
20
30
  * bare re-export is what lets a game draw shapes without importing `pixi.js` itself.
31
+ *
32
+ * @example
33
+ * ```ts
34
+ * import { Shape2D } from '@datamoc/mw_games/two-d/render';
35
+ *
36
+ * const marker = new Shape2D().circle(0, 0, 6).fill(0xff4040).stroke({ color: 0x000000, width: 1 });
37
+ * marker.x = 100;
38
+ * marker.y = 60;
39
+ * ```
21
40
  */
22
41
  export class Shape2D extends Graphics {
23
42
  }
@@ -25,6 +44,15 @@ export class Shape2D extends Graphics {
25
44
  * Text under an MWG-owned name, for the case `ui.Label`/`ui.BitmapLabel` do not cover - a
26
45
  * one-off caption inside a `Shape2D`-drawn diagram, say, rather than themed game-wide UI
27
46
  * text. Prefer `Label`/`BitmapLabel` for anything styled through `ui.theme()`.
47
+ *
48
+ * @example
49
+ * ```ts
50
+ * import { Text2D } from '@datamoc/mw_games/two-d/render';
51
+ *
52
+ * const caption = new Text2D({ text: 'N', style: { fill: 0xffffff, fontSize: 14 } });
53
+ * caption.x = 40;
54
+ * caption.y = 4;
55
+ * ```
28
56
  */
29
57
  export class Text2D extends Text {
30
58
  }
@@ -32,9 +60,38 @@ export class Text2D extends Text {
32
60
  * A texture that repeats/scrolls to fill a shape, rather than stretching - a parallax
33
61
  * background, a scrolling water or lava tile. `TilingSprite`'s own `tilePosition`/`tileScale`
34
62
  * already covers the "scrolling tile layer" need in full; this is a name, not new behaviour.
63
+ *
64
+ * @example
65
+ * ```ts
66
+ * import { TiledSprite } from '@datamoc/mw_games/two-d/render';
67
+ * import type { Texture2D } from '@datamoc/mw_games/two-d/render';
68
+ *
69
+ * declare const waterTexture: Texture2D;
70
+ *
71
+ * const water = new TiledSprite({ texture: waterTexture, width: 320, height: 96 });
72
+ * water.tilePosition.x -= 12; // scroll it a little each frame, from update(dt)
73
+ * ```
35
74
  */
36
75
  export class TiledSprite extends TilingSprite {
37
76
  }
38
- /** A gradient fill/stroke, passed to `Shape2D.fill`/`.stroke` the same way a plain colour is. */
77
+ /** A gradient fill/stroke, passed to `Shape2D.fill`/`.stroke` the same way a plain colour is.
78
+ *
79
+ * @example
80
+ * ```ts
81
+ * import { Shape2D, Gradient } from '@datamoc/mw_games/two-d/render';
82
+ *
83
+ * const sky = new Gradient({
84
+ * type: 'linear',
85
+ * start: { x: 0, y: 0 },
86
+ * end: { x: 0, y: 1 },
87
+ * colorStops: [
88
+ * { offset: 0, color: 0x1a1a3a },
89
+ * { offset: 1, color: 0x3a2a4a },
90
+ * ],
91
+ * });
92
+ *
93
+ * const backdrop = new Shape2D().rect(0, 0, 320, 180).fill(sky);
94
+ * ```
95
+ */
39
96
  export const Gradient = FillGradient;
40
97
  //# sourceMappingURL=Shape2D.js.map
@@ -1 +1 @@
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+ {"version":3,"file":"Shape2D.js","sourceRoot":"","sources":["../../../src/two-d/render/Shape2D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,IAAI,EAAE,YAAY,EAAE,YAAY,EAAE,MAAM,SAAS,CAAC;AAEhF;;;;;;;;;;;;;;;;;;;GAmBG;AACH,MAAM,OAAO,MAAO,SAAQ,SAAS;CAAG;AAExC;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,OAAO,OAAQ,SAAQ,QAAQ;CAAG;AAExC;;;;;;;;;;;;;GAaG;AACH,MAAM,OAAO,MAAO,SAAQ,IAAI;CAAG;AAEnC;;;;;;;;;;;;;;;GAeG;AACH,MAAM,OAAO,WAAY,SAAQ,YAAY;CAAG;AAEhD;;;;;;;;;;;;;;;;;;GAkBG;AACH,MAAM,CAAC,MAAM,QAAQ,GAAG,YAAY,CAAC"}
@@ -28,6 +28,28 @@ export interface StatusVisualsOptions {
28
28
  * holding steady. This owns none of the sprite's other colour state; a caller mixing in an
29
29
  * unrelated `tint` write (a damage flash, standing in shade) will fight this the same way two
30
30
  * direct writers to any shared field would.
31
+ *
32
+ * @example
33
+ * ```ts
34
+ * import { StatusVisuals, TintedSprite, type Texture2D } from '@datamoc/mw_games/two-d/render';
35
+ *
36
+ * declare const ratTexture: Texture2D;
37
+ * const rat = new TintedSprite(ratTexture);
38
+ *
39
+ * const visuals = new StatusVisuals(rat, {
40
+ * styles: {
41
+ * poisoned: { color: 0x00ff00, strength: 0.5 },
42
+ * burning: { color: 0xff6600, strength: 0.6, pulseRate: 2 },
43
+ * },
44
+ * });
45
+ *
46
+ * visuals.set('poisoned', true);
47
+ * visuals.update(1 / 60); // tints rat towards green
48
+ * console.log(visuals.has('poisoned')); // true
49
+ *
50
+ * visuals.set('poisoned', false);
51
+ * visuals.update(1 / 60); // no status left active: resets rat's colour
52
+ * ```
31
53
  */
32
54
  export declare class StatusVisuals {
33
55
  private target;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"StatusVisuals.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/StatusVisuals.ts"],"names":[],"mappings":"AAAA,MAAM,WAAW,UAAU;IAC1B,QAAQ,CAAC,KAAK,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI,CAAC;IAChD,UAAU,IAAI,IAAI,CAAC;CACnB;AAED,MAAM,WAAW,iBAAiB;IACjC,oEAAoE;IACpE,KAAK,EAAE,MAAM,CAAC;IACd,uEAAuE;IACvE,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,iGAAiG;IACjG,SAAS,CAAC,EAAE,MAAM,CAAC;CACnB;AAED,MAAM,WAAW,oBAAoB;IACpC,4FAA4F;IAC5F,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,iBAAiB,CAAC,CAAC;CAC1C;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH,qBAAa,aAAa;IACzB,OAAO,CAAC,MAAM,CAAa;IAC3B,OAAO,CAAC,MAAM,CAAoC;IAClD,6FAA6F;IAC7F,OAAO,CAAC,QAAQ,CAAoB;IACpC,OAAO,CAAC,MAAM,CAAqB;IACnC,OAAO,CAAC,OAAO,CAAK;IAEpB,YAAY,MAAM,EAAE,UAAU,EAAE,OAAO,EAAE,oBAAoB,EAI5D;IAED,kGAAkG;IAClG,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,GAAG,IAAI,CAGvC;IAED,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAEzB;IAED,qFAAqF;IACrF,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAcvB;CACD"}
@@ -12,6 +12,28 @@
12
12
  * holding steady. This owns none of the sprite's other colour state; a caller mixing in an
13
13
  * unrelated `tint` write (a damage flash, standing in shade) will fight this the same way two
14
14
  * direct writers to any shared field would.
15
+ *
16
+ * @example
17
+ * ```ts
18
+ * import { StatusVisuals, TintedSprite, type Texture2D } from '@datamoc/mw_games/two-d/render';
19
+ *
20
+ * declare const ratTexture: Texture2D;
21
+ * const rat = new TintedSprite(ratTexture);
22
+ *
23
+ * const visuals = new StatusVisuals(rat, {
24
+ * styles: {
25
+ * poisoned: { color: 0x00ff00, strength: 0.5 },
26
+ * burning: { color: 0xff6600, strength: 0.6, pulseRate: 2 },
27
+ * },
28
+ * });
29
+ *
30
+ * visuals.set('poisoned', true);
31
+ * visuals.update(1 / 60); // tints rat towards green
32
+ * console.log(visuals.has('poisoned')); // true
33
+ *
34
+ * visuals.set('poisoned', false);
35
+ * visuals.update(1 / 60); // no status left active: resets rat's colour
36
+ * ```
15
37
  */
16
38
  export class StatusVisuals {
17
39
  constructor(target, options) {
@@ -1 +1 @@
1
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