@datamoc/mw_games 0.42.0 → 0.43.0
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 +59 -0
- package/README.md +62 -1
- package/REFERENCE.md +57 -5
- package/api-surface.json +672 -0
- package/data/microgm-essential.PROVENANCE.md +13 -0
- package/data/microgm-essential.sf2 +0 -0
- package/data/soundfont-catalog.json +8 -0
- package/dist/audio/AudioLoader.d.ts +28 -0
- package/dist/audio/AudioLoader.d.ts.map +1 -0
- package/dist/audio/AudioLoader.js +53 -0
- package/dist/audio/AudioLoader.js.map +1 -0
- package/dist/audio/Channels.d.ts +1 -0
- package/dist/audio/Channels.d.ts.map +1 -1
- package/dist/audio/Channels.js +2 -1
- package/dist/audio/Channels.js.map +1 -1
- package/dist/audio/MidiRender.d.ts +16 -0
- package/dist/audio/MidiRender.d.ts.map +1 -1
- package/dist/audio/MidiRender.js +21 -0
- package/dist/audio/MidiRender.js.map +1 -1
- package/dist/audio/MusicPlayer.d.ts +80 -0
- package/dist/audio/MusicPlayer.d.ts.map +1 -0
- package/dist/audio/MusicPlayer.js +147 -0
- package/dist/audio/MusicPlayer.js.map +1 -0
- package/dist/audio/SampleDecoder.d.ts +16 -2
- package/dist/audio/SampleDecoder.d.ts.map +1 -1
- package/dist/audio/SampleDecoder.js +10 -6
- package/dist/audio/SampleDecoder.js.map +1 -1
- package/dist/audio/Sound.d.ts +2 -0
- package/dist/audio/Sound.d.ts.map +1 -1
- package/dist/audio/Sound.js +3 -0
- package/dist/audio/Sound.js.map +1 -1
- package/dist/audio/SoundFont.d.ts +5 -3
- package/dist/audio/SoundFont.d.ts.map +1 -1
- package/dist/audio/SoundFont.js +10 -8
- package/dist/audio/SoundFont.js.map +1 -1
- package/dist/audio/Synth.d.ts +1 -1
- package/dist/audio/Synth.d.ts.map +1 -1
- package/dist/audio/Synth.js +4 -0
- package/dist/audio/Synth.js.map +1 -1
- package/dist/audio/index.d.ts +6 -2
- package/dist/audio/index.d.ts.map +1 -1
- package/dist/audio/index.js +3 -1
- package/dist/audio/index.js.map +1 -1
- package/dist/mw_games.global.js +22 -22
- package/dist/mwl/index.d.ts +2 -0
- package/dist/mwl/index.d.ts.map +1 -1
- package/dist/mwl/index.js +1 -0
- package/dist/mwl/index.js.map +1 -1
- package/dist/mwl/objects.d.ts +31 -0
- package/dist/mwl/objects.d.ts.map +1 -0
- package/dist/mwl/objects.js +83 -0
- package/dist/mwl/objects.js.map +1 -0
- package/dist/mwl/schema.d.ts +1 -1
- package/dist/mwl/schema.d.ts.map +1 -1
- package/dist/mwl/tables.d.ts +2 -0
- package/dist/mwl/tables.d.ts.map +1 -1
- package/dist/mwl/tables.js +13 -0
- package/dist/mwl/tables.js.map +1 -1
- package/dist/physics/XpbdWorld.d.ts +23 -5
- package/dist/physics/XpbdWorld.d.ts.map +1 -1
- package/dist/physics/XpbdWorld.js +90 -6
- package/dist/physics/XpbdWorld.js.map +1 -1
- package/dist/testing/index.d.ts +16 -0
- package/dist/testing/index.d.ts.map +1 -1
- package/dist/testing/index.js +21 -0
- package/dist/testing/index.js.map +1 -1
- package/dist/three-d/Collision3D.d.ts +46 -2
- package/dist/three-d/Collision3D.d.ts.map +1 -1
- package/dist/three-d/Collision3D.js +46 -2
- package/dist/three-d/Collision3D.js.map +1 -1
- package/dist/three-d/Grid.d.ts +12 -1
- package/dist/three-d/Grid.d.ts.map +1 -1
- package/dist/three-d/Grid.js +12 -1
- package/dist/three-d/Grid.js.map +1 -1
- package/dist/three-d/Vox.d.ts +13 -1
- package/dist/three-d/Vox.d.ts.map +1 -1
- package/dist/three-d/Vox.js +13 -1
- package/dist/three-d/Vox.js.map +1 -1
- package/dist/two-d/Game.d.ts +21 -1
- package/dist/two-d/Game.d.ts.map +1 -1
- package/dist/two-d/Game.js +73 -6
- package/dist/two-d/Game.js.map +1 -1
- package/dist/two-d/Scene2D.d.ts +24 -0
- package/dist/two-d/Scene2D.d.ts.map +1 -1
- package/dist/two-d/Scene2D.js +30 -0
- package/dist/two-d/Scene2D.js.map +1 -1
- package/dist/two-d/render/SceneTransition.d.ts +272 -0
- package/dist/two-d/render/SceneTransition.d.ts.map +1 -0
- package/dist/two-d/render/SceneTransition.js +431 -0
- package/dist/two-d/render/SceneTransition.js.map +1 -0
- package/dist/two-d/render/index.d.ts +2 -0
- package/dist/two-d/render/index.d.ts.map +1 -1
- package/dist/two-d/render/index.js +1 -0
- package/dist/two-d/render/index.js.map +1 -1
- package/dist/two-d/ui/Button.d.ts +23 -0
- package/dist/two-d/ui/Button.d.ts.map +1 -1
- package/dist/two-d/ui/Button.js +37 -0
- package/dist/two-d/ui/Button.js.map +1 -1
- package/dist/two-d/ui/DropdownView.d.ts +49 -3
- package/dist/two-d/ui/DropdownView.d.ts.map +1 -1
- package/dist/two-d/ui/DropdownView.js +150 -9
- package/dist/two-d/ui/DropdownView.js.map +1 -1
- package/dist/two-d/ui/ScrollBox.d.ts +90 -0
- package/dist/two-d/ui/ScrollBox.d.ts.map +1 -1
- package/dist/two-d/ui/ScrollBox.js +206 -4
- package/dist/two-d/ui/ScrollBox.js.map +1 -1
- package/dist/two-d/ui/ScrollText.d.ts +122 -0
- package/dist/two-d/ui/ScrollText.d.ts.map +1 -0
- package/dist/two-d/ui/ScrollText.js +202 -0
- package/dist/two-d/ui/ScrollText.js.map +1 -0
- package/dist/two-d/ui/Tooltip.d.ts +70 -1
- package/dist/two-d/ui/Tooltip.d.ts.map +1 -1
- package/dist/two-d/ui/Tooltip.js +115 -3
- package/dist/two-d/ui/Tooltip.js.map +1 -1
- package/dist/two-d/ui/Window.d.ts +35 -2
- package/dist/two-d/ui/Window.d.ts.map +1 -1
- package/dist/two-d/ui/Window.js +58 -3
- package/dist/two-d/ui/Window.js.map +1 -1
- package/dist/two-d/ui/index.d.ts +7 -5
- package/dist/two-d/ui/index.d.ts.map +1 -1
- package/dist/two-d/ui/index.js +3 -2
- package/dist/two-d/ui/index.js.map +1 -1
- package/dist/version.d.ts +1 -1
- package/dist/version.js +1 -1
- package/package.json +7 -3
- package/sbom.cdx.json +19 -260
- package/tools/browser-driver.mjs +3 -3
- package/tools/browser-smoke.mjs +19 -2
- package/tools/build-tablebases.mjs +7 -3
- package/tools/compile-openings.mjs +7 -3
- package/tools/compile-resources.d.mts +2 -0
- package/tools/compile-resources.mjs +13 -1
- package/tools/emit-page.d.mts +6 -0
- package/tools/emit-page.mjs +43 -3
- package/tools/find-chrome.mjs +4 -2
- package/tools/init.mjs +11 -3
- package/tools/play-uci.mjs +9 -5
- package/tools/vite.mjs +9 -1
- package/tools.md +1 -0
package/CHANGELOG.md
CHANGED
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@@ -7,6 +7,65 @@ the public API may still change between minor versions.
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## [Unreleased]
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## [0.43.0] - 2026-10-17
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Scrolling, tooltips and screen transitions for interface-heavy games, a MIDI music player and
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SoundFont tooling, and the shipped command line tools made to work from an installed package on
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Node 20.19. `@datamoc/pyroeis` moves to 0.9.1, which ends the last moderate audit advisory.
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### Added
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- Scrolling and transitions asked for by a bridge game (Pontifex feedback 45-50):
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- `ScrollBox`: `touch` (drag to scroll, coasting on release, `ScrollDrag`), `handleKey` for line, page and
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ends, a draggable scrollbar thumb and a clickable track, and `autoHeight`. A drag no longer clicks the row
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it ends on.
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- `DropdownView`: `maxVisibleRows` (the list scrolls), an opaque backdrop, `autoWidth`, opening with the chosen
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row in view, `handleKey`, `handleOutsideClick` and `fitBelow`.
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- `ScrollText` (a wrapped label that sizes itself and scrolls), `MarqueeLabel` (a long line sliding inside
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its width, still under reduced motion), `ellipsize` and `truncateLines`.
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- `TooltipHost`: tooltips on a touch long-press and on disabled buttons, from rectangles instead of pointer
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events. `Button` gains `tooltip`, `setIcon` and a second icon for the selected state (`iconSelected`).
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- `Game.switchScene(Next, { transition, duration, easing, pause })`, `Game.transition(swap, options)` and
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`Scene2D.transitionTo`: `tileShrink`, `shrink`, `pop`, `grow`, `slide`, `iris` and `dissolve` over a snapshot of
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the outgoing scene, skipped under reduced motion, with `Game.transitioning` and `Game.active`. `Window.open`
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and `Window.close` take an animation (`pop`, `grow`, `slide`, `fade`). The bridge example switches level
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with `tileShrink`.
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- The dist grew 3.8% with them; the size baseline is moved to match.
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- `limits` (`SoundFontLimits`: `sampleFrames`, `totalFrames`) on `decodeSoundFont`, `loadSoundFont` and
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`webAudioSampleDecoder` raises or lowers what a SoundFont 3 may decode to, instead of the fixed 16 M
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frames per sample and 128 M per font. The sample-rate bounds stay: the format itself stops at 50 kHz.
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- `@example`s for the `3d` functions that need no renderer (`gridPoint3D`, `cellAt`, `heightAt`,
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`buildHeightIndex`, `resolveCapsuleAgainstGrid`, `parseVox`). The generated API reference now covers
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the subpaths the root barrel does not re-export (`3d`, `physics`, `ai/lua`, `mwl/pyroeis`, `testing`,
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`threads`, `headless`, `assets/binary`), so the examples index links 803 of 813 symbols to a page.
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- `npm run build:bridge-tutorial` regenerates the bridge tutorial from `tools/templates` and the example's
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own source. `npm run bins:smoke` packs the project, installs it in an empty folder and runs every `mwg-*`
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bin with `--help`; CI runs it, with the library build, on Node 20.19.0, the floor `engines` claims.
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- `.gitattributes` (`* text=auto eol=lf`) ends the CRLF warnings on Windows checkouts.
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- An optional, reproducible 314 KB SoundFont subset covering six essential presets,
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with provenance and synthetic fallback for the instruments outside it.
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- `AudioBus` loads embedded audio and MIDI by default through `createAudioLoader`, with
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shared decoding, worker MIDI rendering and optional SoundFont settings across lifetimes.
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- `MusicPlayer` controls rendered MIDI or decoded buffers with pause, resume, seek,
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volume and a track-completion signal; `toAudioBuffer` copies rendered stereo samples
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into a Web Audio buffer. The README shows the supplied SoundFont and worker playback path.
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- Page byte budgets and potentially unused asset reports in the standalone build pipeline.
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- XPBD link payloads, explicit rupture, geometric queries and state comparison helpers.
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- Schema-directed `nodesToObjects` conversion and optional literal unions generated from
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MWL table columns. Optional attributes are documented alongside the schema.
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- Generated starter projects include a pre-commit hook for typecheck and tests, an activation
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command and ignores for local agent state.
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- Sawtooth sound synthesis, playback attempt counts and a shared browser test exposure hook.
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### Fixed
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- `mwg-uci`, `mwg-openings` and `mwg-tablebases` imported `../src/...`, which the package does not ship, so
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they failed in every installed copy; they load `dist` there, as the other tools already did.
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- The bridge example keeps a saved best only when the new crossing costs less, or costs the same and sags
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less, instead of replacing it by any cheaper one.
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- Fixed waits that failed on a loaded machine: the browser smoke waits for drawn frames instead of 250 ms,
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the driver test polls for its tap instead of sleeping 300 ms, and the WebP noise test is seeded.
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## [0.42.0] - 2026-10-16
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The documentation and asset follow-ups to 0.41.0: SVG minification, a policy for the instruments a
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package/README.md
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Licensed under the [MPL-2.0](LICENSE): games built with `mwg` carry no licence obligation
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of their own; improvements to `mwg`'s own files are shared back.
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The canonical npm package is `@datamoc/mw_games`; use that name for installation, imports,
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tools and bundled data such as `data/microgm-opt.sf2`. `@datamoc/mwg` remains a compatible
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re-export package for existing projects. The recipes here consistently use the canonical name.
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**[Live examples and API docs](https://datamoc.github.io/mwg/)**: every example below,
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playable in the browser with no download, plus the generated API reference.
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planning or porting a demanding game with mwg, with links to the [mwg reference](https://github.com/datamoc/mwg/blob/main/REFERENCE.md)
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and the [mwg Pixel Dungeon study](https://datamoc.github.io/mwg-pixel-dungeon/).
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> **Status: pre-alpha
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> **Status: pre-alpha.** Every module in the shared floor below, plus optional
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> 3D, mobile (Capacitor) and desktop (WebView2) packaging, is built and tested - see
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> [ROADMAP.md](https://github.com/datamoc/mwg/blob/main/ROADMAP.md) for open work, and
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> [CLOSED.md](https://github.com/datamoc/mwg/blob/main/CLOSED.md) for the full, numbered shipped history.
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never put a secret in a save or in settings (an account token, a password, a licence key), and
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treat a save as the player's own editable file, which it is.
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## Loading assets and input
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`await load(['vehicles/car.svg'], { resolution: 2 })` rasterizes SVG assets at twice
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their logical resolution, keeping them sharp when a camera zooms in. Import `load` from
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`@datamoc/mw_games/assets`. `loadSvgParts(path, { resolution: 2 })` loads top-level SVG
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groups as textures in their authored stacking order.
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Input events live under the `Input` namespace: import `{ Input }` from
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`@datamoc/mw_games/core` and subscribe with `Input.onAction.add(...)`. `onAction` is not a
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direct core export. `Input.attachPointer` supplies pointer and drag events for mouse and touch.
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## Audio
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Use `AudioBus` for one playback API across ordinary audio and MIDI assets. Its default
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loader reads embedded assets, detects MIDI by its header and renders it on a worker.
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`playBgm`/`playBgs` loop, while `playMe`/`playSe` play once; all take the same
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`{ name, volume, pitch, pan }` fields (volume 0-100, pitch 100 unchanged, pan -100 to 100).
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Pass `load: createAudioLoader(context, { midi: { soundFontBytes, missingProgram: 'synth' } })`
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to use a SoundFont. `Sound` remains useful for pooled HTML audio effects and `MusicPlayer`
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for a seekable jukebox.
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`Sound` pools short effects. `sound.play(0.7, 1.1)` sets gain and pitch for that play;
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`synthesizeSound({ waveform: 'sawtooth', frequency: 110, duration: 0.2 })` makes a pooled
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effect without an asset file. `Sound.plays` counts started playback attempts for browser tests.
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For MIDI music, copy the supplied `data/microgm-opt.sf2` from the installed package into
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your assets folder alongside the `.mid` files. `mwgPage({ assets: 'assets' })` automatically
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reduces the embedded SoundFont to the programs those MIDI files use. Load both through
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`loadBinary`, then render once on a worker and play the resulting buffer:
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For a smaller starting bank, `data/microgm-essential.sf2` supplies piano, guitar, violin,
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trumpet, flute and standard drums in 314 KB. Use it instead of the full bank below, with
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`missingProgram: 'synth'` for the remaining instruments. Both banks retain their WTFPL licence.
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```ts
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import { loadBinary, getBinary } from '@datamoc/mw_games/assets';
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import { MusicPlayer, renderMidiToBufferAsync } from '@datamoc/mw_games/audio';
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const player = new MusicPlayer(new AudioContext(), { volume: 0.7 });
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await loadBinary(['music/theme.mid', 'soundfonts/microgm-opt.sf2']);
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player.load(await renderMidiToBufferAsync(getBinary('music/theme.mid'), {
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soundFontBytes: getBinary('soundfonts/microgm-opt.sf2'),
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missingProgram: 'synth',
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}));
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player.play({ repeat: true });
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```
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Start playback from a player gesture. Call `player.update()` each frame to dispatch
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`onEnded` for a nonrepeating track; that signal lets the game choose its next track.
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`pause()`, `resume()`, `position()` and `seek(seconds)` share the same playhead.
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`toAudioBuffer(context, rendered)` also converts a render for direct `Channel` use.
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`missingProgram: 'synth'` voices instruments absent from the font with the built-in synth.
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To catch page growth, set `mwgPage({ maxPageBytes: 1_500_000 })`. Its build report lists
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embedded paths not found literally in the generated game script as potentially unused;
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paths assembled at runtime need manual review. `assetFiles` selects exact asset paths to embed.
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## Capability spec
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The definition of done for 1.0, drawn from what each of the nine references actually
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package/REFERENCE.md
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`sequence(steps)` (item 302) chains fade/hold/flash steps end to end as one call, for the
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keeps returning false at every step boundary, true only once the whole sequence finishes.
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- `SceneTransition`/`TransitionOptions`/`TransitionRunner` + `tileShrink`, `shrink`, `pop`, `grow`, `slide`, `iris`
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and `dissolve` - screen transitions: `Game.switchScene(Next, { transition, duration, easing })` photographs the
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outgoing scene and animates it away (or grows the new one over it), `Scene2D.transitionTo(swap, options)` does
|
|
536
|
+
the same for a scene changing its own content, `Game.transitioning` tells a scene to ignore input, and
|
|
537
|
+
reduced motion skips it. `tileDelays`, `tileProgress`, `popScale`, `openAnimationFrame` and `resolveEasing` are the
|
|
538
|
+
timing as plain functions.
|
|
533
539
|
- `ActorAnimator` - an idle/move/action animation state machine with one interruption rule.
|
|
534
540
|
- `StatusVisuals` - composes every active status effect's colour additively onto a sprite's
|
|
535
541
|
`colorAdd` (item 301), instead of one status winning by declaration order; each channel clips
|
|
@@ -663,7 +669,9 @@ Windows, lists, message boxes, HUD widgets - all themed from one live-swappable
|
|
|
663
669
|
- `BitmapLabel`/`bitmapLabelStyle` - bitmap-font-backed text, for a HUD value redrawn
|
|
664
670
|
every frame where `Label`'s per-string texture re-render would be wasteful.
|
|
665
671
|
- `NinePatch` - a resizable nine-slice panel.
|
|
666
|
-
- `Window` - a themed panel container. `
|
|
672
|
+
- `Window` - a themed panel container. `open({ animation, from })` plays `pop`, `grow`, `slide` or `fade`
|
|
673
|
+
(`WindowAnimation`) and `close({ animation })` plays it backwards before closing, both driven by
|
|
674
|
+
`update(dt)` and skipped under reduced motion. `close()` frees the window and its contents and is
|
|
667
675
|
idempotent; `closed` is the guard for the caller's reference afterwards (input and `place` on a
|
|
668
676
|
closed window are no-ops), and `WindowStack.push` refuses one with a named error. A window's own
|
|
669
677
|
area is not clickable, so a click travels to whatever is under it; `blocker: true` adds the
|
|
@@ -695,7 +703,11 @@ Windows, lists, message boxes, HUD widgets - all themed from one live-swappable
|
|
|
695
703
|
- `Spinner`/`SpinnerOptions` + `spinValue` - an up/down numeric stepper; `spinValue` is the rule
|
|
696
704
|
(snap to the step, then clamp at the ends or wrap past them).
|
|
697
705
|
- `DropdownView`/`DropdownViewOptions` - the widget over a `Dropdown` model: a button showing the choice
|
|
698
|
-
that opens a column of `Button`s, the
|
|
706
|
+
that opens a column of `Button`s on an opaque backdrop, the highlighted one marked with
|
|
707
|
+
`Button.setSelected`. `maxVisibleRows` makes a long list scroll (wheel, touch, keys, scrollbar) and it opens with
|
|
708
|
+
the chosen row in view; `autoWidth` fits the longest label; `handleKey` (arrows, Page, Home/End, Enter,
|
|
709
|
+
Escape) and `handleOutsideClick` are what the scene forwards from its own input; `fitBelow` limits the
|
|
710
|
+
rows to what the viewport leaves under the button.
|
|
699
711
|
- `Dropdown`/`DropdownOption`/`DropdownOptions` - a renderer-free option button: a selected entry,
|
|
700
712
|
an open list, a highlight that starts on the selection and skips disabled options.
|
|
701
713
|
- `TextModel`/`TextModelOptions` - the editing state behind a text field, fed by `core.Input`'s
|
|
@@ -727,8 +739,19 @@ Windows, lists, message boxes, HUD widgets - all themed from one live-swappable
|
|
|
727
739
|
highlight.
|
|
728
740
|
- `TreeView`/`TreeNode`/`TreeRow`/`TreeViewOptions` - a renderer-free collapsible tree, flattened to
|
|
729
741
|
the rows on screen; collapsing the branch the highlight is inside lands it on the branch.
|
|
730
|
-
- `ScrollBox`/`ScrollBoxOptions` + `scrollOffset` - a clipped viewport with a themed scrollbar;
|
|
731
|
-
`scrollOffset` is the clamping rule the wheel, `scrollBy` and `scrollIntoView` all share.
|
|
742
|
+
- `ScrollBox`/`ScrollBoxOptions`/`ScrollKey` + `scrollOffset` - a clipped viewport with a themed scrollbar;
|
|
743
|
+
`scrollOffset` is the clamping rule the wheel, `scrollBy` and `scrollIntoView` all share. `touch: true` lets a
|
|
744
|
+
finger drag the content (a drag cancels the tap on the row under it) and coast on release, `handleKey`
|
|
745
|
+
scrolls by line, page and to either end, the thumb drags and the track jumps, and `autoHeight` sizes the
|
|
746
|
+
viewport to the content up to `height`. `update(dt)` drives the coasting.
|
|
747
|
+
- `ScrollDrag` - touch scrolling as plain numbers (`start`/`move`/`end`/`step`): how far the content follows a
|
|
748
|
+
finger and how it coasts after release, with no pointer events or clock of its own.
|
|
749
|
+
- `ScrollText`/`ScrollTextOptions` - a wrapped `Label` in a self-sizing `ScrollBox`: as tall as the text up to
|
|
750
|
+
`maxHeight`, scrolling beyond it, re-measured by `setText`.
|
|
751
|
+
- `MarqueeLabel`/`MarqueeLabelOptions` + `marqueeOffset` - one line that stays on one line: a long text slides
|
|
752
|
+
back and forth in a clipped window (and holds still, cut short, under reduced motion).
|
|
753
|
+
- `ellipsize` and `truncateLines` - cut a text to a width or a number of lines, ending in an ellipsis, with the
|
|
754
|
+
caller supplying the measuring function.
|
|
732
755
|
- `flowLayout(items, width, { gap, align })` - left-to-right rows that wrap, returning each item's
|
|
733
756
|
position and the total height: a toolbar that takes two rows on a phone.
|
|
734
757
|
- `Grid`/`GridSpec`/`GridTrack` + `resolveAnchor`/`anchorAlign` with `Anchor`/`AnchorSpec`/
|
|
@@ -774,6 +797,10 @@ Windows, lists, message boxes, HUD widgets - all themed from one live-swappable
|
|
|
774
797
|
- `Toast` - a queued, timed pop-up notification (fade in, hold, fade out).
|
|
775
798
|
- `Tooltip` - a hover explanation over a themed `Window`: a frame-driven hover delay, and
|
|
776
799
|
edge-aware placement that flips rather than letting the panel run off screen.
|
|
800
|
+
- `TooltipHost`/`TooltipHostOptions`/`TooltipTarget` - drives one `Tooltip` from rectangles: a press that rests
|
|
801
|
+
for `longPress` seconds shows the text on a touch screen, and a disabled `Button` (which gets no pointer
|
|
802
|
+
events) is still explained from its bounds and its `tooltip`. `attach(pointer)` wires an
|
|
803
|
+
`Input.attachPointer` tracker.
|
|
777
804
|
- `HelpScreen` - a topic-list-plus-body help/controls screen.
|
|
778
805
|
- `StatsScreen` - a player-stats display screen.
|
|
779
806
|
- `LoadingScreen` - a progress-bar loading screen wired to `core.LoadQueue`.
|
|
@@ -895,11 +922,17 @@ reach the compiled asset map without it.
|
|
|
895
922
|
(`force`, smoothed `ratio`, `peakRatio`) and `onBreak` when a link passes its strength; `ground` (a height or a function of x) holds nodes
|
|
896
923
|
on a surface with `groundFriction`. The engine of
|
|
897
924
|
Pontifex, generalised: bridges, trusses, cranes, anything where the question is which beam fails.
|
|
925
|
+
`XpbdWorld<T>`/`XpbdLink<T>`/`XpbdLinkSpec<T>` carry game-owned link `data` without
|
|
926
|
+
affecting the solver. `breakLink(index)` dispatches rupture once. `linksInBox` includes
|
|
927
|
+
segment crossings; `linksNear` orders nearby unbroken segments by distance. `snapshot()`
|
|
928
|
+
returns positions, velocities, load state and queued forces as detached arrays; `hash()`
|
|
929
|
+
compares their exact numeric bits for runs with the same configuration. Payloads and ground
|
|
930
|
+
callbacks are excluded. The bridge example applies a moving vehicle's weight with `applyForce`.
|
|
898
931
|
- `PhysicsWorld` (`@datamoc/mw_games/physics`) - rigid bodies and constraints in plain TypeScript, no engine
|
|
899
932
|
dependency: `addBox`/`addCircle`/`addConstraint`/`remove`, `update(dt)` from
|
|
900
933
|
`Scene.update`, `onContact`, `alpha` for interpolation. A constraint with `maxStretch` breaks when pulled
|
|
901
934
|
that far past its rest length (`onBreak`, `stretchOf`). Bodies never spin; `angle` is a display offset.
|
|
902
|
-
- `synthesizeTone`/`synthesizeSound`/`playTone`/`Waveform` - a runtime square/triangle/sine/noise
|
|
935
|
+
- `synthesizeTone`/`synthesizeSound`/`playTone`/`Waveform` - a runtime square/triangle/sine/noise/sawtooth
|
|
903
936
|
waveform synth for a procedural tone or SFX, no sample library; `synthesizeSound` returns a
|
|
904
937
|
pooled `Sound` over the tone.
|
|
905
938
|
- `parseMidi`/`scheduleMidi`/`midiLoopStart`/`noteToFrequency`/`MidiPlayer` - a small `.mid` file player
|
|
@@ -964,6 +997,15 @@ reach the compiled asset map without it.
|
|
|
964
997
|
the page (FluidR3's piano, guitar and drums: 2.7 MB, against 20 MB decoded to a SoundFont 2),
|
|
965
998
|
and `loadSoundFont` decodes it at load, so prefer it over a SoundFont 2 for anything but the
|
|
966
999
|
smallest banks.
|
|
1000
|
+
- `createAudioLoader`/`AudioLoaderOptions` - a cached loader for embedded audio and MIDI,
|
|
1001
|
+
shared by all `AudioBus` lifetimes. MIDI is detected by header and rendered on a worker;
|
|
1002
|
+
other files use `decodeAudioData`. Options select SoundFont/render settings or a byte source.
|
|
1003
|
+
`AudioBus` uses this loader by default, so `playBgm` and `playSe` accept asset paths with
|
|
1004
|
+
the same volume, pitch and pan fields. BGM/BGS loop; ME/SE play once.
|
|
1005
|
+
- `MusicPlayer`/`MusicPlayerOptions`/`MusicPlayOptions` - one loaded `AudioBuffer` or
|
|
1006
|
+
`RenderedMidi`, with play, pause, resume, seek, position, volume and an `onEnded` signal.
|
|
1007
|
+
Call `update()` each frame to dispatch track completion and choose the next track.
|
|
1008
|
+
`toAudioBuffer(context, rendered)` copies rendered stereo samples into an `AudioBuffer`.
|
|
967
1009
|
- `Channel`/`AudioBus` - buffered WebAudio music: a `Channel` plays one looping track with
|
|
968
1010
|
volume, pitch, pan, a loop region and a seekable playhead, and an `AudioBus` wires two of
|
|
969
1011
|
them into independent BGM/BGS loops, ME jingles that suspend and resume the BGM,
|
|
@@ -1528,6 +1570,8 @@ nothing here reaches a shipped game unless a test imports it.
|
|
|
1528
1570
|
- `memoryStorage` - a `SaveStorage` held in memory, for `SaveSystem`, `Settings`, `Collection`,
|
|
1529
1571
|
`PlayerStats` and the other stored values; the same class `core` falls back to where
|
|
1530
1572
|
`localStorage` is missing.
|
|
1573
|
+
- `exposeForTests(name, object)` - publishes inspectable game state under
|
|
1574
|
+
`window.__mwg_test__[name]` for browser tests; does nothing outside a browser.
|
|
1531
1575
|
- `fakeAudio`/`fakeAudioWithEnded`/`FakePlayable` - a `Playable` for `Sound`/`Music`'s `create`
|
|
1532
1576
|
that counts its plays; the second also has the `onended` slot a backend reporting track ends
|
|
1533
1577
|
has.
|
|
@@ -1747,6 +1791,11 @@ consumes generated data and does not parse `.mwl` source files in the browser.
|
|
|
1747
1791
|
`id=rebels` validates) keys `world.sides` and `world.gold`, marks a map keep (`rebels Kh`), and
|
|
1748
1792
|
is what `unit.side`, `MwlMessage.side` and every `side`/`side_filter` filter hold. `MwlSideRef`
|
|
1749
1793
|
is just that id.
|
|
1794
|
+
- `nodesToObjects`/`MwlObject` - converts compiled nodes to JSON objects using the tag
|
|
1795
|
+
schema: declared numbers and booleans become typed fields, child tags become ordered
|
|
1796
|
+
arrays, and a `cardinality.max` of 1 selects a single object. Missing optional fields stay
|
|
1797
|
+
absent. Check the returned diagnostics for conversion errors and field collisions.
|
|
1798
|
+
Attributes not listed in `MwlTagSchema.required` are optional; use `number`, not `number?`.
|
|
1750
1799
|
- `readAttributes` / `readChildren` - shared typed readers for compiled nodes. They coerce
|
|
1751
1800
|
scalars and lists and return source-located diagnostics instead of silently guessing.
|
|
1752
1801
|
- `MwlNode.attributeLocations` / `valueLocations` - parsed JSON5 nodes retain the exact key and
|
|
@@ -1769,6 +1818,9 @@ consumes generated data and does not parse `.mwl` source files in the browser.
|
|
|
1769
1818
|
absent cell omits the key), and `emitTableTypes` emits one named row interface plus one
|
|
1770
1819
|
typed accessor per table for a game's build script to write and import, so a changed
|
|
1771
1820
|
column type or a removed column fails type-checking at every use.
|
|
1821
|
+
`emitTableTypes(tables, { literalColumns: ['id', 'sprite'] })` also exports sorted,
|
|
1822
|
+
deduplicated readonly value lists and literal unions such as `VehiclesSprite` from the
|
|
1823
|
+
current string-column values. Regenerate them with the catalog to catch stale game ids.
|
|
1772
1824
|
- `MwlValidationOptions.tableReferences`/`MwlTableReference` (item 362) - declarative
|
|
1773
1825
|
cross-table checks, so no game hand-rolls one validator per table: a column declares
|
|
1774
1826
|
`references: { table, column }` or `oneOf: [...]`, and `validateCatalog` checks every cell
|