@datamoc/mw_games 0.43.0 → 0.45.0

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.
Files changed (1603) hide show
  1. package/3d/models.d.ts +1 -0
  2. package/3d/models.js +1 -0
  3. package/3d.d.ts +1 -0
  4. package/3d.js +1 -0
  5. package/README.md +5 -710
  6. package/actors.d.ts +1 -0
  7. package/actors.js +1 -0
  8. package/ai/lua.d.ts +1 -0
  9. package/ai/lua.js +1 -0
  10. package/ai.d.ts +1 -0
  11. package/ai.js +1 -0
  12. package/assets/binary.d.ts +1 -0
  13. package/assets/binary.js +1 -0
  14. package/assets/paths.d.ts +1 -0
  15. package/assets/paths.js +1 -0
  16. package/assets.d.ts +1 -0
  17. package/assets.js +1 -0
  18. package/audio.d.ts +1 -0
  19. package/audio.js +1 -0
  20. package/battle.d.ts +1 -0
  21. package/battle.js +1 -0
  22. package/board.d.ts +1 -0
  23. package/board.js +1 -0
  24. package/core.d.ts +1 -0
  25. package/core.js +1 -0
  26. package/headless.d.ts +1 -0
  27. package/headless.js +1 -0
  28. package/i18n.d.ts +1 -0
  29. package/i18n.js +1 -0
  30. package/index.d.ts +1 -0
  31. package/index.js +1 -0
  32. package/mwl/presentation.d.ts +1 -0
  33. package/mwl/presentation.js +1 -0
  34. package/mwl/pyroeis.d.ts +1 -0
  35. package/mwl/pyroeis.js +1 -0
  36. package/mwl.d.ts +1 -0
  37. package/mwl.js +1 -0
  38. package/package.json +212 -387
  39. package/physics/xpbd.d.ts +1 -0
  40. package/physics/xpbd.js +1 -0
  41. package/physics.d.ts +1 -0
  42. package/physics.js +1 -0
  43. package/roguelike.d.ts +1 -0
  44. package/roguelike.js +1 -0
  45. package/rpg.d.ts +1 -0
  46. package/rpg.js +1 -0
  47. package/simulation.d.ts +1 -0
  48. package/simulation.js +1 -0
  49. package/skeleton.d.ts +1 -0
  50. package/skeleton.js +1 -0
  51. package/testing.d.ts +1 -0
  52. package/testing.js +1 -0
  53. package/threads.d.ts +1 -0
  54. package/threads.js +1 -0
  55. package/tools/asset-report.d.mts +1 -37
  56. package/tools/asset-report.mjs +1 -157
  57. package/tools/audio.d.mts +1 -0
  58. package/tools/audio.mjs +1 -0
  59. package/tools/audit-adoptions.d.mts +1 -65
  60. package/tools/audit-adoptions.mjs +1 -252
  61. package/tools/benchmark-browser.d.mts +1 -33
  62. package/tools/benchmark-browser.mjs +1 -169
  63. package/tools/benchmark-history.d.mts +1 -8
  64. package/tools/benchmark-history.mjs +1 -31
  65. package/tools/browser-driver.d.mts +1 -122
  66. package/tools/browser-driver.mjs +1 -861
  67. package/tools/browser-smoke.d.mts +1 -30
  68. package/tools/browser-smoke.mjs +1 -184
  69. package/tools/build-tablebases.d.mts +1 -22
  70. package/tools/build-tablebases.mjs +1 -557
  71. package/tools/bundle-size.d.mts +1 -11
  72. package/tools/bundle-size.mjs +1 -142
  73. package/tools/classic-html.d.mts +1 -6
  74. package/tools/classic-html.mjs +1 -69
  75. package/tools/compile-openings.d.mts +1 -20
  76. package/tools/compile-openings.mjs +1 -138
  77. package/tools/compile-resources.d.mts +1 -66
  78. package/tools/compile-resources.mjs +1 -406
  79. package/tools/compress-dist.d.mts +1 -42
  80. package/tools/compress-dist.mjs +1 -193
  81. package/tools/csp.d.mts +1 -7
  82. package/tools/csp.mjs +1 -65
  83. package/tools/emit-page.d.mts +1 -61
  84. package/tools/emit-page.mjs +1 -273
  85. package/tools/extract-html.d.mts +1 -18
  86. package/tools/extract-html.mjs +1 -235
  87. package/tools/extract-rgssad.d.mts +1 -5
  88. package/tools/extract-rgssad.mjs +1 -64
  89. package/tools/find-chrome.d.mts +1 -7
  90. package/tools/find-chrome.mjs +1 -106
  91. package/tools/i18n-edit.d.mts +1 -29
  92. package/tools/i18n-edit.mjs +1 -748
  93. package/tools/init.d.mts +1 -5
  94. package/tools/init.mjs +1 -155
  95. package/tools/make-example-assets.d.mts +1 -2
  96. package/tools/make-example-assets.mjs +1 -731
  97. package/tools/multiplayer-server.d.mts +1 -27
  98. package/tools/multiplayer-server.mjs +1 -199
  99. package/tools/play-uci.d.mts +1 -26
  100. package/tools/play-uci.mjs +1 -205
  101. package/tools/sbom.d.mts +1 -83
  102. package/tools/sbom.mjs +1 -340
  103. package/tools/single-file.d.mts +1 -33
  104. package/tools/single-file.mjs +1 -239
  105. package/tools/soundfonts.d.mts +1 -79
  106. package/tools/soundfonts.mjs +1 -301
  107. package/tools/svg-optimise.d.mts +1 -8
  108. package/tools/svg-optimise.mjs +1 -45
  109. package/tools/verify-scenarios.d.mts +1 -15
  110. package/tools/verify-scenarios.mjs +1 -133
  111. package/tools/vite.d.mts +1 -17
  112. package/tools/vite.mjs +1 -102
  113. package/tools/webp-convert.d.mts +1 -8
  114. package/tools/webp-convert.mjs +1 -98
  115. package/two-d/pixi-interop.d.ts +1 -0
  116. package/two-d/pixi-interop.js +1 -0
  117. package/two-d/presentation.d.ts +1 -0
  118. package/two-d/presentation.js +1 -0
  119. package/two-d/render.d.ts +1 -0
  120. package/two-d/render.js +1 -0
  121. package/two-d/stage.d.ts +1 -0
  122. package/two-d/stage.js +1 -0
  123. package/two-d/ui.d.ts +1 -0
  124. package/two-d/ui.js +1 -0
  125. package/two-d.d.ts +1 -0
  126. package/two-d.js +1 -0
  127. package/world.d.ts +1 -0
  128. package/world.js +1 -0
  129. package/CHANGELOG.md +0 -3129
  130. package/LICENSE +0 -373
  131. package/MWG - Best Practices.md +0 -97
  132. package/MWG - Deep Code and Architecture Review.md +0 -238
  133. package/REFERENCE.md +0 -2180
  134. package/api-surface.json +0 -17102
  135. package/data/microgm-essential.PROVENANCE.md +0 -13
  136. package/data/microgm-essential.sf2 +0 -0
  137. package/data/microgm-opt.PROVENANCE.md +0 -23
  138. package/data/microgm-opt.sf2 +0 -0
  139. package/data/soundfont-catalog.json +0 -191
  140. package/dist/actors/Advancement.d.ts +0 -90
  141. package/dist/actors/Advancement.d.ts.map +0 -1
  142. package/dist/actors/Advancement.js +0 -115
  143. package/dist/actors/Advancement.js.map +0 -1
  144. package/dist/actors/Affix.d.ts +0 -96
  145. package/dist/actors/Affix.d.ts.map +0 -1
  146. package/dist/actors/Affix.js +0 -68
  147. package/dist/actors/Affix.js.map +0 -1
  148. package/dist/actors/Appearances.d.ts +0 -48
  149. package/dist/actors/Appearances.d.ts.map +0 -1
  150. package/dist/actors/Appearances.js +0 -62
  151. package/dist/actors/Appearances.js.map +0 -1
  152. package/dist/actors/Aura.d.ts +0 -45
  153. package/dist/actors/Aura.d.ts.map +0 -1
  154. package/dist/actors/Aura.js +0 -85
  155. package/dist/actors/Aura.js.map +0 -1
  156. package/dist/actors/Barrier.d.ts +0 -60
  157. package/dist/actors/Barrier.d.ts.map +0 -1
  158. package/dist/actors/Barrier.js +0 -70
  159. package/dist/actors/Barrier.js.map +0 -1
  160. package/dist/actors/Charges.d.ts +0 -66
  161. package/dist/actors/Charges.d.ts.map +0 -1
  162. package/dist/actors/Charges.js +0 -61
  163. package/dist/actors/Charges.js.map +0 -1
  164. package/dist/actors/EntityTemplate.d.ts +0 -127
  165. package/dist/actors/EntityTemplate.d.ts.map +0 -1
  166. package/dist/actors/EntityTemplate.js +0 -117
  167. package/dist/actors/EntityTemplate.js.map +0 -1
  168. package/dist/actors/Equipment.d.ts +0 -88
  169. package/dist/actors/Equipment.d.ts.map +0 -1
  170. package/dist/actors/Equipment.js +0 -107
  171. package/dist/actors/Equipment.js.map +0 -1
  172. package/dist/actors/Inventory.d.ts +0 -123
  173. package/dist/actors/Inventory.d.ts.map +0 -1
  174. package/dist/actors/Inventory.js +0 -165
  175. package/dist/actors/Inventory.js.map +0 -1
  176. package/dist/actors/ItemState.d.ts +0 -43
  177. package/dist/actors/ItemState.d.ts.map +0 -1
  178. package/dist/actors/ItemState.js +0 -63
  179. package/dist/actors/ItemState.js.map +0 -1
  180. package/dist/actors/ItemStatusEffect.d.ts +0 -40
  181. package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
  182. package/dist/actors/ItemStatusEffect.js +0 -39
  183. package/dist/actors/ItemStatusEffect.js.map +0 -1
  184. package/dist/actors/Loot.d.ts +0 -38
  185. package/dist/actors/Loot.d.ts.map +0 -1
  186. package/dist/actors/Loot.js +0 -28
  187. package/dist/actors/Loot.js.map +0 -1
  188. package/dist/actors/Progression.d.ts +0 -52
  189. package/dist/actors/Progression.d.ts.map +0 -1
  190. package/dist/actors/Progression.js +0 -59
  191. package/dist/actors/Progression.js.map +0 -1
  192. package/dist/actors/Resource.d.ts +0 -53
  193. package/dist/actors/Resource.d.ts.map +0 -1
  194. package/dist/actors/Resource.js +0 -58
  195. package/dist/actors/Resource.js.map +0 -1
  196. package/dist/actors/Scaling.d.ts +0 -30
  197. package/dist/actors/Scaling.d.ts.map +0 -1
  198. package/dist/actors/Scaling.js +0 -9
  199. package/dist/actors/Scaling.js.map +0 -1
  200. package/dist/actors/Shop.d.ts +0 -40
  201. package/dist/actors/Shop.d.ts.map +0 -1
  202. package/dist/actors/Shop.js +0 -36
  203. package/dist/actors/Shop.js.map +0 -1
  204. package/dist/actors/SkillPoints.d.ts +0 -72
  205. package/dist/actors/SkillPoints.d.ts.map +0 -1
  206. package/dist/actors/SkillPoints.js +0 -87
  207. package/dist/actors/SkillPoints.js.map +0 -1
  208. package/dist/actors/StatBlock.d.ts +0 -86
  209. package/dist/actors/StatBlock.d.ts.map +0 -1
  210. package/dist/actors/StatBlock.js +0 -110
  211. package/dist/actors/StatBlock.js.map +0 -1
  212. package/dist/actors/StatusEffect.d.ts +0 -67
  213. package/dist/actors/StatusEffect.d.ts.map +0 -1
  214. package/dist/actors/StatusEffect.js +0 -59
  215. package/dist/actors/StatusEffect.js.map +0 -1
  216. package/dist/actors/Support.d.ts +0 -43
  217. package/dist/actors/Support.d.ts.map +0 -1
  218. package/dist/actors/Support.js +0 -71
  219. package/dist/actors/Support.js.map +0 -1
  220. package/dist/actors/Traits.d.ts +0 -43
  221. package/dist/actors/Traits.d.ts.map +0 -1
  222. package/dist/actors/Traits.js +0 -35
  223. package/dist/actors/Traits.js.map +0 -1
  224. package/dist/actors/craft.d.ts +0 -63
  225. package/dist/actors/craft.d.ts.map +0 -1
  226. package/dist/actors/craft.js +0 -86
  227. package/dist/actors/craft.js.map +0 -1
  228. package/dist/actors/index.d.ts +0 -46
  229. package/dist/actors/index.d.ts.map +0 -1
  230. package/dist/actors/index.js +0 -24
  231. package/dist/actors/index.js.map +0 -1
  232. package/dist/actors/skillCheck.d.ts +0 -21
  233. package/dist/actors/skillCheck.d.ts.map +0 -1
  234. package/dist/actors/skillCheck.js +0 -24
  235. package/dist/actors/skillCheck.js.map +0 -1
  236. package/dist/ai/Heuristics.d.ts +0 -240
  237. package/dist/ai/Heuristics.d.ts.map +0 -1
  238. package/dist/ai/Heuristics.js +0 -298
  239. package/dist/ai/Heuristics.js.map +0 -1
  240. package/dist/ai/Neural.d.ts +0 -65
  241. package/dist/ai/Neural.d.ts.map +0 -1
  242. package/dist/ai/Neural.js +0 -169
  243. package/dist/ai/Neural.js.map +0 -1
  244. package/dist/ai/Suggest.d.ts +0 -54
  245. package/dist/ai/Suggest.d.ts.map +0 -1
  246. package/dist/ai/Suggest.js +0 -48
  247. package/dist/ai/Suggest.js.map +0 -1
  248. package/dist/ai/index.d.ts +0 -136
  249. package/dist/ai/index.d.ts.map +0 -1
  250. package/dist/ai/index.js +0 -207
  251. package/dist/ai/index.js.map +0 -1
  252. package/dist/ai/lua.d.ts +0 -74
  253. package/dist/ai/lua.d.ts.map +0 -1
  254. package/dist/ai/lua.js +0 -217
  255. package/dist/ai/lua.js.map +0 -1
  256. package/dist/ai/score.d.ts +0 -162
  257. package/dist/ai/score.d.ts.map +0 -1
  258. package/dist/ai/score.js +0 -147
  259. package/dist/ai/score.js.map +0 -1
  260. package/dist/ai/search.d.ts +0 -108
  261. package/dist/ai/search.d.ts.map +0 -1
  262. package/dist/ai/search.js +0 -148
  263. package/dist/ai/search.js.map +0 -1
  264. package/dist/assets/ByteProgress.d.ts +0 -37
  265. package/dist/assets/ByteProgress.d.ts.map +0 -1
  266. package/dist/assets/ByteProgress.js +0 -54
  267. package/dist/assets/ByteProgress.js.map +0 -1
  268. package/dist/assets/Streaming.d.ts +0 -56
  269. package/dist/assets/Streaming.d.ts.map +0 -1
  270. package/dist/assets/Streaming.js +0 -100
  271. package/dist/assets/Streaming.js.map +0 -1
  272. package/dist/assets/SvgParts.d.ts +0 -31
  273. package/dist/assets/SvgParts.d.ts.map +0 -1
  274. package/dist/assets/SvgParts.js +0 -54
  275. package/dist/assets/SvgParts.js.map +0 -1
  276. package/dist/assets/SvgSource.d.ts +0 -3
  277. package/dist/assets/SvgSource.d.ts.map +0 -1
  278. package/dist/assets/SvgSource.js +0 -22
  279. package/dist/assets/SvgSource.js.map +0 -1
  280. package/dist/assets/binary.d.ts +0 -52
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  282. package/dist/assets/binary.js +0 -57
  283. package/dist/assets/binary.js.map +0 -1
  284. package/dist/assets/index.d.ts +0 -27
  285. package/dist/assets/index.d.ts.map +0 -1
  286. package/dist/assets/index.js +0 -20
  287. package/dist/assets/index.js.map +0 -1
  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
  291. package/dist/assets/loader.js.map +0 -1
  292. package/dist/assets/paths.d.ts +0 -73
  293. package/dist/assets/paths.d.ts.map +0 -1
  294. package/dist/assets/paths.js +0 -91
  295. package/dist/assets/paths.js.map +0 -1
  296. package/dist/assets/svg.d.ts +0 -87
  297. package/dist/assets/svg.d.ts.map +0 -1
  298. package/dist/assets/svg.js +0 -166
  299. package/dist/assets/svg.js.map +0 -1
  300. package/dist/audio/AudioLoader.d.ts +0 -28
  301. package/dist/audio/AudioLoader.d.ts.map +0 -1
  302. package/dist/audio/AudioLoader.js +0 -53
  303. package/dist/audio/AudioLoader.js.map +0 -1
  304. package/dist/audio/Captions.d.ts +0 -27
  305. package/dist/audio/Captions.d.ts.map +0 -1
  306. package/dist/audio/Captions.js +0 -16
  307. package/dist/audio/Captions.js.map +0 -1
  308. package/dist/audio/Channels.d.ts +0 -218
  309. package/dist/audio/Channels.d.ts.map +0 -1
  310. package/dist/audio/Channels.js +0 -486
  311. package/dist/audio/Channels.js.map +0 -1
  312. package/dist/audio/LoopTags.d.ts +0 -37
  313. package/dist/audio/LoopTags.d.ts.map +0 -1
  314. package/dist/audio/LoopTags.js +0 -116
  315. package/dist/audio/LoopTags.js.map +0 -1
  316. package/dist/audio/Midi.d.ts +0 -184
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  318. package/dist/audio/Midi.js +0 -339
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  320. package/dist/audio/MidiRender.d.ts +0 -113
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  324. package/dist/audio/Music.d.ts +0 -70
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  328. package/dist/audio/MusicPlayer.d.ts +0 -80
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  332. package/dist/audio/Orchestrator.d.ts +0 -58
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  336. package/dist/audio/Playable.d.ts +0 -31
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  340. package/dist/audio/Positional.d.ts +0 -125
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  344. package/dist/audio/SampleDecoder.d.ts +0 -55
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  360. package/dist/audio/humanize/Groove.d.ts +0 -80
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  380. package/dist/audio/humanize/HumanizerFactory.d.ts +0 -68
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  388. package/dist/audio/humanize/Onsets.d.ts +0 -26
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  392. package/dist/audio/index.d.ts +0 -43
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package/dist/rpg/Event.js DELETED
@@ -1,36 +0,0 @@
1
- export function conditionHolds(condition, state) {
2
- if ('switch' in condition)
3
- return state.switch(condition.switch) === condition.equals;
4
- return state.variable(condition.variable) >= condition.atLeast;
5
- }
6
- /**
7
- * The last page whose conditions all hold - the same convention RPG Maker uses, so an event
8
- * is authored as an ordered list running from "default behaviour" to "most specific", and
9
- * whichever specific case currently applies overrides the general one before it.
10
- *
11
- * @example
12
- * ```ts
13
- * import { activePage, conditionHolds, GameState, type MapEvent } from '@datamoc/mw_games/rpg';
14
- *
15
- * const state = new GameState();
16
- * const shopkeeper: MapEvent = {
17
- * id: 'shopkeeper', x: 5, y: 3,
18
- * pages: [
19
- * { trigger: 'action', commands: [{ say: 'Welcome!' }] },
20
- * { conditions: [{ switch: 'questDone', equals: true }], trigger: 'action', commands: [{ say: 'Thank you!' }] },
21
- * ],
22
- * };
23
- *
24
- * conditionHolds({ switch: 'questDone', equals: true }, state); // false, until the switch flips
25
- * const page = activePage(shopkeeper, state); // the first page, until "questDone" is set
26
- * ```
27
- */
28
- export function activePage(event, state) {
29
- let match;
30
- for (const page of event.pages) {
31
- if ((page.conditions ?? []).every((c) => conditionHolds(c, state)))
32
- match = page;
33
- }
34
- return match;
35
- }
36
- //# sourceMappingURL=Event.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Event.js","sourceRoot":"","sources":["../../src/rpg/Event.ts"],"names":[],"mappings":"AAyBA,MAAM,UAAU,cAAc,CAAC,SAAyB,EAAE,KAAgB;IACzE,IAAI,QAAQ,IAAI,SAAS;QAAE,OAAO,KAAK,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,SAAS,CAAC,MAAM,CAAC;IACtF,OAAO,KAAK,CAAC,QAAQ,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,SAAS,CAAC,OAAO,CAAC;AAChE,CAAC;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,MAAM,UAAU,UAAU,CAAC,KAAe,EAAE,KAAgB;IAC3D,IAAI,KAA4B,CAAC;IACjC,KAAK,MAAM,IAAI,IAAI,KAAK,CAAC,KAAK,EAAE,CAAC;QAChC,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,cAAc,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YAAE,KAAK,GAAG,IAAI,CAAC;IAClF,CAAC;IACD,OAAO,KAAK,CAAC;AACd,CAAC"}
@@ -1,139 +0,0 @@
1
- /**
2
- * One choice a `ask` command offers. Structurally identical to `two-d/ui`'s own `Choice`,
3
- * declared here so an event script is data this module can describe without a widget library.
4
- */
5
- export interface EventChoice {
6
- text: string;
7
- value?: unknown;
8
- disabled?: boolean;
9
- /** the passage to jump to when this choice is picked, in an `EventRunner.runStory` story */
10
- goto?: string;
11
- }
12
- /** what the runner wants shown; how it looks is the presenter's business entirely */
13
- export interface DialogueRequest {
14
- text: string;
15
- speaker?: string;
16
- /** an opaque, renderer-specific portrait image; `two-d/ui.messageBoxPresenter` expects a `Texture2D` */
17
- portrait?: unknown;
18
- /** present when the runner is asking rather than telling; resolve with the chosen `value` */
19
- choices?: EventChoice[];
20
- }
21
- /**
22
- * Shows one line (or one question) and resolves once the player is done with it.
23
- *
24
- * This is the seam that keeps `mwg/rpg` free of a renderer. `EventRunner` used to construct a
25
- * `ui.MessageBox` and push it onto a `ui.WindowStack` itself, which meant an event interpreter
26
- * - pure control flow over `GameState` - dragged the whole 2D widget layer in behind it, and
27
- * a game presenting dialogue any other way (a 3D scene, a DOM overlay, a test harness
28
- * asserting on script order) could not use it at all. `two-d/ui`'s `messageBoxPresenter` is
29
- * the ready-made implementation, so nothing about the common case got harder.
30
- */
31
- export type DialoguePresenter = (request: DialogueRequest) => Promise<unknown>;
32
- import { type EventCondition } from './Event.ts';
33
- import type { GameState } from './GameState.ts';
34
- export interface MoveStep {
35
- dx: number;
36
- dy: number;
37
- }
38
- /**
39
- * A map event's script, written as data - the same shape `mwg/stage`'s `StageCommand` is,
40
- * but for map events rather than dialogue scenes: switches, variables and branches instead
41
- * of a backdrop and characters. Kept as its own interpreter because the two run on
42
- * genuinely different state, not because the "list of commands, awaited as one call" shape
43
- * needed reinventing.
44
- */
45
- export type EventCommand = {
46
- say: string;
47
- speaker?: string;
48
- portrait?: unknown;
49
- } | {
50
- ask: string;
51
- speaker?: string;
52
- portrait?: unknown;
53
- choices: EventChoice[];
54
- store?: string;
55
- } | {
56
- wait: number;
57
- } | {
58
- setSwitch: string;
59
- value: boolean;
60
- } | {
61
- setVariable: string;
62
- value: number;
63
- } | {
64
- addVariable: string;
65
- amount: number;
66
- } | {
67
- if: EventCondition;
68
- then: EventCommand[];
69
- else?: EventCommand[];
70
- } | {
71
- move: {
72
- target: string;
73
- steps: MoveStep[];
74
- };
75
- } | {
76
- goto: string;
77
- } | {
78
- call: (state: EventRunnerState) => void | Promise<void>;
79
- };
80
- /**
81
- * A branching event script: named passages, the same graph shape `two-d/stage`'s
82
- * `StoryScript` is - a passage runs until it falls off the end, a `{ goto }` command or a
83
- * choice's own `goto` jumps to a different one. `EventRunner.runStory` follows it the same
84
- * way `StageScript.runStory` follows a `StoryScript`.
85
- */
86
- export type EventStoryScript = Record<string, readonly EventCommand[]>;
87
- export interface EventRunnerState {
88
- game: GameState;
89
- /** whatever `ask` commands have stored, keyed by their `store` name */
90
- answers: Record<string, unknown>;
91
- }
92
- export interface EventRunnerOptions {
93
- /** shows a line or a question; `two-d/ui.messageBoxPresenter` is the standard one */
94
- present: DialoguePresenter;
95
- game: GameState;
96
- /** carries out a move command; the runner itself does not know what "moving" means */
97
- move?: (target: string, steps: readonly MoveStep[]) => Promise<void>;
98
- /**
99
- * Called for a command the runner does not know (a converter's `transfer`, `picture`,
100
- * `sound`, ...), and for a `goto` in a straight `run()`, which ends that list. Without
101
- * it an unknown command is skipped silently; a game that converts foreign event data
102
- * passes one to make every dropped command loud.
103
- */
104
- onUnknownCommand?: (command: EventCommand) => void;
105
- }
106
- /**
107
- * @example
108
- * ```ts
109
- * import { EventRunner, GameState, type DialoguePresenter } from '@datamoc/mw_games/rpg';
110
- *
111
- * declare const present: DialoguePresenter; // two-d/ui.messageBoxPresenter(windows), typically
112
- *
113
- * const runner = new EventRunner({ present, game: new GameState() });
114
- * await runner.run([
115
- * { say: 'A cold wind blows.' },
116
- * { setSwitch: 'doorOpen', value: true },
117
- * ]);
118
- * ```
119
- */
120
- export declare class EventRunner {
121
- private options;
122
- readonly state: EventRunnerState;
123
- private cancelled;
124
- constructor(options: EventRunnerOptions);
125
- cancel(): void;
126
- run(commands: readonly EventCommand[]): Promise<EventRunnerState>;
127
- /**
128
- * Runs a graph of passages starting at `start`, following `goto` commands and choice
129
- * jumps until a passage runs out or the script is cancelled - the `EventCommand`
130
- * counterpart to `StageScript.runStory`.
131
- */
132
- runStory(story: EventStoryScript, start: string): Promise<EventRunnerState>;
133
- /** runs a plain list of commands, returning the passage to jump to, if any */
134
- private runList;
135
- /** runs one command; returns the passage to jump to, if the command jumps anywhere */
136
- private step;
137
- private speak;
138
- }
139
- //# sourceMappingURL=EventRunner.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"EventRunner.d.ts","sourceRoot":"","sources":["../../src/rpg/EventRunner.ts"],"names":[],"mappings":"AAAA;;;GAGG;AACH,MAAM,WAAW,WAAW;IAC3B,IAAI,EAAE,MAAM,CAAC;IACb,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,QAAQ,CAAC,EAAE,OAAO,CAAC;IAEnB,4FAA4F;IAC5F,IAAI,CAAC,EAAE,MAAM,CAAC;CACd;AAED,qFAAqF;AACrF,MAAM,WAAW,eAAe;IAC/B,IAAI,EAAE,MAAM,CAAC;IACb,OAAO,CAAC,EAAE,MAAM,CAAC;IAEjB,wGAAwG;IACxG,QAAQ,CAAC,EAAE,OAAO,CAAC;IAEnB,6FAA6F;IAC7F,OAAO,CAAC,EAAE,WAAW,EAAE,CAAC;CACxB;AAED;;;;;;;;;GASG;AACH,MAAM,MAAM,iBAAiB,GAAG,CAAC,OAAO,EAAE,eAAe,KAAK,OAAO,CAAC,OAAO,CAAC,CAAC;AAC/E,OAAO,EAAkB,KAAK,cAAc,EAAE,MAAM,YAAY,CAAC;AACjE,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAEhD,MAAM,WAAW,QAAQ;IACxB,EAAE,EAAE,MAAM,CAAC;IACX,EAAE,EAAE,MAAM,CAAC;CACX;AAED;;;;;;GAMG;AACH,MAAM,MAAM,YAAY,GACrB;IAAE,GAAG,EAAE,MAAM,CAAC;IAAC,OAAO,CAAC,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,EAAE,OAAO,CAAA;CAAE,GACrD;IAAE,GAAG,EAAE,MAAM,CAAC;IAAC,OAAO,CAAC,EAAE,MAAM,CAAC;IAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAAC,OAAO,EAAE,WAAW,EAAE,CAAC;IAAC,KAAK,CAAC,EAAE,MAAM,CAAA;CAAE,GAC7F;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,GAChB;IAAE,SAAS,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,GACrC;IAAE,WAAW,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,GACtC;IAAE,WAAW,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,GACvC;IAAE,EAAE,EAAE,cAAc,CAAC;IAAC,IAAI,EAAE,YAAY,EAAE,CAAC;IAAC,IAAI,CAAC,EAAE,YAAY,EAAE,CAAA;CAAE,GACnE;IAAE,IAAI,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,QAAQ,EAAE,CAAA;KAAE,CAAA;CAAE,GAC/C;IAAE,IAAI,EAAE,MAAM,CAAA;CAAE,GAChB;IAAE,IAAI,EAAE,CAAC,KAAK,EAAE,gBAAgB,KAAK,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC,CAAA;CAAE,CAAC;AAE/D;;;;;GAKG;AACH,MAAM,MAAM,gBAAgB,GAAG,MAAM,CAAC,MAAM,EAAE,SAAS,YAAY,EAAE,CAAC,CAAC;AAEvE,MAAM,WAAW,gBAAgB;IAChC,IAAI,EAAE,SAAS,CAAC;IAChB,uEAAuE;IACvE,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;CACjC;AAED,MAAM,WAAW,kBAAkB;IAClC,qFAAqF;IACrF,OAAO,EAAE,iBAAiB,CAAC;IAE3B,IAAI,EAAE,SAAS,CAAC;IAEhB,sFAAsF;IACtF,IAAI,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,QAAQ,EAAE,KAAK,OAAO,CAAC,IAAI,CAAC,CAAC;IAErE;;;;;OAKG;IACH,gBAAgB,CAAC,EAAE,CAAC,OAAO,EAAE,YAAY,KAAK,IAAI,CAAC;CACnD;AAED;;;;;;;;;;;;;GAaG;AACH,qBAAa,WAAW;IACvB,OAAO,CAAC,OAAO,CAAqB;IACpC,QAAQ,CAAC,KAAK,EAAE,gBAAgB,CAAC;IACjC,OAAO,CAAC,SAAS,CAAS;IAE1B,YAAY,OAAO,EAAE,kBAAkB,EAGtC;IAED,MAAM,IAAI,IAAI,CAEb;IAEK,GAAG,CAAC,QAAQ,EAAE,SAAS,YAAY,EAAE,GAAG,OAAO,CAAC,gBAAgB,CAAC,CAUtE;IAED;;;;OAIG;IACG,QAAQ,CAAC,KAAK,EAAE,gBAAgB,EAAE,KAAK,EAAE,MAAM,GAAG,OAAO,CAAC,gBAAgB,CAAC,CAmBhF;IAED,8EAA8E;YAChE,OAAO;IASrB,sFAAsF;YACxE,IAAI;IAwDlB,OAAO,CAAC,KAAK;CAQb"}
@@ -1,125 +0,0 @@
1
- import { conditionHolds } from './Event.js';
2
- /**
3
- * @example
4
- * ```ts
5
- * import { EventRunner, GameState, type DialoguePresenter } from '@datamoc/mw_games/rpg';
6
- *
7
- * declare const present: DialoguePresenter; // two-d/ui.messageBoxPresenter(windows), typically
8
- *
9
- * const runner = new EventRunner({ present, game: new GameState() });
10
- * await runner.run([
11
- * { say: 'A cold wind blows.' },
12
- * { setSwitch: 'doorOpen', value: true },
13
- * ]);
14
- * ```
15
- */
16
- export class EventRunner {
17
- constructor(options) {
18
- this.cancelled = false;
19
- this.options = options;
20
- this.state = { game: options.game, answers: {} };
21
- }
22
- cancel() {
23
- this.cancelled = true;
24
- }
25
- async run(commands) {
26
- const jump = await this.runList(commands);
27
- if (jump !== undefined) {
28
- if (this.options.onUnknownCommand) {
29
- this.options.onUnknownCommand({ goto: jump });
30
- return this.state;
31
- }
32
- throw new Error(`a "goto ${jump}" only runs inside runStory, not a straight run`);
33
- }
34
- return this.state;
35
- }
36
- /**
37
- * Runs a graph of passages starting at `start`, following `goto` commands and choice
38
- * jumps until a passage runs out or the script is cancelled - the `EventCommand`
39
- * counterpart to `StageScript.runStory`.
40
- */
41
- async runStory(story, start) {
42
- if (!Object.prototype.hasOwnProperty.call(story, start)) {
43
- throw new Error(`this event story has no passage named "${start}"`);
44
- }
45
- let commands = story[start];
46
- let index = 0;
47
- while (index < commands.length) {
48
- if (this.cancelled)
49
- break;
50
- const jump = await this.step(commands[index]);
51
- index++;
52
- if (jump !== undefined) {
53
- if (!Object.prototype.hasOwnProperty.call(story, jump)) {
54
- throw new Error(`this event story has no passage named "${jump}"`);
55
- }
56
- commands = story[jump];
57
- index = 0;
58
- }
59
- }
60
- return this.state;
61
- }
62
- /** runs a plain list of commands, returning the passage to jump to, if any */
63
- async runList(commands) {
64
- for (const command of commands) {
65
- if (this.cancelled)
66
- break;
67
- const jump = await this.step(command);
68
- if (jump !== undefined)
69
- return jump;
70
- }
71
- return undefined;
72
- }
73
- /** runs one command; returns the passage to jump to, if the command jumps anywhere */
74
- async step(command) {
75
- if ('say' in command) {
76
- await this.speak(command.say, command.speaker, command.portrait);
77
- return undefined;
78
- }
79
- if ('ask' in command) {
80
- const chosen = await this.speak(command.ask, command.speaker, command.portrait, command.choices);
81
- if (command.store)
82
- this.state.answers[command.store] = chosen;
83
- //a MessageBox resolves with the chosen value, which defaults to the text
84
- return command.choices.find((c) => (c.value ?? c.text) === chosen)?.goto;
85
- }
86
- if ('wait' in command) {
87
- await new Promise((resolve) => setTimeout(resolve, command.wait * 1000));
88
- return undefined;
89
- }
90
- if ('setSwitch' in command) {
91
- this.state.game.setSwitch(command.setSwitch, command.value);
92
- return undefined;
93
- }
94
- if ('setVariable' in command) {
95
- this.state.game.setVariable(command.setVariable, command.value);
96
- return undefined;
97
- }
98
- if ('addVariable' in command) {
99
- const current = this.state.game.variable(command.addVariable);
100
- this.state.game.setVariable(command.addVariable, current + command.amount);
101
- return undefined;
102
- }
103
- if ('if' in command) {
104
- const holds = conditionHolds(command.if, this.state.game);
105
- return this.runList(holds ? command.then : (command.else ?? []));
106
- }
107
- if ('move' in command) {
108
- await this.options.move?.(command.move.target, command.move.steps);
109
- return undefined;
110
- }
111
- if ('goto' in command) {
112
- return command.goto;
113
- }
114
- if ('call' in command) {
115
- await command.call(this.state);
116
- return undefined;
117
- }
118
- this.options.onUnknownCommand?.(command);
119
- return undefined;
120
- }
121
- speak(text, speaker, portrait, choices) {
122
- return this.options.present({ text, speaker, portrait, choices });
123
- }
124
- }
125
- //# sourceMappingURL=EventRunner.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"EventRunner.js","sourceRoot":"","sources":["../../src/rpg/EventRunner.ts"],"names":[],"mappings":"AAoCA,OAAO,EAAE,cAAc,EAAuB,MAAM,YAAY,CAAC;AA2DjE;;;;;;;;;;;;;GAaG;AACH,MAAM,OAAO,WAAW;IAKvB,YAAY,OAA2B;QAF/B,cAAS,GAAG,KAAK,CAAC;QAGzB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,KAAK,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,OAAO,EAAE,EAAE,EAAE,CAAC;IAClD,CAAC;IAED,MAAM;QACL,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;IACvB,CAAC;IAED,KAAK,CAAC,GAAG,CAAC,QAAiC;QAC1C,MAAM,IAAI,GAAG,MAAM,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;QAC1C,IAAI,IAAI,KAAK,SAAS,EAAE,CAAC;YACxB,IAAI,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC;gBACnC,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,CAAC;gBAC9C,OAAO,IAAI,CAAC,KAAK,CAAC;YACnB,CAAC;YACD,MAAM,IAAI,KAAK,CAAC,WAAW,IAAI,iDAAiD,CAAC,CAAC;QACnF,CAAC;QACD,OAAO,IAAI,CAAC,KAAK,CAAC;IACnB,CAAC;IAED;;;;OAIG;IACH,KAAK,CAAC,QAAQ,CAAC,KAAuB,EAAE,KAAa;QACpD,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,EAAE,KAAK,CAAC,EAAE,CAAC;YACzD,MAAM,IAAI,KAAK,CAAC,0CAA0C,KAAK,GAAG,CAAC,CAAC;QACrE,CAAC;QACD,IAAI,QAAQ,GAAG,KAAK,CAAC,KAAK,CAAC,CAAC;QAC5B,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,OAAO,KAAK,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC;YAChC,IAAI,IAAI,CAAC,SAAS;gBAAE,MAAM;YAC1B,MAAM,IAAI,GAAG,MAAM,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;YAC9C,KAAK,EAAE,CAAC;YACR,IAAI,IAAI,KAAK,SAAS,EAAE,CAAC;gBACxB,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,EAAE,CAAC;oBACxD,MAAM,IAAI,KAAK,CAAC,0CAA0C,IAAI,GAAG,CAAC,CAAC;gBACpE,CAAC;gBACD,QAAQ,GAAG,KAAK,CAAC,IAAI,CAAC,CAAC;gBACvB,KAAK,GAAG,CAAC,CAAC;YACX,CAAC;QACF,CAAC;QACD,OAAO,IAAI,CAAC,KAAK,CAAC;IACnB,CAAC;IAED,8EAA8E;IACtE,KAAK,CAAC,OAAO,CAAC,QAAiC;QACtD,KAAK,MAAM,OAAO,IAAI,QAAQ,EAAE,CAAC;YAChC,IAAI,IAAI,CAAC,SAAS;gBAAE,MAAM;YAC1B,MAAM,IAAI,GAAG,MAAM,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YACtC,IAAI,IAAI,KAAK,SAAS;gBAAE,OAAO,IAAI,CAAC;QACrC,CAAC;QACD,OAAO,SAAS,CAAC;IAClB,CAAC;IAED,sFAAsF;IAC9E,KAAK,CAAC,IAAI,CAAC,OAAqB;QACvC,IAAI,KAAK,IAAI,OAAO,EAAE,CAAC;YACtB,MAAM,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,QAAQ,CAAC,CAAC;YACjE,OAAO,SAAS,CAAC;QAClB,CAAC;QAED,IAAI,KAAK,IAAI,OAAO,EAAE,CAAC;YACtB,MAAM,MAAM,GAAG,MAAM,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,GAAG,EAAE,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,QAAQ,EAAE,OAAO,CAAC,OAAO,CAAC,CAAC;YACjG,IAAI,OAAO,CAAC,KAAK;gBAAE,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,GAAG,MAAM,CAAC;YAC9D,yEAAyE;YACzE,OAAO,OAAO,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC,CAAC,IAAI,CAAC,KAAK,MAAM,CAAC,EAAE,IAAI,CAAC;QAC1E,CAAC;QAED,IAAI,MAAM,IAAI,OAAO,EAAE,CAAC;YACvB,MAAM,IAAI,OAAO,CAAO,CAAC,OAAO,EAAE,EAAE,CAAC,UAAU,CAAC,OAAO,EAAE,OAAO,CAAC,IAAI,GAAG,IAAI,CAAC,CAAC,CAAC;YAC/E,OAAO,SAAS,CAAC;QAClB,CAAC;QAED,IAAI,WAAW,IAAI,OAAO,EAAE,CAAC;YAC5B,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,SAAS,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC;YAC5D,OAAO,SAAS,CAAC;QAClB,CAAC;QAED,IAAI,aAAa,IAAI,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,WAAW,EAAE,OAAO,CAAC,KAAK,CAAC,CAAC;YAChE,OAAO,SAAS,CAAC;QAClB,CAAC;QAED,IAAI,aAAa,IAAI,OAAO,EAAE,CAAC;YAC9B,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,WAAW,CAAC,CAAC;YAC9D,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,WAAW,EAAE,OAAO,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC;YAC3E,OAAO,SAAS,CAAC;QAClB,CAAC;QAED,IAAI,IAAI,IAAI,OAAO,EAAE,CAAC;YACrB,MAAM,KAAK,GAAG,cAAc,CAAC,OAAO,CAAC,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAC1D,OAAO,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,IAAI,EAAE,CAAC,CAAC,CAAC;QAClE,CAAC;QAED,IAAI,MAAM,IAAI,OAAO,EAAE,CAAC;YACvB,MAAM,IAAI,CAAC,OAAO,CAAC,IAAI,EAAE,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,EAAE,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YACnE,OAAO,SAAS,CAAC;QAClB,CAAC;QAED,IAAI,MAAM,IAAI,OAAO,EAAE,CAAC;YACvB,OAAO,OAAO,CAAC,IAAI,CAAC;QACrB,CAAC;QAED,IAAI,MAAM,IAAI,OAAO,EAAE,CAAC;YACvB,MAAM,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC/B,OAAO,SAAS,CAAC;QAClB,CAAC;QACD,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC,OAAO,CAAC,CAAC;QACzC,OAAO,SAAS,CAAC;IAClB,CAAC;IAEO,KAAK,CACZ,IAAY,EACZ,OAA2B,EAC3B,QAAkB,EAClB,OAAuB;QAEvB,OAAO,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,CAAC,CAAC;IACnE,CAAC;CACD"}
@@ -1,59 +0,0 @@
1
- import { type MovableSprite } from './MovableSprite.ts';
2
- export interface FreeMoverOptions {
3
- /** world units crossed per second */
4
- speed?: number;
5
- /**
6
- * An animation to play while moving, given the current facing in radians (0 along +x,
7
- * increasing clockwise in screen space). Bucketing that into however many directions a
8
- * sprite sheet actually has (4, 8, whatever) is the game's own job - this stays
9
- * unopinionated about how many facings exist, the same way `GridMover`'s callbacks are
10
- * unopinionated about animation names.
11
- */
12
- walkAnimation?: (facing: number) => string;
13
- /** an animation to play while standing still, given the current facing in radians */
14
- idleAnimation?: (facing: number) => string;
15
- }
16
- /**
17
- * Movement not snapped to any grid: a float position plus a continuous facing angle, for a
18
- * twin-stick shooter, a bullet-hell, or any top-down game whose player moves and aims freely
19
- * rather than stepping cell to cell. `rpg.GridMover` is the tile-to-tile counterpart to this;
20
- * both own position and animation only, nothing about collision or passability.
21
- *
22
- * @example
23
- * ```ts
24
- * import { FreeMover } from '@datamoc/mw_games/rpg';
25
- * import type { MovableSprite } from '@datamoc/mw_games/rpg';
26
- *
27
- * declare const heroSprite: MovableSprite;
28
- *
29
- * const mover = new FreeMover(heroSprite, 100, 100, { speed: 120 });
30
- *
31
- * // in the game loop, from a joystick or WASD:
32
- * mover.move(1, 0, 1 / 60); // unnormalized direction; FreeMover normalizes it
33
- * console.log(mover.facing); // radians, updated to face the movement direction
34
- * ```
35
- */
36
- export declare class FreeMover {
37
- x: number;
38
- y: number;
39
- /** radians; unchanged while not moving, so a stopped unit keeps facing where it last went */
40
- facing: number;
41
- private sprite;
42
- private speed;
43
- private options;
44
- private moving;
45
- constructor(sprite: MovableSprite, x: number, y: number, options?: FreeMoverOptions);
46
- get isMoving(): boolean;
47
- /**
48
- * Moves this frame along `(dx, dy)`, which need not be normalized - only its direction
49
- * and whether it is nonzero matter, so a caller can pass a raw stick reading straight
50
- * through. `(0, 0)` stops the unit in place, facing whichever way it was last moving.
51
- */
52
- move(dx: number, dy: number, dt: number): void;
53
- /** faces a direction without moving, the free-movement equivalent of `GridMover.turnTo` */
54
- turnTo(dx: number, dy: number): void;
55
- private place;
56
- private playWalk;
57
- private playIdle;
58
- }
59
- //# sourceMappingURL=FreeMover.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"FreeMover.d.ts","sourceRoot":"","sources":["../../src/rpg/FreeMover.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,aAAa,EAAsB,MAAM,oBAAoB,CAAC;AAE5E,MAAM,WAAW,gBAAgB;IAChC,qCAAqC;IACrC,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf;;;;;;OAMG;IACH,aAAa,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,KAAK,MAAM,CAAC;IAE3C,qFAAqF;IACrF,aAAa,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,KAAK,MAAM,CAAC;CAC3C;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,qBAAa,SAAS;IACrB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IAEV,6FAA6F;IAC7F,MAAM,SAAK;IAEX,OAAO,CAAC,MAAM,CAAgB;IAC9B,OAAO,CAAC,KAAK,CAAS;IACtB,OAAO,CAAC,OAAO,CAAmB;IAClC,OAAO,CAAC,MAAM,CAAS;IAEvB,YAAY,MAAM,EAAE,aAAa,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,OAAO,GAAE,gBAAqB,EAStF;IAED,IAAI,QAAQ,IAAI,OAAO,CAEtB;IAED;;;;OAIG;IACH,IAAI,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,IAAI,CAkB7C;IAED,2FAA2F;IAC3F,MAAM,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,IAAI,CAInC;IAED,OAAO,CAAC,KAAK;IAKb,OAAO,CAAC,QAAQ;IAIhB,OAAO,CAAC,QAAQ;CAGhB"}
@@ -1,79 +0,0 @@
1
- import { playMoverAnimation } from './MovableSprite.js';
2
- /**
3
- * Movement not snapped to any grid: a float position plus a continuous facing angle, for a
4
- * twin-stick shooter, a bullet-hell, or any top-down game whose player moves and aims freely
5
- * rather than stepping cell to cell. `rpg.GridMover` is the tile-to-tile counterpart to this;
6
- * both own position and animation only, nothing about collision or passability.
7
- *
8
- * @example
9
- * ```ts
10
- * import { FreeMover } from '@datamoc/mw_games/rpg';
11
- * import type { MovableSprite } from '@datamoc/mw_games/rpg';
12
- *
13
- * declare const heroSprite: MovableSprite;
14
- *
15
- * const mover = new FreeMover(heroSprite, 100, 100, { speed: 120 });
16
- *
17
- * // in the game loop, from a joystick or WASD:
18
- * mover.move(1, 0, 1 / 60); // unnormalized direction; FreeMover normalizes it
19
- * console.log(mover.facing); // radians, updated to face the movement direction
20
- * ```
21
- */
22
- export class FreeMover {
23
- constructor(sprite, x, y, options = {}) {
24
- /** radians; unchanged while not moving, so a stopped unit keeps facing where it last went */
25
- this.facing = 0;
26
- this.moving = false;
27
- this.sprite = sprite;
28
- this.x = x;
29
- this.y = y;
30
- this.speed = options.speed ?? 4;
31
- this.options = options;
32
- this.place();
33
- this.playIdle();
34
- }
35
- get isMoving() {
36
- return this.moving;
37
- }
38
- /**
39
- * Moves this frame along `(dx, dy)`, which need not be normalized - only its direction
40
- * and whether it is nonzero matter, so a caller can pass a raw stick reading straight
41
- * through. `(0, 0)` stops the unit in place, facing whichever way it was last moving.
42
- */
43
- move(dx, dy, dt) {
44
- const length = Math.hypot(dx, dy);
45
- if (length > 0) {
46
- this.facing = Math.atan2(dy, dx);
47
- this.x += (dx / length) * this.speed * dt;
48
- this.y += (dy / length) * this.speed * dt;
49
- if (!this.moving) {
50
- this.moving = true;
51
- this.playWalk();
52
- }
53
- }
54
- else if (this.moving) {
55
- this.moving = false;
56
- this.playIdle();
57
- }
58
- this.place();
59
- this.sprite.update?.(dt);
60
- }
61
- /** faces a direction without moving, the free-movement equivalent of `GridMover.turnTo` */
62
- turnTo(dx, dy) {
63
- if (this.moving || (dx === 0 && dy === 0))
64
- return;
65
- this.facing = Math.atan2(dy, dx);
66
- this.playIdle();
67
- }
68
- place() {
69
- this.sprite.x = this.x;
70
- this.sprite.y = this.y;
71
- }
72
- playWalk() {
73
- playMoverAnimation(this.sprite, this.options.walkAnimation?.(this.facing));
74
- }
75
- playIdle() {
76
- playMoverAnimation(this.sprite, this.options.idleAnimation?.(this.facing));
77
- }
78
- }
79
- //# sourceMappingURL=FreeMover.js.map
@@ -1 +0,0 @@
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@@ -1,36 +0,0 @@
1
- /**
2
- * Global switches and variables - the two pieces of state an RPG's events read and write
3
- * most, kept as plain maps rather than anything fancier so `mwg/core`'s `SaveSystem` can
4
- * serialise them like any other plain data.
5
- *
6
- * @example
7
- * ```ts
8
- * import { GameState } from '@datamoc/mw_games/rpg';
9
- *
10
- * const state = new GameState();
11
- * state.setSwitch('metShopkeeper', true);
12
- * state.setVariable('gold', 50);
13
- *
14
- * console.log(state.switch('metShopkeeper'), state.variable('gold'));
15
- *
16
- * const saved = JSON.stringify(state.toJSON());
17
- * const restored = GameState.fromJSON(JSON.parse(saved));
18
- * ```
19
- */
20
- export declare class GameState {
21
- private switches;
22
- private variables;
23
- switch(name: string): boolean;
24
- setSwitch(name: string, value: boolean): void;
25
- variable(name: string): number;
26
- setVariable(name: string, value: number): void;
27
- toJSON(): {
28
- switches: [string, boolean][];
29
- variables: [string, number][];
30
- };
31
- static fromJSON(data: {
32
- switches: [string, boolean][];
33
- variables: [string, number][];
34
- }): GameState;
35
- }
36
- //# sourceMappingURL=GameState.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"GameState.d.ts","sourceRoot":"","sources":["../../src/rpg/GameState.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AACH,qBAAa,SAAS;IACrB,OAAO,CAAC,QAAQ,CAA8B;IAC9C,OAAO,CAAC,SAAS,CAA6B;IAE9C,MAAM,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAE5B;IAED,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,GAAG,IAAI,CAE5C;IAED,QAAQ,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAE7B;IAED,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAE7C;IAED,MAAM,IAAI;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,OAAO,CAAC,EAAE,CAAC;QAAC,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAA;KAAE,CAEzE;IAED,MAAM,CAAC,QAAQ,CAAC,IAAI,EAAE;QAAE,QAAQ,EAAE,CAAC,MAAM,EAAE,OAAO,CAAC,EAAE,CAAC;QAAC,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAAA;KAAE,GAAG,SAAS,CAKjG;CACD"}
@@ -1,49 +0,0 @@
1
- /**
2
- * Global switches and variables - the two pieces of state an RPG's events read and write
3
- * most, kept as plain maps rather than anything fancier so `mwg/core`'s `SaveSystem` can
4
- * serialise them like any other plain data.
5
- *
6
- * @example
7
- * ```ts
8
- * import { GameState } from '@datamoc/mw_games/rpg';
9
- *
10
- * const state = new GameState();
11
- * state.setSwitch('metShopkeeper', true);
12
- * state.setVariable('gold', 50);
13
- *
14
- * console.log(state.switch('metShopkeeper'), state.variable('gold'));
15
- *
16
- * const saved = JSON.stringify(state.toJSON());
17
- * const restored = GameState.fromJSON(JSON.parse(saved));
18
- * ```
19
- */
20
- export class GameState {
21
- constructor() {
22
- this.switches = new Map();
23
- this.variables = new Map();
24
- }
25
- switch(name) {
26
- return this.switches.get(name) ?? false;
27
- }
28
- setSwitch(name, value) {
29
- this.switches.set(name, value);
30
- }
31
- variable(name) {
32
- return this.variables.get(name) ?? 0;
33
- }
34
- setVariable(name, value) {
35
- this.variables.set(name, value);
36
- }
37
- toJSON() {
38
- return { switches: [...this.switches], variables: [...this.variables] };
39
- }
40
- static fromJSON(data) {
41
- const state = new GameState();
42
- for (const [name, value] of data.switches)
43
- state.setSwitch(name, value);
44
- for (const [name, value] of data.variables)
45
- state.setVariable(name, value);
46
- return state;
47
- }
48
- }
49
- //# sourceMappingURL=GameState.js.map
@@ -1 +0,0 @@
1
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@@ -1,71 +0,0 @@
1
- import { type MovableSprite } from './MovableSprite.ts';
2
- export type Direction4 = 'up' | 'down' | 'left' | 'right';
3
- export interface GridMoverOptions {
4
- tileWidth: number;
5
- tileHeight: number;
6
- /** tiles crossed per second */
7
- speed?: number;
8
- /** an animation name to play while moving in this direction, if the sprite has one */
9
- walkAnimation?: (direction: Direction4) => string;
10
- /** an animation name to play while standing still facing this direction */
11
- idleAnimation?: (direction: Direction4) => string;
12
- }
13
- /**
14
- * Grid movement tweened between tiles, with a walk cycle - what turns "the player pressed
15
- * right" into a sprite that glides from one tile to the next and faces the way it is going,
16
- * rather than teleporting square to square.
17
- *
18
- * This owns position and animation only. Whether the target tile is passable, whether
19
- * something is standing on it, whether stepping onto it should trigger an event - all of
20
- * that is a question for the map, asked before `moveBy` is called.
21
- *
22
- * @example
23
- * ```ts
24
- * import { GridMover } from '@datamoc/mw_games/rpg';
25
- * import type { MovableSprite } from '@datamoc/mw_games/rpg';
26
- *
27
- * declare const heroSprite: MovableSprite;
28
- *
29
- * const mover = new GridMover(heroSprite, 5, 5, { tileWidth: 32, tileHeight: 32, speed: 4 });
30
- * mover.moveBy(1, 0); // a tile check already confirmed this is passable
31
- *
32
- * // in the game loop:
33
- * mover.update(1 / 60);
34
- * ```
35
- */
36
- export declare class GridMover {
37
- x: number;
38
- y: number;
39
- facing: Direction4;
40
- private sprite;
41
- private tileWidth;
42
- private tileHeight;
43
- private speed;
44
- private options;
45
- private fromX;
46
- private fromY;
47
- private target;
48
- private progress;
49
- constructor(sprite: MovableSprite, x: number, y: number, options: GridMoverOptions);
50
- get isMoving(): boolean;
51
- /**
52
- * Faces a direction without moving - what a bump into a wall or an NPC turns into,
53
- * rather than nothing at all. Without this, a player who arrives beside an NPC from the
54
- * "wrong" side can never turn to face it, since an actual step that way is blocked and
55
- * `moveBy` only ever faces the direction it successfully moves in.
56
- */
57
- turnTo(dx: number, dy: number): void;
58
- /** starts moving one tile in the given direction; false when already moving */
59
- moveBy(dx: number, dy: number): boolean;
60
- /**
61
- * Repositions by a delta instantly, with no tween and no walk animation - what a "jump"
62
- * move-route step is, as opposed to `moveBy`'s glide. Refuses while a `moveBy` is still in
63
- * flight, the same as `moveBy` itself does, rather than fighting over `x`/`y` mid-tween.
64
- */
65
- jumpBy(dx: number, dy: number): boolean;
66
- update(dt: number): void;
67
- private place;
68
- private playWalk;
69
- private playIdle;
70
- }
71
- //# sourceMappingURL=GridMover.d.ts.map
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