@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.
- package/3d/models.d.ts +1 -0
- package/3d/models.js +1 -0
- package/3d.d.ts +1 -0
- package/3d.js +1 -0
- package/README.md +5 -710
- package/actors.d.ts +1 -0
- package/actors.js +1 -0
- package/ai/lua.d.ts +1 -0
- package/ai/lua.js +1 -0
- package/ai.d.ts +1 -0
- package/ai.js +1 -0
- package/assets/binary.d.ts +1 -0
- package/assets/binary.js +1 -0
- package/assets/paths.d.ts +1 -0
- package/assets/paths.js +1 -0
- package/assets.d.ts +1 -0
- package/assets.js +1 -0
- package/audio.d.ts +1 -0
- package/audio.js +1 -0
- package/battle.d.ts +1 -0
- package/battle.js +1 -0
- package/board.d.ts +1 -0
- package/board.js +1 -0
- package/core.d.ts +1 -0
- package/core.js +1 -0
- package/headless.d.ts +1 -0
- package/headless.js +1 -0
- package/i18n.d.ts +1 -0
- package/i18n.js +1 -0
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/mwl/presentation.d.ts +1 -0
- package/mwl/presentation.js +1 -0
- package/mwl/pyroeis.d.ts +1 -0
- package/mwl/pyroeis.js +1 -0
- package/mwl.d.ts +1 -0
- package/mwl.js +1 -0
- package/package.json +212 -387
- package/physics/xpbd.d.ts +1 -0
- package/physics/xpbd.js +1 -0
- package/physics.d.ts +1 -0
- package/physics.js +1 -0
- package/roguelike.d.ts +1 -0
- package/roguelike.js +1 -0
- package/rpg.d.ts +1 -0
- package/rpg.js +1 -0
- package/simulation.d.ts +1 -0
- package/simulation.js +1 -0
- package/skeleton.d.ts +1 -0
- package/skeleton.js +1 -0
- package/testing.d.ts +1 -0
- package/testing.js +1 -0
- package/threads.d.ts +1 -0
- package/threads.js +1 -0
- package/tools/asset-report.d.mts +1 -37
- package/tools/asset-report.mjs +1 -157
- package/tools/audio.d.mts +1 -0
- package/tools/audio.mjs +1 -0
- package/tools/audit-adoptions.d.mts +1 -65
- package/tools/audit-adoptions.mjs +1 -252
- package/tools/benchmark-browser.d.mts +1 -33
- package/tools/benchmark-browser.mjs +1 -169
- package/tools/benchmark-history.d.mts +1 -8
- package/tools/benchmark-history.mjs +1 -31
- package/tools/browser-driver.d.mts +1 -122
- package/tools/browser-driver.mjs +1 -861
- package/tools/browser-smoke.d.mts +1 -30
- package/tools/browser-smoke.mjs +1 -184
- package/tools/build-tablebases.d.mts +1 -22
- package/tools/build-tablebases.mjs +1 -557
- package/tools/bundle-size.d.mts +1 -11
- package/tools/bundle-size.mjs +1 -142
- package/tools/classic-html.d.mts +1 -6
- package/tools/classic-html.mjs +1 -69
- package/tools/compile-openings.d.mts +1 -20
- package/tools/compile-openings.mjs +1 -138
- package/tools/compile-resources.d.mts +1 -66
- package/tools/compile-resources.mjs +1 -406
- package/tools/compress-dist.d.mts +1 -42
- package/tools/compress-dist.mjs +1 -193
- package/tools/csp.d.mts +1 -7
- package/tools/csp.mjs +1 -65
- package/tools/emit-page.d.mts +1 -61
- package/tools/emit-page.mjs +1 -273
- package/tools/extract-html.d.mts +1 -18
- package/tools/extract-html.mjs +1 -235
- package/tools/extract-rgssad.d.mts +1 -5
- package/tools/extract-rgssad.mjs +1 -64
- package/tools/find-chrome.d.mts +1 -7
- package/tools/find-chrome.mjs +1 -106
- package/tools/i18n-edit.d.mts +1 -29
- package/tools/i18n-edit.mjs +1 -748
- package/tools/init.d.mts +1 -5
- package/tools/init.mjs +1 -155
- package/tools/make-example-assets.d.mts +1 -2
- package/tools/make-example-assets.mjs +1 -731
- package/tools/multiplayer-server.d.mts +1 -27
- package/tools/multiplayer-server.mjs +1 -199
- package/tools/play-uci.d.mts +1 -26
- package/tools/play-uci.mjs +1 -205
- package/tools/sbom.d.mts +1 -83
- package/tools/sbom.mjs +1 -340
- package/tools/single-file.d.mts +1 -33
- package/tools/single-file.mjs +1 -239
- package/tools/soundfonts.d.mts +1 -79
- package/tools/soundfonts.mjs +1 -301
- package/tools/svg-optimise.d.mts +1 -8
- package/tools/svg-optimise.mjs +1 -45
- package/tools/verify-scenarios.d.mts +1 -15
- package/tools/verify-scenarios.mjs +1 -133
- package/tools/vite.d.mts +1 -17
- package/tools/vite.mjs +1 -102
- package/tools/webp-convert.d.mts +1 -8
- package/tools/webp-convert.mjs +1 -98
- package/two-d/pixi-interop.d.ts +1 -0
- package/two-d/pixi-interop.js +1 -0
- package/two-d/presentation.d.ts +1 -0
- package/two-d/presentation.js +1 -0
- package/two-d/render.d.ts +1 -0
- package/two-d/render.js +1 -0
- package/two-d/stage.d.ts +1 -0
- package/two-d/stage.js +1 -0
- package/two-d/ui.d.ts +1 -0
- package/two-d/ui.js +1 -0
- package/two-d.d.ts +1 -0
- package/two-d.js +1 -0
- package/world.d.ts +1 -0
- package/world.js +1 -0
- package/CHANGELOG.md +0 -3129
- package/LICENSE +0 -373
- package/MWG - Best Practices.md +0 -97
- package/MWG - Deep Code and Architecture Review.md +0 -238
- package/REFERENCE.md +0 -2180
- package/api-surface.json +0 -17102
- package/data/microgm-essential.PROVENANCE.md +0 -13
- package/data/microgm-essential.sf2 +0 -0
- package/data/microgm-opt.PROVENANCE.md +0 -23
- package/data/microgm-opt.sf2 +0 -0
- package/data/soundfont-catalog.json +0 -191
- package/dist/actors/Advancement.d.ts +0 -90
- package/dist/actors/Advancement.d.ts.map +0 -1
- package/dist/actors/Advancement.js +0 -115
- package/dist/actors/Advancement.js.map +0 -1
- package/dist/actors/Affix.d.ts +0 -96
- package/dist/actors/Affix.d.ts.map +0 -1
- package/dist/actors/Affix.js +0 -68
- package/dist/actors/Affix.js.map +0 -1
- package/dist/actors/Appearances.d.ts +0 -48
- package/dist/actors/Appearances.d.ts.map +0 -1
- package/dist/actors/Appearances.js +0 -62
- package/dist/actors/Appearances.js.map +0 -1
- package/dist/actors/Aura.d.ts +0 -45
- package/dist/actors/Aura.d.ts.map +0 -1
- package/dist/actors/Aura.js +0 -85
- package/dist/actors/Aura.js.map +0 -1
- package/dist/actors/Barrier.d.ts +0 -60
- package/dist/actors/Barrier.d.ts.map +0 -1
- package/dist/actors/Barrier.js +0 -70
- package/dist/actors/Barrier.js.map +0 -1
- package/dist/actors/Charges.d.ts +0 -66
- package/dist/actors/Charges.d.ts.map +0 -1
- package/dist/actors/Charges.js +0 -61
- package/dist/actors/Charges.js.map +0 -1
- package/dist/actors/EntityTemplate.d.ts +0 -127
- package/dist/actors/EntityTemplate.d.ts.map +0 -1
- package/dist/actors/EntityTemplate.js +0 -117
- package/dist/actors/EntityTemplate.js.map +0 -1
- package/dist/actors/Equipment.d.ts +0 -88
- package/dist/actors/Equipment.d.ts.map +0 -1
- package/dist/actors/Equipment.js +0 -107
- package/dist/actors/Equipment.js.map +0 -1
- package/dist/actors/Inventory.d.ts +0 -123
- package/dist/actors/Inventory.d.ts.map +0 -1
- package/dist/actors/Inventory.js +0 -165
- package/dist/actors/Inventory.js.map +0 -1
- package/dist/actors/ItemState.d.ts +0 -43
- package/dist/actors/ItemState.d.ts.map +0 -1
- package/dist/actors/ItemState.js +0 -63
- package/dist/actors/ItemState.js.map +0 -1
- package/dist/actors/ItemStatusEffect.d.ts +0 -40
- package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
- package/dist/actors/ItemStatusEffect.js +0 -39
- package/dist/actors/ItemStatusEffect.js.map +0 -1
- package/dist/actors/Loot.d.ts +0 -38
- package/dist/actors/Loot.d.ts.map +0 -1
- package/dist/actors/Loot.js +0 -28
- package/dist/actors/Loot.js.map +0 -1
- package/dist/actors/Progression.d.ts +0 -52
- package/dist/actors/Progression.d.ts.map +0 -1
- package/dist/actors/Progression.js +0 -59
- package/dist/actors/Progression.js.map +0 -1
- package/dist/actors/Resource.d.ts +0 -53
- package/dist/actors/Resource.d.ts.map +0 -1
- package/dist/actors/Resource.js +0 -58
- package/dist/actors/Resource.js.map +0 -1
- package/dist/actors/Scaling.d.ts +0 -30
- package/dist/actors/Scaling.d.ts.map +0 -1
- package/dist/actors/Scaling.js +0 -9
- package/dist/actors/Scaling.js.map +0 -1
- package/dist/actors/Shop.d.ts +0 -40
- package/dist/actors/Shop.d.ts.map +0 -1
- package/dist/actors/Shop.js +0 -36
- package/dist/actors/Shop.js.map +0 -1
- package/dist/actors/SkillPoints.d.ts +0 -72
- package/dist/actors/SkillPoints.d.ts.map +0 -1
- package/dist/actors/SkillPoints.js +0 -87
- package/dist/actors/SkillPoints.js.map +0 -1
- package/dist/actors/StatBlock.d.ts +0 -86
- package/dist/actors/StatBlock.d.ts.map +0 -1
- package/dist/actors/StatBlock.js +0 -110
- package/dist/actors/StatBlock.js.map +0 -1
- package/dist/actors/StatusEffect.d.ts +0 -67
- package/dist/actors/StatusEffect.d.ts.map +0 -1
- package/dist/actors/StatusEffect.js +0 -59
- package/dist/actors/StatusEffect.js.map +0 -1
- package/dist/actors/Support.d.ts +0 -43
- package/dist/actors/Support.d.ts.map +0 -1
- package/dist/actors/Support.js +0 -71
- package/dist/actors/Support.js.map +0 -1
- package/dist/actors/Traits.d.ts +0 -43
- package/dist/actors/Traits.d.ts.map +0 -1
- package/dist/actors/Traits.js +0 -35
- package/dist/actors/Traits.js.map +0 -1
- package/dist/actors/craft.d.ts +0 -63
- package/dist/actors/craft.d.ts.map +0 -1
- package/dist/actors/craft.js +0 -86
- package/dist/actors/craft.js.map +0 -1
- package/dist/actors/index.d.ts +0 -46
- package/dist/actors/index.d.ts.map +0 -1
- package/dist/actors/index.js +0 -24
- package/dist/actors/index.js.map +0 -1
- package/dist/actors/skillCheck.d.ts +0 -21
- package/dist/actors/skillCheck.d.ts.map +0 -1
- package/dist/actors/skillCheck.js +0 -24
- package/dist/actors/skillCheck.js.map +0 -1
- package/dist/ai/Heuristics.d.ts +0 -240
- package/dist/ai/Heuristics.d.ts.map +0 -1
- package/dist/ai/Heuristics.js +0 -298
- package/dist/ai/Heuristics.js.map +0 -1
- package/dist/ai/Neural.d.ts +0 -65
- package/dist/ai/Neural.d.ts.map +0 -1
- package/dist/ai/Neural.js +0 -169
- package/dist/ai/Neural.js.map +0 -1
- package/dist/ai/Suggest.d.ts +0 -54
- package/dist/ai/Suggest.d.ts.map +0 -1
- package/dist/ai/Suggest.js +0 -48
- package/dist/ai/Suggest.js.map +0 -1
- package/dist/ai/index.d.ts +0 -136
- package/dist/ai/index.d.ts.map +0 -1
- package/dist/ai/index.js +0 -207
- package/dist/ai/index.js.map +0 -1
- package/dist/ai/lua.d.ts +0 -74
- package/dist/ai/lua.d.ts.map +0 -1
- package/dist/ai/lua.js +0 -217
- package/dist/ai/lua.js.map +0 -1
- package/dist/ai/score.d.ts +0 -162
- package/dist/ai/score.d.ts.map +0 -1
- package/dist/ai/score.js +0 -147
- package/dist/ai/score.js.map +0 -1
- package/dist/ai/search.d.ts +0 -108
- package/dist/ai/search.d.ts.map +0 -1
- package/dist/ai/search.js +0 -148
- package/dist/ai/search.js.map +0 -1
- package/dist/assets/ByteProgress.d.ts +0 -37
- package/dist/assets/ByteProgress.d.ts.map +0 -1
- package/dist/assets/ByteProgress.js +0 -54
- package/dist/assets/ByteProgress.js.map +0 -1
- package/dist/assets/Streaming.d.ts +0 -56
- package/dist/assets/Streaming.d.ts.map +0 -1
- package/dist/assets/Streaming.js +0 -100
- package/dist/assets/Streaming.js.map +0 -1
- package/dist/assets/SvgParts.d.ts +0 -31
- package/dist/assets/SvgParts.d.ts.map +0 -1
- package/dist/assets/SvgParts.js +0 -54
- package/dist/assets/SvgParts.js.map +0 -1
- package/dist/assets/SvgSource.d.ts +0 -3
- package/dist/assets/SvgSource.d.ts.map +0 -1
- package/dist/assets/SvgSource.js +0 -22
- package/dist/assets/SvgSource.js.map +0 -1
- package/dist/assets/binary.d.ts +0 -52
- package/dist/assets/binary.d.ts.map +0 -1
- package/dist/assets/binary.js +0 -57
- package/dist/assets/binary.js.map +0 -1
- package/dist/assets/index.d.ts +0 -27
- package/dist/assets/index.d.ts.map +0 -1
- package/dist/assets/index.js +0 -20
- package/dist/assets/index.js.map +0 -1
- package/dist/assets/loader.d.ts +0 -70
- package/dist/assets/loader.d.ts.map +0 -1
- package/dist/assets/loader.js +0 -115
- package/dist/assets/loader.js.map +0 -1
- package/dist/assets/paths.d.ts +0 -73
- package/dist/assets/paths.d.ts.map +0 -1
- package/dist/assets/paths.js +0 -91
- package/dist/assets/paths.js.map +0 -1
- package/dist/assets/svg.d.ts +0 -87
- package/dist/assets/svg.d.ts.map +0 -1
- package/dist/assets/svg.js +0 -166
- package/dist/assets/svg.js.map +0 -1
- package/dist/audio/AudioLoader.d.ts +0 -28
- package/dist/audio/AudioLoader.d.ts.map +0 -1
- package/dist/audio/AudioLoader.js +0 -53
- package/dist/audio/AudioLoader.js.map +0 -1
- package/dist/audio/Captions.d.ts +0 -27
- package/dist/audio/Captions.d.ts.map +0 -1
- package/dist/audio/Captions.js +0 -16
- package/dist/audio/Captions.js.map +0 -1
- package/dist/audio/Channels.d.ts +0 -218
- package/dist/audio/Channels.d.ts.map +0 -1
- package/dist/audio/Channels.js +0 -486
- package/dist/audio/Channels.js.map +0 -1
- package/dist/audio/LoopTags.d.ts +0 -37
- package/dist/audio/LoopTags.d.ts.map +0 -1
- package/dist/audio/LoopTags.js +0 -116
- package/dist/audio/LoopTags.js.map +0 -1
- package/dist/audio/Midi.d.ts +0 -184
- package/dist/audio/Midi.d.ts.map +0 -1
- package/dist/audio/Midi.js +0 -339
- package/dist/audio/Midi.js.map +0 -1
- package/dist/audio/MidiRender.d.ts +0 -113
- package/dist/audio/MidiRender.d.ts.map +0 -1
- package/dist/audio/MidiRender.js +0 -371
- package/dist/audio/MidiRender.js.map +0 -1
- package/dist/audio/Music.d.ts +0 -70
- package/dist/audio/Music.d.ts.map +0 -1
- package/dist/audio/Music.js +0 -191
- package/dist/audio/Music.js.map +0 -1
- package/dist/audio/MusicPlayer.d.ts +0 -80
- package/dist/audio/MusicPlayer.d.ts.map +0 -1
- package/dist/audio/MusicPlayer.js +0 -147
- package/dist/audio/MusicPlayer.js.map +0 -1
- package/dist/audio/Orchestrator.d.ts +0 -58
- package/dist/audio/Orchestrator.d.ts.map +0 -1
- package/dist/audio/Orchestrator.js +0 -74
- package/dist/audio/Orchestrator.js.map +0 -1
- package/dist/audio/Playable.d.ts +0 -31
- package/dist/audio/Playable.d.ts.map +0 -1
- package/dist/audio/Playable.js +0 -29
- package/dist/audio/Playable.js.map +0 -1
- package/dist/audio/Positional.d.ts +0 -125
- package/dist/audio/Positional.d.ts.map +0 -1
- package/dist/audio/Positional.js +0 -135
- package/dist/audio/Positional.js.map +0 -1
- package/dist/audio/SampleDecoder.d.ts +0 -55
- package/dist/audio/SampleDecoder.d.ts.map +0 -1
- package/dist/audio/SampleDecoder.js +0 -74
- package/dist/audio/SampleDecoder.js.map +0 -1
- package/dist/audio/Sound.d.ts +0 -57
- package/dist/audio/Sound.d.ts.map +0 -1
- package/dist/audio/Sound.js +0 -79
- package/dist/audio/Sound.js.map +0 -1
- package/dist/audio/SoundFont.d.ts +0 -192
- package/dist/audio/SoundFont.d.ts.map +0 -1
- package/dist/audio/SoundFont.js +0 -862
- package/dist/audio/SoundFont.js.map +0 -1
- package/dist/audio/Synth.d.ts +0 -64
- package/dist/audio/Synth.d.ts.map +0 -1
- package/dist/audio/Synth.js +0 -133
- package/dist/audio/Synth.js.map +0 -1
- package/dist/audio/humanize/Groove.d.ts +0 -80
- package/dist/audio/humanize/Groove.d.ts.map +0 -1
- package/dist/audio/humanize/Groove.js +0 -102
- package/dist/audio/humanize/Groove.js.map +0 -1
- package/dist/audio/humanize/GrooveConverter.d.ts +0 -49
- package/dist/audio/humanize/GrooveConverter.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveConverter.js +0 -344
- package/dist/audio/humanize/GrooveConverter.js.map +0 -1
- package/dist/audio/humanize/GrooveExtractor.d.ts +0 -49
- package/dist/audio/humanize/GrooveExtractor.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveExtractor.js +0 -179
- package/dist/audio/humanize/GrooveExtractor.js.map +0 -1
- package/dist/audio/humanize/GrooveHumanizer.d.ts +0 -34
- package/dist/audio/humanize/GrooveHumanizer.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveHumanizer.js +0 -37
- package/dist/audio/humanize/GrooveHumanizer.js.map +0 -1
- package/dist/audio/humanize/Humanize.d.ts +0 -54
- package/dist/audio/humanize/Humanize.d.ts.map +0 -1
- package/dist/audio/humanize/Humanize.js +0 -239
- package/dist/audio/humanize/Humanize.js.map +0 -1
- package/dist/audio/humanize/HumanizerFactory.d.ts +0 -68
- package/dist/audio/humanize/HumanizerFactory.d.ts.map +0 -1
- package/dist/audio/humanize/HumanizerFactory.js +0 -84
- package/dist/audio/humanize/HumanizerFactory.js.map +0 -1
- package/dist/audio/humanize/LiteHumanizer.d.ts +0 -30
- package/dist/audio/humanize/LiteHumanizer.d.ts.map +0 -1
- package/dist/audio/humanize/LiteHumanizer.js +0 -35
- package/dist/audio/humanize/LiteHumanizer.js.map +0 -1
- package/dist/audio/humanize/Onsets.d.ts +0 -26
- package/dist/audio/humanize/Onsets.d.ts.map +0 -1
- package/dist/audio/humanize/Onsets.js +0 -164
- package/dist/audio/humanize/Onsets.js.map +0 -1
- package/dist/audio/index.d.ts +0 -43
- package/dist/audio/index.d.ts.map +0 -1
- package/dist/audio/index.js +0 -22
- package/dist/audio/index.js.map +0 -1
- package/dist/battle/AttackDialog.d.ts +0 -75
- package/dist/battle/AttackDialog.d.ts.map +0 -1
- package/dist/battle/AttackDialog.js +0 -115
- package/dist/battle/AttackDialog.js.map +0 -1
- package/dist/battle/AttackPreview.d.ts +0 -70
- package/dist/battle/AttackPreview.d.ts.map +0 -1
- package/dist/battle/AttackPreview.js +0 -78
- package/dist/battle/AttackPreview.js.map +0 -1
- package/dist/battle/BattleAI.d.ts +0 -40
- package/dist/battle/BattleAI.d.ts.map +0 -1
- package/dist/battle/BattleAI.js +0 -63
- package/dist/battle/BattleAI.js.map +0 -1
- package/dist/battle/BattleStats.d.ts +0 -45
- package/dist/battle/BattleStats.d.ts.map +0 -1
- package/dist/battle/BattleStats.js +0 -63
- package/dist/battle/BattleStats.js.map +0 -1
- package/dist/battle/Evolution.d.ts +0 -34
- package/dist/battle/Evolution.d.ts.map +0 -1
- package/dist/battle/Evolution.js +0 -37
- package/dist/battle/Evolution.js.map +0 -1
- package/dist/battle/Field.d.ts +0 -36
- package/dist/battle/Field.d.ts.map +0 -1
- package/dist/battle/Field.js +0 -31
- package/dist/battle/Field.js.map +0 -1
- package/dist/battle/Hooks.d.ts +0 -39
- package/dist/battle/Hooks.d.ts.map +0 -1
- package/dist/battle/Hooks.js +0 -38
- package/dist/battle/Hooks.js.map +0 -1
- package/dist/battle/Move.d.ts +0 -45
- package/dist/battle/Move.d.ts.map +0 -1
- package/dist/battle/Move.js +0 -23
- package/dist/battle/Move.js.map +0 -1
- package/dist/battle/Party.d.ts +0 -32
- package/dist/battle/Party.d.ts.map +0 -1
- package/dist/battle/Party.js +0 -62
- package/dist/battle/Party.js.map +0 -1
- package/dist/battle/Species.d.ts +0 -50
- package/dist/battle/Species.d.ts.map +0 -1
- package/dist/battle/Species.js +0 -41
- package/dist/battle/Species.js.map +0 -1
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- package/tools/vendored/rgssad-wasm/LICENSE-MIT +0 -21
- package/tools/vendored/rgssad-wasm/README.md +0 -15
- package/tools/vendored/rgssad-wasm/package.json +0 -17
- package/tools/vendored/rgssad-wasm/rgssad_wasm.d.ts +0 -41
- package/tools/vendored/rgssad-wasm/rgssad_wasm.js +0 -6
- package/tools/vendored/rgssad-wasm/rgssad_wasm_bg.js +0 -399
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@@ -1 +0,0 @@
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1
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/two-d/presentation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;AACvD,YAAY,EACX,mBAAmB,EACnB,0BAA0B,EAC1B,0BAA0B,EAC1B,iBAAiB,GACjB,MAAM,sBAAsB,CAAC"}
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@@ -1 +0,0 @@
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1
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../src/two-d/presentation/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC"}
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@@ -1,92 +0,0 @@
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1
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-
import type { AnimatedSprite } from './AnimatedSprite.ts';
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2
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/** the three states any character's animation ever needs to be in */
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export type ActorAnimationState = 'idle' | 'move' | 'action';
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/**
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* @example
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* ```ts
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* import type { ActorAnimatorOptions } from '@datamoc/mw_games/two-d/render';
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*
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* const options: ActorAnimatorOptions = {
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* animationName: (state, facing) => `${state}-${facing}`,
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* variant: 'down',
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* };
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* ```
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*/
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export interface ActorAnimatorOptions {
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16
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/**
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17
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* Names a state's animation, given whatever varies it - a facing direction for a grid
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18
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* character, an empty string for one that does not need it. Looked up through
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19
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* `AnimatedSprite.has`, so a state with nothing registered for the current variant is
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* silently skipped rather than throwing - the same degrade-to-nothing `GridMover` already
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* relies on for a sprite with no walk cycle at all.
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*/
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-
animationName: (state: ActorAnimationState, variant: string) => string;
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24
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/** the variant to start in; defaults to the empty string */
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25
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-
variant?: string;
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}
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27
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-
/**
|
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28
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-
* The convention `AnimatedSprite` and `GridMover` never had: standing still, moving, and
|
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29
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* performing an action are the only three states a character's animation is ever in, and an
|
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30
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-
* action is the only one of the three that interrupts the other two rather than being
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31
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* interrupted by them.
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32
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-
*
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33
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-
* `setMoving` toggles between idle and move freely, as often as every frame - a grid
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34
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-
* character's walk cycle calls it once per `update`. `playAction` cuts in over whichever of
|
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35
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-
* those is currently showing, plays once, and - because an action animation must be
|
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36
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-
* registered non-looping (`{ loop: false }`) for this to close the loop - hands control back
|
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37
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-
* to idle or move automatically the instant it finishes, picking up whichever `setMoving`
|
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38
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-
* calls arrived while it was playing rather than whatever was true when it started. A second
|
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39
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-
* `playAction` while one is already running is ignored unless `restart` is passed, so an
|
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40
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-
* attack animation is not stuttered by a turn resolving faster than its swing.
|
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41
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-
*
|
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42
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-
* This owns the sprite's `onFinish` hook entirely; a game driving one through
|
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43
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-
* `ActorAnimator` should not also set `onFinish` itself.
|
|
44
|
-
*
|
|
45
|
-
* @example
|
|
46
|
-
* ```ts
|
|
47
|
-
* import { ActorAnimator, AnimatedSprite, SpriteSheet } from '@datamoc/mw_games/two-d/render';
|
|
48
|
-
*
|
|
49
|
-
* declare const sheet: SpriteSheet;
|
|
50
|
-
*
|
|
51
|
-
* const hero = new AnimatedSprite();
|
|
52
|
-
* hero.add('idle-down', sheet.pick(0), { fps: 2 });
|
|
53
|
-
* hero.add('move-down', sheet.range(1, 4), { fps: 10 });
|
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54
|
-
* hero.add('action-down', sheet.range(5, 7), { fps: 12, loop: false });
|
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55
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-
*
|
|
56
|
-
* const animator = new ActorAnimator(hero, {
|
|
57
|
-
* animationName: (state, facing) => `${state}-${facing}`,
|
|
58
|
-
* variant: 'down',
|
|
59
|
-
* });
|
|
60
|
-
*
|
|
61
|
-
* animator.setMoving(true); // walk cycle starts
|
|
62
|
-
* animator.playAction(); // an attack swing cuts in over the walk cycle
|
|
63
|
-
* console.log(animator.state); // 'action' - overrides idle/move while it plays
|
|
64
|
-
* ```
|
|
65
|
-
*/
|
|
66
|
-
export declare class ActorAnimator {
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private sprite;
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private animationName;
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private variant;
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private idleOrMove;
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private inAction;
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constructor(sprite: AnimatedSprite, options: ActorAnimatorOptions);
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/** the state actually showing right now - `'action'` overrides idle/move while it plays */
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get state(): ActorAnimationState;
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get variantName(): string;
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/**
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* Standing still or moving, and which way. Has no effect while an action is playing -
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* the request is remembered and taken up the moment it finishes.
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*/
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setMoving(moving: boolean, variant?: string): void;
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/**
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* Plays an action animation once - an attack, a use-item flourish, a wave. Idle/move
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* resumes automatically when it finishes.
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*
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* @param restart replay from the first frame even if this action is already playing;
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*/
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playAction(variant?: string, restart?: boolean): void;
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private onSpriteFinish;
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private apply;
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}
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{"version":3,"file":"ActorAnimator.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/ActorAnimator.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAE1D,qEAAqE;AACrE,MAAM,MAAM,mBAAmB,GAAG,MAAM,GAAG,MAAM,GAAG,QAAQ,CAAC;AAE7D;;;;;;;;;;GAUG;AACH,MAAM,WAAW,oBAAoB;IACpC;;;;;;OAMG;IACH,aAAa,EAAE,CAAC,KAAK,EAAE,mBAAmB,EAAE,OAAO,EAAE,MAAM,KAAK,MAAM,CAAC;IAEvE,4DAA4D;IAC5D,OAAO,CAAC,EAAE,MAAM,CAAC;CACjB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH,qBAAa,aAAa;IACzB,OAAO,CAAC,MAAM,CAAiB;IAC/B,OAAO,CAAC,aAAa,CAA0D;IAE/E,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,UAAU,CAA2B;IAC7C,OAAO,CAAC,QAAQ,CAAS;IAEzB,YAAY,MAAM,EAAE,cAAc,EAAE,OAAO,EAAE,oBAAoB,EAOhE;IAED,2FAA2F;IAC3F,IAAI,KAAK,IAAI,mBAAmB,CAE/B;IAED,IAAI,WAAW,IAAI,MAAM,CAExB;IAED;;;OAGG;IACH,SAAS,CAAC,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,EAAE,MAAM,GAAG,IAAI,CAIjD;IAED;;;;;;OAMG;IACH,UAAU,CAAC,OAAO,CAAC,EAAE,MAAM,EAAE,OAAO,UAAQ,GAAG,IAAI,CAMlD;IAED,OAAO,CAAC,cAAc;IAStB,OAAO,CAAC,KAAK;CAIb"}
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/**
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* The convention `AnimatedSprite` and `GridMover` never had: standing still, moving, and
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* performing an action are the only three states a character's animation is ever in, and an
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* action is the only one of the three that interrupts the other two rather than being
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* interrupted by them.
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*
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* `setMoving` toggles between idle and move freely, as often as every frame - a grid
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* character's walk cycle calls it once per `update`. `playAction` cuts in over whichever of
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* those is currently showing, plays once, and - because an action animation must be
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* registered non-looping (`{ loop: false }`) for this to close the loop - hands control back
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* to idle or move automatically the instant it finishes, picking up whichever `setMoving`
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* calls arrived while it was playing rather than whatever was true when it started. A second
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* `playAction` while one is already running is ignored unless `restart` is passed, so an
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* attack animation is not stuttered by a turn resolving faster than its swing.
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*
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* This owns the sprite's `onFinish` hook entirely; a game driving one through
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* `ActorAnimator` should not also set `onFinish` itself.
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*
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* @example
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* ```ts
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* import { ActorAnimator, AnimatedSprite, SpriteSheet } from '@datamoc/mw_games/two-d/render';
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*
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* declare const sheet: SpriteSheet;
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*
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* const hero = new AnimatedSprite();
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* hero.add('idle-down', sheet.pick(0), { fps: 2 });
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* hero.add('move-down', sheet.range(1, 4), { fps: 10 });
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* hero.add('action-down', sheet.range(5, 7), { fps: 12, loop: false });
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*
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* const animator = new ActorAnimator(hero, {
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* animationName: (state, facing) => `${state}-${facing}`,
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* variant: 'down',
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* });
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*
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* animator.setMoving(true); // walk cycle starts
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* animator.playAction(); // an attack swing cuts in over the walk cycle
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* console.log(animator.state); // 'action' - overrides idle/move while it plays
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* ```
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*/
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export class ActorAnimator {
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constructor(sprite, options) {
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this.idleOrMove = 'idle';
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this.inAction = false;
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this.sprite = sprite;
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this.animationName = options.animationName;
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this.variant = options.variant ?? '';
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this.sprite.onFinish = () => this.onSpriteFinish();
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this.apply(this.idleOrMove);
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}
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/** the state actually showing right now - `'action'` overrides idle/move while it plays */
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get state() {
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return this.inAction ? 'action' : this.idleOrMove;
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}
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get variantName() {
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return this.variant;
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}
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/**
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* Standing still or moving, and which way. Has no effect while an action is playing -
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* the request is remembered and taken up the moment it finishes.
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*/
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setMoving(moving, variant) {
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if (variant !== undefined)
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this.variant = variant;
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this.idleOrMove = moving ? 'move' : 'idle';
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if (!this.inAction)
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this.apply(this.idleOrMove);
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}
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/**
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* Plays an action animation once - an attack, a use-item flourish, a wave. Idle/move
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* resumes automatically when it finishes.
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*
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* @param restart replay from the first frame even if this action is already playing;
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* without it, a second call while one is already running is a no-op
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*/
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playAction(variant, restart = false) {
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if (this.inAction && !restart)
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return;
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if (variant !== undefined)
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this.variant = variant;
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this.inAction = true;
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this.apply('action');
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}
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onSpriteFinish() {
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//idle/move are registered looping and never reach this; a stray call (an action
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//registered looping by mistake) is ignored rather than left to desync `inAction`
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if (!this.inAction)
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return;
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this.inAction = false;
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this.apply(this.idleOrMove);
|
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}
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apply(state) {
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const name = this.animationName(state, this.variant);
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if (this.sprite.has(name))
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this.sprite.play(name, state === 'action');
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}
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}
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//# sourceMappingURL=ActorAnimator.js.map
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{"version":3,"file":"ActorAnimator.js","sourceRoot":"","sources":["../../../src/two-d/render/ActorAnimator.ts"],"names":[],"mappings":"AA8BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH,MAAM,OAAO,aAAa;IAQzB,YAAY,MAAsB,EAAE,OAA6B;QAHzD,eAAU,GAAoB,MAAM,CAAC;QACrC,aAAQ,GAAG,KAAK,CAAC;QAGxB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,aAAa,CAAC;QAC3C,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,EAAE,CAAC;QAErC,IAAI,CAAC,MAAM,CAAC,QAAQ,GAAG,GAAG,EAAE,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC;QACnD,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IAC7B,CAAC;IAED,2FAA2F;IAC3F,IAAI,KAAK;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC;IACnD,CAAC;IAED,IAAI,WAAW;QACd,OAAO,IAAI,CAAC,OAAO,CAAC;IACrB,CAAC;IAED;;;OAGG;IACH,SAAS,CAAC,MAAe,EAAE,OAAgB;QAC1C,IAAI,OAAO,KAAK,SAAS;YAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QAClD,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC;QAC3C,IAAI,CAAC,IAAI,CAAC,QAAQ;YAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IACjD,CAAC;IAED;;;;;;OAMG;IACH,UAAU,CAAC,OAAgB,EAAE,OAAO,GAAG,KAAK;QAC3C,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,OAAO;YAAE,OAAO;QACtC,IAAI,OAAO,KAAK,SAAS;YAAE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QAElD,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QACrB,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;IACtB,CAAC;IAEO,cAAc;QACrB,gFAAgF;QAChF,iFAAiF;QACjF,IAAI,CAAC,IAAI,CAAC,QAAQ;YAAE,OAAO;QAE3B,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IAC7B,CAAC;IAEO,KAAK,CAAC,KAA0B;QACvC,MAAM,IAAI,GAAG,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QACrD,IAAI,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,IAAI,CAAC;YAAE,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,EAAE,KAAK,KAAK,QAAQ,CAAC,CAAC;IACvE,CAAC;CACD"}
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import { TintedSprite } from './TintedSprite.ts';
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import type { Texture2D } from './Types2D.ts';
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/**
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* One frame, with its own timing and its own place.
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*
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* A frame may carry its own duration, which is what Wesnoth writes as `image=a.png:120,b.png:80`: a
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* list of frames with how long each is held. It may also sit a few pixels away from where the sprite
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* is - a recoil, a hit shake, a frame drawn high on purpose.
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*/
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|
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export interface AnimationFrame {
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readonly texture: Texture2D;
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/** seconds this frame is held; without it, `AnimationOptions.fps` decides */
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readonly duration?: number;
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/** pixels this frame is drawn away from the sprite's own position */
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-
readonly offsetX?: number;
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readonly offsetY?: number;
|
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-
}
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/** a plain texture is a frame with no timing or offset of its own */
|
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|
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export type AnimationFrameInput = Texture2D | AnimationFrame;
|
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-
export interface AnimationOptions {
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/** frames per second: the duration of every frame that does not carry one of its own */
|
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fps?: number;
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/** whether to start again at the end, or hold on the last frame */
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loop?: boolean;
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/**
|
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* Seconds into its own timeline this animation starts at. Positive holds the first frame that
|
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* much longer, negative skips that much of the leading frames. The negative case is not a quirk:
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* it is how Wesnoth lines an attack animation up with the frame the damage lands on, by starting
|
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* mid-swing (`start_time=-450` over frames of 100ms each skips four and a half of them). The
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* offset applies once, when playback starts; a looping animation then cycles on the frames' own
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* length, so the delay does not repeat every lap.
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*/
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startTime?: number;
|
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}
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-
/**
|
|
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* @example
|
|
37
|
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* ```ts
|
|
38
|
-
* import { Animation } from '@datamoc/mw_games/two-d/render';
|
|
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|
-
* import type { Texture2D } from '@datamoc/mw_games/two-d/render';
|
|
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|
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*
|
|
41
|
-
* declare const frames: Texture2D[];
|
|
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|
-
*
|
|
43
|
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* const walk = new Animation(frames, { fps: 10 });
|
|
44
|
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* console.log(walk.duration); // frames.length / 10, in seconds
|
|
45
|
-
* ```
|
|
46
|
-
*/
|
|
47
|
-
export declare class Animation {
|
|
48
|
-
readonly frames: readonly AnimationFrame[];
|
|
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|
-
/** the duration every frame without one of its own is held for */
|
|
50
|
-
readonly frameDuration: number;
|
|
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readonly loop: boolean;
|
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|
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readonly startTime: number;
|
|
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/** how long one pass over the frames takes, `startTime` excluded */
|
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readonly duration: number;
|
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55
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/** each frame's resolved duration, in order: `frameAt` walks these rather than the frames */
|
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private readonly times;
|
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|
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constructor(frames: readonly AnimationFrameInput[], { fps, loop, startTime }?: AnimationOptions);
|
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/** the frame playing `seconds` in, with `startTime` and `loop` applied */
|
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frameAt(seconds: number): AnimationFrame;
|
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60
|
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/**
|
|
61
|
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* Which frame plays `seconds` in. Before it starts the first frame is held, however long that
|
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|
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* is, and a non-looping animation that has run out stays on its last frame rather than running
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|
-
* off the end.
|
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|
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*/
|
|
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|
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frameIndexAt(seconds: number): number;
|
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-
}
|
|
67
|
-
/**
|
|
68
|
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* A sprite that plays named animations, and can still be tinted.
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69
|
-
*
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|
70
|
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* Animations are registered once and played by name, which is how a character ends up
|
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71
|
-
* reading as `hero.play('walk')` rather than juggling frame arrays.
|
|
72
|
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*
|
|
73
|
-
* Nothing advances on its own: call `update(dt)` from the scene, or add the sprite to a
|
|
74
|
-
* `SpriteGroup`, so that pausing the game pauses the animations with it.
|
|
75
|
-
*
|
|
76
|
-
* Frames may carry their own duration, and the animation may start partway into itself, which is
|
|
77
|
-
* what Wesnoth's `image=a.png:120,b.png:80` and `start_time=-450` mean. A frame may also carry an
|
|
78
|
-
* offset, so a swing recoils a few pixels without a second texture: `frameOffset` reports it, and
|
|
79
|
-
* the *caller* adds it where it already positions the sprite. The framework does not apply it
|
|
80
|
-
* itself, on purpose - this sprite's position belongs to whoever put it there (a `GridMover`, a
|
|
81
|
-
* walk tween, a camera projection), and a sprite that overwrote `y` every frame would undo that
|
|
82
|
-
* every frame. `FloatingText` learned the same rule the hard way.
|
|
83
|
-
*
|
|
84
|
-
* Reduced motion deliberately does not pause this. A frame cycle is usually game state - a
|
|
85
|
-
* walking enemy that freezes when the player has asked for less motion is a bug, not an
|
|
86
|
-
* accommodation, and the article's own "Don't Reduce Too Much" is about exactly this. A game
|
|
87
|
-
* whose loops are purely decorative (torches, rippling water) can stop those itself through
|
|
88
|
-
* `paused`, or not add the sprite at all.
|
|
89
|
-
*
|
|
90
|
-
* Extends `TintedSprite` directly, so `alpha` composes with `tint`/`colorAdd` the same
|
|
91
|
-
* way here too - a translucent, animated ghost is `alpha = 0.5` plus whatever tint, no
|
|
92
|
-
* different from a still one (see `TintedSprite`'s own doc comment).
|
|
93
|
-
*
|
|
94
|
-
* @example
|
|
95
|
-
* ```ts
|
|
96
|
-
* import { AnimatedSprite, SpriteSheet } from '@datamoc/mw_games/two-d/render';
|
|
97
|
-
*
|
|
98
|
-
* declare const sheet: SpriteSheet;
|
|
99
|
-
*
|
|
100
|
-
* const hero = new AnimatedSprite();
|
|
101
|
-
* hero.add('idle', sheet.pick(0, 0, 0, 1), { fps: 2 });
|
|
102
|
-
* hero.add('walk', sheet.range(6, 10), { fps: 10 });
|
|
103
|
-
* hero.add('die', sheet.range(11, 14), { fps: 10, loop: false });
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* hero.add(
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* 'thrust',
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* [
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* { texture: sheet.get(20), duration: 0.4 },
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* { texture: sheet.get(21), duration: 0.1, offsetX: 3 }, // the lunge
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* ],
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* { startTime: -0.2 },
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* );
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* hero.play('idle');
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*
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* hero.onFinish = (name) => console.log(`${name} finished`);
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* hero.update(1 / 60); // advance one frame's worth of time
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* ```
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*/
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export declare class AnimatedSprite extends TintedSprite {
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private animations;
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private current;
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private currentName;
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private elapsed;
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private finished;
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private readonly offset;
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/** fires once when a non-looping animation reaches its last frame */
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onFinish: ((name: string) => void) | null;
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paused: boolean;
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add(name: string, frames: readonly AnimationFrameInput[], options?: AnimationOptions): this;
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has(name: string): boolean;
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get playing(): string | null;
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get isFinished(): boolean;
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/**
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* Where the current frame is drawn relative to the sprite's own position, in pixels. The caller
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* adds it, as in `sprite.position.set(x + sprite.frameOffset.x, y + sprite.frameOffset.y)`. Both
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*/
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get frameOffset(): {
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readonly x: number;
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readonly y: number;
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};
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/** how long the current animation has been running, `startTime` and all */
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get elapsedTime(): number;
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/**
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* Starts an animation.
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*
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* Playing the one already running does nothing, so a movement loop can call
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* `play('walk')` every frame without restarting it. Pass `restart` to force it.
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*/
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play(name: string, restart?: boolean): this;
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stop(): void;
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update(dt: number): void;
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private show;
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}
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//# sourceMappingURL=AnimatedSprite.d.ts.map
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|
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@@ -1,197 +0,0 @@
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import { TintedSprite } from './TintedSprite.js';
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/**
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* @example
|
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|
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* ```ts
|
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|
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* import { Animation } from '@datamoc/mw_games/two-d/render';
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|
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* import type { Texture2D } from '@datamoc/mw_games/two-d/render';
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*
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|
-
* declare const frames: Texture2D[];
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*
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|
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* const walk = new Animation(frames, { fps: 10 });
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* console.log(walk.duration); // frames.length / 10, in seconds
|
|
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|
-
* ```
|
|
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|
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*/
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|
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export class Animation {
|
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constructor(frames, { fps = 10, loop = true, startTime = 0 } = {}) {
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if (frames.length === 0)
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throw new Error('an animation needs at least one frame');
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if (!(fps > 0))
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throw new Error(`an animation needs a positive fps, got ${fps}`);
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this.frameDuration = 1 / fps;
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this.frames = frames.map((frame) => (isFrame(frame) ? frame : { texture: frame }));
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this.times = this.frames.map((frame) => frame.duration ?? this.frameDuration);
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this.loop = loop;
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this.startTime = startTime;
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//the frames that borrow the fps are multiplied rather than added one by one: ten frames at a
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//tenth of a second are exactly a second, where summing ten copies of 0.1 lands an ulp away
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//from it. This total is what a loop wraps on and what a one-shot animation is timed against
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let uniform = 0;
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let timed = 0;
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for (const frame of this.frames) {
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if (frame.duration === undefined)
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uniform++;
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else
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timed += frame.duration;
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}
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|
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this.duration = uniform * this.frameDuration + timed;
|
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|
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}
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|
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/** the frame playing `seconds` in, with `startTime` and `loop` applied */
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frameAt(seconds) {
|
|
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|
-
return this.frames[this.frameIndexAt(seconds)];
|
|
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|
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}
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|
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|
-
/**
|
|
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|
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* Which frame plays `seconds` in. Before it starts the first frame is held, however long that
|
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|
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* is, and a non-looping animation that has run out stays on its last frame rather than running
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|
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* off the end.
|
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|
-
*/
|
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frameIndexAt(seconds) {
|
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const elapsed = seconds - this.startTime;
|
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|
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if (elapsed <= 0)
|
|
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return 0;
|
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|
-
const total = this.duration;
|
|
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|
-
if (total <= 0)
|
|
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|
-
return this.frames.length - 1;
|
|
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|
-
let time = this.loop ? elapsed % total : Math.min(elapsed, total);
|
|
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|
-
for (let index = 0; index < this.times.length; index++) {
|
|
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|
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if (time < this.times[index])
|
|
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|
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return index;
|
|
58
|
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time -= this.times[index];
|
|
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|
-
}
|
|
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|
-
return this.frames.length - 1;
|
|
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|
-
}
|
|
62
|
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}
|
|
63
|
-
function isFrame(frame) {
|
|
64
|
-
return typeof frame.texture !== 'undefined';
|
|
65
|
-
}
|
|
66
|
-
/**
|
|
67
|
-
* A sprite that plays named animations, and can still be tinted.
|
|
68
|
-
*
|
|
69
|
-
* Animations are registered once and played by name, which is how a character ends up
|
|
70
|
-
* reading as `hero.play('walk')` rather than juggling frame arrays.
|
|
71
|
-
*
|
|
72
|
-
* Nothing advances on its own: call `update(dt)` from the scene, or add the sprite to a
|
|
73
|
-
* `SpriteGroup`, so that pausing the game pauses the animations with it.
|
|
74
|
-
*
|
|
75
|
-
* Frames may carry their own duration, and the animation may start partway into itself, which is
|
|
76
|
-
* what Wesnoth's `image=a.png:120,b.png:80` and `start_time=-450` mean. A frame may also carry an
|
|
77
|
-
* offset, so a swing recoils a few pixels without a second texture: `frameOffset` reports it, and
|
|
78
|
-
* the *caller* adds it where it already positions the sprite. The framework does not apply it
|
|
79
|
-
* itself, on purpose - this sprite's position belongs to whoever put it there (a `GridMover`, a
|
|
80
|
-
* walk tween, a camera projection), and a sprite that overwrote `y` every frame would undo that
|
|
81
|
-
* every frame. `FloatingText` learned the same rule the hard way.
|
|
82
|
-
*
|
|
83
|
-
* Reduced motion deliberately does not pause this. A frame cycle is usually game state - a
|
|
84
|
-
* walking enemy that freezes when the player has asked for less motion is a bug, not an
|
|
85
|
-
* accommodation, and the article's own "Don't Reduce Too Much" is about exactly this. A game
|
|
86
|
-
* whose loops are purely decorative (torches, rippling water) can stop those itself through
|
|
87
|
-
* `paused`, or not add the sprite at all.
|
|
88
|
-
*
|
|
89
|
-
* Extends `TintedSprite` directly, so `alpha` composes with `tint`/`colorAdd` the same
|
|
90
|
-
* way here too - a translucent, animated ghost is `alpha = 0.5` plus whatever tint, no
|
|
91
|
-
* different from a still one (see `TintedSprite`'s own doc comment).
|
|
92
|
-
*
|
|
93
|
-
* @example
|
|
94
|
-
* ```ts
|
|
95
|
-
* import { AnimatedSprite, SpriteSheet } from '@datamoc/mw_games/two-d/render';
|
|
96
|
-
*
|
|
97
|
-
* declare const sheet: SpriteSheet;
|
|
98
|
-
*
|
|
99
|
-
* const hero = new AnimatedSprite();
|
|
100
|
-
* hero.add('idle', sheet.pick(0, 0, 0, 1), { fps: 2 });
|
|
101
|
-
* hero.add('walk', sheet.range(6, 10), { fps: 10 });
|
|
102
|
-
* hero.add('die', sheet.range(11, 14), { fps: 10, loop: false });
|
|
103
|
-
* hero.add(
|
|
104
|
-
* 'thrust',
|
|
105
|
-
* [
|
|
106
|
-
* { texture: sheet.get(20), duration: 0.4 },
|
|
107
|
-
* { texture: sheet.get(21), duration: 0.1, offsetX: 3 }, // the lunge
|
|
108
|
-
* ],
|
|
109
|
-
* { startTime: -0.2 },
|
|
110
|
-
* );
|
|
111
|
-
* hero.play('idle');
|
|
112
|
-
*
|
|
113
|
-
* hero.onFinish = (name) => console.log(`${name} finished`);
|
|
114
|
-
* hero.update(1 / 60); // advance one frame's worth of time
|
|
115
|
-
* ```
|
|
116
|
-
*/
|
|
117
|
-
export class AnimatedSprite extends TintedSprite {
|
|
118
|
-
constructor() {
|
|
119
|
-
super(...arguments);
|
|
120
|
-
this.animations = new Map();
|
|
121
|
-
this.current = null;
|
|
122
|
-
this.currentName = null;
|
|
123
|
-
this.elapsed = 0;
|
|
124
|
-
this.finished = false;
|
|
125
|
-
this.offset = { x: 0, y: 0 };
|
|
126
|
-
/** fires once when a non-looping animation reaches its last frame */
|
|
127
|
-
this.onFinish = null;
|
|
128
|
-
this.paused = false;
|
|
129
|
-
}
|
|
130
|
-
add(name, frames, options) {
|
|
131
|
-
this.animations.set(name, new Animation(frames, options));
|
|
132
|
-
return this;
|
|
133
|
-
}
|
|
134
|
-
has(name) {
|
|
135
|
-
return this.animations.has(name);
|
|
136
|
-
}
|
|
137
|
-
get playing() {
|
|
138
|
-
return this.currentName;
|
|
139
|
-
}
|
|
140
|
-
get isFinished() {
|
|
141
|
-
return this.finished;
|
|
142
|
-
}
|
|
143
|
-
/**
|
|
144
|
-
* Where the current frame is drawn relative to the sprite's own position, in pixels. The caller
|
|
145
|
-
* adds it, as in `sprite.position.set(x + sprite.frameOffset.x, y + sprite.frameOffset.y)`. Both
|
|
146
|
-
* are zero for a frame with no offset of its own.
|
|
147
|
-
*/
|
|
148
|
-
get frameOffset() {
|
|
149
|
-
return this.offset;
|
|
150
|
-
}
|
|
151
|
-
/** how long the current animation has been running, `startTime` and all */
|
|
152
|
-
get elapsedTime() {
|
|
153
|
-
return this.elapsed;
|
|
154
|
-
}
|
|
155
|
-
/**
|
|
156
|
-
* Starts an animation.
|
|
157
|
-
*
|
|
158
|
-
* Playing the one already running does nothing, so a movement loop can call
|
|
159
|
-
* `play('walk')` every frame without restarting it. Pass `restart` to force it.
|
|
160
|
-
*/
|
|
161
|
-
play(name, restart = false) {
|
|
162
|
-
if (!restart && this.currentName === name && !this.finished)
|
|
163
|
-
return this;
|
|
164
|
-
const animation = this.animations.get(name);
|
|
165
|
-
if (!animation)
|
|
166
|
-
throw new Error(`no animation named "${name}" on this sprite`);
|
|
167
|
-
this.current = animation;
|
|
168
|
-
this.currentName = name;
|
|
169
|
-
this.elapsed = 0;
|
|
170
|
-
this.finished = false;
|
|
171
|
-
this.show(animation.frameAt(0));
|
|
172
|
-
return this;
|
|
173
|
-
}
|
|
174
|
-
stop() {
|
|
175
|
-
this.current = null;
|
|
176
|
-
this.currentName = null;
|
|
177
|
-
}
|
|
178
|
-
update(dt) {
|
|
179
|
-
const animation = this.current;
|
|
180
|
-
if (!animation || this.paused || this.finished)
|
|
181
|
-
return;
|
|
182
|
-
//elapsed rather than a leftover timer: one long frame lands on the right frame instead of
|
|
183
|
-
//catching up through each of them, which keeps two sprites started together in step
|
|
184
|
-
this.elapsed += dt;
|
|
185
|
-
this.show(animation.frameAt(this.elapsed));
|
|
186
|
-
if (!animation.loop && this.elapsed >= animation.startTime + animation.duration) {
|
|
187
|
-
this.finished = true;
|
|
188
|
-
this.onFinish?.(this.currentName);
|
|
189
|
-
}
|
|
190
|
-
}
|
|
191
|
-
show(frame) {
|
|
192
|
-
this.texture = frame.texture;
|
|
193
|
-
this.offset.x = frame.offsetX ?? 0;
|
|
194
|
-
this.offset.y = frame.offsetY ?? 0;
|
|
195
|
-
}
|
|
196
|
-
}
|
|
197
|
-
//# sourceMappingURL=AnimatedSprite.js.map
|