@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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@@ -1,68 +0,0 @@
1
- import { Sprite } from 'pixi.js';
2
- /** red, green, blue, alpha, each 0 to 255 */
3
- export type FogColor = readonly [number, number, number, number];
4
- /**
5
- * What a cell's fog state is: one state number for the whole cell, or `resolution *
6
- * resolution` of them (row-major) so a cell can be shaded in parts, the half-lit wall edge
7
- * of a classic roguelike.
8
- */
9
- export type FogCell = number | ArrayLike<number>;
10
- /**
11
- * Paints per-cell fog into an RGBA pixel buffer of `width * resolution` by `height *
12
- * resolution` pixels. Pure: no canvas involved, so the shading rule is checkable anywhere.
13
- * A state with no palette entry paints transparent.
14
- *
15
- * @example
16
- * ```ts
17
- * import { paintFogPixels } from '@datamoc/mw_games/two-d/render';
18
- *
19
- * const pixels = new Uint8ClampedArray(2 * 1 * 4);
20
- * paintFogPixels(pixels, 2, 1, 1, (x) => x, [[0, 0, 0, 0], [0, 0, 0, 255]]);
21
- * console.log(pixels[7]); // 255 - the second cell is fully fogged
22
- * ```
23
- */
24
- export declare function paintFogPixels(pixels: Uint8ClampedArray | Uint8Array, width: number, height: number, resolution: number, state: (x: number, y: number) => FogCell, palette: readonly FogColor[]): void;
25
- export interface FogLayerOptions {
26
- /** map size in tiles */
27
- width: number;
28
- height: number;
29
- /** tile size in world units; default 16 */
30
- tileSize?: number;
31
- /** fog pixels per tile along each axis; default 2 */
32
- resolution?: number;
33
- /** the RGBA colour of each state number */
34
- palette: readonly FogColor[];
35
- }
36
- /**
37
- * A smooth fog-of-war overlay: a small canvas with `resolution` pixels per tile, scaled up
38
- * with linear filtering, so fog edges blur into the next cell instead of stepping by whole
39
- * tiles. Draw it above terrain and characters, and call `refresh` when visibility changes.
40
- * Needs a DOM canvas; `paintFogPixels` is the same shading without one.
41
- *
42
- * @example
43
- * ```ts
44
- * import { FogLayer } from '@datamoc/mw_games/two-d/render';
45
- *
46
- * const fog = new FogLayer({
47
- * width: 20,
48
- * height: 20,
49
- * palette: [[0, 0, 0, 0], [0, 0, 0, 150], [0, 0, 0, 255]], // seen, remembered, unknown
50
- * });
51
- * fog.refresh((x, y) => (x < 5 ? 0 : 2));
52
- * ```
53
- */
54
- export declare class FogLayer extends Sprite {
55
- private readonly context;
56
- private readonly image;
57
- private readonly columns;
58
- private readonly rows;
59
- private readonly cellResolution;
60
- private palette;
61
- constructor(options: FogLayerOptions);
62
- /** swaps the palette, for a brightness setting; call `refresh` afterwards */
63
- setPalette(palette: readonly FogColor[]): void;
64
- refresh(state: (x: number, y: number) => FogCell): void;
65
- /** the texture is generated for this layer alone, so it goes with it */
66
- destroy(): void;
67
- }
68
- //# sourceMappingURL=FogLayer.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"FogLayer.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/FogLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAW,MAAM,SAAS,CAAC;AAE1C,6CAA6C;AAC7C,MAAM,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AAEjE;;;;GAIG;AACH,MAAM,MAAM,OAAO,GAAG,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;AAEjD;;;;;;;;;;;;;GAaG;AACH,wBAAgB,cAAc,CAC7B,MAAM,EAAE,iBAAiB,GAAG,UAAU,EACtC,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,UAAU,EAAE,MAAM,EAClB,KAAK,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,KAAK,OAAO,EACxC,OAAO,EAAE,SAAS,QAAQ,EAAE,GAC1B,IAAI,CAcN;AAED,MAAM,WAAW,eAAe;IAC/B,wBAAwB;IACxB,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,2CAA2C;IAC3C,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,qDAAqD;IACrD,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,2CAA2C;IAC3C,OAAO,EAAE,SAAS,QAAQ,EAAE,CAAC;CAC7B;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,qBAAa,QAAS,SAAQ,MAAM;IACnC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAA2B;IACnD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAY;IAClC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IACjC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAS;IAC9B,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAS;IACxC,OAAO,CAAC,OAAO,CAAsB;IAErC,YAAY,OAAO,EAAE,eAAe,EAiBnC;IAED,6EAA6E;IAC7E,UAAU,CAAC,OAAO,EAAE,SAAS,QAAQ,EAAE,GAAG,IAAI,CAE7C;IAED,OAAO,CAAC,KAAK,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,KAAK,OAAO,GAAG,IAAI,CAItD;IAED,wEAAwE;IAC/D,OAAO,IAAI,IAAI,CAEvB;CACD"}
@@ -1,83 +0,0 @@
1
- import { Sprite, Texture } from 'pixi.js';
2
- /**
3
- * Paints per-cell fog into an RGBA pixel buffer of `width * resolution` by `height *
4
- * resolution` pixels. Pure: no canvas involved, so the shading rule is checkable anywhere.
5
- * A state with no palette entry paints transparent.
6
- *
7
- * @example
8
- * ```ts
9
- * import { paintFogPixels } from '@datamoc/mw_games/two-d/render';
10
- *
11
- * const pixels = new Uint8ClampedArray(2 * 1 * 4);
12
- * paintFogPixels(pixels, 2, 1, 1, (x) => x, [[0, 0, 0, 0], [0, 0, 0, 255]]);
13
- * console.log(pixels[7]); // 255 - the second cell is fully fogged
14
- * ```
15
- */
16
- export function paintFogPixels(pixels, width, height, resolution, state, palette) {
17
- const stride = width * resolution;
18
- for (let y = 0; y < height; y++) {
19
- for (let x = 0; x < width; x++) {
20
- const cell = state(x, y);
21
- for (let row = 0; row < resolution; row++) {
22
- for (let column = 0; column < resolution; column++) {
23
- const value = typeof cell === 'number' ? cell : (cell[row * resolution + column] ?? 0);
24
- const color = palette[value] ?? [0, 0, 0, 0];
25
- pixels.set(color, ((y * resolution + row) * stride + x * resolution + column) * 4);
26
- }
27
- }
28
- }
29
- }
30
- }
31
- /**
32
- * A smooth fog-of-war overlay: a small canvas with `resolution` pixels per tile, scaled up
33
- * with linear filtering, so fog edges blur into the next cell instead of stepping by whole
34
- * tiles. Draw it above terrain and characters, and call `refresh` when visibility changes.
35
- * Needs a DOM canvas; `paintFogPixels` is the same shading without one.
36
- *
37
- * @example
38
- * ```ts
39
- * import { FogLayer } from '@datamoc/mw_games/two-d/render';
40
- *
41
- * const fog = new FogLayer({
42
- * width: 20,
43
- * height: 20,
44
- * palette: [[0, 0, 0, 0], [0, 0, 0, 150], [0, 0, 0, 255]], // seen, remembered, unknown
45
- * });
46
- * fog.refresh((x, y) => (x < 5 ? 0 : 2));
47
- * ```
48
- */
49
- export class FogLayer extends Sprite {
50
- constructor(options) {
51
- const resolution = options.resolution ?? 2;
52
- const canvas = document.createElement('canvas');
53
- canvas.width = options.width * resolution;
54
- canvas.height = options.height * resolution;
55
- const context = canvas.getContext('2d');
56
- if (!context)
57
- throw new Error('FogLayer needs a 2D canvas context');
58
- super(Texture.from(canvas));
59
- this.context = context;
60
- this.image = context.createImageData(canvas.width, canvas.height);
61
- this.columns = options.width;
62
- this.rows = options.height;
63
- this.cellResolution = resolution;
64
- this.palette = options.palette;
65
- this.texture.source.scaleMode = 'linear';
66
- this.scale.set((options.tileSize ?? 16) / resolution);
67
- this.eventMode = 'none';
68
- }
69
- /** swaps the palette, for a brightness setting; call `refresh` afterwards */
70
- setPalette(palette) {
71
- this.palette = palette;
72
- }
73
- refresh(state) {
74
- paintFogPixels(this.image.data, this.columns, this.rows, this.cellResolution, state, this.palette);
75
- this.context.putImageData(this.image, 0, 0);
76
- this.texture.source.update();
77
- }
78
- /** the texture is generated for this layer alone, so it goes with it */
79
- destroy() {
80
- super.destroy({ texture: true, textureSource: true });
81
- }
82
- }
83
- //# sourceMappingURL=FogLayer.js.map
@@ -1 +0,0 @@
1
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@@ -1,58 +0,0 @@
1
- import { AnimatedSprite } from './AnimatedSprite.ts';
2
- import type { AnimationFrameInput, AnimationOptions } from './AnimatedSprite.ts';
3
- /** the name the halo's own cycle is registered under, so a caller can `has`/`play` it knowingly */
4
- export declare const HALO_ANIMATION = "halo";
5
- export interface HaloOptions {
6
- /** the halo's frames, as `Animation` takes them: textures, or `{ texture, duration, offsetX, offsetY }` */
7
- readonly frames: readonly AnimationFrameInput[];
8
- /** the cycle's timing, `fps`/`loop`/`startTime` */
9
- readonly animation?: AnimationOptions;
10
- /** where the halo sits relative to its target, in pixels: Wesnoth's `[halo] x`/`y` */
11
- readonly offsetX?: number;
12
- readonly offsetY?: number;
13
- /**
14
- * How the halo is composited. Additive by default, which is what a glow wants and what Wesnoth's
15
- * `[halo] blend_mode=add` asks for; `'normal'` is there for a halo that is only an overlay.
16
- *
17
- * The list stops at what a halo is for rather than at every mode the renderer has: a caller who
18
- * wants another one sets the inherited `blendMode` property directly.
19
- */
20
- readonly blendMode?: 'add' | 'normal' | 'multiply' | 'screen';
21
- }
22
- /**
23
- * The glow around a unit, an aura, a shrine's light: an animated sprite that follows a target and is
24
- * drawn additively.
25
- *
26
- * It is an `AnimatedSprite`, so frames may carry their own durations and offsets, and `update(dt)`
27
- * advances it exactly as it advances any other animation. Two things are its own: `follow`, which
28
- * applies the halo's offset once rather than in every game that draws one, and the blend mode.
29
- *
30
- * Z-order is the caller's, and that is not an oversight: a halo that should sit *behind* its unit is
31
- * added before it (`container.addChild(glow, glow2, unit)`), and one that should sit in front is
32
- * added after. A framework that guessed would be wrong half the time, and a game that wants the
33
- * glow to be part of the unit's own rotation adds it to the unit instead.
34
- *
35
- * @example
36
- * ```ts
37
- * import { Halo, HALO_ANIMATION, SpriteSheet } from '@datamoc/mw_games/two-d/render';
38
- *
39
- * declare const sheet: SpriteSheet;
40
- * declare const unit: { x: number; y: number };
41
- *
42
- * const glow = new Halo({ frames: sheet.range(20, 22), animation: { fps: 6 }, offsetY: -6 });
43
- * glow.follow(unit.x, unit.y);
44
- * glow.update(1 / 60);
45
- * console.log(glow.playing === HALO_ANIMATION); // true - a halo is always playing its own cycle
46
- * ```
47
- */
48
- export declare class Halo extends AnimatedSprite {
49
- private readonly offsetX;
50
- private readonly offsetY;
51
- constructor(options: HaloOptions);
52
- /**
53
- * Puts the halo where its target stands, with whatever offset it was built with. Call it whenever
54
- * the target moves, or every frame - the halo's own position is never touched by its animation.
55
- */
56
- follow(x: number, y: number): this;
57
- }
58
- //# sourceMappingURL=Halo.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,48 +0,0 @@
1
- import { AnimatedSprite } from './AnimatedSprite.js';
2
- /** the name the halo's own cycle is registered under, so a caller can `has`/`play` it knowingly */
3
- export const HALO_ANIMATION = 'halo';
4
- /**
5
- * The glow around a unit, an aura, a shrine's light: an animated sprite that follows a target and is
6
- * drawn additively.
7
- *
8
- * It is an `AnimatedSprite`, so frames may carry their own durations and offsets, and `update(dt)`
9
- * advances it exactly as it advances any other animation. Two things are its own: `follow`, which
10
- * applies the halo's offset once rather than in every game that draws one, and the blend mode.
11
- *
12
- * Z-order is the caller's, and that is not an oversight: a halo that should sit *behind* its unit is
13
- * added before it (`container.addChild(glow, glow2, unit)`), and one that should sit in front is
14
- * added after. A framework that guessed would be wrong half the time, and a game that wants the
15
- * glow to be part of the unit's own rotation adds it to the unit instead.
16
- *
17
- * @example
18
- * ```ts
19
- * import { Halo, HALO_ANIMATION, SpriteSheet } from '@datamoc/mw_games/two-d/render';
20
- *
21
- * declare const sheet: SpriteSheet;
22
- * declare const unit: { x: number; y: number };
23
- *
24
- * const glow = new Halo({ frames: sheet.range(20, 22), animation: { fps: 6 }, offsetY: -6 });
25
- * glow.follow(unit.x, unit.y);
26
- * glow.update(1 / 60);
27
- * console.log(glow.playing === HALO_ANIMATION); // true - a halo is always playing its own cycle
28
- * ```
29
- */
30
- export class Halo extends AnimatedSprite {
31
- constructor(options) {
32
- super();
33
- this.offsetX = options.offsetX ?? 0;
34
- this.offsetY = options.offsetY ?? 0;
35
- this.blendMode = options.blendMode ?? 'add';
36
- this.add(HALO_ANIMATION, options.frames, options.animation);
37
- this.play(HALO_ANIMATION);
38
- }
39
- /**
40
- * Puts the halo where its target stands, with whatever offset it was built with. Call it whenever
41
- * the target moves, or every frame - the halo's own position is never touched by its animation.
42
- */
43
- follow(x, y) {
44
- this.position.set(x + this.offsetX, y + this.offsetY);
45
- return this;
46
- }
47
- }
48
- //# sourceMappingURL=Halo.js.map
@@ -1 +0,0 @@
1
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@@ -1,112 +0,0 @@
1
- import { Sprite } from 'pixi.js';
2
- import { type MotionIntent } from '../../core/Motion.ts';
3
- /**
4
- * A deterministic wisp field in 0..1: two octaves of value noise over an integer lattice,
5
- * smoothstep-interpolated so neighbouring samples always blend rather than step. Pure and
6
- * seed-stable within a run: the same `(x, y, time, seed)` paints the same wisp, which is
7
- * what makes haze testable as arithmetic instead of eyeballed as weather. Time wanders
8
- * the lookup along a slow breeze, so a still coordinate still breathes.
9
- *
10
- * @example
11
- * ```ts
12
- * import { hazeField } from '@datamoc/mw_games/two-d/render';
13
- *
14
- * console.log(hazeField(3, 5, 1.5, 7) === hazeField(3, 5, 1.5, 7)); // true - same sky twice
15
- * console.log(hazeField(3, 5, 1.5, 7) >= 0 && hazeField(3, 5, 1.5, 7) <= 1); // true - always a density
16
- * ```
17
- */
18
- export declare function hazeField(x: number, y: number, time: number, seed: number): number;
19
- export interface HazePaint {
20
- /** seconds of drift; validated finite */
21
- time: number;
22
- /** how much sky the haze covers, 0 (clear) to 1 (pea soup) */
23
- density: number;
24
- /** which sky; validated finite */
25
- seed: number;
26
- /** the layer's own wind in cells per second, added to the breeze; default `{ x: 0, y: 0 }` */
27
- drift?: {
28
- x: number;
29
- y: number;
30
- };
31
- }
32
- /**
33
- * Paint a white haze sheet with per-pixel alpha into `pixels` (`width * height` RGBA).
34
- * The layer tints the sprite itself, so one buffer serves any colour. Pure, like
35
- * `paintFogPixels`: density 0 paints fully transparent, and raising the density never
36
- * thins a pixel that was already covered.
37
- *
38
- * @example
39
- * ```ts
40
- * import { paintHazePixels } from '@datamoc/mw_games/two-d/render';
41
- *
42
- * const pixels = new Uint8ClampedArray(4 * 2 * 4);
43
- * paintHazePixels(pixels, 4, 2, { time: 0, density: 1, seed: 3 });
44
- * console.log(pixels.some((v, i) => i % 4 === 3 && v > 0)); // true - full density always shows some haze
45
- * ```
46
- */
47
- export declare function paintHazePixels(pixels: Uint8ClampedArray | Uint8Array, width: number, height: number, paint: HazePaint): void;
48
- export interface HazeLayerOptions {
49
- /** sheet size in world units */
50
- width: number;
51
- /** sheet size in world units */
52
- height: number;
53
- /** canvas pixels across; default 64 (a small canvas scaled up keeps edges soft and cheap) */
54
- cellsX?: number;
55
- /** canvas pixels down; default 36 */
56
- cellsY?: number;
57
- /** how much sky the haze covers, 0 to 1; default 0.5 */
58
- density?: number;
59
- /** haze colour as a hex number; default white */
60
- tint?: number;
61
- /** sheet opacity; default 1 */
62
- opacity?: number;
63
- /** the sheet's own wind in cells per second, added to the breeze; default a slow sideways breathe */
64
- drift?: {
65
- x: number;
66
- y: number;
67
- };
68
- /** which sky; default 1 */
69
- seed?: number;
70
- /** what the drift is for under reduced motion; default `decorative`, which holds the sky still */
71
- intent?: MotionIntent;
72
- }
73
- /**
74
- * An atmospheric haze sheet: translucent weather and mood with soft edges, drift and
75
- * density, on the GPU path (roadmap 425). Distinct from `FogLayer`, which is fog of war:
76
- * this never hides gameplay, it only colours the air. The canvas stays small and scales
77
- * up with linear filtering, so one refresh costs O(cells) and edges stay soft at any
78
- * size. Stack several planes with different densities, drifts, tints and scales for depth.
79
- * Needs a DOM canvas; `paintHazePixels` is the same shading without one.
80
- *
81
- * @example
82
- * ```ts
83
- * import { HazeLayer } from '@datamoc/mw_games/two-d/render';
84
- *
85
- * const far = new HazeLayer({ width: 400, height: 225, density: 0.3, tint: 0x9db8d6, drift: { x: 0.1, y: 0 } });
86
- * const near = new HazeLayer({ width: 400, height: 225, density: 0.5, tint: 0xcfd8e6, drift: { x: 0.4, y: 0.05 } });
87
- * far.update(1 / 60); // each plane drifts at its own pace, which reads as depth
88
- * near.update(1 / 60);
89
- * ```
90
- */
91
- export declare class HazeLayer extends Sprite {
92
- private readonly context;
93
- private readonly image;
94
- private readonly cellsX;
95
- private readonly cellsY;
96
- private readonly drift;
97
- private readonly seed;
98
- private readonly intent;
99
- private density;
100
- private time;
101
- constructor(options: HazeLayerOptions);
102
- /** seconds of drift accumulated so far */
103
- get elapsed(): number;
104
- /** swap the coverage; takes effect on the next `update` */
105
- setDensity(density: number): void;
106
- /** advance the drift and repaint; under reduced motion a decorative sheet holds still */
107
- update(dt: number): void;
108
- private refresh;
109
- /** the texture is generated for this sheet alone, so it goes with it */
110
- destroy(): void;
111
- }
112
- //# sourceMappingURL=HazeLayer.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,185 +0,0 @@
1
- import { Sprite, Texture } from 'pixi.js';
2
- import { reducedMotion } from '../../core/Motion.js';
3
- /** the default breeze, in field cells per second, behind a bare `time` with no layer drift */
4
- const BREEZE_X = 0.35;
5
- const BREEZE_Y = 0.12;
6
- function lattice(ix, iy, seed) {
7
- const hash = Math.sin(ix * 127.1 + iy * 311.7 + seed * 74.7) * 43758.5453;
8
- return hash - Math.floor(hash);
9
- }
10
- function octave(x, y, seed) {
11
- const x0 = Math.floor(x);
12
- const y0 = Math.floor(y);
13
- const fx = x - x0;
14
- const fy = y - y0;
15
- const sx = fx * fx * (3 - 2 * fx);
16
- const sy = fy * fy * (3 - 2 * fy);
17
- const top = lattice(x0, y0, seed) + (lattice(x0 + 1, y0, seed) - lattice(x0, y0, seed)) * sx;
18
- const bottom = lattice(x0, y0 + 1, seed) + (lattice(x0 + 1, y0 + 1, seed) - lattice(x0, y0 + 1, seed)) * sx;
19
- return Math.min(1, Math.max(0, top + (bottom - top) * sy));
20
- }
21
- /**
22
- * A deterministic wisp field in 0..1: two octaves of value noise over an integer lattice,
23
- * smoothstep-interpolated so neighbouring samples always blend rather than step. Pure and
24
- * seed-stable within a run: the same `(x, y, time, seed)` paints the same wisp, which is
25
- * what makes haze testable as arithmetic instead of eyeballed as weather. Time wanders
26
- * the lookup along a slow breeze, so a still coordinate still breathes.
27
- *
28
- * @example
29
- * ```ts
30
- * import { hazeField } from '@datamoc/mw_games/two-d/render';
31
- *
32
- * console.log(hazeField(3, 5, 1.5, 7) === hazeField(3, 5, 1.5, 7)); // true - same sky twice
33
- * console.log(hazeField(3, 5, 1.5, 7) >= 0 && hazeField(3, 5, 1.5, 7) <= 1); // true - always a density
34
- * ```
35
- */
36
- export function hazeField(x, y, time, seed) {
37
- if (![x, y, time, seed].every(Number.isFinite)) {
38
- throw new RangeError(`a haze sample needs finite x, y, time and seed, saw (${x}, ${y}, ${time}, ${seed})`);
39
- }
40
- const driftedX = x + time * BREEZE_X;
41
- const driftedY = y + time * BREEZE_Y;
42
- return (octave(driftedX / 8, driftedY / 8, seed) * 0.65 + octave(driftedX / 3 + 11, driftedY / 3 + 7, seed + 1) * 0.35);
43
- }
44
- /**
45
- * Paint a white haze sheet with per-pixel alpha into `pixels` (`width * height` RGBA).
46
- * The layer tints the sprite itself, so one buffer serves any colour. Pure, like
47
- * `paintFogPixels`: density 0 paints fully transparent, and raising the density never
48
- * thins a pixel that was already covered.
49
- *
50
- * @example
51
- * ```ts
52
- * import { paintHazePixels } from '@datamoc/mw_games/two-d/render';
53
- *
54
- * const pixels = new Uint8ClampedArray(4 * 2 * 4);
55
- * paintHazePixels(pixels, 4, 2, { time: 0, density: 1, seed: 3 });
56
- * console.log(pixels.some((v, i) => i % 4 === 3 && v > 0)); // true - full density always shows some haze
57
- * ```
58
- */
59
- export function paintHazePixels(pixels, width, height, paint) {
60
- if (!(pixels instanceof Uint8Array || pixels instanceof Uint8ClampedArray) ||
61
- pixels.length !== width * height * 4) {
62
- throw new RangeError(`haze needs a pixel buffer of ${width * height * 4} bytes`);
63
- }
64
- if (!Number.isFinite(paint.time) || !Number.isFinite(paint.seed)) {
65
- throw new RangeError(`haze needs a finite time and seed, saw (${paint.time}, ${paint.seed})`);
66
- }
67
- if (!Number.isFinite(paint.density) || paint.density < 0 || paint.density > 1) {
68
- throw new RangeError(`haze needs density between 0 and 1, saw ${paint.density}`);
69
- }
70
- const drift = paint.drift ?? { x: 0, y: 0 };
71
- if (!Number.isFinite(drift.x) || !Number.isFinite(drift.y)) {
72
- throw new RangeError(`haze needs a finite drift, saw (${drift.x}, ${drift.y})`);
73
- }
74
- for (let y = 0; y < height; y++) {
75
- for (let x = 0; x < width; x++) {
76
- const alpha = Math.round(255 *
77
- paint.density *
78
- hazeField(x + drift.x * paint.time, y + drift.y * paint.time, paint.time, paint.seed));
79
- pixels.set([255, 255, 255, alpha], (y * width + x) * 4);
80
- }
81
- }
82
- }
83
- /**
84
- * An atmospheric haze sheet: translucent weather and mood with soft edges, drift and
85
- * density, on the GPU path (roadmap 425). Distinct from `FogLayer`, which is fog of war:
86
- * this never hides gameplay, it only colours the air. The canvas stays small and scales
87
- * up with linear filtering, so one refresh costs O(cells) and edges stay soft at any
88
- * size. Stack several planes with different densities, drifts, tints and scales for depth.
89
- * Needs a DOM canvas; `paintHazePixels` is the same shading without one.
90
- *
91
- * @example
92
- * ```ts
93
- * import { HazeLayer } from '@datamoc/mw_games/two-d/render';
94
- *
95
- * const far = new HazeLayer({ width: 400, height: 225, density: 0.3, tint: 0x9db8d6, drift: { x: 0.1, y: 0 } });
96
- * const near = new HazeLayer({ width: 400, height: 225, density: 0.5, tint: 0xcfd8e6, drift: { x: 0.4, y: 0.05 } });
97
- * far.update(1 / 60); // each plane drifts at its own pace, which reads as depth
98
- * near.update(1 / 60);
99
- * ```
100
- */
101
- export class HazeLayer extends Sprite {
102
- constructor(options) {
103
- if (!Number.isFinite(options.width) || options.width <= 0) {
104
- throw new RangeError(`a haze sheet needs width above 0, saw ${options.width}`);
105
- }
106
- if (!Number.isFinite(options.height) || options.height <= 0) {
107
- throw new RangeError(`a haze sheet needs height above 0, saw ${options.height}`);
108
- }
109
- const cellsX = options.cellsX ?? 64;
110
- const cellsY = options.cellsY ?? 36;
111
- if (!Number.isInteger(cellsX) || cellsX < 1) {
112
- throw new RangeError(`a haze sheet needs integer cellsX of at least 1, saw ${cellsX}`);
113
- }
114
- if (!Number.isInteger(cellsY) || cellsY < 1) {
115
- throw new RangeError(`a haze sheet needs integer cellsY of at least 1, saw ${cellsY}`);
116
- }
117
- const density = options.density ?? 0.5;
118
- if (!Number.isFinite(density) || density < 0 || density > 1) {
119
- throw new RangeError(`a haze sheet needs density between 0 and 1, saw ${density}`);
120
- }
121
- const drift = options.drift ?? { x: 0.25, y: 0 };
122
- if (!Number.isFinite(drift.x) || !Number.isFinite(drift.y)) {
123
- throw new RangeError(`a haze sheet needs a finite drift, saw (${drift.x}, ${drift.y})`);
124
- }
125
- if (options.seed !== undefined && !Number.isFinite(options.seed)) {
126
- throw new RangeError(`a haze sheet needs a finite seed, saw ${options.seed}`);
127
- }
128
- const canvas = document.createElement('canvas');
129
- canvas.width = cellsX;
130
- canvas.height = cellsY;
131
- const context = canvas.getContext('2d');
132
- if (!context)
133
- throw new Error('HazeLayer needs a 2D canvas context');
134
- super(Texture.from(canvas));
135
- this.time = 0;
136
- this.context = context;
137
- this.image = context.createImageData(cellsX, cellsY);
138
- this.cellsX = cellsX;
139
- this.cellsY = cellsY;
140
- this.density = density;
141
- this.drift = { ...drift };
142
- this.seed = options.seed ?? 1;
143
- this.intent = options.intent ?? 'decorative';
144
- this.tint = options.tint ?? 0xffffff;
145
- this.alpha = options.opacity ?? 1;
146
- this.scale.set(options.width / cellsX, options.height / cellsY);
147
- this.eventMode = 'none';
148
- this.refresh();
149
- }
150
- /** seconds of drift accumulated so far */
151
- get elapsed() {
152
- return this.time;
153
- }
154
- /** swap the coverage; takes effect on the next `update` */
155
- setDensity(density) {
156
- if (!Number.isFinite(density) || density < 0 || density > 1) {
157
- throw new RangeError(`a haze sheet needs density between 0 and 1, saw ${density}`);
158
- }
159
- this.density = density;
160
- }
161
- /** advance the drift and repaint; under reduced motion a decorative sheet holds still */
162
- update(dt) {
163
- if (!Number.isFinite(dt) || dt < 0) {
164
- throw new RangeError(`a haze update needs dt of at least 0, saw ${dt}`);
165
- }
166
- if (!reducedMotion() || this.intent !== 'decorative')
167
- this.time += dt;
168
- this.refresh();
169
- }
170
- refresh() {
171
- paintHazePixels(this.image.data, this.cellsX, this.cellsY, {
172
- time: this.time,
173
- density: this.density,
174
- seed: this.seed,
175
- drift: this.drift,
176
- });
177
- this.context.putImageData(this.image, 0, 0);
178
- this.texture.source.update();
179
- }
180
- /** the texture is generated for this sheet alone, so it goes with it */
181
- destroy() {
182
- super.destroy({ texture: true, textureSource: true });
183
- }
184
- }
185
- //# sourceMappingURL=HazeLayer.js.map
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1
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