@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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@@ -1,213 +0,0 @@
1
- import { Container, Graphics, Matrix } from 'pixi.js';
2
- import { advance as advanceMixer, resolve, } from '../../skeleton/index.js';
3
- import { TintedSprite } from './TintedSprite.js';
4
- /**
5
- * Bones driving drawn parts (roadmap 400), the drawing half of the `skeleton` module.
6
- *
7
- * A `SkeletalSprite` binds sprites or texture regions to bones by name; `update(dt)` advances
8
- * the mixer (or applies a pose a game resolved itself) and places each part at its bone's
9
- * world transform, so a character sheet, an SVG puppet split by groups or a mixed rig
10
- * animate through the same bone tree. Walk, swing and look cycles are clips; the binding is
11
- * the only rendering decision this side makes.
12
- *
13
- * An `ArticulatedChain` is the one articulated shape a keyframe cannot express: a long body
14
- * (a dragon's neck and tail, a serpent's spine) drawn as a chain of segments that follows
15
- * its head procedurally. Each segment eases toward its parent's previous position, with
16
- * per-segment rotation limits so the body bends like a body and not like a rope of beads.
17
- * This is deliberately not a clip - it is a follower rule, not authored motion - and
18
- * composes with one: a clip drives the head and limbs, the chain does the rest of the body.
19
- *
20
- * @example
21
- * ```ts
22
- * import * as Skeleton from '@datamoc/mw_games/skeleton';
23
- * import { Texture, TextureSource } from 'pixi.js';
24
- * import { SkeletalSprite } from '@datamoc/mw_games/two-d/render';
25
- *
26
- * const puppet = Skeleton.create([{ name: 'arm', length: 12 }]);
27
- * const mixer = Skeleton.createMixer(puppet, {
28
- * id: 'idle', duration: 1, loop: true,
29
- * frames: [{ time: 0, rotations: { arm: 0 } }, { time: 1, rotations: { arm: 90 } }],
30
- * });
31
- * const rig = new SkeletalSprite(puppet, mixer);
32
- * const armTexture = new Texture({ source: new TextureSource({ width: 8, height: 8 }) });
33
- * rig.bind('arm', armTexture).anchor.set(0, 0.5);
34
- * rig.update(1 / 60); // each part sits on its bone, every frame
35
- * ```
36
- */
37
- export class SkeletalSprite extends Container {
38
- constructor(skeleton, mixer) {
39
- super();
40
- this.parts = new Map();
41
- this.skeleton = skeleton;
42
- this.mixer = mixer;
43
- }
44
- /** bind a drawn part to a bone by name; the sprite's own anchor decides how it hangs */
45
- bind(bone, texture) {
46
- const sprite = new TintedSprite(texture);
47
- this.parts.set(bone, sprite);
48
- this.addChild(sprite);
49
- return sprite;
50
- }
51
- /** the sprite bound to a bone, or undefined for an unbound one */
52
- part(bone) {
53
- return this.parts.get(bone);
54
- }
55
- /** apply a pose directly; `update` does this itself when a mixer was given */
56
- apply(pose) {
57
- const transforms = new Map(resolve(this.skeleton, pose).map((bone) => [bone.name, bone]));
58
- for (const [bone, sprite] of this.parts) {
59
- const transform = transforms.get(bone);
60
- if (!transform)
61
- throw new Error(`skeletal sprite binds no bone named ${bone}`);
62
- const { a, b, c, d } = transform.matrix;
63
- sprite.setFromMatrix(new Matrix(a, b, c, d, transform.x, transform.y));
64
- }
65
- if (this.diagnostics) {
66
- this.setChildIndex(this.diagnostics, this.children.length - 1);
67
- const graphics = this.diagnostics.clear();
68
- for (const bone of transforms.values()) {
69
- graphics.moveTo(bone.x, bone.y).lineTo(bone.tipX, bone.tipY).stroke({ color: 0x00ffff, width: 2 });
70
- graphics.circle(bone.x, bone.y, 4).fill(0xffdd00);
71
- graphics.circle(bone.tipX, bone.tipY, 2).fill(0xff4488);
72
- graphics
73
- .moveTo(bone.x - 7, bone.y)
74
- .lineTo(bone.x + 7, bone.y)
75
- .moveTo(bone.x, bone.y - 7)
76
- .lineTo(bone.x, bone.y + 7)
77
- .stroke({ color: 0xffdd00, width: 1 });
78
- }
79
- }
80
- }
81
- /** Explicit development opt-in. Disabled rigs allocate no overlay and draw no diagnostics. */
82
- setDiagnostics(enabled) {
83
- if (enabled && !this.diagnostics)
84
- this.diagnostics = this.addChild(new Graphics());
85
- if (!enabled && this.diagnostics) {
86
- this.diagnostics.destroy();
87
- this.diagnostics = undefined;
88
- }
89
- }
90
- /** advance the mixer and place every part; needs a mixer, refuses without one */
91
- update(_dt) {
92
- if (!this.mixer)
93
- throw new Error('a skeletal sprite without a mixer needs apply(pose)');
94
- this.apply(advanceMixer(this.mixer, _dt));
95
- }
96
- }
97
- /**
98
- * A serpent's spine as pure positions: the head is pulled by the game, every segment eases
99
- * toward where its parent just was, and no two segments may bend past `bendLimit`. The
100
- * positions are the contract; drawing them is a `ChainRig`.
101
- */
102
- /**
103
- * A serpent's spine as pure positions.
104
- *
105
- * @example
106
- * ```ts
107
- * import { ArticulatedChain } from '@datamoc/mw_games/two-d/render';
108
- *
109
- * const spine = new ArticulatedChain({ segments: 8, length: 12, bendLimit: 45 });
110
- * spine.pull(100, 0);
111
- * spine.update(1); // the body starts following the head
112
- * ```
113
- */
114
- export class ArticulatedChain {
115
- constructor(options) {
116
- this.points = [];
117
- this.previous = [];
118
- if (options.segments < 2)
119
- throw new Error('an articulated chain needs at least two segments');
120
- if (options.length <= 0)
121
- throw new Error('an articulated chain needs a positive length');
122
- this.length = options.length;
123
- this.stiffness = Math.max(0, Math.min(1, options.stiffness ?? 1));
124
- this.bendLimit = (options.bendLimit ?? 90) * (Math.PI / 180);
125
- for (let index = 0; index < options.segments; index++) {
126
- this.points.push({ x: -index * options.length, y: 0 });
127
- this.previous.push({ x: -index * options.length, y: 0 });
128
- }
129
- }
130
- /** move the head; the body follows on the next `update` */
131
- pull(x, y) {
132
- this.points[0].x = x;
133
- this.points[0].y = y;
134
- }
135
- /** one tick of the follower rule: ease toward the parent's previous position, then bend-limit */
136
- update(_dt) {
137
- for (let index = 0; index < this.points.length; index++)
138
- this.previous[index] = { x: this.points[index].x, y: this.points[index].y };
139
- for (let index = 1; index < this.points.length; index++) {
140
- const parent = this.previous[index - 1];
141
- const segment = this.points[index];
142
- const dx = parent.x - segment.x;
143
- const dy = parent.y - segment.y;
144
- const distance = Math.hypot(dx, dy);
145
- if (distance > this.length) {
146
- const slack = distance > 0 ? (distance - this.length) / distance : 0;
147
- segment.x += dx * slack * this.stiffness;
148
- segment.y += dy * slack * this.stiffness;
149
- }
150
- }
151
- //rotation limits: each segment may bend no further than bendLimit from the
152
- //direction of the segment before it, so the body bends like a body
153
- for (let index = 2; index < this.points.length; index++) {
154
- const before = this.points[index - 2];
155
- const parent = this.points[index - 1];
156
- const segment = this.points[index];
157
- const base = Math.atan2(parent.y - before.y, parent.x - before.x);
158
- const bend = Math.atan2(segment.y - parent.y, segment.x - parent.x);
159
- let delta = bend - base;
160
- while (delta > Math.PI)
161
- delta -= 2 * Math.PI;
162
- while (delta < -Math.PI)
163
- delta += 2 * Math.PI;
164
- if (Math.abs(delta) <= this.bendLimit)
165
- continue;
166
- const clamped = base + Math.sign(delta) * this.bendLimit;
167
- segment.x = parent.x + Math.cos(clamped) * this.length;
168
- segment.y = parent.y + Math.sin(clamped) * this.length;
169
- }
170
- }
171
- }
172
- /**
173
- * The drawing half of a chain: one sprite per segment, placed on `update`. The chain is the
174
- * motion; this only positions what the game handed over.
175
- */
176
- /**
177
- * The drawing half of a chain: one sprite per segment.
178
- *
179
- * @example
180
- * ```ts
181
- * import { Texture, TextureSource } from 'pixi.js';
182
- * import { ArticulatedChain, ChainRig } from '@datamoc/mw_games/two-d/render';
183
- *
184
- * const skin = new Texture({ source: new TextureSource({ width: 8, height: 8 }) });
185
- * const spine = new ArticulatedChain({ segments: 3, length: 10 });
186
- * const rig = new ChainRig(spine, [skin, skin, skin]); // one Texture per segment
187
- * rig.update(1); // segments sit on the chain's points
188
- * ```
189
- */
190
- export class ChainRig extends Container {
191
- constructor(chain, textures) {
192
- super();
193
- if (textures.length !== chain.points.length)
194
- throw new Error('a chain rig needs one texture per segment');
195
- this.chain = chain;
196
- this.segments = textures.map((texture) => {
197
- const sprite = new TintedSprite(texture);
198
- sprite.anchor.set(0, 0.5);
199
- this.addChild(sprite);
200
- return sprite;
201
- });
202
- }
203
- update(dt) {
204
- this.chain.update(dt);
205
- for (let index = 0; index < this.segments.length; index++) {
206
- const point = this.chain.points[index];
207
- const next = this.chain.points[index + 1] ?? point;
208
- this.segments[index].position.set(point.x, point.y);
209
- this.segments[index].rotation = Math.atan2(next.y - point.y, next.x - point.x);
210
- }
211
- }
212
- }
213
- //# sourceMappingURL=SkeletalSprite.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,40 +0,0 @@
1
- import { Graphics } from 'pixi.js';
2
- import type { Spring } from '../../physics/spring/index.ts';
3
- export interface SpringSpriteOptions {
4
- /** the spring to draw */
5
- spring: Spring;
6
- /** line colour */
7
- color?: number;
8
- /** line opacity */
9
- alpha?: number;
10
- /** line width */
11
- lineWidth?: number;
12
- }
13
- /**
14
- * A debug line from a spring's anchor to its bob: one straight segment that stretches,
15
- * overshoots and settles with the simulation. A game draws hair or hems by placing its
16
- * own sprites with `Spring.place`, and keeps this around while tuning stiffness and
17
- * damping. Call `sync` after stepping the spring; the line never steps anything itself.
18
- *
19
- * @example
20
- * ```ts
21
- * import { Spring } from '@datamoc/mw_games/physics';
22
- * import { SpringSprite } from '@datamoc/mw_games/two-d/render';
23
- *
24
- * const spring = new Spring({ stiffness: 120, damping: 8 });
25
- * const line = new SpringSprite({ spring });
26
- * spring.setAnchor(10, 0);
27
- * spring.update(1 / 60);
28
- * line.sync(); // the segment now leans toward the anchor
29
- * ```
30
- */
31
- export declare class SpringSprite extends Graphics {
32
- private readonly spring;
33
- private readonly color;
34
- private readonly opacity;
35
- private readonly lineWidth;
36
- constructor(options: SpringSpriteOptions);
37
- /** redraw the anchor-to-bob segment from the spring's current state */
38
- sync(): void;
39
- }
40
- //# sourceMappingURL=SpringSprite.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,39 +0,0 @@
1
- import { Graphics } from 'pixi.js';
2
- /**
3
- * A debug line from a spring's anchor to its bob: one straight segment that stretches,
4
- * overshoots and settles with the simulation. A game draws hair or hems by placing its
5
- * own sprites with `Spring.place`, and keeps this around while tuning stiffness and
6
- * damping. Call `sync` after stepping the spring; the line never steps anything itself.
7
- *
8
- * @example
9
- * ```ts
10
- * import { Spring } from '@datamoc/mw_games/physics';
11
- * import { SpringSprite } from '@datamoc/mw_games/two-d/render';
12
- *
13
- * const spring = new Spring({ stiffness: 120, damping: 8 });
14
- * const line = new SpringSprite({ spring });
15
- * spring.setAnchor(10, 0);
16
- * spring.update(1 / 60);
17
- * line.sync(); // the segment now leans toward the anchor
18
- * ```
19
- */
20
- export class SpringSprite extends Graphics {
21
- constructor(options) {
22
- super();
23
- this.spring = options.spring;
24
- this.color = options.color ?? 0xffffff;
25
- this.opacity = options.alpha ?? 1;
26
- this.lineWidth = options.lineWidth ?? 2;
27
- this.sync();
28
- }
29
- /** redraw the anchor-to-bob segment from the spring's current state */
30
- sync() {
31
- const anchor = this.spring.anchorPosition;
32
- const bob = this.spring.position;
33
- this.clear();
34
- this.moveTo(anchor.x, anchor.y)
35
- .lineTo(bob.x, bob.y)
36
- .stroke({ color: this.color, width: this.lineWidth, alpha: this.opacity });
37
- }
38
- }
39
- //# sourceMappingURL=SpringSprite.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"SpringSprite.js","sourceRoot":"","sources":["../../../src/two-d/render/SpringSprite.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AAcnC;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,OAAO,YAAa,SAAQ,QAAQ;IAMzC,YAAY,OAA4B;QACvC,KAAK,EAAE,CAAC;QACR,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC7B,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,IAAI,QAAQ,CAAC;QACvC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,KAAK,IAAI,CAAC,CAAC;QAClC,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,CAAC,CAAC;QACxC,IAAI,CAAC,IAAI,EAAE,CAAC;IACb,CAAC;IAED,uEAAuE;IACvE,IAAI;QACH,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC;QAC1C,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC;QACjC,IAAI,CAAC,KAAK,EAAE,CAAC;QACb,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC;aAC7B,MAAM,CAAC,GAAG,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;aACpB,MAAM,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,SAAS,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC,CAAC;IAC7E,CAAC;CACD"}
@@ -1,55 +0,0 @@
1
- export interface AttachmentPoint {
2
- x: number;
3
- y: number;
4
- }
5
- export interface SpriteAttachmentOptions {
6
- /** where the attachment sits relative to its owner, in pixels */
7
- offsetX?: number;
8
- offsetY?: number;
9
- /** seconds this attachment lives before `done`; omit for one that lives as long as its owner does */
10
- duration?: number;
11
- }
12
- /**
13
- * Ties a second sprite's position to a first one's, with its own offset and its own optional
14
- * lifetime - a shadow flat beneath a unit, a status icon floating above it, a shield glyph at a
15
- * corner. `StatusVisuals` only tints a sprite that already exists; this is for a sprite that is
16
- * its own thing, positioned relative to an owner rather than drawn as part of it.
17
- *
18
- * Renderer-neutral by the same design `Projectile` and `LightningArc` use: it takes any
19
- * `{ x, y }` point (a real Pixi `Sprite`, a plain object, a test double) and only ever writes
20
- * to it, so it needs no renderer to construct or test. Z-order and parenting stay the caller's,
21
- * for the same reason `Halo` leaves them: whether a shadow is added before or after its unit is
22
- * a per-game drawing decision, not something a framework should guess.
23
- *
24
- * @example
25
- * ```ts
26
- * import { SpriteAttachment } from '@datamoc/mw_games/two-d/render';
27
- *
28
- * declare const shadowSprite: { x: number; y: number };
29
- * declare const statusIcon: { x: number; y: number };
30
- *
31
- * const shadow = new SpriteAttachment(shadowSprite, { offsetY: 4 });
32
- * const poisoned = new SpriteAttachment(statusIcon, { offsetY: -20, duration: 3 });
33
- *
34
- * shadow.follow(100, 200);
35
- * poisoned.follow(100, 200);
36
- *
37
- * const expired = poisoned.update(1 / 60);
38
- * console.log(expired); // false - not yet 3 seconds in
39
- * ```
40
- */
41
- export declare class SpriteAttachment {
42
- private readonly child;
43
- private readonly offsetX;
44
- private readonly offsetY;
45
- private readonly duration?;
46
- private elapsed;
47
- private expired;
48
- constructor(child: AttachmentPoint, options?: SpriteAttachmentOptions);
49
- get done(): boolean;
50
- /** puts the attachment where its owner stands, with whatever offset it was built with */
51
- follow(ownerX: number, ownerY: number): this;
52
- /** @returns true the instant `duration` elapses, so a caller can remove it exactly once; always false with no `duration` */
53
- update(dt: number): boolean;
54
- }
55
- //# sourceMappingURL=SpriteAttachment.d.ts.map
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@@ -1,60 +0,0 @@
1
- /**
2
- * Ties a second sprite's position to a first one's, with its own offset and its own optional
3
- * lifetime - a shadow flat beneath a unit, a status icon floating above it, a shield glyph at a
4
- * corner. `StatusVisuals` only tints a sprite that already exists; this is for a sprite that is
5
- * its own thing, positioned relative to an owner rather than drawn as part of it.
6
- *
7
- * Renderer-neutral by the same design `Projectile` and `LightningArc` use: it takes any
8
- * `{ x, y }` point (a real Pixi `Sprite`, a plain object, a test double) and only ever writes
9
- * to it, so it needs no renderer to construct or test. Z-order and parenting stay the caller's,
10
- * for the same reason `Halo` leaves them: whether a shadow is added before or after its unit is
11
- * a per-game drawing decision, not something a framework should guess.
12
- *
13
- * @example
14
- * ```ts
15
- * import { SpriteAttachment } from '@datamoc/mw_games/two-d/render';
16
- *
17
- * declare const shadowSprite: { x: number; y: number };
18
- * declare const statusIcon: { x: number; y: number };
19
- *
20
- * const shadow = new SpriteAttachment(shadowSprite, { offsetY: 4 });
21
- * const poisoned = new SpriteAttachment(statusIcon, { offsetY: -20, duration: 3 });
22
- *
23
- * shadow.follow(100, 200);
24
- * poisoned.follow(100, 200);
25
- *
26
- * const expired = poisoned.update(1 / 60);
27
- * console.log(expired); // false - not yet 3 seconds in
28
- * ```
29
- */
30
- export class SpriteAttachment {
31
- constructor(child, options = {}) {
32
- this.elapsed = 0;
33
- this.expired = false;
34
- this.child = child;
35
- this.offsetX = options.offsetX ?? 0;
36
- this.offsetY = options.offsetY ?? 0;
37
- this.duration = options.duration;
38
- }
39
- get done() {
40
- return this.expired;
41
- }
42
- /** puts the attachment where its owner stands, with whatever offset it was built with */
43
- follow(ownerX, ownerY) {
44
- this.child.x = ownerX + this.offsetX;
45
- this.child.y = ownerY + this.offsetY;
46
- return this;
47
- }
48
- /** @returns true the instant `duration` elapses, so a caller can remove it exactly once; always false with no `duration` */
49
- update(dt) {
50
- if (this.expired || this.duration === undefined)
51
- return false;
52
- this.elapsed += dt;
53
- if (this.elapsed >= this.duration) {
54
- this.expired = true;
55
- return true;
56
- }
57
- return false;
58
- }
59
- }
60
- //# sourceMappingURL=SpriteAttachment.js.map
@@ -1 +0,0 @@
1
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@@ -1,156 +0,0 @@
1
- import { MeshPlane } from 'pixi.js';
2
- import type { Texture2D } from './Types2D.ts';
3
- /** A single control point on a deformation grid, in local pixels. */
4
- export interface DeformPoint {
5
- x: number;
6
- y: number;
7
- }
8
- /** Grid dimensions and rest size for {@link PinnedDeform}. */
9
- export interface PinnedDeformOptions {
10
- /** control points across; an integer of at least 2 */
11
- columns: number;
12
- /** control points down; an integer of at least 2 */
13
- rows: number;
14
- /** rest width in local pixels; must be finite and above 0 */
15
- width: number;
16
- /** rest height in local pixels; must be finite and above 0 */
17
- height: number;
18
- }
19
- /**
20
- * A pinned-point deformation grid: the renderer-free math behind roadmap item 414.
21
- *
22
- * The grid holds `columns * rows` control points over a `width * height` rest
23
- * rectangle. Every point stays exactly at its rest position until the game drags
24
- * it with {@link PinnedDeform.drag} (or {@link PinnedDeform.nudge}); there is no
25
- * falloff onto neighbours, no smoothing pass and no whole-sprite rotation, so a
26
- * Pontifex wingtip can move while the wing root stays bit-identical. UVs are not
27
- * modelled here at all: this class only tracks positions, and the GPU side
28
- * (`DeformableSprite`) leaves its UV buffer untouched.
29
- *
30
- * @example
31
- * ```ts
32
- * import { PinnedDeform } from '@datamoc/mw_games/two-d/render';
33
- *
34
- * const wing = new PinnedDeform({ columns: 4, rows: 3, width: 96, height: 64 });
35
- * wing.drag(wing.indexOf(3, 0), 99, -6); // the wingtip follows the bone
36
- * console.log(wing.at(wing.indexOf(0, 1))); // { x: 0, y: 32 } - the pinned root never moves
37
- * console.log(wing.movedCount()); // 1 - only the dragged tip left its rest position
38
- * ```
39
- */
40
- export declare class PinnedDeform {
41
- readonly columns: number;
42
- readonly rows: number;
43
- readonly width: number;
44
- readonly height: number;
45
- private readonly rest;
46
- private readonly offsets;
47
- constructor(options: PinnedDeformOptions);
48
- /** how many control points the grid holds */
49
- get count(): number;
50
- /** the flat index of the point at `(column, row)`; throws a RangeError outside the grid */
51
- indexOf(column: number, row: number): number;
52
- private checkIndex;
53
- /** the rest position of one point; the value pinned points always report */
54
- restAt(index: number): DeformPoint;
55
- /** the current position of one point: rest plus whatever `drag`/`nudge` applied */
56
- at(index: number): DeformPoint;
57
- /** whether a point currently sits away from its rest position */
58
- isMoved(index: number): boolean;
59
- /** how many points currently sit away from their rest positions */
60
- movedCount(): number;
61
- /**
62
- * Move one control point to an absolute local position. Only that point
63
- * changes; every other point stays pinned at rest.
64
- */
65
- drag(index: number, x: number, y: number): void;
66
- /** Move a batch of control points, validating the entire batch before changing any. */
67
- dragMany(points: ReadonlyArray<DeformPoint & {
68
- index: number;
69
- }>): void;
70
- /** Shift one control point by a delta; the rest stay pinned, as with `drag`. */
71
- nudge(index: number, dx: number, dy: number): void;
72
- /**
73
- * Return one point to rest, or every point when called without an index.
74
- */
75
- reset(index?: number): void;
76
- /**
77
- * Adopt externally built rest positions, clearing every offset. `DeformableSprite`
78
- * uses this to adopt the GPU plane's own floats, so pinned vertices stay
79
- * bit-identical to what the mesh already renders instead of nearly equal.
80
- */
81
- rebase(rest: Float32Array): void;
82
- /** a copy of every current position, row-major `(x, y)` pairs for a mesh buffer */
83
- positions(): Float32Array;
84
- /**
85
- * Write every current position into `into`, which must hold exactly
86
- * `count * 2` floats. The mesh side calls this with its GPU position array.
87
- */
88
- writePositions(into: Float32Array): void;
89
- }
90
- /** Grid density for {@link DeformableSprite}; both default to 4. */
91
- export interface DeformableSpriteOptions {
92
- /** vertices across; an integer of at least 2, default 4 */
93
- columns?: number;
94
- /** vertices down; an integer of at least 2, default 4 */
95
- rows?: number;
96
- }
97
- /**
98
- * A sprite that deforms by pinned control points on the existing GPU mesh path.
99
- *
100
- * This is Pixi's `MeshPlane` with a `PinnedDeform` driving its position buffer:
101
- * `dragVertex` moves one vertex while the rest stay pinned, and the mesh batch
102
- * renders the result, so a Pontifex wing bends without the game touching Pixi's
103
- * mesh directly. The routine itself never rotates, scales or repositions the
104
- * sprite (`rotation` stays 0 through every drag) and never rewrites UVs; games
105
- * that need a turned sprite rotate the texture art, not this mesh. Colour-batch
106
- * and shader internals are untouched: this stays out of `ColorTransformBatcher`.
107
- *
108
- * @example
109
- * ```ts
110
- * import { DeformableSprite } from '@datamoc/mw_games/two-d/render';
111
- * import type { Texture2D } from '@datamoc/mw_games/two-d/render';
112
- *
113
- * declare const wingTexture: Texture2D;
114
- *
115
- * const wing = new DeformableSprite(wingTexture, { columns: 4, rows: 4 });
116
- * wing.dragVertex(wing.indexOf(3, 0), 99, -6); // the wingtip bends on the GPU mesh
117
- * console.log(wing.vertexAt(wing.indexOf(0, 1)).x); // 0 - the pinned root stays put
118
- * console.log(wing.rotation); // 0 - dragging never turns the whole sprite
119
- * ```
120
- */
121
- export declare class DeformableSprite extends MeshPlane {
122
- private readonly deform;
123
- constructor(texture: Texture2D, options?: DeformableSpriteOptions);
124
- private positionArray;
125
- private sync;
126
- /** vertices across */
127
- get columns(): number;
128
- /** vertices down */
129
- get rows(): number;
130
- /** how many control vertices the mesh holds */
131
- get count(): number;
132
- /** the flat index of the vertex at `(column, row)` */
133
- indexOf(column: number, row: number): number;
134
- /** the rest position of one vertex */
135
- restAt(index: number): DeformPoint;
136
- /** the current position of one vertex */
137
- vertexAt(index: number): DeformPoint;
138
- /** whether a vertex currently sits away from its rest position */
139
- isMoved(index: number): boolean;
140
- /** how many vertices currently sit away from their rest positions */
141
- movedCount(): number;
142
- /**
143
- * Move one mesh vertex to an absolute local position and re-upload the
144
- * position buffer. Only that vertex changes; the rest stay pinned.
145
- */
146
- dragVertex(index: number, x: number, y: number): void;
147
- /** Move several vertices with a single GPU buffer upload. Other vertices stay pinned. */
148
- dragVertices(points: ReadonlyArray<DeformPoint & {
149
- index: number;
150
- }>): void;
151
- /** Shift one mesh vertex by a delta and re-upload the position buffer. */
152
- nudgeVertex(index: number, dx: number, dy: number): void;
153
- /** Return one vertex to rest, or every vertex when called without an index. */
154
- resetVertices(index?: number): void;
155
- }
156
- //# sourceMappingURL=SpriteDeform.d.ts.map
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