@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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@@ -1,22 +0,0 @@
1
- import { resolve } from './paths.js';
2
- import { sanitizeSvg } from './svg.js';
3
- /** Shared source loading for SVG parts and skeletal artwork, including compiled data URIs. */
4
- export async function readSvgSource(source) {
5
- if (source.trimStart().startsWith('<'))
6
- return sanitizeSvg(source);
7
- const url = resolve(source);
8
- if (url.startsWith('data:')) {
9
- const comma = url.indexOf(',');
10
- if (comma < 0)
11
- throw new Error(`invalid SVG data URI for ${source}`);
12
- const text = /;base64/i.test(url.slice(0, comma))
13
- ? new TextDecoder().decode(Uint8Array.from(atob(url.slice(comma + 1)), (c) => c.charCodeAt(0)))
14
- : decodeURIComponent(url.slice(comma + 1));
15
- return sanitizeSvg(text);
16
- }
17
- const response = await fetch(url);
18
- if (!response.ok)
19
- throw new Error(`SVG failed to load ${source}: ${response.status}`);
20
- return sanitizeSvg(await response.text());
21
- }
22
- //# sourceMappingURL=SvgSource.js.map
@@ -1 +0,0 @@
1
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@@ -1,52 +0,0 @@
1
- import { type AssetProgress } from './paths.ts';
2
- /**
3
- * Raw asset bytes, cached and progress-reported the same way `loader.ts`'s texture cache is -
4
- * but renderer-free, so a Babylon-only game (or anything else that just wants an
5
- * `ArrayBuffer`) gets the same `load`/`isLoaded`/`release` shape a 2D game's textures already
6
- * have, without pulling Pixi in. `Vox.parseVox` is the direct beneficiary: it takes an
7
- * `ArrayBuffer` a game previously had to fetch and cache by hand.
8
- *
9
- * Kept out of `loader.ts` itself for the same reason `paths.ts` is its own file: `loader.ts`
10
- * is allowed to know about Pixi, `three-d` is allowed to know about Babylon, but neither
11
- * should have to import the other's renderer just to share a byte cache.
12
- *
13
- * @example
14
- * ```ts
15
- * import { loadBinary, getBinary } from '@datamoc/mw_games/assets';
16
- * import { parseVox, createVoxModel3D } from '@datamoc/mw_games/3d';
17
- *
18
- * await loadBinary(['models/rock.vox']);
19
- * const model = parseVox(getBinary('models/rock.vox'));
20
- * ```
21
- */
22
- export interface LoadBinaryOptions {
23
- /** overrides the fetch used to load bytes; defaults to `globalThis.fetch` */
24
- fetch?: typeof globalThis.fetch;
25
- }
26
- /** Loads and caches raw bytes for every path not already cached; a path already loaded is a no-op. */
27
- export declare function loadBinary(paths: string[], onProgress?: AssetProgress, options?: LoadBinaryOptions): Promise<void>;
28
- /** a loaded asset's raw bytes, by the same path it was loaded with */
29
- export declare function getBinary(path: string): ArrayBuffer;
30
- /**
31
- * true once `loadBinary` has resolved for this path and it has not since been `releaseBinary`d
32
- *
33
- * @example
34
- * ```ts
35
- * import { isBinaryLoaded } from '@datamoc/mw_games/assets';
36
- *
37
- * console.log(isBinaryLoaded('models/rock.vox')); // false until loadBinary resolves for it
38
- * ```
39
- */
40
- export declare function isBinaryLoaded(path: string): boolean;
41
- /**
42
- * Frees cached bytes; a path never loaded (or already released) is silently skipped.
43
- *
44
- * @example
45
- * ```ts
46
- * import { releaseBinary } from '@datamoc/mw_games/assets';
47
- *
48
- * releaseBinary(['models/rock.vox']); // frees the cached bytes once the model is placed
49
- * ```
50
- */
51
- export declare function releaseBinary(paths: string[]): void;
52
- //# sourceMappingURL=binary.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"binary.d.ts","sourceRoot":"","sources":["../../src/assets/binary.ts"],"names":[],"mappings":"AAAA,OAAO,EAAW,KAAK,aAAa,EAAE,MAAM,YAAY,CAAC;AAEzD;;;;;;;;;;;;;;;;;;;GAmBG;AAEH,MAAM,WAAW,iBAAiB;IACjC,6EAA6E;IAC7E,KAAK,CAAC,EAAE,OAAO,UAAU,CAAC,KAAK,CAAC;CAChC;AAID,sGAAsG;AACtG,wBAAsB,UAAU,CAC/B,KAAK,EAAE,MAAM,EAAE,EACf,UAAU,CAAC,EAAE,aAAa,EAC1B,OAAO,GAAE,iBAAsB,GAC7B,OAAO,CAAC,IAAI,CAAC,CAoBf;AAED,sEAAsE;AACtE,wBAAgB,SAAS,CAAC,IAAI,EAAE,MAAM,GAAG,WAAW,CAInD;AAED;;;;;;;;;GASG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAEpD;AAED;;;;;;;;;GASG;AACH,wBAAgB,aAAa,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,IAAI,CAEnD"}
@@ -1,57 +0,0 @@
1
- import { resolve } from './paths.js';
2
- const cache = new Map();
3
- /** Loads and caches raw bytes for every path not already cached; a path already loaded is a no-op. */
4
- export async function loadBinary(paths, onProgress, options = {}) {
5
- const doFetch = options.fetch ?? globalThis.fetch;
6
- if (!doFetch)
7
- throw new Error('fetch is unavailable; provide LoadBinaryOptions.fetch');
8
- const pending = paths.filter((path) => !cache.has(path));
9
- if (pending.length === 0) {
10
- onProgress?.(1);
11
- return;
12
- }
13
- let done = 0;
14
- await Promise.all(pending.map(async (path) => {
15
- const response = await doFetch(resolve(path));
16
- if (!response.ok)
17
- throw new Error(`failed to load binary asset "${path}": ${response.status}`);
18
- cache.set(path, await response.arrayBuffer());
19
- done++;
20
- onProgress?.(done / pending.length);
21
- }));
22
- }
23
- /** a loaded asset's raw bytes, by the same path it was loaded with */
24
- export function getBinary(path) {
25
- const data = cache.get(path);
26
- if (!data)
27
- throw new Error(`binary asset "${path}" has not been loaded - pass it to loadBinary() first`);
28
- return data;
29
- }
30
- /**
31
- * true once `loadBinary` has resolved for this path and it has not since been `releaseBinary`d
32
- *
33
- * @example
34
- * ```ts
35
- * import { isBinaryLoaded } from '@datamoc/mw_games/assets';
36
- *
37
- * console.log(isBinaryLoaded('models/rock.vox')); // false until loadBinary resolves for it
38
- * ```
39
- */
40
- export function isBinaryLoaded(path) {
41
- return cache.has(path);
42
- }
43
- /**
44
- * Frees cached bytes; a path never loaded (or already released) is silently skipped.
45
- *
46
- * @example
47
- * ```ts
48
- * import { releaseBinary } from '@datamoc/mw_games/assets';
49
- *
50
- * releaseBinary(['models/rock.vox']); // frees the cached bytes once the model is placed
51
- * ```
52
- */
53
- export function releaseBinary(paths) {
54
- for (const path of paths)
55
- cache.delete(path);
56
- }
57
- //# sourceMappingURL=binary.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"binary.js","sourceRoot":"","sources":["../../src/assets/binary.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAsB,MAAM,YAAY,CAAC;AA4BzD,MAAM,KAAK,GAAG,IAAI,GAAG,EAAuB,CAAC;AAE7C,sGAAsG;AACtG,MAAM,CAAC,KAAK,UAAU,UAAU,CAC/B,KAAe,EACf,UAA0B,EAC1B,OAAO,GAAsB,EAAE;IAE/B,MAAM,OAAO,GAAG,OAAO,CAAC,KAAK,IAAI,UAAU,CAAC,KAAK,CAAC;IAClD,IAAI,CAAC,OAAO;QAAE,MAAM,IAAI,KAAK,CAAC,uDAAuD,CAAC,CAAC;IAEvF,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC;IACzD,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QAC1B,UAAU,EAAE,CAAC,CAAC,CAAC,CAAC;QAChB,OAAO;IACR,CAAC;IAED,IAAI,IAAI,GAAG,CAAC,CAAC;IACb,MAAM,OAAO,CAAC,GAAG,CAChB,OAAO,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE;QAC1B,MAAM,QAAQ,GAAG,MAAM,OAAO,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;QAC9C,IAAI,CAAC,QAAQ,CAAC,EAAE;YAAE,MAAM,IAAI,KAAK,CAAC,gCAAgC,IAAI,MAAM,QAAQ,CAAC,MAAM,EAAE,CAAC,CAAC;QAC/F,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,QAAQ,CAAC,WAAW,EAAE,CAAC,CAAC;QAC9C,IAAI,EAAE,CAAC;QACP,UAAU,EAAE,CAAC,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC;IACrC,CAAC,CAAC,CACF,CAAC;AACH,CAAC;AAED,sEAAsE;AACtE,MAAM,UAAU,SAAS,CAAC,IAAY;IACrC,MAAM,IAAI,GAAG,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAC7B,IAAI,CAAC,IAAI;QAAE,MAAM,IAAI,KAAK,CAAC,iBAAiB,IAAI,uDAAuD,CAAC,CAAC;IACzG,OAAO,IAAI,CAAC;AACb,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,cAAc,CAAC,IAAY;IAC1C,OAAO,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;AACxB,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,aAAa,CAAC,KAAe;IAC5C,KAAK,MAAM,IAAI,IAAI,KAAK;QAAE,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;AAC9C,CAAC"}
@@ -1,27 +0,0 @@
1
- /**
2
- * The `file://` story, split by how renderer-specific each piece is.
3
- *
4
- * `paths.ts` resolves an asset path against the compiled `data:` URI map (or the dev server)
5
- * and needs no renderer at all; `binary.ts` caches raw bytes the same renderer-free way, for
6
- * anything (`three-d`'s VOX loader, most directly) that wants an `ArrayBuffer` rather than a
7
- * decoded texture; `loader.ts` fetches and decodes textures through Pixi specifically. This
8
- * barrel exposes all three, so `import { load, resolve } from '@datamoc/mw_games/assets'` is
9
- * unchanged - but a game rendering through something else imports
10
- * `@datamoc/mw_games/assets/paths` or `@datamoc/mw_games/assets/binary` instead and pays
11
- * nothing for Pixi.
12
- */
13
- export { setBase, setAssetMap, isCompiled, paths, has, resolve } from './paths.ts';
14
- export type { AssetProgress } from './paths.ts';
15
- export { load, texture, get, isLoaded, release } from './loader.ts';
16
- export type { LoadAssetsOptions } from './loader.ts';
17
- export { loadBinary, getBinary, isBinaryLoaded, releaseBinary } from './binary.ts';
18
- export { sanitizeSvg, svgScaleVariants, svgDataUri, splitSvgGroups } from './svg.ts';
19
- export type { ScaleVariant, SvgVariant } from './svg.ts';
20
- export type { LoadBinaryOptions } from './binary.ts';
21
- export { AssetStream } from './Streaming.ts';
22
- export type { AssetBundle, AssetStreamOptions } from './Streaming.ts';
23
- export { fetchWithByteProgress } from './ByteProgress.ts';
24
- export type { ByteProgress, OnByteProgress } from './ByteProgress.ts';
25
- export { loadSvgParts, releaseSvgParts } from './SvgParts.ts';
26
- export type { SvgPartsOptions } from './SvgParts.ts';
27
- //# sourceMappingURL=index.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/assets/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,EAAE,MAAM,YAAY,CAAC;AACnF,YAAY,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;AAEhD,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,EAAE,QAAQ,EAAE,OAAO,EAAE,MAAM,aAAa,CAAC;AACpE,YAAY,EAAE,iBAAiB,EAAE,MAAM,aAAa,CAAC;AAErD,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,aAAa,CAAC;AAEnF,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,UAAU,CAAC;AACrF,YAAY,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,UAAU,CAAC;AACzD,YAAY,EAAE,iBAAiB,EAAE,MAAM,aAAa,CAAC;AAErD,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAC7C,YAAY,EAAE,WAAW,EAAE,kBAAkB,EAAE,MAAM,gBAAgB,CAAC;AACtE,OAAO,EAAE,qBAAqB,EAAE,MAAM,mBAAmB,CAAC;AAC1D,YAAY,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAEtE,OAAO,EAAE,YAAY,EAAE,eAAe,EAAE,MAAM,eAAe,CAAC;AAC9D,YAAY,EAAE,eAAe,EAAE,MAAM,eAAe,CAAC"}
@@ -1,20 +0,0 @@
1
- /**
2
- * The `file://` story, split by how renderer-specific each piece is.
3
- *
4
- * `paths.ts` resolves an asset path against the compiled `data:` URI map (or the dev server)
5
- * and needs no renderer at all; `binary.ts` caches raw bytes the same renderer-free way, for
6
- * anything (`three-d`'s VOX loader, most directly) that wants an `ArrayBuffer` rather than a
7
- * decoded texture; `loader.ts` fetches and decodes textures through Pixi specifically. This
8
- * barrel exposes all three, so `import { load, resolve } from '@datamoc/mw_games/assets'` is
9
- * unchanged - but a game rendering through something else imports
10
- * `@datamoc/mw_games/assets/paths` or `@datamoc/mw_games/assets/binary` instead and pays
11
- * nothing for Pixi.
12
- */
13
- export { setBase, setAssetMap, isCompiled, paths, has, resolve } from './paths.js';
14
- export { load, texture, get, isLoaded, release } from './loader.js';
15
- export { loadBinary, getBinary, isBinaryLoaded, releaseBinary } from './binary.js';
16
- export { sanitizeSvg, svgScaleVariants, svgDataUri, splitSvgGroups } from './svg.js';
17
- export { AssetStream } from './Streaming.js';
18
- export { fetchWithByteProgress } from './ByteProgress.js';
19
- export { loadSvgParts, releaseSvgParts } from './SvgParts.js';
20
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/assets/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,EAAE,MAAM,YAAY,CAAC;AAGnF,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,EAAE,QAAQ,EAAE,OAAO,EAAE,MAAM,aAAa,CAAC;AAGpE,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,aAAa,CAAC;AAEnF,OAAO,EAAE,WAAW,EAAE,gBAAgB,EAAE,UAAU,EAAE,cAAc,EAAE,MAAM,UAAU,CAAC;AAIrF,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAE7C,OAAO,EAAE,qBAAqB,EAAE,MAAM,mBAAmB,CAAC;AAG1D,OAAO,EAAE,YAAY,EAAE,eAAe,EAAE,MAAM,eAAe,CAAC"}
@@ -1,70 +0,0 @@
1
- import { Texture } from 'pixi.js';
2
- import { type AssetProgress } from './paths.ts';
3
- /**
4
- * Actually fetching and decoding assets, which is the half that needs Pixi.
5
- *
6
- * Split from `paths.ts` so path resolution stays renderer-free: a game rendering through
7
- * something other than Pixi (`mwg/3d` on Babylon) resolves paths through the same compiled
8
- * asset map and hands the fetch to its own loader, rather than importing this file at all.
9
- *
10
- * @example
11
- * ```ts
12
- * import { load, texture, isLoaded, release } from '@datamoc/mw_games/assets';
13
- *
14
- * await load(['tiles.png', 'data/level1.json']);
15
- * const tilesTexture = texture('tiles.png');
16
- * console.log(isLoaded('tiles.png')); // true
17
- *
18
- * await release(['tiles.png']); // frees the GPU texture once a zone is left for good
19
- * ```
20
- */
21
- export interface LoadAssetsOptions {
22
- /** item 135's `LoadQueue`/`LoadingScreen` seam: 0 to 1 across the batch */
23
- onProgress?: AssetProgress;
24
- /**
25
- * Rasterize vector sources (SVG, item 15) at this multiple of their intrinsic size.
26
- * An SVG loaded once is a bitmap from then on, so a game that zooms in either asks for
27
- * a bigger rasterization here or ships a soft texture; `2` doubles both dimensions, so
28
- * the texture is crisp up to 2x zoom. Raster formats ignore it. Omit for the loader's
29
- * own default, which is the SVG's intrinsic size.
30
- */
31
- resolution?: number;
32
- /**
33
- * Paths a game can do without - a portrait variant, an optional decal - loaded separately
34
- * from the rest of the batch so one missing file never aborts every other asset the batch
35
- * was loading. A path in here that fails to load is simply left unloaded: `isLoaded` reports
36
- * `false` for it and `texture`'s fallback argument (or `get`'s) is what a caller reads
37
- * instead, rather than every caller writing its own try/catch around `load()`.
38
- */
39
- optional?: readonly string[];
40
- /** called once per `optional` path that failed to load, with whatever `Assets.load` threw */
41
- onMissing?: (path: string, error: unknown) => void;
42
- }
43
- /**
44
- * Loads assets by path, giving each one an alias equal to its path.
45
- *
46
- * Load everything a scene needs before creating it; afterwards `texture()` is synchronous,
47
- * so game code never has to await in the middle of building a scene. Pass `onProgress` alone
48
- * (the original signature) or a `LoadAssetsOptions` object for the resolution option.
49
- */
50
- export declare function load(paths: string[], options?: AssetProgress | LoadAssetsOptions): Promise<void>;
51
- /**
52
- * A loaded texture, by the same path it was loaded with. `fallback` is what an `optional`
53
- * `load()` path was for: pass it (typically `Texture.EMPTY`) to get that back instead of a
54
- * throw when the path never loaded, rather than every caller writing its own `isLoaded` guard.
55
- */
56
- export declare function texture(path: string, fallback?: Texture): Texture;
57
- /** a loaded asset of any other kind, such as parsed JSON; `fallback` behaves as it does on `texture` */
58
- export declare function get<T>(path: string, fallback?: T): T;
59
- /** true once `load` has resolved for this path and it has not since been `release`d */
60
- export declare function isLoaded(path: string): boolean;
61
- /**
62
- * Frees assets `load` brought in, destroying any texture among them so it stops holding GPU
63
- * memory. For a game with many discrete zones - each with its own tileset or sprite sheet -
64
- * this is the counterpart to `world.World.unload`: that drops a map's own state, this drops
65
- * the assets it pointed at, once a game decides the player has left an area for good. A path
66
- * never loaded (or already released) is silently skipped rather than treated as an error,
67
- * since a game unloading a zone it may or may not have visited shouldn't have to check first.
68
- */
69
- export declare function release(paths: string[]): Promise<void>;
70
- //# sourceMappingURL=loader.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"loader.d.ts","sourceRoot":"","sources":["../../src/assets/loader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAU,OAAO,EAAE,MAAM,SAAS,CAAC;AAC1C,OAAO,EAAW,KAAK,aAAa,EAAE,MAAM,YAAY,CAAC;AAEzD;;;;;;;;;;;;;;;;;GAiBG;AAEH,MAAM,WAAW,iBAAiB;IACjC,2EAA2E;IAC3E,UAAU,CAAC,EAAE,aAAa,CAAC;IAE3B;;;;;;OAMG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;IAEpB;;;;;;OAMG;IACH,QAAQ,CAAC,EAAE,SAAS,MAAM,EAAE,CAAC;IAE7B,6FAA6F;IAC7F,SAAS,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,KAAK,IAAI,CAAC;CACnD;AA0BD;;;;;;GAMG;AACH,wBAAsB,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,EAAE,OAAO,GAAE,aAAa,GAAG,iBAAsB,GAAG,OAAO,CAAC,IAAI,CAAC,CAoD1G;AAED;;;;GAIG;AACH,wBAAgB,OAAO,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,CAAC,EAAE,OAAO,GAAG,OAAO,CAMjE;AAED,wGAAwG;AACxG,wBAAgB,GAAG,CAAC,CAAC,EAAE,IAAI,EAAE,MAAM,EAAE,QAAQ,CAAC,EAAE,CAAC,GAAG,CAAC,CAMpD;AAED,uFAAuF;AACvF,wBAAgB,QAAQ,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAE9C;AAED;;;;;;;GAOG;AACH,wBAAsB,OAAO,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,OAAO,CAAC,IAAI,CAAC,CAI5D"}
@@ -1,115 +0,0 @@
1
- import { Assets, Texture } from 'pixi.js';
2
- import { resolve } from './paths.js';
3
- /**
4
- * `data:` URI MIME type to the format token Pixi's resolver expects - the authoritative source
5
- * when it is available, since a compiled asset's embedded bytes can differ from what its path's
6
- * extension suggests (`tools/compile-resources.mjs`'s `toWebp` option, item 350, compiles a
7
- * `sprite.png` path into `image/webp` bytes when that is smaller, keeping the `.png` key so
8
- * `load('sprite.png')` still works the same in dev and built modes).
9
- */
10
- const MIME_TO_FORMAT = {
11
- 'image/png': 'png',
12
- 'image/jpeg': 'jpg',
13
- 'image/webp': 'webp',
14
- 'image/gif': 'gif',
15
- 'image/svg+xml': 'svg',
16
- };
17
- /**
18
- * Loads assets by path, giving each one an alias equal to its path.
19
- *
20
- * Load everything a scene needs before creating it; afterwards `texture()` is synchronous,
21
- * so game code never has to await in the middle of building a scene. Pass `onProgress` alone
22
- * (the original signature) or a `LoadAssetsOptions` object for the resolution option.
23
- */
24
- export async function load(paths, options = {}) {
25
- const { onProgress, resolution, optional, onMissing } = typeof options === 'function'
26
- ? { onProgress: options, resolution: undefined, optional: undefined, onMissing: undefined }
27
- : options;
28
- const optionalPaths = new Set(optional ?? []);
29
- const pending = paths.filter((path) => !Assets.cache.has(path));
30
- const requiredPending = pending.filter((path) => !optionalPaths.has(path));
31
- const optionalPending = pending.filter((path) => optionalPaths.has(path));
32
- const add = (path) => {
33
- const src = resolve(path);
34
- const descriptor = { alias: path, src };
35
- if (resolution !== undefined)
36
- descriptor.data = { resolution };
37
- //a compiled build's `src` is a `data:` URI, which carries no extension for Pixi's
38
- //resolver to pick a parser from - `path` still does, so it is supplied explicitly
39
- //instead of a game having to pass its own {src, parser} descriptor to Assets directly.
40
- //The URI's own MIME type is tried first, not just `path`'s extension: `toWebp` (item
41
- //350) can compile a `sprite.png` path into `data:image/webp;...` bytes when that is
42
- //smaller, and the *key* deliberately stays "sprite.png" so dev and built modes agree -
43
- //trusting only the stale `.png` extension here would tell Pixi's resolver to run the
44
- //PNG parser over WebP bytes.
45
- if (src.startsWith('data:')) {
46
- const mime = /^data:([^;,]+)/.exec(src)?.[1];
47
- const extension = (mime && MIME_TO_FORMAT[mime]) ?? /\.([a-z0-9]+)$/i.exec(path)?.[1];
48
- if (extension)
49
- descriptor.format = extension;
50
- }
51
- Assets.add(descriptor);
52
- };
53
- if (optionalPending.length === 0 && requiredPending.length === 0) {
54
- onProgress?.(1);
55
- return;
56
- }
57
- for (const path of requiredPending)
58
- add(path);
59
- const requiredLoad = requiredPending.length > 0 ? Assets.load(requiredPending, onProgress) : Promise.resolve();
60
- //loaded one at a time and never rejected past this function: one missing optional asset
61
- //must never take the required batch (or any other optional path) down with it
62
- const optionalLoads = optionalPending.map(async (path) => {
63
- add(path);
64
- try {
65
- await Assets.load(path);
66
- }
67
- catch (error) {
68
- onMissing?.(path, error);
69
- }
70
- });
71
- await Promise.all([requiredLoad, ...optionalLoads]);
72
- if (optionalPending.length > 0 && requiredPending.length === 0)
73
- onProgress?.(1);
74
- }
75
- /**
76
- * A loaded texture, by the same path it was loaded with. `fallback` is what an `optional`
77
- * `load()` path was for: pass it (typically `Texture.EMPTY`) to get that back instead of a
78
- * throw when the path never loaded, rather than every caller writing its own `isLoaded` guard.
79
- */
80
- export function texture(path, fallback) {
81
- if (!Assets.cache.has(path)) {
82
- if (fallback !== undefined)
83
- return fallback;
84
- throw new Error(`texture "${path}" has not been loaded - pass it to load() first`);
85
- }
86
- return Assets.get(path);
87
- }
88
- /** a loaded asset of any other kind, such as parsed JSON; `fallback` behaves as it does on `texture` */
89
- export function get(path, fallback) {
90
- if (!Assets.cache.has(path)) {
91
- if (fallback !== undefined)
92
- return fallback;
93
- throw new Error(`asset "${path}" has not been loaded - pass it to load() first`);
94
- }
95
- return Assets.get(path);
96
- }
97
- /** true once `load` has resolved for this path and it has not since been `release`d */
98
- export function isLoaded(path) {
99
- return Assets.cache.has(path);
100
- }
101
- /**
102
- * Frees assets `load` brought in, destroying any texture among them so it stops holding GPU
103
- * memory. For a game with many discrete zones - each with its own tileset or sprite sheet -
104
- * this is the counterpart to `world.World.unload`: that drops a map's own state, this drops
105
- * the assets it pointed at, once a game decides the player has left an area for good. A path
106
- * never loaded (or already released) is silently skipped rather than treated as an error,
107
- * since a game unloading a zone it may or may not have visited shouldn't have to check first.
108
- */
109
- export async function release(paths) {
110
- const loaded = paths.filter((path) => Assets.cache.has(path));
111
- if (loaded.length === 0)
112
- return;
113
- await Assets.unload(loaded);
114
- }
115
- //# sourceMappingURL=loader.js.map
@@ -1 +0,0 @@
1
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@@ -1,73 +0,0 @@
1
- /**
2
- * Where a game's assets come from, as pure path arithmetic.
3
- *
4
- * In a built game, `tools/compile-resources` has already turned every asset into a `data:`
5
- * URI inside a script that runs before the game does. `resolve` then hands back that URI
6
- * instead of a path, which is what lets the page work from `file://`: see the tool for
7
- * why plain files next to the page do not.
8
- *
9
- * During development there is no compiled bundle, so paths are used as they are and the
10
- * dev server serves them. Game code says `load('tiles.png')` either way.
11
- *
12
- * Kept separate from `loader.ts` because none of this needs a renderer. Resolving a path is
13
- * string-and-map work; only actually fetching and decoding an asset needs Pixi's loader. That
14
- * split is what lets `mwg/3d` resolve a `.glb` path through the same compiled-asset map every
15
- * 2D game uses while handing the fetch to Babylon, without a Babylon-only game importing
16
- * Pixi at all - which it did, transitively, purely because these two halves shared a file.
17
- *
18
- * @example
19
- * ```ts
20
- * import { setBase, isCompiled, paths, resolve } from '@datamoc/mw_games/assets/paths';
21
- *
22
- * setBase('assets/'); // dev-server mode; a compiled build ignores this
23
- *
24
- * if (isCompiled()) console.log('every compiled path:', paths());
25
- * const url = resolve('tiles.png'); // a data: URI in a compiled build, 'assets/tiles.png' in dev
26
- * ```
27
- */
28
- declare global {
29
- interface Window {
30
- __MWG_ASSETS__?: Record<string, string>;
31
- }
32
- }
33
- /** points dev-mode lookups at the folder assets are served from */
34
- export declare function setBase(path: string): void;
35
- /**
36
- * Hands `resolve`/`has`/`paths` a game's own path-to-URI map, in place of
37
- * `tools/compile-resources`'s `window.__MWG_ASSETS__` convention.
38
- *
39
- * A game bundled by its own tool (Vite, say) that compiles its assets into `data:` URIs a
40
- * different way still wants `resolve`'s single lookup and `isCompiled`'s dev/build branch,
41
- * without also adopting `window.__MWG_ASSETS__` as the wire format. Passing the map here
42
- * makes this file agnostic to *how* the map was built, only to its shape - `{ path: uri }`,
43
- * the same shape `window.__MWG_ASSETS__` already is. `undefined` reverts to reading
44
- * `window.__MWG_ASSETS__` (or dev-server mode, if that is unset too).
45
- *
46
- * @example
47
- * ```ts
48
- * import { setAssetMap, isCompiled, resolve } from '@datamoc/mw_games/assets/paths';
49
- *
50
- * setAssetMap({ 'tiles.png': 'data:image/png;base64,...' });
51
- * console.log(isCompiled()); // true
52
- * console.log(resolve('tiles.png')); // the data: URI handed in above
53
- *
54
- * setAssetMap(undefined); // back to window.__MWG_ASSETS__ / dev-server mode
55
- * ```
56
- */
57
- export declare function setAssetMap(map: Record<string, string> | undefined): void;
58
- /** true when running against a compiled bundle rather than a dev server */
59
- export declare function isCompiled(): boolean;
60
- export declare function paths(): string[];
61
- export declare function has(path: string): boolean;
62
- /** an asset path resolved to something the browser can actually load */
63
- export declare function resolve(path: string): string;
64
- /**
65
- * 0 (started) to 1 (complete) - a count of assets finished, not a byte count. Pixi's own
66
- * loaders do not expose bytes transferred across every asset type uniformly, so this reports
67
- * what is actually available rather than a byte figure it cannot back with a real number.
68
- *
69
- * Lives here rather than with the loader so `Streaming.ts` can name it without either file
70
- * importing the other's module barrel, which is what made these two a cycle before.
71
- */
72
- export type AssetProgress = (fraction: number) => void;
73
- //# sourceMappingURL=paths.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,91 +0,0 @@
1
- /**
2
- * Where a game's assets come from, as pure path arithmetic.
3
- *
4
- * In a built game, `tools/compile-resources` has already turned every asset into a `data:`
5
- * URI inside a script that runs before the game does. `resolve` then hands back that URI
6
- * instead of a path, which is what lets the page work from `file://`: see the tool for
7
- * why plain files next to the page do not.
8
- *
9
- * During development there is no compiled bundle, so paths are used as they are and the
10
- * dev server serves them. Game code says `load('tiles.png')` either way.
11
- *
12
- * Kept separate from `loader.ts` because none of this needs a renderer. Resolving a path is
13
- * string-and-map work; only actually fetching and decoding an asset needs Pixi's loader. That
14
- * split is what lets `mwg/3d` resolve a `.glb` path through the same compiled-asset map every
15
- * 2D game uses while handing the fetch to Babylon, without a Babylon-only game importing
16
- * Pixi at all - which it did, transitively, purely because these two halves shared a file.
17
- *
18
- * @example
19
- * ```ts
20
- * import { setBase, isCompiled, paths, resolve } from '@datamoc/mw_games/assets/paths';
21
- *
22
- * setBase('assets/'); // dev-server mode; a compiled build ignores this
23
- *
24
- * if (isCompiled()) console.log('every compiled path:', paths());
25
- * const url = resolve('tiles.png'); // a data: URI in a compiled build, 'assets/tiles.png' in dev
26
- * ```
27
- */
28
- /** the base for dev-mode paths, when assets are served rather than compiled in */
29
- let base = '';
30
- /** points dev-mode lookups at the folder assets are served from */
31
- export function setBase(path) {
32
- base = path.endsWith('/') || path === '' ? path : path + '/';
33
- }
34
- /** a path-to-URI map handed in directly, taking priority over `window.__MWG_ASSETS__` */
35
- let assetMap;
36
- /**
37
- * Hands `resolve`/`has`/`paths` a game's own path-to-URI map, in place of
38
- * `tools/compile-resources`'s `window.__MWG_ASSETS__` convention.
39
- *
40
- * A game bundled by its own tool (Vite, say) that compiles its assets into `data:` URIs a
41
- * different way still wants `resolve`'s single lookup and `isCompiled`'s dev/build branch,
42
- * without also adopting `window.__MWG_ASSETS__` as the wire format. Passing the map here
43
- * makes this file agnostic to *how* the map was built, only to its shape - `{ path: uri }`,
44
- * the same shape `window.__MWG_ASSETS__` already is. `undefined` reverts to reading
45
- * `window.__MWG_ASSETS__` (or dev-server mode, if that is unset too).
46
- *
47
- * @example
48
- * ```ts
49
- * import { setAssetMap, isCompiled, resolve } from '@datamoc/mw_games/assets/paths';
50
- *
51
- * setAssetMap({ 'tiles.png': 'data:image/png;base64,...' });
52
- * console.log(isCompiled()); // true
53
- * console.log(resolve('tiles.png')); // the data: URI handed in above
54
- *
55
- * setAssetMap(undefined); // back to window.__MWG_ASSETS__ / dev-server mode
56
- * ```
57
- */
58
- export function setAssetMap(map) {
59
- assetMap = map;
60
- }
61
- function compiled() {
62
- if (assetMap)
63
- return assetMap;
64
- return typeof window === 'undefined' ? undefined : window.__MWG_ASSETS__;
65
- }
66
- /** true when running against a compiled bundle rather than a dev server */
67
- export function isCompiled() {
68
- return compiled() !== undefined;
69
- }
70
- export function paths() {
71
- return Object.keys(compiled() ?? {});
72
- }
73
- export function has(path) {
74
- const map = compiled();
75
- return map ? path in map : true;
76
- }
77
- /** an asset path resolved to something the browser can actually load */
78
- export function resolve(path) {
79
- //already a loadable URL (a synthesized tone, a canvas blob): nothing to look up
80
- if (/^(data|blob):/.test(path))
81
- return path;
82
- const map = compiled();
83
- if (!map)
84
- return base + path;
85
- const found = map[path];
86
- if (found === undefined) {
87
- throw new Error(`asset "${path}" is not in this build - check it is under the folder passed to compile-resources`);
88
- }
89
- return found;
90
- }
91
- //# sourceMappingURL=paths.js.map
@@ -1 +0,0 @@
1
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