@datamoc/mw_games 0.44.2 → 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 (1695) 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 -732
  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 -394
  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 -75
  58. package/tools/audio.mjs +1 -437
  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 -3196
  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 -2256
  134. package/api-surface.json +0 -18128
  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 -57
  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
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  280. package/dist/assets/binary.d.ts +0 -52
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  284. package/dist/assets/index.d.ts +0 -27
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  286. package/dist/assets/index.js +0 -20
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  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
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  292. package/dist/assets/paths.d.ts +0 -73
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  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/AdaptiveMusic.d.ts +0 -85
  301. package/dist/audio/AdaptiveMusic.d.ts.map +0 -1
  302. package/dist/audio/AdaptiveMusic.js +0 -230
  303. package/dist/audio/AdaptiveMusic.js.map +0 -1
  304. package/dist/audio/AudioLoader.d.ts +0 -33
  305. package/dist/audio/AudioLoader.d.ts.map +0 -1
  306. package/dist/audio/AudioLoader.js +0 -58
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  308. package/dist/audio/AudioViews.d.ts +0 -70
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  310. package/dist/audio/AudioViews.js +0 -119
  311. package/dist/audio/AudioViews.js.map +0 -1
  312. package/dist/audio/BusBudget.d.ts +0 -89
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  314. package/dist/audio/BusBudget.js +0 -120
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  316. package/dist/audio/Captions.d.ts +0 -27
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  320. package/dist/audio/Channels.d.ts +0 -282
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  324. package/dist/audio/CoreHost.d.ts +0 -114
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@@ -1,215 +0,0 @@
1
- import { Container, Graphics } from 'pixi.js';
2
- import { clamp } from '../../core/Math.js';
3
- import { Easing } from '../../core/Tween.js';
4
- import { reducedMotion } from '../../core/Motion.js';
5
- /**
6
- * A full-screen colour wash over everything else: fade out to black between floors, flash
7
- * white on a critical hit, hold a red tint while poisoned.
8
- *
9
- * Driven by `update(dt)` against a plain elapsed timer rather than a promise-returning tween,
10
- * matching `Toast` and `FloatingText`: a single frame boundary per phase keeps the whole
11
- * sequence reproducible one `update` call at a time, which a test (or a recorded replay) can
12
- * drive without waiting on a microtask to settle. `update` returns true on the exact frame an
13
- * effect finishes, the same way `Projectile.update` reports arrival, so a caller sequences
14
- * "fade out, swap the level, fade in" without needing `await`.
15
- *
16
- * Add the container last, or to a layer above the world: this draws over whatever is beneath
17
- * it in the display list and nothing else about draw order is its business.
18
- *
19
- * @example
20
- * ```ts
21
- * import { ScreenEffects } from '@datamoc/mw_games/two-d/render';
22
- *
23
- * const effects = new ScreenEffects({ width: 640, height: 360 });
24
- * // add effects last: game.stage.addChild(effects);
25
- *
26
- * effects.flash(0.2, 0xffffff); // a critical hit
27
- * const done = effects.update(1 / 60);
28
- * console.log(done); // false - still mid-flash
29
- * console.log(effects.isBusy); // true
30
- *
31
- * effects.setTint(0x336633, 0.3); // held green cast while poisoned
32
- * ```
33
- *
34
- * `sequence` chains steps end to end, driven by the same `update(dt)` - `isBusy` stays true
35
- * and `update` keeps returning false across every step boundary, only returning true once the
36
- * whole sequence finishes, so a caller still needs no `await` for the genre-standard
37
- * hold-then-fade-back transition `fadeOut`/`fadeIn`/`flash` alone cannot express:
38
- *
39
- * ```ts
40
- * effects.sequence([
41
- * { kind: 'fadeOut', duration: 0.3 },
42
- * { kind: 'hold', duration: 0.5 }, // the new area loads while the screen is covered
43
- * { kind: 'fadeIn', duration: 0.3 },
44
- * ]);
45
- * while (!effects.update(1 / 60)) continue; // drives every step, one frame at a time
46
- * ```
47
- */
48
- export class ScreenEffects extends Container {
49
- constructor(options = {}) {
50
- super();
51
- this.overlay = new Graphics();
52
- this.phase = 'idle';
53
- this.elapsed = 0;
54
- this.duration = 0;
55
- /** alpha the current phase starts from and drives towards */
56
- this.fromAlpha = 0;
57
- this.toAlpha = 0;
58
- /** steps still to run once the current one finishes, for `sequence` */
59
- this.queue = [];
60
- this.defaultColor = options.color ?? 0x000000;
61
- this.viewWidth = options.width ?? 0;
62
- this.viewHeight = options.height ?? 0;
63
- this.overlay.alpha = 0;
64
- this.overlay.tint = this.defaultColor;
65
- this.addChild(this.overlay);
66
- this.redraw();
67
- }
68
- /** call from a scene's own `resize`, so the wash keeps covering the whole canvas */
69
- setViewport(width, height) {
70
- this.viewWidth = width;
71
- this.viewHeight = height;
72
- this.redraw();
73
- }
74
- redraw() {
75
- this.overlay.clear();
76
- if (this.viewWidth > 0 && this.viewHeight > 0) {
77
- this.overlay.rect(0, 0, this.viewWidth, this.viewHeight).fill({ color: 0xffffff });
78
- }
79
- }
80
- /** true while a fade or flash is still running; a held tint is not busy */
81
- get isBusy() {
82
- return this.phase !== 'idle';
83
- }
84
- /**
85
- * The wash's own opacity, 0 (clear) to 1 (fully covering).
86
- *
87
- * Distinct from this container's inherited `alpha`, which scales the whole effect layer
88
- * including the wash - a game that fades the effect layer itself still reads the wash here.
89
- */
90
- get washAlpha() {
91
- return this.overlay.alpha;
92
- }
93
- /** darkens to fully cover the screen - the first half of a transition between scenes */
94
- fadeOut(duration, color) {
95
- this.begin('fadeOut', duration, this.overlay.alpha, 1, color);
96
- }
97
- /** clears back to fully transparent - the second half, once the new scene is built */
98
- fadeIn(duration, color) {
99
- this.begin('fadeIn', duration, this.overlay.alpha, 0, color);
100
- }
101
- /**
102
- * A quick wash in and straight back out again, peaking at `peak` partway through.
103
- *
104
- * One phase rather than a fade-out chained into a fade-in, because a flash is a single
105
- * gesture: interrupting it halfway should cancel the whole thing, not leave the screen
106
- * stuck at full white waiting for a second phase that no longer runs.
107
- */
108
- flash(duration, color, peak = 1) {
109
- this.begin('flash', duration, 0, peak, color);
110
- }
111
- /**
112
- * Runs `steps` end to end - fade, hold, flash, in any order and count - driven by the
113
- * same `update(dt)` as a single call: `isBusy` stays true and `update` keeps returning
114
- * false at every step boundary, only returning true once the last step finishes. See this
115
- * class's own doc comment for the hold-then-fade-back example this exists for. Replaces
116
- * anything currently running or queued, the same as any other call here.
117
- */
118
- sequence(steps) {
119
- this.queue = steps.slice(1);
120
- if (steps.length === 0) {
121
- this.phase = 'idle';
122
- return;
123
- }
124
- this.beginStep(steps[0]);
125
- }
126
- /**
127
- * Holds a colour at a fixed opacity until changed - a poisoned green cast, an underwater
128
- * blue. Cancels any running fade, flash or sequence, since those drive the same one overlay.
129
- */
130
- setTint(color, alpha) {
131
- this.queue = [];
132
- this.phase = 'idle';
133
- this.elapsed = 0;
134
- this.overlay.tint = color;
135
- this.overlay.alpha = clamp(alpha, 0, 1);
136
- }
137
- /** clears the overlay outright, running effect, sequence and held tint alike */
138
- clear() {
139
- this.queue = [];
140
- this.phase = 'idle';
141
- this.elapsed = 0;
142
- this.overlay.alpha = 0;
143
- this.overlay.tint = this.defaultColor;
144
- }
145
- /** @returns true if this step completed instantly (a non-positive duration) and the next one, if any, already started */
146
- beginStep(step) {
147
- switch (step.kind) {
148
- case 'fadeOut':
149
- return this.begin('fadeOut', step.duration, this.overlay.alpha, 1, step.color);
150
- case 'fadeIn':
151
- return this.begin('fadeIn', step.duration, this.overlay.alpha, 0, step.color);
152
- case 'flash':
153
- return this.begin('flash', step.duration, 0, step.peak ?? 1, step.color);
154
- case 'hold':
155
- //no explicit colour keeps whatever tint the previous step left, rather than
156
- //begin()'s usual fall back to the default colour
157
- return this.begin('hold', step.duration, this.overlay.alpha, this.overlay.alpha, step.color ?? this.overlay.tint);
158
- }
159
- }
160
- /** starts the next queued step, or goes idle when the queue is empty; @returns true once idle */
161
- advance() {
162
- const next = this.queue.shift();
163
- if (next)
164
- return this.beginStep(next);
165
- this.phase = 'idle';
166
- return true;
167
- }
168
- /** @returns true if `phase` is idle once this call returns (an instant cut may cascade through several queued steps) */
169
- begin(phase, duration, from, to, color) {
170
- //reduced motion turns a fade or flash into the instant cut a non-positive duration is
171
- if (reducedMotion())
172
- duration = 0;
173
- this.overlay.tint = color ?? this.defaultColor;
174
- this.fromAlpha = from;
175
- this.toAlpha = to;
176
- this.elapsed = 0;
177
- this.duration = duration;
178
- //a non-positive duration is an instant cut, applied now rather than a frame later
179
- if (!(duration > 0)) {
180
- this.overlay.alpha = phase === 'flash' ? 0 : to;
181
- return this.advance();
182
- }
183
- this.phase = phase;
184
- this.overlay.alpha = phase === 'flash' ? 0 : from;
185
- return false;
186
- }
187
- /** @returns true on the single frame the running effect (or the whole `sequence`) completes */
188
- update(dt) {
189
- if (this.phase === 'idle')
190
- return false;
191
- //the preference can arrive while an effect is in flight; a fade or a flash is a
192
- //trigger, so finish it at once rather than letting the running one play out
193
- if (reducedMotion()) {
194
- this.overlay.alpha = this.phase === 'flash' ? 0 : this.toAlpha;
195
- return this.advance();
196
- }
197
- this.elapsed += dt;
198
- const t = Math.min(1, this.elapsed / this.duration);
199
- if (this.phase === 'flash') {
200
- //up fast, down slow: a flash reads as an impact rather than a pulse
201
- const shape = t < 0.5 ? Easing.easeOutQuad(t * 2) : 1 - Easing.easeInQuad((t - 0.5) * 2);
202
- this.overlay.alpha = this.toAlpha * shape;
203
- }
204
- else {
205
- const eased = Easing.easeInOutQuad(t);
206
- this.overlay.alpha = this.fromAlpha + (this.toAlpha - this.fromAlpha) * eased;
207
- }
208
- if (t >= 1) {
209
- this.overlay.alpha = this.phase === 'flash' ? 0 : this.toAlpha;
210
- return this.advance();
211
- }
212
- return false;
213
- }
214
- }
215
- //# sourceMappingURL=ScreenEffects.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,146 +0,0 @@
1
- import { Container, Graphics, Text, TilingSprite, FillGradient, Sprite } from 'pixi.js';
2
- /**
3
- * A plain grouping container under an MWG-owned name, for the common "just group some
4
- * children" need `Scene2D.stage` itself covers for the whole scene - a sub-layer inside it
5
- * (a HUD strip, a creature layer, a popup stack) still needs its own constructible class.
6
- * `Container2D` (`Types2D.ts`) is itself a value re-export of the same underlying class, so
7
- * `new Container2D()` also works; `Node2D` exists as the name this module and its own doc
8
- * comments actually use, so a game reads one name rather than two for the same thing.
9
- *
10
- * A bare re-export under this name, deliberately: Pixi's own `Container` already does
11
- * everything this needs, so the point is not to add behaviour but to give a game a name it
12
- * can import without naming `pixi.js` itself.
13
- *
14
- * @example
15
- * ```ts
16
- * import { Node2D, Shape2D } from '@datamoc/mw_games/two-d/render';
17
- *
18
- * const hud = new Node2D();
19
- * hud.addChild(new Shape2D().rect(0, 0, 100, 20).fill(0x202020));
20
- * hud.x = 12;
21
- * hud.y = 12;
22
- * ```
23
- */
24
- export declare class Node2D extends Container {
25
- }
26
- /**
27
- * Creates one labeled `Node2D` per name, attached to `parent` in the order given, and returns
28
- * them keyed by name. A game with a dozen conventionally-ordered layers (terrain, units, effects,
29
- * UI, ...) otherwise hand-wires each one and adds them in the right order everywhere; this is that
30
- * boilerplate once. The names and their order stay the caller's own convention - nothing here
31
- * decides what a layer is called or which should draw on top.
32
- *
33
- * @example
34
- * ```ts
35
- * import { Node2D, createLayers, Sprite2D } from '@datamoc/mw_games/two-d/render';
36
- *
37
- * const stage = new Node2D();
38
- * const layers = createLayers(stage, ['terrain', 'units', 'effects', 'ui']);
39
- * layers.units.addChild(new Sprite2D());
40
- * console.log(layers.effects.label); // 'effects'
41
- * ```
42
- */
43
- export declare function createLayers(parent: Container, names: readonly string[]): Record<string, Node2D>;
44
- /**
45
- * Vector drawing - rectangles, circles, polygons, lines - under an MWG-owned name.
46
- *
47
- * Pixi's own `Graphics` API (`.rect(...).fill(...)`, `.circle(...).stroke(...)`, `moveTo`/
48
- * `lineTo`) is already the right shape for this; wrapping it class-for-method would only
49
- * duplicate an API this project does not own and would drift from every Pixi upgrade. The
50
- * bare re-export is what lets a game draw shapes without importing `pixi.js` itself.
51
- *
52
- * @example
53
- * ```ts
54
- * import { Shape2D } from '@datamoc/mw_games/two-d/render';
55
- *
56
- * const marker = new Shape2D().circle(0, 0, 6).fill(0xff4040).stroke({ color: 0x000000, width: 1 });
57
- * marker.x = 100;
58
- * marker.y = 60;
59
- * ```
60
- */
61
- export declare class Shape2D extends Graphics {
62
- /**
63
- * Adds a dashed line from (x1, y1) to (x2, y2) as separate segments, to be stroked like any
64
- * other path: `shape.dashedLine(0, 0, 100, 0, 6, 4).stroke({ color: 0xffffff, width: 1 })`.
65
- * Pixi strokes are solid only, so the dashes are built here, the pattern starting at the
66
- * first point.
67
- */
68
- dashedLine(x1: number, y1: number, x2: number, y2: number, dash?: number, gap?: number): this;
69
- }
70
- /**
71
- * Text under an MWG-owned name, for the case `ui.Label`/`ui.BitmapLabel` do not cover - a
72
- * one-off caption inside a `Shape2D`-drawn diagram, say, rather than themed game-wide UI
73
- * text. Prefer `Label`/`BitmapLabel` for anything styled through `ui.theme()`.
74
- *
75
- * @example
76
- * ```ts
77
- * import { Text2D } from '@datamoc/mw_games/two-d/render';
78
- *
79
- * const caption = new Text2D({ text: 'N', style: { fill: 0xffffff, fontSize: 14 } });
80
- * caption.x = 40;
81
- * caption.y = 4;
82
- * ```
83
- */
84
- export declare class Text2D extends Text {
85
- }
86
- /**
87
- * A plain, untinted sprite under an MWG-owned name - the neutral case `TintedSprite` is not:
88
- * that class exists to add the per-sprite multiply-and-add colour transform, so it is the
89
- * wrong reach for a sprite that needs no colour effect at all. Until this existed, that one
90
- * ordinary case had no `two-d`-owned way to construct it, and a game reached for
91
- * `two-d/pixi-interop.ts`'s `Sprite` (or `pixi.js` directly) even for the single most common
92
- * sprite there is.
93
- *
94
- * @example
95
- * ```ts
96
- * import { Sprite2D } from '@datamoc/mw_games/two-d/render';
97
- * import type { Texture2D } from '@datamoc/mw_games/two-d/render';
98
- *
99
- * declare const heroTexture: Texture2D;
100
- *
101
- * const hero = new Sprite2D(heroTexture);
102
- * hero.x = 40;
103
- * hero.y = 60;
104
- * ```
105
- */
106
- export declare class Sprite2D extends Sprite {
107
- }
108
- /**
109
- * A texture that repeats/scrolls to fill a shape, rather than stretching - a parallax
110
- * background, a scrolling water or lava tile. `TilingSprite`'s own `tilePosition`/`tileScale`
111
- * already covers the "scrolling tile layer" need in full; this is a name, not new behaviour.
112
- *
113
- * @example
114
- * ```ts
115
- * import { TiledSprite } from '@datamoc/mw_games/two-d/render';
116
- * import type { Texture2D } from '@datamoc/mw_games/two-d/render';
117
- *
118
- * declare const waterTexture: Texture2D;
119
- *
120
- * const water = new TiledSprite({ texture: waterTexture, width: 320, height: 96 });
121
- * water.tilePosition.x -= 12; // scroll it a little each frame, from update(dt)
122
- * ```
123
- */
124
- export declare class TiledSprite extends TilingSprite {
125
- }
126
- /** A gradient fill/stroke, passed to `Shape2D.fill`/`.stroke` the same way a plain colour is.
127
- *
128
- * @example
129
- * ```ts
130
- * import { Shape2D, Gradient } from '@datamoc/mw_games/two-d/render';
131
- *
132
- * const sky = new Gradient({
133
- * type: 'linear',
134
- * start: { x: 0, y: 0 },
135
- * end: { x: 0, y: 1 },
136
- * colorStops: [
137
- * { offset: 0, color: 0x1a1a3a },
138
- * { offset: 1, color: 0x3a2a4a },
139
- * ],
140
- * });
141
- *
142
- * const backdrop = new Shape2D().rect(0, 0, 320, 180).fill(sky);
143
- * ```
144
- */
145
- export declare const Gradient: typeof FillGradient;
146
- //# sourceMappingURL=Shape2D.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,166 +0,0 @@
1
- import { Container, Graphics, Text, TilingSprite, FillGradient, Sprite } from 'pixi.js';
2
- /**
3
- * A plain grouping container under an MWG-owned name, for the common "just group some
4
- * children" need `Scene2D.stage` itself covers for the whole scene - a sub-layer inside it
5
- * (a HUD strip, a creature layer, a popup stack) still needs its own constructible class.
6
- * `Container2D` (`Types2D.ts`) is itself a value re-export of the same underlying class, so
7
- * `new Container2D()` also works; `Node2D` exists as the name this module and its own doc
8
- * comments actually use, so a game reads one name rather than two for the same thing.
9
- *
10
- * A bare re-export under this name, deliberately: Pixi's own `Container` already does
11
- * everything this needs, so the point is not to add behaviour but to give a game a name it
12
- * can import without naming `pixi.js` itself.
13
- *
14
- * @example
15
- * ```ts
16
- * import { Node2D, Shape2D } from '@datamoc/mw_games/two-d/render';
17
- *
18
- * const hud = new Node2D();
19
- * hud.addChild(new Shape2D().rect(0, 0, 100, 20).fill(0x202020));
20
- * hud.x = 12;
21
- * hud.y = 12;
22
- * ```
23
- */
24
- export class Node2D extends Container {
25
- }
26
- /**
27
- * Creates one labeled `Node2D` per name, attached to `parent` in the order given, and returns
28
- * them keyed by name. A game with a dozen conventionally-ordered layers (terrain, units, effects,
29
- * UI, ...) otherwise hand-wires each one and adds them in the right order everywhere; this is that
30
- * boilerplate once. The names and their order stay the caller's own convention - nothing here
31
- * decides what a layer is called or which should draw on top.
32
- *
33
- * @example
34
- * ```ts
35
- * import { Node2D, createLayers, Sprite2D } from '@datamoc/mw_games/two-d/render';
36
- *
37
- * const stage = new Node2D();
38
- * const layers = createLayers(stage, ['terrain', 'units', 'effects', 'ui']);
39
- * layers.units.addChild(new Sprite2D());
40
- * console.log(layers.effects.label); // 'effects'
41
- * ```
42
- */
43
- export function createLayers(parent, names) {
44
- const layers = {};
45
- for (const name of names) {
46
- const layer = new Node2D();
47
- layer.label = name;
48
- parent.addChild(layer);
49
- layers[name] = layer;
50
- }
51
- return layers;
52
- }
53
- /**
54
- * Vector drawing - rectangles, circles, polygons, lines - under an MWG-owned name.
55
- *
56
- * Pixi's own `Graphics` API (`.rect(...).fill(...)`, `.circle(...).stroke(...)`, `moveTo`/
57
- * `lineTo`) is already the right shape for this; wrapping it class-for-method would only
58
- * duplicate an API this project does not own and would drift from every Pixi upgrade. The
59
- * bare re-export is what lets a game draw shapes without importing `pixi.js` itself.
60
- *
61
- * @example
62
- * ```ts
63
- * import { Shape2D } from '@datamoc/mw_games/two-d/render';
64
- *
65
- * const marker = new Shape2D().circle(0, 0, 6).fill(0xff4040).stroke({ color: 0x000000, width: 1 });
66
- * marker.x = 100;
67
- * marker.y = 60;
68
- * ```
69
- */
70
- export class Shape2D extends Graphics {
71
- /**
72
- * Adds a dashed line from (x1, y1) to (x2, y2) as separate segments, to be stroked like any
73
- * other path: `shape.dashedLine(0, 0, 100, 0, 6, 4).stroke({ color: 0xffffff, width: 1 })`.
74
- * Pixi strokes are solid only, so the dashes are built here, the pattern starting at the
75
- * first point.
76
- */
77
- dashedLine(x1, y1, x2, y2, dash = 6, gap = 4) {
78
- const length = Math.hypot(x2 - x1, y2 - y1);
79
- if (length === 0 || dash <= 0)
80
- return this;
81
- const ux = (x2 - x1) / length;
82
- const uy = (y2 - y1) / length;
83
- for (let at = 0; at < length; at += dash + Math.max(0, gap)) {
84
- const end = Math.min(at + dash, length);
85
- this.moveTo(x1 + ux * at, y1 + uy * at).lineTo(x1 + ux * end, y1 + uy * end);
86
- }
87
- return this;
88
- }
89
- }
90
- /**
91
- * Text under an MWG-owned name, for the case `ui.Label`/`ui.BitmapLabel` do not cover - a
92
- * one-off caption inside a `Shape2D`-drawn diagram, say, rather than themed game-wide UI
93
- * text. Prefer `Label`/`BitmapLabel` for anything styled through `ui.theme()`.
94
- *
95
- * @example
96
- * ```ts
97
- * import { Text2D } from '@datamoc/mw_games/two-d/render';
98
- *
99
- * const caption = new Text2D({ text: 'N', style: { fill: 0xffffff, fontSize: 14 } });
100
- * caption.x = 40;
101
- * caption.y = 4;
102
- * ```
103
- */
104
- export class Text2D extends Text {
105
- }
106
- /**
107
- * A plain, untinted sprite under an MWG-owned name - the neutral case `TintedSprite` is not:
108
- * that class exists to add the per-sprite multiply-and-add colour transform, so it is the
109
- * wrong reach for a sprite that needs no colour effect at all. Until this existed, that one
110
- * ordinary case had no `two-d`-owned way to construct it, and a game reached for
111
- * `two-d/pixi-interop.ts`'s `Sprite` (or `pixi.js` directly) even for the single most common
112
- * sprite there is.
113
- *
114
- * @example
115
- * ```ts
116
- * import { Sprite2D } from '@datamoc/mw_games/two-d/render';
117
- * import type { Texture2D } from '@datamoc/mw_games/two-d/render';
118
- *
119
- * declare const heroTexture: Texture2D;
120
- *
121
- * const hero = new Sprite2D(heroTexture);
122
- * hero.x = 40;
123
- * hero.y = 60;
124
- * ```
125
- */
126
- export class Sprite2D extends Sprite {
127
- }
128
- /**
129
- * A texture that repeats/scrolls to fill a shape, rather than stretching - a parallax
130
- * background, a scrolling water or lava tile. `TilingSprite`'s own `tilePosition`/`tileScale`
131
- * already covers the "scrolling tile layer" need in full; this is a name, not new behaviour.
132
- *
133
- * @example
134
- * ```ts
135
- * import { TiledSprite } from '@datamoc/mw_games/two-d/render';
136
- * import type { Texture2D } from '@datamoc/mw_games/two-d/render';
137
- *
138
- * declare const waterTexture: Texture2D;
139
- *
140
- * const water = new TiledSprite({ texture: waterTexture, width: 320, height: 96 });
141
- * water.tilePosition.x -= 12; // scroll it a little each frame, from update(dt)
142
- * ```
143
- */
144
- export class TiledSprite extends TilingSprite {
145
- }
146
- /** A gradient fill/stroke, passed to `Shape2D.fill`/`.stroke` the same way a plain colour is.
147
- *
148
- * @example
149
- * ```ts
150
- * import { Shape2D, Gradient } from '@datamoc/mw_games/two-d/render';
151
- *
152
- * const sky = new Gradient({
153
- * type: 'linear',
154
- * start: { x: 0, y: 0 },
155
- * end: { x: 0, y: 1 },
156
- * colorStops: [
157
- * { offset: 0, color: 0x1a1a3a },
158
- * { offset: 1, color: 0x3a2a4a },
159
- * ],
160
- * });
161
- *
162
- * const backdrop = new Shape2D().rect(0, 0, 320, 180).fill(sky);
163
- * ```
164
- */
165
- export const Gradient = FillGradient;
166
- //# sourceMappingURL=Shape2D.js.map
@@ -1 +0,0 @@
1
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@@ -1,121 +0,0 @@
1
- import { Container } from 'pixi.js';
2
- import { type Mixer, type Pose, type TransformPose, type SkeletonBones } from '../../skeleton/index.ts';
3
- import { TintedSprite } from './TintedSprite.ts';
4
- import type { Texture2D } from './Types2D.ts';
5
- /**
6
- * Bones driving drawn parts (roadmap 400), the drawing half of the `skeleton` module.
7
- *
8
- * A `SkeletalSprite` binds sprites or texture regions to bones by name; `update(dt)` advances
9
- * the mixer (or applies a pose a game resolved itself) and places each part at its bone's
10
- * world transform, so a character sheet, an SVG puppet split by groups or a mixed rig
11
- * animate through the same bone tree. Walk, swing and look cycles are clips; the binding is
12
- * the only rendering decision this side makes.
13
- *
14
- * An `ArticulatedChain` is the one articulated shape a keyframe cannot express: a long body
15
- * (a dragon's neck and tail, a serpent's spine) drawn as a chain of segments that follows
16
- * its head procedurally. Each segment eases toward its parent's previous position, with
17
- * per-segment rotation limits so the body bends like a body and not like a rope of beads.
18
- * This is deliberately not a clip - it is a follower rule, not authored motion - and
19
- * composes with one: a clip drives the head and limbs, the chain does the rest of the body.
20
- *
21
- * @example
22
- * ```ts
23
- * import * as Skeleton from '@datamoc/mw_games/skeleton';
24
- * import { Texture, TextureSource } from 'pixi.js';
25
- * import { SkeletalSprite } from '@datamoc/mw_games/two-d/render';
26
- *
27
- * const puppet = Skeleton.create([{ name: 'arm', length: 12 }]);
28
- * const mixer = Skeleton.createMixer(puppet, {
29
- * id: 'idle', duration: 1, loop: true,
30
- * frames: [{ time: 0, rotations: { arm: 0 } }, { time: 1, rotations: { arm: 90 } }],
31
- * });
32
- * const rig = new SkeletalSprite(puppet, mixer);
33
- * const armTexture = new Texture({ source: new TextureSource({ width: 8, height: 8 }) });
34
- * rig.bind('arm', armTexture).anchor.set(0, 0.5);
35
- * rig.update(1 / 60); // each part sits on its bone, every frame
36
- * ```
37
- */
38
- export declare class SkeletalSprite extends Container {
39
- private readonly skeleton;
40
- private readonly parts;
41
- private readonly mixer;
42
- private diagnostics?;
43
- constructor(skeleton: SkeletonBones, mixer?: Mixer);
44
- /** bind a drawn part to a bone by name; the sprite's own anchor decides how it hangs */
45
- bind(bone: string, texture: Texture2D): TintedSprite;
46
- /** the sprite bound to a bone, or undefined for an unbound one */
47
- part(bone: string): TintedSprite | undefined;
48
- /** apply a pose directly; `update` does this itself when a mixer was given */
49
- apply(pose: Pose | TransformPose): void;
50
- /** Explicit development opt-in. Disabled rigs allocate no overlay and draw no diagnostics. */
51
- setDiagnostics(enabled: boolean): void;
52
- /** advance the mixer and place every part; needs a mixer, refuses without one */
53
- update(_dt: number): void;
54
- }
55
- export interface ChainOptions {
56
- /** how many segments the body has */
57
- segments: number;
58
- /** how far each segment sits from the one before it */
59
- length: number;
60
- /** 0..1, how fast a segment eases toward its parent's previous position; defaults to 1 */
61
- stiffness?: number;
62
- /** degrees, the sharpest bend two consecutive segments may make; defaults to 90 */
63
- bendLimit?: number;
64
- }
65
- /**
66
- * A serpent's spine as pure positions: the head is pulled by the game, every segment eases
67
- * toward where its parent just was, and no two segments may bend past `bendLimit`. The
68
- * positions are the contract; drawing them is a `ChainRig`.
69
- */
70
- /**
71
- * A serpent's spine as pure positions.
72
- *
73
- * @example
74
- * ```ts
75
- * import { ArticulatedChain } from '@datamoc/mw_games/two-d/render';
76
- *
77
- * const spine = new ArticulatedChain({ segments: 8, length: 12, bendLimit: 45 });
78
- * spine.pull(100, 0);
79
- * spine.update(1); // the body starts following the head
80
- * ```
81
- */
82
- export declare class ArticulatedChain {
83
- readonly points: Array<{
84
- x: number;
85
- y: number;
86
- }>;
87
- private readonly previous;
88
- private readonly length;
89
- private readonly stiffness;
90
- private readonly bendLimit;
91
- constructor(options: ChainOptions);
92
- /** move the head; the body follows on the next `update` */
93
- pull(x: number, y: number): void;
94
- /** one tick of the follower rule: ease toward the parent's previous position, then bend-limit */
95
- update(_dt: number): void;
96
- }
97
- /**
98
- * The drawing half of a chain: one sprite per segment, placed on `update`. The chain is the
99
- * motion; this only positions what the game handed over.
100
- */
101
- /**
102
- * The drawing half of a chain: one sprite per segment.
103
- *
104
- * @example
105
- * ```ts
106
- * import { Texture, TextureSource } from 'pixi.js';
107
- * import { ArticulatedChain, ChainRig } from '@datamoc/mw_games/two-d/render';
108
- *
109
- * const skin = new Texture({ source: new TextureSource({ width: 8, height: 8 }) });
110
- * const spine = new ArticulatedChain({ segments: 3, length: 10 });
111
- * const rig = new ChainRig(spine, [skin, skin, skin]); // one Texture per segment
112
- * rig.update(1); // segments sit on the chain's points
113
- * ```
114
- */
115
- export declare class ChainRig extends Container {
116
- private readonly chain;
117
- private readonly segments;
118
- constructor(chain: ArticulatedChain, textures: readonly Texture2D[]);
119
- update(dt: number): void;
120
- }
121
- //# sourceMappingURL=SkeletalSprite.d.ts.map
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