@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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@@ -1,193 +0,0 @@
1
- import { Easing, Tweener } from '../../core/Tween.js';
2
- import { reducedMotion } from '../../core/Motion.js';
3
- const NONE = { scaleX: 1, scaleY: 1, dy: 0, rotation: 0, skewX: 0 };
4
- const INERT = { done: Promise.resolve(), cancel() { } };
5
- /**
6
- * Squash, hop, bob, wobble, spin, shear and flip over a display object's transform, each
7
- * running through a `Tweener` so reduced motion is honoured once, here, instead of by every
8
- * game's own `scale`/`Math.sin` write.
9
- *
10
- * The object's transform at construction is its rest pose. Every running effect keeps its own
11
- * contribution and the transform is recomputed from the rest pose and all contributions, so
12
- * effects compose (a hop with a squash) and never accumulate drift: when one ends, is
13
- * cancelled, or the whole motion is destroyed, its share simply disappears. Rotation and
14
- * shear turn about the object's origin, so give a sprite a centred anchor (or pivot) first.
15
- * Sequence effects behind a game event by awaiting a handle's `done`.
16
- *
17
- * Which effect plays on which event, and how much, is the game's business; this only moves.
18
- *
19
- * @example
20
- * ```ts
21
- * import { SpriteMotion } from '@datamoc/mw_games/two-d/render';
22
- *
23
- * const rat = { x: 0, y: 0, rotation: 0, scale: { x: 1, y: 1 }, skew: { x: 0, y: 0 } };
24
- * const motion = new SpriteMotion(rat);
25
- *
26
- * motion.hop({ height: 6, duration: 0.3 }); // up and back down
27
- * motion.squash({ amount: 0.2, duration: 0.3 }); // composes with the hop
28
- * motion.flip('x'); // face the other way, composes with both
29
- * motion.update(1 / 60); // in the game loop
30
- *
31
- * motion.destroy(); // back to the rest pose, flip included
32
- * ```
33
- */
34
- export class SpriteMotion {
35
- constructor(target, options = {}) {
36
- this.contributions = new Map();
37
- this.loops = new Set();
38
- this.nextId = 0;
39
- this.flipX = false;
40
- this.flipY = false;
41
- this.destroyed = false;
42
- this.target = target;
43
- this.tweener = options.tweener ?? new Tweener();
44
- this.ownsTweener = options.tweener === undefined;
45
- this.intent = options.intent ?? 'decorative';
46
- this.rest = {
47
- y: target.y,
48
- rotation: target.rotation,
49
- scaleX: target.scale.x,
50
- scaleY: target.scale.y,
51
- skewX: target.skew.x,
52
- };
53
- }
54
- /** scale x and y in opposition and back: `amount` 0.2 is 20% wider and 20% shorter at the peak */
55
- squash(options) {
56
- const { amount, duration } = options;
57
- return this.run(duration, (t) => {
58
- const s = Math.sin(Math.PI * t) * amount;
59
- return { scaleX: 1 + s, scaleY: 1 - s };
60
- });
61
- }
62
- /** up `height` world units and back down (the rest pose is the ground) */
63
- hop(options) {
64
- const { height, duration } = options;
65
- return this.run(duration, (t) => ({ dy: -Math.sin(Math.PI * t) * height }));
66
- }
67
- /**
68
- * A sinusoidal vertical offset of `amplitude`. With `cycles` it plays that many periods and
69
- * ends; without, it loops until cancelled (breathing, a floating item). Under reduced motion
70
- * a looping bob holds still.
71
- */
72
- bob(options) {
73
- const { amplitude, period, cycles } = options;
74
- if (cycles !== undefined) {
75
- return this.run(period * cycles, (t) => ({ dy: Math.sin(2 * Math.PI * cycles * t) * amplitude }));
76
- }
77
- return this.loop((elapsed) => ({ dy: Math.sin((2 * Math.PI * elapsed) / period) * amplitude }));
78
- }
79
- /** swings `angle` radians either side and settles, a jiggle that dies away */
80
- wobble(options) {
81
- const { angle, duration } = options;
82
- return this.run(duration, (t) => ({ rotation: Math.sin(4 * Math.PI * t) * (1 - t) * angle }));
83
- }
84
- /** `turns` full turns about the origin, eased, ending exactly where it started */
85
- spin(options) {
86
- const { turns, duration } = options;
87
- return this.run(duration, (t) => ({ rotation: Math.PI * 2 * turns * t }), Easing.easeInOutQuad);
88
- }
89
- /** leans by `amount` radians of skew and back, a hit-recoil or a lean into a step */
90
- shear(options) {
91
- const { amount, duration } = options;
92
- return this.run(duration, (t) => ({ skewX: Math.sin(Math.PI * t) * amount }));
93
- }
94
- /**
95
- * Mirrors along `axis` ('x' turns left to right). A state, not an animation: it composes
96
- * with whatever is running and is undone by `destroy`. Pass `mirrored` to set it outright
97
- * rather than toggle; returns the new state.
98
- */
99
- flip(axis, mirrored) {
100
- if (axis === 'x')
101
- this.flipX = mirrored ?? !this.flipX;
102
- else
103
- this.flipY = mirrored ?? !this.flipY;
104
- this.write();
105
- return axis === 'x' ? this.flipX : this.flipY;
106
- }
107
- /** advances the effects; call from the game loop (the tweener part is skipped for a shared one) */
108
- update(dt) {
109
- if (this.ownsTweener)
110
- this.tweener.update(dt);
111
- for (const advance of [...this.loops])
112
- advance(dt);
113
- }
114
- /** true while any effect is still running */
115
- get isBusy() {
116
- return this.contributions.size > 0;
117
- }
118
- /** cancels every effect and puts the object back in its rest pose, flips included */
119
- destroy() {
120
- this.destroyed = true;
121
- this.contributions.clear();
122
- this.loops.clear();
123
- this.flipX = this.flipY = false;
124
- this.write();
125
- }
126
- run(duration, shape, ease = Easing.linear) {
127
- if (this.destroyed)
128
- return INERT;
129
- const id = this.nextId++;
130
- const finish = () => {
131
- this.contributions.delete(id);
132
- this.write();
133
- };
134
- this.contributions.set(id, NONE);
135
- const done = this.tweener
136
- .tween(duration, (t) => {
137
- //a cancelled effect's tween still ticks to its end; it must not write again
138
- if (!this.contributions.has(id))
139
- return;
140
- this.contributions.set(id, { ...NONE, ...shape(t) });
141
- this.write();
142
- }, { ease, intent: this.intent })
143
- .then(finish);
144
- return { done, cancel: finish };
145
- }
146
- loop(shape) {
147
- if (this.destroyed)
148
- return INERT;
149
- const id = this.nextId++;
150
- let elapsed = 0;
151
- let resolve;
152
- const done = new Promise((r) => (resolve = r));
153
- const advance = (dt) => {
154
- elapsed += dt;
155
- //a decorative loop has no reason to move once the preference is on
156
- const held = reducedMotion() && this.intent === 'decorative';
157
- this.contributions.set(id, held ? NONE : { ...NONE, ...shape(elapsed) });
158
- this.write();
159
- };
160
- this.contributions.set(id, NONE);
161
- this.loops.add(advance);
162
- return {
163
- done,
164
- cancel: () => {
165
- this.loops.delete(advance);
166
- this.contributions.delete(id);
167
- this.write();
168
- resolve();
169
- },
170
- };
171
- }
172
- write() {
173
- let scaleX = 1;
174
- let scaleY = 1;
175
- let dy = 0;
176
- let rotation = 0;
177
- let skewX = 0;
178
- for (const c of this.contributions.values()) {
179
- scaleX *= c.scaleX;
180
- scaleY *= c.scaleY;
181
- dy += c.dy;
182
- rotation += c.rotation;
183
- skewX += c.skewX;
184
- }
185
- const { rest, target } = this;
186
- target.y = rest.y + dy;
187
- target.rotation = rest.rotation + rotation;
188
- target.scale.x = rest.scaleX * scaleX * (this.flipX ? -1 : 1);
189
- target.scale.y = rest.scaleY * scaleY * (this.flipY ? -1 : 1);
190
- target.skew.x = rest.skewX + skewX;
191
- }
192
- }
193
- //# sourceMappingURL=SpriteMotion.js.map
@@ -1 +0,0 @@
1
- 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@@ -1,62 +0,0 @@
1
- import { type TextureRegion, type Texture2D } from './Types2D.ts';
2
- /**
3
- * A texture cut into numbered frames.
4
- *
5
- * Nearly every sheet in a tile-based game is a regular grid, so `grid` covers the common
6
- * case and `name` labels the frames that matter. Frames are cut once and cached: asking
7
- * for the same index twice returns the same Texture, so sprites sharing a frame also share
8
- * a texture and stay in one batch.
9
- *
10
- * The rest are not grids at all: a hand-packed icon atlas, a strip of bar segments, a
11
- * nine-patch's corners. Those declare their own rectangles with `rect`, and the sheet is
12
- * built with no frame size, which leaves it with no grid and only the frames declared.
13
- */
14
- export declare class SpriteSheet {
15
- readonly texture: Texture2D;
16
- readonly frameWidth: number;
17
- readonly frameHeight: number;
18
- readonly columns: number;
19
- readonly rows: number;
20
- private frames;
21
- private names;
22
- private constructor();
23
- /**
24
- * Cuts a loaded texture into a grid, numbered left to right then top to bottom, or, with
25
- * no frame size, leaves the sheet with no grid for `rect` to fill in.
26
- *
27
- * @param path the asset path the texture was loaded with
28
- */
29
- static grid(path: string, frameWidth?: number, frameHeight?: number): SpriteSheet;
30
- /**
31
- * A horizontal strip of `frames` equal frames, the frame size taken from the texture: for
32
- * packs whose sheets differ in size, where a hand-kept table of frame sizes goes stale.
33
- */
34
- static strip(path: string, frames: number): SpriteSheet;
35
- static fromTexture(texture: Texture2D, frameWidth?: number, frameHeight?: number): SpriteSheet;
36
- get count(): number;
37
- /** gives a frame a name, so game code reads `sheet.get('door')` rather than `sheet.get(6)` */
38
- name(name: string, index: number): this;
39
- /** names several frames at once, from a plain object of name to index */
40
- nameAll(names: Readonly<Record<string, number>>): this;
41
- indexOf(name: string): number;
42
- get(frame: number | string): Texture2D;
43
- /**
44
- * Cuts an arbitrary rectangle out of the texture, for a sheet that is not a grid: one
45
- * hand-packed icon, two banner frames, the corners of a nine-patch.
46
- *
47
- * The rectangle is cached under `index` exactly like a grid frame, so `get`, `region`,
48
- * `name` and `pick` all treat it as a frame and asking for it twice returns the same
49
- * `Texture` rather than cutting a second one. Declaring a rect for an index the grid
50
- * also covers replaces that frame, which is what a tightened sub-rect of a cell is:
51
- * an item whose art is smaller than its 16 by 16 cell keeps its index and its name.
52
- */
53
- rect(index: number, x: number, y: number, width: number, height: number): this;
54
- /** the texture and frame rectangle together, as plain MWG types rather than `pixi.js`'s
55
- * `Texture`/`Rectangle` - for a game that needs the geometry, not just the cut texture */
56
- region(frame: number | string): TextureRegion;
57
- /** a run of consecutive frames, the usual way an animation is laid out */
58
- range(from: number, to: number): Texture2D[];
59
- /** specific frames, for an animation that holds or ping-pongs */
60
- pick(...frames: Array<number | string>): Texture2D[];
61
- }
62
- //# sourceMappingURL=SpriteSheet.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,122 +0,0 @@
1
- import { Rectangle, Texture } from 'pixi.js';
2
- import * as Resources from '../../assets/index.js';
3
- import { rectOf } from './Types2D.js';
4
- /**
5
- * A texture cut into numbered frames.
6
- *
7
- * Nearly every sheet in a tile-based game is a regular grid, so `grid` covers the common
8
- * case and `name` labels the frames that matter. Frames are cut once and cached: asking
9
- * for the same index twice returns the same Texture, so sprites sharing a frame also share
10
- * a texture and stay in one batch.
11
- *
12
- * The rest are not grids at all: a hand-packed icon atlas, a strip of bar segments, a
13
- * nine-patch's corners. Those declare their own rectangles with `rect`, and the sheet is
14
- * built with no frame size, which leaves it with no grid and only the frames declared.
15
- */
16
- export class SpriteSheet {
17
- constructor(texture, frameWidth, frameHeight) {
18
- this.frames = new Map();
19
- this.names = new Map();
20
- this.texture = texture;
21
- this.frameWidth = frameWidth;
22
- this.frameHeight = frameHeight;
23
- this.columns = frameWidth > 0 ? Math.floor(texture.width / frameWidth) : 0;
24
- this.rows = frameHeight > 0 ? Math.floor(texture.height / frameHeight) : 0;
25
- //a frame size that does not divide the sheet cuts every frame after the first from the
26
- //wrong place: silent distortion, so say it once, at construction
27
- if (frameWidth > 0 && (texture.width % frameWidth !== 0 || texture.height % frameHeight !== 0)) {
28
- console.warn(`sprite sheet ${texture.width}x${texture.height} is not a whole number of ${frameWidth}x${frameHeight} frames; the frames will be cut from the wrong places`);
29
- }
30
- }
31
- /**
32
- * Cuts a loaded texture into a grid, numbered left to right then top to bottom, or, with
33
- * no frame size, leaves the sheet with no grid for `rect` to fill in.
34
- *
35
- * @param path the asset path the texture was loaded with
36
- */
37
- static grid(path, frameWidth = 0, frameHeight = frameWidth) {
38
- return new SpriteSheet(Resources.texture(path), frameWidth, frameHeight);
39
- }
40
- /**
41
- * A horizontal strip of `frames` equal frames, the frame size taken from the texture: for
42
- * packs whose sheets differ in size, where a hand-kept table of frame sizes goes stale.
43
- */
44
- static strip(path, frames) {
45
- if (!(frames > 0))
46
- throw new Error('a sprite strip needs at least one frame');
47
- const texture = Resources.texture(path);
48
- return new SpriteSheet(texture, texture.width / frames, texture.height);
49
- }
50
- static fromTexture(texture, frameWidth = 0, frameHeight = frameWidth) {
51
- return new SpriteSheet(texture, frameWidth, frameHeight);
52
- }
53
- get count() {
54
- return this.columns * this.rows;
55
- }
56
- /** gives a frame a name, so game code reads `sheet.get('door')` rather than `sheet.get(6)` */
57
- name(name, index) {
58
- this.names.set(name, index);
59
- return this;
60
- }
61
- /** names several frames at once, from a plain object of name to index */
62
- nameAll(names) {
63
- for (const [key, index] of Object.entries(names))
64
- this.names.set(key, index);
65
- return this;
66
- }
67
- indexOf(name) {
68
- const index = this.names.get(name);
69
- if (index === undefined)
70
- throw new Error(`this sheet has no frame named "${name}"`);
71
- return index;
72
- }
73
- get(frame) {
74
- const index = typeof frame === 'string' ? this.indexOf(frame) : frame;
75
- const cached = this.frames.get(index);
76
- if (cached)
77
- return cached;
78
- if (index < 0 || index >= this.count) {
79
- throw new Error(`frame ${index} is outside this sheet, which holds ${this.count}`);
80
- }
81
- const texture = new Texture({
82
- source: this.texture.source,
83
- frame: new Rectangle((index % this.columns) * this.frameWidth, Math.floor(index / this.columns) * this.frameHeight, this.frameWidth, this.frameHeight),
84
- });
85
- this.frames.set(index, texture);
86
- return texture;
87
- }
88
- /**
89
- * Cuts an arbitrary rectangle out of the texture, for a sheet that is not a grid: one
90
- * hand-packed icon, two banner frames, the corners of a nine-patch.
91
- *
92
- * The rectangle is cached under `index` exactly like a grid frame, so `get`, `region`,
93
- * `name` and `pick` all treat it as a frame and asking for it twice returns the same
94
- * `Texture` rather than cutting a second one. Declaring a rect for an index the grid
95
- * also covers replaces that frame, which is what a tightened sub-rect of a cell is:
96
- * an item whose art is smaller than its 16 by 16 cell keeps its index and its name.
97
- */
98
- rect(index, x, y, width, height) {
99
- if (width <= 0 || height <= 0)
100
- throw new Error('a sprite sheet rect needs a positive width and height');
101
- this.frames.set(index, new Texture({ source: this.texture.source, frame: new Rectangle(x, y, width, height) }));
102
- return this;
103
- }
104
- /** the texture and frame rectangle together, as plain MWG types rather than `pixi.js`'s
105
- * `Texture`/`Rectangle` - for a game that needs the geometry, not just the cut texture */
106
- region(frame) {
107
- const texture = this.get(frame);
108
- return { texture, frame: rectOf(texture.frame) };
109
- }
110
- /** a run of consecutive frames, the usual way an animation is laid out */
111
- range(from, to) {
112
- const out = [];
113
- for (let i = from; i <= to; i++)
114
- out.push(this.get(i));
115
- return out;
116
- }
117
- /** specific frames, for an animation that holds or ping-pongs */
118
- pick(...frames) {
119
- return frames.map((frame) => this.get(frame));
120
- }
121
- }
122
- //# sourceMappingURL=SpriteSheet.js.map
@@ -1 +0,0 @@
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@@ -1,86 +0,0 @@
1
- export interface TintTarget {
2
- /** the packed additive colour, the same field `TintedSprite.colorAdd` is */
3
- colorAdd: number;
4
- }
5
- export interface StatusVisualStyle {
6
- /** colour this status contributes on top of every other active one */
7
- color: number;
8
- /** 0..1, how strongly this status's colour contributes at full intensity; defaults to 0.5 */
9
- strength?: number;
10
- /** cycles per second the strength oscillates between 0 and `strength`; omit for a steady contribution */
11
- pulseRate?: number;
12
- }
13
- export interface StatusVisualsOptions {
14
- /** each active status's own contribution; no ordering meaning, since every active one composes */
15
- styles: Record<string, StatusVisualStyle>;
16
- }
17
- /**
18
- * Turns a set of active status-effect names into one additive colour on a sprite, so a game's
19
- * own `actors.applyStatusEffect` handles - which know nothing about rendering - can drive what
20
- * a character looks like without either side importing the other.
21
- *
22
- * Every active status composes over the additive channel (`TintedSprite.colorAdd`) rather than
23
- * one winning by declaration order: poisoned-and-burning sums both colours (each channel
24
- * clamped to 1, so an oversaturated combination clips rather than wrapping), instead of only
25
- * the first-declared style showing. This class never touches the multiply `tint`, so a
26
- * sprite's own identity tint (a team colour, say) rides underneath untouched - the composition
27
- * this class's own earlier version could not do, because writing both halves of `lerpTint` per
28
- * update meant the last status checked always overwrote whatever tint a caller had set. A
29
- * one-shot `flash` (a damage hit, a heal glow) layers its own decaying contribution on top of
30
- * whatever statuses are active, rather than needing a caller to juggle a separate colour write.
31
- *
32
- * `target` is any object shaped like `TintedSprite`'s own `colorAdd` field - duck-typed the way
33
- * `Projectile` takes a plain `{x, y}` rather than a real Pixi `Sprite`, so this is fully
34
- * testable without Pixi and works on any sprite subclass that exposes the same field.
35
- *
36
- * @example
37
- * ```ts
38
- * import { StatusVisuals, TintedSprite, type Texture2D } from '@datamoc/mw_games/two-d/render';
39
- *
40
- * declare const ratTexture: Texture2D;
41
- * const rat = new TintedSprite(ratTexture);
42
- * rat.tint = 0x8080ff; // a team colour, untouched by anything below
43
- *
44
- * const visuals = new StatusVisuals(rat, {
45
- * styles: {
46
- * poisoned: { color: 0x00ff00, strength: 0.5 },
47
- * burning: { color: 0xff6600, strength: 0.6, pulseRate: 2 },
48
- * },
49
- * });
50
- *
51
- * visuals.set('poisoned', true);
52
- * visuals.set('burning', true);
53
- * visuals.update(1 / 60); // both colours composed into rat.colorAdd; rat.tint is untouched
54
- * console.log(visuals.has('poisoned')); // true
55
- *
56
- * visuals.flash(0xffffff, 0.8, 0.2); // a bright hit-flash, decaying over 0.2s
57
- * visuals.update(1 / 60);
58
- *
59
- * visuals.set('poisoned', false);
60
- * visuals.set('burning', false);
61
- * visuals.update(1 / 60); // no status or flash left active: colorAdd back to 0
62
- * ```
63
- */
64
- export declare class StatusVisuals {
65
- private target;
66
- private styles;
67
- private active;
68
- private elapsed;
69
- private flashColor;
70
- private flashStrength;
71
- private flashDuration;
72
- private flashRemaining;
73
- constructor(target: TintTarget, options: StatusVisualsOptions);
74
- /** marks `kind` active or inactive; a `kind` with no matching style is tracked but never shown */
75
- set(kind: string, active: boolean): void;
76
- has(kind: string): boolean;
77
- /**
78
- * Layers a transient additive pulse on top of whatever statuses are active, linearly
79
- * decaying `strength` to zero over `duration` seconds - a damage hit or a heal glow that
80
- * needs no status of its own and no caller-managed timer.
81
- */
82
- flash(color: number, strength: number, duration: number): void;
83
- /** advances any pulsing style and the flash decay, and repaints the sprite's additive channel */
84
- update(dt: number): void;
85
- }
86
- //# sourceMappingURL=StatusVisuals.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,111 +0,0 @@
1
- import { packColorAdd } from './ColorTransformBatcher.js';
2
- /**
3
- * Turns a set of active status-effect names into one additive colour on a sprite, so a game's
4
- * own `actors.applyStatusEffect` handles - which know nothing about rendering - can drive what
5
- * a character looks like without either side importing the other.
6
- *
7
- * Every active status composes over the additive channel (`TintedSprite.colorAdd`) rather than
8
- * one winning by declaration order: poisoned-and-burning sums both colours (each channel
9
- * clamped to 1, so an oversaturated combination clips rather than wrapping), instead of only
10
- * the first-declared style showing. This class never touches the multiply `tint`, so a
11
- * sprite's own identity tint (a team colour, say) rides underneath untouched - the composition
12
- * this class's own earlier version could not do, because writing both halves of `lerpTint` per
13
- * update meant the last status checked always overwrote whatever tint a caller had set. A
14
- * one-shot `flash` (a damage hit, a heal glow) layers its own decaying contribution on top of
15
- * whatever statuses are active, rather than needing a caller to juggle a separate colour write.
16
- *
17
- * `target` is any object shaped like `TintedSprite`'s own `colorAdd` field - duck-typed the way
18
- * `Projectile` takes a plain `{x, y}` rather than a real Pixi `Sprite`, so this is fully
19
- * testable without Pixi and works on any sprite subclass that exposes the same field.
20
- *
21
- * @example
22
- * ```ts
23
- * import { StatusVisuals, TintedSprite, type Texture2D } from '@datamoc/mw_games/two-d/render';
24
- *
25
- * declare const ratTexture: Texture2D;
26
- * const rat = new TintedSprite(ratTexture);
27
- * rat.tint = 0x8080ff; // a team colour, untouched by anything below
28
- *
29
- * const visuals = new StatusVisuals(rat, {
30
- * styles: {
31
- * poisoned: { color: 0x00ff00, strength: 0.5 },
32
- * burning: { color: 0xff6600, strength: 0.6, pulseRate: 2 },
33
- * },
34
- * });
35
- *
36
- * visuals.set('poisoned', true);
37
- * visuals.set('burning', true);
38
- * visuals.update(1 / 60); // both colours composed into rat.colorAdd; rat.tint is untouched
39
- * console.log(visuals.has('poisoned')); // true
40
- *
41
- * visuals.flash(0xffffff, 0.8, 0.2); // a bright hit-flash, decaying over 0.2s
42
- * visuals.update(1 / 60);
43
- *
44
- * visuals.set('poisoned', false);
45
- * visuals.set('burning', false);
46
- * visuals.update(1 / 60); // no status or flash left active: colorAdd back to 0
47
- * ```
48
- */
49
- export class StatusVisuals {
50
- constructor(target, options) {
51
- this.active = new Set();
52
- this.elapsed = 0;
53
- this.flashColor = 0;
54
- this.flashStrength = 0;
55
- this.flashDuration = 0;
56
- this.flashRemaining = 0;
57
- this.target = target;
58
- this.styles = options.styles;
59
- }
60
- /** marks `kind` active or inactive; a `kind` with no matching style is tracked but never shown */
61
- set(kind, active) {
62
- if (active)
63
- this.active.add(kind);
64
- else
65
- this.active.delete(kind);
66
- }
67
- has(kind) {
68
- return this.active.has(kind);
69
- }
70
- /**
71
- * Layers a transient additive pulse on top of whatever statuses are active, linearly
72
- * decaying `strength` to zero over `duration` seconds - a damage hit or a heal glow that
73
- * needs no status of its own and no caller-managed timer.
74
- */
75
- flash(color, strength, duration) {
76
- this.flashColor = color;
77
- this.flashStrength = strength;
78
- this.flashDuration = Math.max(duration, 1e-6);
79
- this.flashRemaining = this.flashDuration;
80
- }
81
- /** advances any pulsing style and the flash decay, and repaints the sprite's additive channel */
82
- update(dt) {
83
- this.elapsed += dt;
84
- if (this.flashRemaining > 0)
85
- this.flashRemaining = Math.max(0, this.flashRemaining - dt);
86
- let r = 0;
87
- let g = 0;
88
- let b = 0;
89
- for (const kind of this.active) {
90
- const style = this.styles[kind];
91
- if (!style)
92
- continue;
93
- const peak = style.strength ?? 0.5;
94
- const strength = style.pulseRate
95
- ? peak * (0.5 + 0.5 * Math.sin(this.elapsed * style.pulseRate * Math.PI * 2))
96
- : peak;
97
- r += (((style.color >> 16) & 0xff) / 255) * strength;
98
- g += (((style.color >> 8) & 0xff) / 255) * strength;
99
- b += ((style.color & 0xff) / 255) * strength;
100
- }
101
- if (this.flashRemaining > 0) {
102
- const flashT = this.flashRemaining / this.flashDuration;
103
- const flashStrength = this.flashStrength * flashT;
104
- r += (((this.flashColor >> 16) & 0xff) / 255) * flashStrength;
105
- g += (((this.flashColor >> 8) & 0xff) / 255) * flashStrength;
106
- b += ((this.flashColor & 0xff) / 255) * flashStrength;
107
- }
108
- this.target.colorAdd = packColorAdd(Math.min(1, r), Math.min(1, g), Math.min(1, b));
109
- }
110
- }
111
- //# sourceMappingURL=StatusVisuals.js.map
@@ -1 +0,0 @@
1
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