@datamoc/mw_games 0.7.6 → 0.7.7

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Files changed (283) hide show
  1. package/CHANGELOG.md +270 -0
  2. package/dist/actors/Inventory.d.ts +7 -1
  3. package/dist/actors/Inventory.d.ts.map +1 -1
  4. package/dist/actors/Inventory.js.map +1 -1
  5. package/dist/actors/craft.d.ts +35 -14
  6. package/dist/actors/craft.d.ts.map +1 -1
  7. package/dist/actors/craft.js +56 -24
  8. package/dist/actors/craft.js.map +1 -1
  9. package/dist/actors/index.d.ts +1 -1
  10. package/dist/actors/index.d.ts.map +1 -1
  11. package/dist/ai/Heuristics.d.ts +232 -0
  12. package/dist/ai/Heuristics.d.ts.map +1 -0
  13. package/dist/ai/Heuristics.js +298 -0
  14. package/dist/ai/Heuristics.js.map +1 -0
  15. package/dist/ai/index.d.ts +4 -0
  16. package/dist/ai/index.d.ts.map +1 -1
  17. package/dist/ai/index.js +2 -0
  18. package/dist/ai/index.js.map +1 -1
  19. package/dist/ai/score.d.ts +126 -0
  20. package/dist/ai/score.d.ts.map +1 -0
  21. package/dist/ai/score.js +121 -0
  22. package/dist/ai/score.js.map +1 -0
  23. package/dist/assets/loader.d.ts +18 -4
  24. package/dist/assets/loader.d.ts.map +1 -1
  25. package/dist/assets/loader.js +40 -11
  26. package/dist/assets/loader.js.map +1 -1
  27. package/dist/audio/Positional.d.ts +125 -0
  28. package/dist/audio/Positional.d.ts.map +1 -0
  29. package/dist/audio/Positional.js +135 -0
  30. package/dist/audio/Positional.js.map +1 -0
  31. package/dist/audio/Sound.d.ts +7 -1
  32. package/dist/audio/Sound.d.ts.map +1 -1
  33. package/dist/audio/Sound.js +8 -2
  34. package/dist/audio/Sound.js.map +1 -1
  35. package/dist/audio/index.d.ts +2 -0
  36. package/dist/audio/index.d.ts.map +1 -1
  37. package/dist/audio/index.js +1 -0
  38. package/dist/audio/index.js.map +1 -1
  39. package/dist/battle/AttackDialog.d.ts +75 -0
  40. package/dist/battle/AttackDialog.d.ts.map +1 -0
  41. package/dist/battle/AttackDialog.js +115 -0
  42. package/dist/battle/AttackDialog.js.map +1 -0
  43. package/dist/battle/AttackPreview.d.ts +70 -0
  44. package/dist/battle/AttackPreview.d.ts.map +1 -0
  45. package/dist/battle/AttackPreview.js +78 -0
  46. package/dist/battle/AttackPreview.js.map +1 -0
  47. package/dist/battle/BattleStats.d.ts +45 -0
  48. package/dist/battle/BattleStats.d.ts.map +1 -0
  49. package/dist/battle/BattleStats.js +63 -0
  50. package/dist/battle/BattleStats.js.map +1 -0
  51. package/dist/battle/UnitSelector.d.ts +72 -0
  52. package/dist/battle/UnitSelector.d.ts.map +1 -0
  53. package/dist/battle/UnitSelector.js +117 -0
  54. package/dist/battle/UnitSelector.js.map +1 -0
  55. package/dist/battle/Whiteboard.d.ts +50 -0
  56. package/dist/battle/Whiteboard.d.ts.map +1 -0
  57. package/dist/battle/Whiteboard.js +94 -0
  58. package/dist/battle/Whiteboard.js.map +1 -0
  59. package/dist/battle/index.d.ts +10 -0
  60. package/dist/battle/index.d.ts.map +1 -1
  61. package/dist/battle/index.js +5 -0
  62. package/dist/battle/index.js.map +1 -1
  63. package/dist/board/FogOfWar.d.ts +32 -2
  64. package/dist/board/FogOfWar.d.ts.map +1 -1
  65. package/dist/board/FogOfWar.js +70 -6
  66. package/dist/board/FogOfWar.js.map +1 -1
  67. package/dist/core/Achievements.d.ts +40 -7
  68. package/dist/core/Achievements.d.ts.map +1 -1
  69. package/dist/core/Achievements.js +51 -7
  70. package/dist/core/Achievements.js.map +1 -1
  71. package/dist/core/Hex.d.ts +26 -6
  72. package/dist/core/Hex.d.ts.map +1 -1
  73. package/dist/core/Hex.js +40 -13
  74. package/dist/core/Hex.js.map +1 -1
  75. package/dist/core/Input.d.ts +36 -0
  76. package/dist/core/Input.d.ts.map +1 -1
  77. package/dist/core/Input.js +63 -1
  78. package/dist/core/Input.js.map +1 -1
  79. package/dist/core/Random.d.ts +93 -0
  80. package/dist/core/Random.d.ts.map +1 -1
  81. package/dist/core/Random.js +177 -0
  82. package/dist/core/Random.js.map +1 -1
  83. package/dist/core/SyncGuard.d.ts +57 -0
  84. package/dist/core/SyncGuard.d.ts.map +1 -0
  85. package/dist/core/SyncGuard.js +116 -0
  86. package/dist/core/SyncGuard.js.map +1 -0
  87. package/dist/core/index.d.ts +3 -1
  88. package/dist/core/index.d.ts.map +1 -1
  89. package/dist/core/index.js +2 -1
  90. package/dist/core/index.js.map +1 -1
  91. package/dist/i18n/Po.d.ts +51 -0
  92. package/dist/i18n/Po.d.ts.map +1 -0
  93. package/dist/i18n/Po.js +176 -0
  94. package/dist/i18n/Po.js.map +1 -0
  95. package/dist/i18n/index.d.ts +2 -0
  96. package/dist/i18n/index.d.ts.map +1 -1
  97. package/dist/i18n/index.js +1 -0
  98. package/dist/i18n/index.js.map +1 -1
  99. package/dist/mw_games.global.js +104 -98
  100. package/dist/mwl/MapFile.d.ts +41 -0
  101. package/dist/mwl/MapFile.d.ts.map +1 -0
  102. package/dist/mwl/MapFile.js +43 -0
  103. package/dist/mwl/MapFile.js.map +1 -0
  104. package/dist/mwl/campaign.d.ts +51 -0
  105. package/dist/mwl/campaign.d.ts.map +1 -0
  106. package/dist/mwl/campaign.js +58 -0
  107. package/dist/mwl/campaign.js.map +1 -0
  108. package/dist/mwl/carryover.d.ts +79 -0
  109. package/dist/mwl/carryover.d.ts.map +1 -0
  110. package/dist/mwl/carryover.js +63 -0
  111. package/dist/mwl/carryover.js.map +1 -0
  112. package/dist/mwl/content.d.ts +10 -0
  113. package/dist/mwl/content.d.ts.map +1 -1
  114. package/dist/mwl/content.js +8 -0
  115. package/dist/mwl/content.js.map +1 -1
  116. package/dist/mwl/hooks.d.ts +6 -5
  117. package/dist/mwl/hooks.d.ts.map +1 -1
  118. package/dist/mwl/hooks.js.map +1 -1
  119. package/dist/mwl/index.d.ts +8 -2
  120. package/dist/mwl/index.d.ts.map +1 -1
  121. package/dist/mwl/index.js +4 -1
  122. package/dist/mwl/index.js.map +1 -1
  123. package/dist/mwl/runtime.d.ts +140 -7
  124. package/dist/mwl/runtime.d.ts.map +1 -1
  125. package/dist/mwl/runtime.js +427 -33
  126. package/dist/mwl/runtime.js.map +1 -1
  127. package/dist/mwl/schema.d.ts.map +1 -1
  128. package/dist/mwl/schema.js +97 -18
  129. package/dist/mwl/schema.js.map +1 -1
  130. package/dist/roguelike/MultiTurnBeam.d.ts +50 -12
  131. package/dist/roguelike/MultiTurnBeam.d.ts.map +1 -1
  132. package/dist/roguelike/MultiTurnBeam.js +100 -53
  133. package/dist/roguelike/MultiTurnBeam.js.map +1 -1
  134. package/dist/roguelike/Targeting.d.ts +94 -0
  135. package/dist/roguelike/Targeting.d.ts.map +1 -1
  136. package/dist/roguelike/Targeting.js +123 -0
  137. package/dist/roguelike/Targeting.js.map +1 -1
  138. package/dist/roguelike/index.d.ts +3 -1
  139. package/dist/roguelike/index.d.ts.map +1 -1
  140. package/dist/roguelike/index.js +1 -0
  141. package/dist/roguelike/index.js.map +1 -1
  142. package/dist/simulation/CampaignSave.d.ts +68 -0
  143. package/dist/simulation/CampaignSave.d.ts.map +1 -0
  144. package/dist/simulation/CampaignSave.js +54 -0
  145. package/dist/simulation/CampaignSave.js.map +1 -0
  146. package/dist/simulation/EventPresentation.d.ts +111 -0
  147. package/dist/simulation/EventPresentation.d.ts.map +1 -0
  148. package/dist/simulation/EventPresentation.js +120 -0
  149. package/dist/simulation/EventPresentation.js.map +1 -0
  150. package/dist/simulation/index.d.ts +4 -0
  151. package/dist/simulation/index.d.ts.map +1 -1
  152. package/dist/simulation/index.js +2 -0
  153. package/dist/simulation/index.js.map +1 -1
  154. package/dist/two-d/pixi-interop.d.ts +18 -6
  155. package/dist/two-d/pixi-interop.d.ts.map +1 -1
  156. package/dist/two-d/pixi-interop.js +18 -6
  157. package/dist/two-d/pixi-interop.js.map +1 -1
  158. package/dist/two-d/render/AnimatedSprite.d.ts +74 -7
  159. package/dist/two-d/render/AnimatedSprite.d.ts.map +1 -1
  160. package/dist/two-d/render/AnimatedSprite.js +88 -26
  161. package/dist/two-d/render/AnimatedSprite.js.map +1 -1
  162. package/dist/two-d/render/Camera.d.ts +64 -4
  163. package/dist/two-d/render/Camera.d.ts.map +1 -1
  164. package/dist/two-d/render/Camera.js +132 -11
  165. package/dist/two-d/render/Camera.js.map +1 -1
  166. package/dist/two-d/render/Halo.d.ts +58 -0
  167. package/dist/two-d/render/Halo.d.ts.map +1 -0
  168. package/dist/two-d/render/Halo.js +48 -0
  169. package/dist/two-d/render/Halo.js.map +1 -0
  170. package/dist/two-d/render/ImageModifiers.d.ts +174 -0
  171. package/dist/two-d/render/ImageModifiers.d.ts.map +1 -1
  172. package/dist/two-d/render/ImageModifiers.js +438 -1
  173. package/dist/two-d/render/ImageModifiers.js.map +1 -1
  174. package/dist/two-d/render/LightningArc.d.ts +57 -0
  175. package/dist/two-d/render/LightningArc.d.ts.map +1 -0
  176. package/dist/two-d/render/LightningArc.js +91 -0
  177. package/dist/two-d/render/LightningArc.js.map +1 -0
  178. package/dist/two-d/render/PaletteRemap.d.ts +135 -0
  179. package/dist/two-d/render/PaletteRemap.d.ts.map +1 -0
  180. package/dist/two-d/render/PaletteRemap.js +181 -0
  181. package/dist/two-d/render/PaletteRemap.js.map +1 -0
  182. package/dist/two-d/render/Particles.d.ts +26 -0
  183. package/dist/two-d/render/Particles.d.ts.map +1 -1
  184. package/dist/two-d/render/Particles.js +23 -2
  185. package/dist/two-d/render/Particles.js.map +1 -1
  186. package/dist/two-d/render/SpriteAttachment.d.ts +55 -0
  187. package/dist/two-d/render/SpriteAttachment.d.ts.map +1 -0
  188. package/dist/two-d/render/SpriteAttachment.js +60 -0
  189. package/dist/two-d/render/SpriteAttachment.js.map +1 -0
  190. package/dist/two-d/render/TerrainGraphics.d.ts +142 -0
  191. package/dist/two-d/render/TerrainGraphics.d.ts.map +1 -0
  192. package/dist/two-d/render/TerrainGraphics.js +161 -0
  193. package/dist/two-d/render/TerrainGraphics.js.map +1 -0
  194. package/dist/two-d/render/index.d.ts +13 -3
  195. package/dist/two-d/render/index.d.ts.map +1 -1
  196. package/dist/two-d/render/index.js +6 -1
  197. package/dist/two-d/render/index.js.map +1 -1
  198. package/dist/two-d/stage/StoryScreen.d.ts +110 -0
  199. package/dist/two-d/stage/StoryScreen.d.ts.map +1 -0
  200. package/dist/two-d/stage/StoryScreen.js +178 -0
  201. package/dist/two-d/stage/StoryScreen.js.map +1 -0
  202. package/dist/two-d/stage/index.d.ts +2 -0
  203. package/dist/two-d/stage/index.d.ts.map +1 -1
  204. package/dist/two-d/stage/index.js +1 -0
  205. package/dist/two-d/stage/index.js.map +1 -1
  206. package/dist/two-d/ui/Checkbox.d.ts +44 -0
  207. package/dist/two-d/ui/Checkbox.d.ts.map +1 -0
  208. package/dist/two-d/ui/Checkbox.js +89 -0
  209. package/dist/two-d/ui/Checkbox.js.map +1 -0
  210. package/dist/two-d/ui/DataTable.d.ts +79 -0
  211. package/dist/two-d/ui/DataTable.d.ts.map +1 -0
  212. package/dist/two-d/ui/DataTable.js +164 -0
  213. package/dist/two-d/ui/DataTable.js.map +1 -0
  214. package/dist/two-d/ui/Dropdown.d.ts +72 -0
  215. package/dist/two-d/ui/Dropdown.d.ts.map +1 -0
  216. package/dist/two-d/ui/Dropdown.js +126 -0
  217. package/dist/two-d/ui/Dropdown.js.map +1 -0
  218. package/dist/two-d/ui/FloatingText.d.ts +43 -4
  219. package/dist/two-d/ui/FloatingText.d.ts.map +1 -1
  220. package/dist/two-d/ui/FloatingText.js +52 -5
  221. package/dist/two-d/ui/FloatingText.js.map +1 -1
  222. package/dist/two-d/ui/FloatingTextStack.d.ts +86 -13
  223. package/dist/two-d/ui/FloatingTextStack.d.ts.map +1 -1
  224. package/dist/two-d/ui/FloatingTextStack.js +89 -18
  225. package/dist/two-d/ui/FloatingTextStack.js.map +1 -1
  226. package/dist/two-d/ui/Layout.d.ts +105 -0
  227. package/dist/two-d/ui/Layout.d.ts.map +1 -0
  228. package/dist/two-d/ui/Layout.js +174 -0
  229. package/dist/two-d/ui/Layout.js.map +1 -0
  230. package/dist/two-d/ui/ScrollBox.d.ts +67 -0
  231. package/dist/two-d/ui/ScrollBox.d.ts.map +1 -0
  232. package/dist/two-d/ui/ScrollBox.js +127 -0
  233. package/dist/two-d/ui/ScrollBox.js.map +1 -0
  234. package/dist/two-d/ui/Skins.d.ts +59 -0
  235. package/dist/two-d/ui/Skins.d.ts.map +1 -0
  236. package/dist/two-d/ui/Skins.js +77 -0
  237. package/dist/two-d/ui/Skins.js.map +1 -0
  238. package/dist/two-d/ui/Slider.d.ts +91 -0
  239. package/dist/two-d/ui/Slider.d.ts.map +1 -0
  240. package/dist/two-d/ui/Slider.js +170 -0
  241. package/dist/two-d/ui/Slider.js.map +1 -0
  242. package/dist/two-d/ui/Spinner.d.ts +67 -0
  243. package/dist/two-d/ui/Spinner.d.ts.map +1 -0
  244. package/dist/two-d/ui/Spinner.js +137 -0
  245. package/dist/two-d/ui/Spinner.js.map +1 -0
  246. package/dist/two-d/ui/TabbedList.d.ts +118 -0
  247. package/dist/two-d/ui/TabbedList.d.ts.map +1 -0
  248. package/dist/two-d/ui/TabbedList.js +221 -0
  249. package/dist/two-d/ui/TabbedList.js.map +1 -0
  250. package/dist/two-d/ui/TextModel.d.ts +65 -0
  251. package/dist/two-d/ui/TextModel.d.ts.map +1 -0
  252. package/dist/two-d/ui/TextModel.js +126 -0
  253. package/dist/two-d/ui/TextModel.js.map +1 -0
  254. package/dist/two-d/ui/TreeView.d.ts +68 -0
  255. package/dist/two-d/ui/TreeView.d.ts.map +1 -0
  256. package/dist/two-d/ui/TreeView.js +133 -0
  257. package/dist/two-d/ui/TreeView.js.map +1 -0
  258. package/dist/two-d/ui/Window.d.ts +13 -0
  259. package/dist/two-d/ui/Window.d.ts.map +1 -1
  260. package/dist/two-d/ui/Window.js +23 -0
  261. package/dist/two-d/ui/Window.js.map +1 -1
  262. package/dist/two-d/ui/WindowStack.d.ts.map +1 -1
  263. package/dist/two-d/ui/WindowStack.js +2 -0
  264. package/dist/two-d/ui/WindowStack.js.map +1 -1
  265. package/dist/two-d/ui/index.d.ts +27 -3
  266. package/dist/two-d/ui/index.d.ts.map +1 -1
  267. package/dist/two-d/ui/index.js +14 -2
  268. package/dist/two-d/ui/index.js.map +1 -1
  269. package/dist/two-d/ui/markup.d.ts +127 -0
  270. package/dist/two-d/ui/markup.d.ts.map +1 -0
  271. package/dist/two-d/ui/markup.js +322 -0
  272. package/dist/two-d/ui/markup.js.map +1 -0
  273. package/dist/version.d.ts +1 -1
  274. package/dist/version.js +1 -1
  275. package/dist/world/SideTurns.d.ts +115 -0
  276. package/dist/world/SideTurns.d.ts.map +1 -0
  277. package/dist/world/SideTurns.js +138 -0
  278. package/dist/world/SideTurns.js.map +1 -0
  279. package/dist/world/index.d.ts +2 -0
  280. package/dist/world/index.d.ts.map +1 -1
  281. package/dist/world/index.js +1 -0
  282. package/dist/world/index.js.map +1 -1
  283. package/package.json +2 -1
@@ -1,4 +1,5 @@
1
1
  import { ColorMatrixFilter, Rectangle, Sprite, Texture } from 'pixi.js';
2
+ import { recolorTexture, withTextureCanvas } from './PaletteRemap.js';
2
3
  /** Split top-level modifiers while keeping nested `~` paths inside arguments.
3
4
  * @example
4
5
  * ```ts
@@ -79,6 +80,98 @@ export function colorShiftMatrix(red, green, blue) {
79
80
  0,
80
81
  ];
81
82
  }
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+ /**
84
+ * Build the matrix for `~R`/`~G`/`~B(percent)`: scales one or more channels by a percentage
85
+ * (100 = unchanged), leaving any channel not passed at 100%.
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+ *
87
+ * @example
88
+ * ```ts
89
+ * import { channelScaleMatrix } from '@datamoc/mw_games/two-d/render';
90
+ * const matrix = channelScaleMatrix({ red: 150 }); // ~R(150), a 50% brighter red channel
91
+ * console.log(matrix[0]); // 1.5
92
+ * ```
93
+ */
94
+ export function channelScaleMatrix(scale) {
95
+ const r = (scale.red ?? 100) / 100;
96
+ const g = (scale.green ?? 100) / 100;
97
+ const b = (scale.blue ?? 100) / 100;
98
+ return [r, 0, 0, 0, 0, 0, g, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, 1, 0];
99
+ }
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+ /**
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+ * A live, per-frame colour-matrix approximation of a blend towards `color` (0xRRGGBB) by
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+ * `ratio`, the same shape `TintedSprite.lerpTint` gives an additive-capable sprite, expressed
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+ * here as a plain matrix so a bare Pixi `Sprite` can use it too. This is *not* what
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+ * `applyTextureModifiers` uses for `~BLEND` itself (that bakes an exact per-pixel blend once,
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+ * via `blendPixels`, rather than attaching a runtime filter) - kept as its own export for a
106
+ * game that wants a cheap, adjustable-at-runtime approximation instead of a baked texture, the
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+ * tradeoff `~CS`'s `colorShiftMatrix` already makes for an additive shift.
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+ *
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+ * @example
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+ * ```ts
111
+ * import { blendMatrix } from '@datamoc/mw_games/two-d/render';
112
+ * const matrix = blendMatrix(0xff0000, 0.5); // half-way to red
113
+ * ```
114
+ */
115
+ export function blendMatrix(color, ratio) {
116
+ const keep = 1 - ratio;
117
+ const r = ((color >> 16) & 0xff) / 255;
118
+ const g = ((color >> 8) & 0xff) / 255;
119
+ const b = (color & 0xff) / 255;
120
+ return [
121
+ keep, 0, 0, 0, r * ratio,
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+ 0, keep, 0, 0, g * ratio,
123
+ 0, 0, keep, 0, b * ratio,
124
+ 0, 0, 0, 1, 0,
125
+ ];
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+ }
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+ /**
128
+ * Build the matrix for `~CHAN(r,g,b,a)`: each output channel is fed by whichever named input
129
+ * channel (or constant black/white) is given for it, missing trailing entries left as the
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+ * output channel's own identity source (`R,G,B,A`).
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+ *
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+ * @example
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+ * ```ts
134
+ * import { channelSwapMatrix } from '@datamoc/mw_games/two-d/render';
135
+ * const matrix = channelSwapMatrix(['B', 'G', 'R']); // swap the red and blue channels
136
+ * ```
137
+ */
138
+ export function channelSwapMatrix(sources) {
139
+ const defaults = ['R', 'G', 'B', 'A'];
140
+ const rows = defaults.map((identity, index) => sources[index] ?? identity);
141
+ const row = (source) => {
142
+ switch (source) {
143
+ case 'R':
144
+ return [1, 0, 0, 0, 0];
145
+ case 'G':
146
+ return [0, 1, 0, 0, 0];
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+ case 'B':
148
+ return [0, 0, 1, 0, 0];
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+ case 'A':
150
+ return [0, 0, 0, 1, 0];
151
+ case '0':
152
+ return [0, 0, 0, 0, 0];
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+ case '1':
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+ return [0, 0, 0, 0, 1];
155
+ }
156
+ };
157
+ return rows.flatMap((source) => row(source));
158
+ }
159
+ function parsePercentOrRatio(value) {
160
+ if (value === undefined)
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+ return undefined;
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+ const trimmed = value.trim();
163
+ const percent = trimmed.endsWith('%');
164
+ const num = Number(percent ? trimmed.slice(0, -1) : trimmed);
165
+ if (!Number.isFinite(num))
166
+ return undefined;
167
+ return percent || num > 1 ? num / 100 : num;
168
+ }
169
+ function parseHexColor(value) {
170
+ if (value === undefined)
171
+ return undefined;
172
+ const num = Number.parseInt(value.replace(/^#/, ''), 16);
173
+ return Number.isFinite(num) ? num : undefined;
174
+ }
82
175
  /** Apply the renderer-neutral subset supported by the Pixi backend. */
83
176
  /**
84
177
  * @example
@@ -106,7 +199,7 @@ export function applyImageModifiers(sprite, parsed, scale = 1) {
106
199
  if (imageModifier(parsed, 'GS')) {
107
200
  const filter = new ColorMatrixFilter();
108
201
  filter.greyscale(1, false);
109
- sprite.filters = [filter];
202
+ sprite.filters = [...(sprite.filters ?? []), filter];
110
203
  }
111
204
  const shift = imageModifier(parsed, 'CS');
112
205
  if (shift) {
@@ -117,6 +210,40 @@ export function applyImageModifiers(sprite, parsed, scale = 1) {
117
210
  sprite.filters = [...(sprite.filters ?? []), filter];
118
211
  }
119
212
  }
213
+ const rScale = imageModifier(parsed, 'R');
214
+ const gScale = imageModifier(parsed, 'G');
215
+ const bScale = imageModifier(parsed, 'B');
216
+ if (rScale || gScale || bScale) {
217
+ const red = rScale ? Number(rScale.args[0]) : undefined;
218
+ const green = gScale ? Number(gScale.args[0]) : undefined;
219
+ const blue = bScale ? Number(bScale.args[0]) : undefined;
220
+ const filter = new ColorMatrixFilter();
221
+ filter.matrix = channelScaleMatrix({
222
+ red: Number.isFinite(red) ? red : undefined,
223
+ green: Number.isFinite(green) ? green : undefined,
224
+ blue: Number.isFinite(blue) ? blue : undefined,
225
+ });
226
+ sprite.filters = [...(sprite.filters ?? []), filter];
227
+ }
228
+ //~BLEND and ~ROTATE are NOT handled here: Wesnoth's ~BLEND is a per-pixel colour blend and
229
+ //its ~ROTATE rotates the source pixels and expands the surface, neither of which a sprite
230
+ //transform or a colour matrix can express exactly (a colour matrix's linear approximation of
231
+ //a blend is close but not the same operation; a sprite's own `rotation` turns the display
232
+ //object, not the art, which differs for terrain that must still tile after rotating). Both
233
+ //are in `applyTextureModifiers` instead, next to the other pixel-level modifiers.
234
+ const chan = imageModifier(parsed, 'CHAN');
235
+ if (chan && chan.args.length > 0) {
236
+ const sources = chan.args.map((arg) => arg.trim().toUpperCase());
237
+ const filter = new ColorMatrixFilter();
238
+ filter.matrix = channelSwapMatrix(sources);
239
+ sprite.filters = [...(sprite.filters ?? []), filter];
240
+ }
241
+ const opacity = imageModifier(parsed, 'O');
242
+ if (opacity) {
243
+ const ratio = parsePercentOrRatio(opacity.args[0]);
244
+ if (ratio !== undefined)
245
+ sprite.alpha *= Math.min(1, Math.max(0, ratio));
246
+ }
120
247
  }
121
248
  /** Make a cropped view without mutating the shared source texture. */
122
249
  /**
@@ -142,4 +269,314 @@ export function croppedTexture(texture, parsed) {
142
269
  ? new Texture({ source: texture.source, frame: new Rectangle(x, y, width, height) })
143
270
  : texture;
144
271
  }
272
+ /** hex first (`#c0ffee`, `c0ffee`), a caller's `resolveColor` (named colours) otherwise */
273
+ function resolveColor(value, resolve) {
274
+ const trimmed = value.trim();
275
+ return parseHexColor(trimmed) ?? resolve?.(trimmed);
276
+ }
277
+ /**
278
+ * `~RC(src>dst,src>dst,...)`'s pairs, each side hex (`#c0ffee`, `c0ffee`) or, when `resolve` is
279
+ * given, a named colour (`~RC(magenta>red)`) it resolves. A pair whose either side is neither
280
+ * hex nor resolvable is dropped rather than aborting the whole list.
281
+ *
282
+ * @example
283
+ * ```ts
284
+ * import { parseColorPairs, parseImagePath, imageModifier } from '@datamoc/mw_games/two-d/render';
285
+ *
286
+ * const rc = imageModifier(parseImagePath('unit.png~RC(magenta>ff0000)'), 'RC')!;
287
+ * const mapping = parseColorPairs(rc.args, (name) => (name === 'magenta' ? 0xff00ff : undefined));
288
+ * console.log(mapping); // { from: [0xff00ff], to: [0xff0000] }
289
+ * ```
290
+ */
291
+ export function parseColorPairs(args, resolve) {
292
+ const from = [];
293
+ const to = [];
294
+ for (const arg of args) {
295
+ const [source, target] = arg.split('>');
296
+ if (source === undefined || target === undefined)
297
+ continue;
298
+ const sourceColor = resolveColor(source, resolve);
299
+ const targetColor = resolveColor(target, resolve);
300
+ if (sourceColor !== undefined && targetColor !== undefined) {
301
+ from.push(sourceColor);
302
+ to.push(targetColor);
303
+ }
304
+ }
305
+ return { from, to };
306
+ }
307
+ /**
308
+ * `~PAL(a,b,c>x,y,z)`'s two comma-separated colour lists, one per side of a single `>`. The
309
+ * modifier's own args have already been comma-split by `parseImagePath` before this runs (the
310
+ * same naive split every modifier's argument list goes through), so `a,b,c>x,y,z` arrives as
311
+ * the four separate tokens `['a', 'b', 'c>x', 'y', 'z']` - rejoining them with `,` recovers the
312
+ * original text before this does its own split on `>` and then `,`, rather than assuming the
313
+ * list boundary landed on an argument boundary the way a naive `args[0]`/`args[1]` read would.
314
+ *
315
+ * @example
316
+ * ```ts
317
+ * import { parsePaletteLists, parseImagePath, imageModifier } from '@datamoc/mw_games/two-d/render';
318
+ *
319
+ * const pal = imageModifier(parseImagePath('unit.png~PAL(ff0000,00ff00>0000ff,ffff00)'), 'PAL')!;
320
+ * console.log(parsePaletteLists(pal.args)); // { from: [0xff0000, 0x00ff00], to: [0x0000ff, 0xffff00] }
321
+ * ```
322
+ */
323
+ export function parsePaletteLists(args, resolve) {
324
+ const raw = args.join(',');
325
+ const separator = raw.indexOf('>');
326
+ if (separator < 0)
327
+ return { from: [], to: [] };
328
+ const parseList = (side) => side
329
+ .split(',')
330
+ .map((entry) => resolveColor(entry, resolve))
331
+ .filter((color) => color !== undefined);
332
+ return { from: parseList(raw.slice(0, separator)), to: parseList(raw.slice(separator + 1)) };
333
+ }
334
+ /**
335
+ * Applies the modifiers that need real pixel access or a sibling texture rather than a sprite
336
+ * property or a Pixi filter: `~RC` (exact palette swap, `src>dst` hex or named-colour pairs -
337
+ * see `resolveColor`/`parseColorPairs`), `~PAL` (the same swap from two comma-separated colour
338
+ * lists either side of one `>` - see `parsePaletteLists`), `~BLIT` (composite another image on
339
+ * top at an offset), `~MASK` (take alpha from another image at an offset, keeping this image's
340
+ * own colour), `~BLEND` (an exact per-pixel lerp towards a colour, via `blendPixels`) and
341
+ * `~ROTATE` (rotates the source pixels themselves and expands the surface, via `rotatePixels` -
342
+ * this is why `~ROTATE` lives here rather than as a sprite transform: it has to be right for
343
+ * terrain and anything else that must keep tiling after the rotation). `~BLIT`/`~MASK` need
344
+ * `probe.resolveTexture` to find the sibling image; without it they are skipped rather than
345
+ * treated as an error, since a caller that only wants `~RC`/`~PAL` has no sibling image to
346
+ * resolve. `resolveTexture` receives the argument exactly as written, nested modifiers included
347
+ * (`~BLIT(claws.png~FL(horiz),4,4)` calls it with `'claws.png~FL(horiz)'`, not `'claws.png'`) -
348
+ * parsing and applying those recursively is the caller's own job, this function composites
349
+ * whatever texture it is handed back.
350
+ *
351
+ * @example
352
+ * ```ts
353
+ * import { Texture } from 'pixi.js';
354
+ * import { applyTextureModifiers, parseImagePath } from '@datamoc/mw_games/two-d/render';
355
+ * const recolored = applyTextureModifiers(Texture.EMPTY, parseImagePath('unit.png~RC(ff00ff>ff0000)'));
356
+ * ```
357
+ */
358
+ export function applyTextureModifiers(texture, parsed, probe = {}) {
359
+ let result = texture;
360
+ const rc = imageModifier(parsed, 'RC');
361
+ if (rc && rc.args.length > 0) {
362
+ const mapping = parseColorPairs(rc.args, probe.resolveColor);
363
+ //'exact' (recolorTexture's default): RC/PAL name a short, specific palette, not a
364
+ //covering of the whole image, so 'nearest' would repaint pixels that were never named
365
+ if (mapping.from.length > 0)
366
+ result = recolorTexture(result, mapping, probe, 'exact');
367
+ }
368
+ const pal = imageModifier(parsed, 'PAL');
369
+ if (pal) {
370
+ const mapping = parsePaletteLists(pal.args, probe.resolveColor);
371
+ if (mapping.from.length > 0 && mapping.from.length === mapping.to.length) {
372
+ result = recolorTexture(result, mapping, probe, 'exact');
373
+ }
374
+ }
375
+ const blit = imageModifier(parsed, 'BLIT');
376
+ if (blit && blit.args.length > 0 && probe.resolveTexture) {
377
+ const overlay = probe.resolveTexture(blit.args[0]);
378
+ if (overlay) {
379
+ const x = Number(blit.args[1] ?? 0) || 0;
380
+ const y = Number(blit.args[2] ?? 0) || 0;
381
+ result = withTextureCanvas(result, probe, (context) => {
382
+ context.drawImage(overlay.source.resource, x, y);
383
+ });
384
+ }
385
+ }
386
+ const mask = imageModifier(parsed, 'MASK');
387
+ if (mask && mask.args.length > 0 && probe.resolveTexture) {
388
+ const overlay = probe.resolveTexture(mask.args[0]);
389
+ if (overlay) {
390
+ const x = Number(mask.args[1] ?? 0) || 0;
391
+ const y = Number(mask.args[2] ?? 0) || 0;
392
+ result = withTextureCanvas(result, probe, (context, width, height) => {
393
+ const base = context.getImageData(0, 0, width, height);
394
+ const maskCanvas = createCanvas(overlay.width, overlay.height, probe);
395
+ if (!maskCanvas)
396
+ return;
397
+ const maskContext = maskCanvas.getContext('2d');
398
+ if (!maskContext)
399
+ return;
400
+ maskContext.drawImage(overlay.source.resource, 0, 0);
401
+ const maskData = maskContext.getImageData(0, 0, overlay.width, overlay.height);
402
+ const masked = maskPixels(base.data, width, height, maskData.data, overlay.width, overlay.height, x, y);
403
+ context.putImageData({ data: masked, width, height }, 0, 0);
404
+ });
405
+ }
406
+ }
407
+ const blend = imageModifier(parsed, 'BLEND');
408
+ if (blend) {
409
+ const color = resolveColor(blend.args[0] ?? '', probe.resolveColor);
410
+ const ratio = parsePercentOrRatio(blend.args[1]);
411
+ if (color !== undefined && ratio !== undefined) {
412
+ result = withTextureCanvas(result, probe, (context, width, height) => {
413
+ const imageData = context.getImageData(0, 0, width, height);
414
+ const blended = blendPixels(imageData.data, color, ratio);
415
+ context.putImageData({ data: blended, width, height }, 0, 0);
416
+ });
417
+ }
418
+ }
419
+ const rotate = imageModifier(parsed, 'ROTATE');
420
+ if (rotate) {
421
+ const degrees = Number(rotate.args[0]);
422
+ if (Number.isFinite(degrees) && degrees % 360 !== 0) {
423
+ const width = result.width;
424
+ const height = result.height;
425
+ if (width > 0 && height > 0 && result.source) {
426
+ const source = createCanvas(width, height, probe);
427
+ const sourceContext = source?.getContext('2d');
428
+ if (source && sourceContext) {
429
+ sourceContext.drawImage(result.source.resource, 0, 0);
430
+ const pixels = sourceContext.getImageData(0, 0, width, height);
431
+ const rotated = rotatePixels(pixels.data, width, height, degrees);
432
+ const destination = createCanvas(rotated.width, rotated.height, probe);
433
+ const destinationContext = destination?.getContext('2d');
434
+ if (destination && destinationContext) {
435
+ destinationContext.putImageData({ data: rotated.data, width: rotated.width, height: rotated.height }, 0, 0);
436
+ result = Texture.from(destination);
437
+ }
438
+ }
439
+ }
440
+ }
441
+ }
442
+ return result;
443
+ }
444
+ function createCanvas(width, height, probe) {
445
+ const canvas = probe.createCanvas?.(width, height) ??
446
+ (typeof document === 'undefined' ? null : document.createElement('canvas'));
447
+ if (!canvas)
448
+ return null;
449
+ canvas.width = width;
450
+ canvas.height = height;
451
+ return canvas;
452
+ }
453
+ /**
454
+ * The renderer-free core of `~MASK`: `base`'s alpha channel is multiplied by `mask`'s alpha at
455
+ * the given offset (a pixel the mask does not cover keeps zero alpha), `base`'s own colour
456
+ * left untouched. Exported so the masking logic is testable without a canvas.
457
+ *
458
+ * @example
459
+ * ```ts
460
+ * import { maskPixels } from '@datamoc/mw_games/two-d/render';
461
+ * const base = new Uint8ClampedArray([10, 20, 30, 255]); // one opaque pixel
462
+ * const mask = new Uint8ClampedArray([0, 0, 0, 128]); // half-alpha mask, same 1x1 size
463
+ * const out = maskPixels(base, 1, 1, mask, 1, 1, 0, 0);
464
+ * console.log([...out]); // [10, 20, 30, 128]
465
+ * ```
466
+ */
467
+ export function maskPixels(base, baseWidth, baseHeight, mask, maskWidth, maskHeight, offsetX, offsetY) {
468
+ const out = new Uint8ClampedArray(base.length);
469
+ for (let y = 0; y < baseHeight; y += 1) {
470
+ for (let x = 0; x < baseWidth; x += 1) {
471
+ const baseIndex = (y * baseWidth + x) * 4;
472
+ const maskX = x - offsetX;
473
+ const maskY = y - offsetY;
474
+ const inMask = maskX >= 0 && maskX < maskWidth && maskY >= 0 && maskY < maskHeight;
475
+ const maskAlpha = inMask ? mask[(maskY * maskWidth + maskX) * 4 + 3] : 0;
476
+ out[baseIndex] = base[baseIndex];
477
+ out[baseIndex + 1] = base[baseIndex + 1];
478
+ out[baseIndex + 2] = base[baseIndex + 2];
479
+ out[baseIndex + 3] = Math.round((base[baseIndex + 3] * maskAlpha) / 255);
480
+ }
481
+ }
482
+ return out;
483
+ }
484
+ /**
485
+ * The renderer-free core of `~BLEND`: every pixel's RGB is lerped `ratio` of the way towards
486
+ * `color` (0xRRGGBB), an exact per-pixel blend rather than `blendMatrix`'s runtime
487
+ * approximation - this is what `applyTextureModifiers` bakes into the texture once. Alpha is
488
+ * untouched; a fully transparent pixel is skipped entirely, matching `remapPixels`.
489
+ *
490
+ * @example
491
+ * ```ts
492
+ * import { blendPixels } from '@datamoc/mw_games/two-d/render';
493
+ *
494
+ * const pixels = new Uint8ClampedArray([0, 0, 0, 255]); // one opaque black pixel
495
+ * const out = blendPixels(pixels, 0xff0000, 0.5);
496
+ * console.log([...out]); // [128, 0, 0, 255] - half-way to red
497
+ * ```
498
+ */
499
+ export function blendPixels(pixels, color, ratio) {
500
+ const clamped = Math.min(1, Math.max(0, ratio));
501
+ const r = (color >> 16) & 0xff;
502
+ const g = (color >> 8) & 0xff;
503
+ const b = color & 0xff;
504
+ const out = new Uint8ClampedArray(pixels.length);
505
+ for (let index = 0; index < pixels.length; index += 4) {
506
+ const alpha = pixels[index + 3];
507
+ out[index + 3] = alpha;
508
+ if (alpha === 0) {
509
+ out[index] = pixels[index];
510
+ out[index + 1] = pixels[index + 1];
511
+ out[index + 2] = pixels[index + 2];
512
+ continue;
513
+ }
514
+ out[index] = pixels[index] * (1 - clamped) + r * clamped;
515
+ out[index + 1] = pixels[index + 1] * (1 - clamped) + g * clamped;
516
+ out[index + 2] = pixels[index + 2] * (1 - clamped) + b * clamped;
517
+ }
518
+ return out;
519
+ }
520
+ /**
521
+ * The renderer-free core of `~ROTATE`: rotates the source pixels themselves by `degrees`
522
+ * (clockwise) around their centre and expands the surface to fit the rotated bounds, rather
523
+ * than turning a sprite's own transform - `applyImageModifiers`'s `sprite.rotation` leaves the
524
+ * art unrotated and does not grow the surface, which is wrong for terrain and anything else
525
+ * that has to keep tiling after the rotation. A destination pixel outside the source once
526
+ * rotated back is fully transparent. Sampling is nearest-neighbour, so an exact multiple of 90
527
+ * degrees round-trips pixel-for-pixel; other angles show the aliasing any nearest-neighbour
528
+ * rotation does.
529
+ *
530
+ * @example
531
+ * ```ts
532
+ * import { rotatePixels } from '@datamoc/mw_games/two-d/render';
533
+ *
534
+ * const pixels = new Uint8ClampedArray([255, 0, 0, 255, 0, 255, 0, 255]); // 2x1: red, green
535
+ * const rotated = rotatePixels(pixels, 2, 1, 90);
536
+ * console.log(rotated.width, rotated.height); // 1, 2 - the surface expanded to fit
537
+ * ```
538
+ */
539
+ export function rotatePixels(pixels, width, height, degrees) {
540
+ const radians = (degrees * Math.PI) / 180;
541
+ const cos = Math.cos(radians);
542
+ const sin = Math.sin(radians);
543
+ const halfW = width / 2;
544
+ const halfH = height / 2;
545
+ let maxX = 0;
546
+ let maxY = 0;
547
+ for (const [x, y] of [
548
+ [-halfW, -halfH],
549
+ [halfW, -halfH],
550
+ [halfW, halfH],
551
+ [-halfW, halfH],
552
+ ]) {
553
+ maxX = Math.max(maxX, Math.abs(x * cos - y * sin));
554
+ maxY = Math.max(maxY, Math.abs(x * sin + y * cos));
555
+ }
556
+ const outWidth = Math.max(1, Math.round(maxX * 2));
557
+ const outHeight = Math.max(1, Math.round(maxY * 2));
558
+ const out = new Uint8ClampedArray(outWidth * outHeight * 4);
559
+ const cx = width / 2 - 0.5;
560
+ const cy = height / 2 - 0.5;
561
+ const ocx = outWidth / 2 - 0.5;
562
+ const ocy = outHeight / 2 - 0.5;
563
+ for (let oy = 0; oy < outHeight; oy += 1) {
564
+ for (let ox = 0; ox < outWidth; ox += 1) {
565
+ const dx = ox - ocx;
566
+ const dy = oy - ocy;
567
+ //inverse rotation: where in the source does this destination pixel come from
568
+ const sx = Math.round(dx * cos + dy * sin + cx);
569
+ const sy = Math.round(-dx * sin + dy * cos + cy);
570
+ if (sx < 0 || sx >= width || sy < 0 || sy >= height)
571
+ continue;
572
+ const outIndex = (oy * outWidth + ox) * 4;
573
+ const inIndex = (sy * width + sx) * 4;
574
+ out[outIndex] = pixels[inIndex];
575
+ out[outIndex + 1] = pixels[inIndex + 1];
576
+ out[outIndex + 2] = pixels[inIndex + 2];
577
+ out[outIndex + 3] = pixels[inIndex + 3];
578
+ }
579
+ }
580
+ return { data: out, width: outWidth, height: outHeight };
581
+ }
145
582
  //# sourceMappingURL=ImageModifiers.js.map
@@ -1 +1 @@
1
- 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@@ -0,0 +1,57 @@
1
+ export interface LightningArcPoint {
2
+ x: number;
3
+ y: number;
4
+ }
5
+ export interface LightningArcOptions {
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+ /** seconds this arc lives before `done` becomes true; omit for a bolt with no lifetime of its own */
7
+ duration?: number;
8
+ /** how many jittered points along the line, between the two fixed endpoints; default 6 */
9
+ segments?: number;
10
+ /** perpendicular jitter amplitude in world units, tapering to 0 at both endpoints; default 12 */
11
+ jitter?: number;
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+ /** seconds between re-rolling the jitter, so a held tether flickers; omit to jitter once and hold */
13
+ flickerInterval?: number;
14
+ /** injectable RNG (0 to 1) for a reproducible bolt shape; defaults to `Math.random` */
15
+ random?: () => number;
16
+ }
17
+ /**
18
+ * The position data for a jagged line between two points - a lightning bolt, a tether, a chain
19
+ * lightning link - the temporised two-point visual `two-d/render` had no helper for. Owns
20
+ * geometry only, the same division `Projectile` draws for a single moving point: this decides
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+ * where the line's points are, a caller draws them (through `Shape2D`'s `Graphics`, typically,
22
+ * one `lineTo` per point) and decides colour, width and blend mode.
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+ *
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+ * @example
25
+ * ```ts
26
+ * import { LightningArc } from '@datamoc/mw_games/two-d/render';
27
+ *
28
+ * const bolt = new LightningArc({ x: 0, y: 0 }, { x: 100, y: 0 }, { duration: 0.2, segments: 4 });
29
+ * console.log(bolt.points.length); // 6 - both endpoints plus 4 interior points
30
+ *
31
+ * const expired = bolt.update(0.25);
32
+ * console.log(expired); // true - the instant it outlives its duration
33
+ * ```
34
+ */
35
+ export declare class LightningArc {
36
+ private from;
37
+ private to;
38
+ private readonly segments;
39
+ private readonly jitter;
40
+ private readonly flickerInterval?;
41
+ private readonly random;
42
+ private readonly duration?;
43
+ private elapsed;
44
+ private sinceFlicker;
45
+ private expired;
46
+ private current;
47
+ constructor(from: LightningArcPoint, to: LightningArcPoint, options?: LightningArcOptions);
48
+ /** the endpoints plus every jittered interior point, in order from `from` to `to` */
49
+ get points(): readonly LightningArcPoint[];
50
+ get done(): boolean;
51
+ /** moves either endpoint, for a tether following two units that are themselves moving */
52
+ retarget(from?: LightningArcPoint, to?: LightningArcPoint): void;
53
+ /** @returns true the instant `duration` elapses, so a caller can remove the arc exactly once */
54
+ update(dt: number): boolean;
55
+ private reroll;
56
+ }
57
+ //# sourceMappingURL=LightningArc.d.ts.map
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