@eva/eva.js 1.2.7-fix.3 → 1.2.7-fix.4
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.
- package/dist/EVA.js +4096 -4120
- package/dist/EVA.min.js +1 -1
- package/dist/eva.js.cjs.js +112 -5
- package/dist/eva.js.cjs.prod.js +2 -2
- package/dist/eva.js.d.ts +102 -16
- package/dist/eva.js.esm.js +111 -4
- package/dist/miniprogram.js +3015 -0
- package/package.json +1 -1
- package/dist/EVA.js.map +0 -1
- package/dist/eva.js.cjs.js.map +0 -1
- package/dist/eva.js.esm.js.map +0 -1
package/dist/eva.js.cjs.js.map
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{"version":3,"file":"eva.js.cjs.js","sources":["../lib/core/Component.ts","../lib/core/observer.ts","../lib/decorators/ide.ts","../lib/core/Transform.ts","../lib/core/GameObject.ts","../lib/core/ComponentObserver.ts","../lib/core/System.ts","../lib/sprite-timeline/utils.js","../lib/sprite-timeline/index.js","../lib/game/Ticker.ts","../lib/game/Scene.ts","../lib/game/Game.ts","../lib/decorators/system.ts","../lib/loader/Progress.ts","../lib/loader/Resource.ts","../lib/index.ts"],"sourcesContent":["import EventEmitter from 'eventemitter3';\nimport GameObject from './GameObject';\n\n/** frame info pass to `Component.update` method */\nexport interface UpdateParams {\n /** delta time from last frame */\n deltaTime: number;\n\n /** frame count since game begining */\n frameCount: number;\n\n /** current timestamp */\n time: number;\n\n /** current timestamp */\n currentTime: number;\n\n /** fps at current frame */\n fps: number;\n}\n\n/** type of Component is function */\nexport type ComponentType = typeof Component;\n\n/**\n * Get component name from component instance or Component class\n * @param component - component instance or Component class\n * @returns component' name\n * @example\n * ```typescript\n * import { Transform } from 'eva.js'\n *\n * assert(getComponentName(Transform) === 'Transform')\n * assert(getComponentName(new Transform()) === 'Transform')\n * ```\n */\nexport function getComponentName<T extends Component<ComponentParams>>(component: T | ComponentConstructor<T>): string {\n if (component instanceof Component) {\n return component.name;\n } else if (component instanceof Function) {\n return component.componentName;\n }\n}\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface ComponentParams {}\n\nexport interface ComponentConstructor<T extends Component<ComponentParams>> {\n componentName: string;\n new (params?: ComponentParams): T;\n}\n\n/**\n * Component contain raw data apply to gameObject and how it interacts with the world\n * @public\n */\nclass Component<T extends ComponentParams = {}> extends EventEmitter {\n /** Name of this component */\n static componentName: string;\n\n /** Name of this component */\n public readonly name: string;\n\n /**\n * Represents the status of the component, If component has started, the value is true\n * @defaultValue false\n */\n started: boolean = false;\n\n /**\n * gameObject which this component had added on\n * @remarks\n * Component can only be added on one gameObject, otherwise an error will be thrown,\n * see {@link https://eva.js.org/#/tutorials/gameObject} for more details\n */\n gameObject: GameObject;\n\n /** Default paramaters for this component */\n __componentDefaultParams: T;\n\n constructor(params?: T) {\n super();\n // @ts-ignore\n this.name = this.constructor.componentName;\n this.__componentDefaultParams = params;\n }\n\n /**\n * Called during component construction\n * @param params - optional initial parameters\n * @override\n */\n init?(params?: T): void;\n\n /**\n * Called when component is added to a gameObject\n * @override\n */\n awake?(): void;\n\n /**\n * Called after all component's `awake` method has been called\n * @override\n */\n start?(): void;\n\n /**\n * Called in every tick, change self property or other component property\n * @param frame - frame info about this tick\n * @override\n */\n update?(frame: UpdateParams): void;\n\n /**\n * Called after all gameObject's `update` method has been called\n * @param frame - frame info about this tick\n * @override\n */\n lateUpdate?(frame: UpdateParams): void;\n\n /**\n * Called before game runing or every time game paused\n * @virtual\n * @override\n */\n onResume?(): void;\n\n /**\n * Called while the game paused.\n * @override\n */\n onPause?(): void;\n\n /**\n * Called while component be destroyed.\n * @override\n */\n onDestroy?(): void;\n}\n\nexport default Component;\n","import { isEqual, isObject } from 'lodash-es';\nimport Component from './Component';\nimport System from './System';\nimport type { ObserverEvent } from './ComponentObserver';\n\n/** Observer event type */\nexport enum ObserverType {\n ADD = 'ADD',\n REMOVE = 'REMOVE',\n CHANGE = 'CHANGE',\n}\n\n/**\n * Observer property\n * @remarks\n * If `deep` is true then all descendants of `prop` will be observed\n * @example\n * ```typescript\n * @observerComponent({\n * Transform: [{ prop: 'size', deep: true }]\n * })\n * class TestSystem extends System {}\n * ```\n */\nexport interface PureObserverProp {\n deep: boolean;\n prop: string[];\n}\n\n/**\n * Observer Info\n * @remarks\n * The key of this map always be component's name, the value of this map is an array of `PureObserverProp`\n */\nexport type PureObserverInfo = Record<string, PureObserverProp[]>;\n\ntype GameObjectId = number; // gameObject.id\ntype CacheKey = string; // `component.name_${keys.join(',')}`\ninterface ObservableItem {\n property?: Component;\n key?: string;\n}\nconst objectCache: Record<GameObjectId, Record<CacheKey, ObservableItem>> = {};\n\nconst systemInstance: Record<string, System> = {};\nconst observerInfos: Record<string, PureObserverInfo> = {};\nconst componentProps: Record<string, PureObserverProp[]> = {};\n\n// code for test\nexport const testUtils = {\n getLocal: undefined,\n clearLocal: undefined,\n};\nfunction getLocal(): Record<string, any> {\n return { systemInstance, observerInfos, componentProps, objectCache };\n}\nfunction clearLocal() {\n for (let key in componentProps) {\n delete componentProps[key];\n }\n for (let key in systemInstance) {\n delete systemInstance[key];\n }\n for (let key in observerInfos) {\n delete observerInfos[key];\n }\n for (let key in objectCache) {\n delete objectCache[key];\n }\n}\n/* istanbul ignore next */\nif (__TEST__) {\n testUtils.getLocal = getLocal;\n testUtils.clearLocal = clearLocal;\n}\n\n/**\n * Get the `ObjectCache` on `component` access by `keys`\n * @example\n * ```typescript\n * expect(getObjectCache(testComponent, ['style', 'transform', 'scale'])).toMatchObject({\n * property: { scale: 1.1, rotation: 45 },\n * key: 'scale'\n * })\n * ```\n * @param {Component} component\n * @param {string[]} keys - access path to properties, such as ['style', 'transform', 'scale', 'x']\n * @returns {ObservableItem}\n */\nfunction getObjectCache(component: Component, keys: string[]): ObservableItem {\n if (!objectCache[component.gameObject.id]) {\n objectCache[component.gameObject.id] = {};\n }\n const cache = objectCache[component.gameObject.id];\n const key = component.name + '_' + keys.join(',');\n if (cache[key]) {\n return cache[key];\n }\n\n const keyIndex = keys.length - 1;\n let property = component;\n // FIXME: Bug is here, property[keys[i]] maybe undefined\n for (let i = 0; i < keyIndex; i++) {\n property = property[keys[i]];\n }\n\n cache[key] = { property, key: keys[keyIndex] };\n return cache[key];\n}\n\n/**\n * Remove property cache by component\n * @remarks\n * The component should added to a gameObject, otherwise there is no gameObject on component\n * @param {Component} component - a component that has been added to gameObject\n */\nfunction removeObjectCache(component: Component) {\n if (component.gameObject) {\n delete objectCache[component.gameObject.id];\n }\n}\n\n/**\n * Add observe event to `componentObserver` on system\n * @param {string} param0.systemName - system name\n * @param {string} param0.componentName - compnent name\n * @param {Component} param0.component - component instance\n * @param {pureObserverProp} param0.prop - pure observer prop\n * @param {ObserverType} param0.type - observer type\n */\nfunction addObserver({ systemName, componentName, component, prop, type }: ObserverEvent) {\n systemInstance[systemName].componentObserver.add({\n component,\n prop,\n type,\n componentName,\n });\n}\n\nfunction pushToQueue({\n prop,\n component,\n componentName,\n}: {\n prop: PureObserverProp;\n component: Component;\n componentName: string;\n}) {\n for (const systemName in observerInfos) {\n const observerInfo = observerInfos[systemName] || {};\n const info = observerInfo[componentName];\n if (!info) continue;\n\n const index = info.findIndex(p => {\n return isEqual(p, prop);\n });\n if (index > -1) {\n addObserver({\n systemName,\n componentName,\n component,\n prop,\n type: ObserverType.CHANGE,\n });\n }\n }\n}\n\n/**\n * Define property `key` for obj, make `key` observable\n * @param {Object} param0.obj - object contains the 'key'\n * @param {string} param0.key - the key will be observed\n * @param {PureObserverProp} param0.prop\n * @param {Component} param0.component\n * @param {strng} param0.componentName\n */\nfunction defineProperty({\n obj,\n key,\n prop,\n component,\n componentName,\n}: {\n obj: Record<any, any>;\n key: string;\n prop: PureObserverProp;\n component: Component;\n componentName: string;\n}) {\n if (obj === undefined) {\n return;\n }\n if (!(key in obj)) {\n console.error(`prop ${key} not in component: ${componentName}, Can not observer`);\n return;\n }\n\n Object.defineProperty(obj, `_${key}`, {\n enumerable: false,\n writable: true,\n value: obj[key],\n });\n\n if (prop.deep && isObject(obj[key])) {\n for (const childKey of Object.keys(obj[key])) {\n defineProperty({\n obj: obj[key],\n key: childKey, // Bug is here\n prop,\n component,\n componentName,\n });\n }\n }\n Object.defineProperty(obj, key, {\n enumerable: true,\n set(val) {\n if (obj[`_${key}`] === val) return;\n obj[`_${key}`] = val;\n pushToQueue({ prop, component, componentName });\n },\n get() {\n return obj[`_${key}`];\n },\n });\n}\n\n/**\n * Return true if parameter is a component\n * @param comp - any thing\n * @returns {bool}\n */\nfunction isComponent(comp): comp is Component {\n return comp && comp.constructor && 'componentName' in comp.constructor;\n}\n\n/**\n * Collect observerInfo on system\n * @param Systems - array of system or just a system\n */\nexport function initObserver(Systems: typeof System[] | typeof System) {\n const Ss = [];\n if (Systems instanceof Array) {\n Ss.push(...Systems);\n } else {\n Ss.push(Systems);\n }\n for (const S of Ss) {\n for (const componentName in S.observerInfo) {\n componentProps[componentName] = componentProps[componentName] || [];\n const props = componentProps[componentName];\n for (const prop of S.observerInfo[componentName]) {\n const index = props.findIndex(p => {\n return isEqual(p, prop);\n });\n if (index === -1) {\n componentProps[componentName].push(prop);\n }\n }\n }\n }\n}\n\n/**\n * Make component observerable\n * @remarks\n * Throw an error if component not added to a gameObject\n * @param {Component} component\n * @param {string} componentName - default value is `component.name`, it will be deprecated\n */\nexport function observer(component: Component, componentName: string = component.name) {\n if (!componentName || !componentProps[componentName]) {\n return;\n }\n\n if (!component || !isComponent(component)) {\n throw new Error('component param must be an instance of Component');\n }\n\n if (!component.gameObject || !component.gameObject.id) {\n throw new Error('component should be add to a gameObject');\n }\n\n for (const item of componentProps[componentName]) {\n const { property, key } = getObjectCache(component, item.prop);\n defineProperty({\n obj: property,\n key,\n prop: item,\n component,\n componentName,\n });\n }\n}\n\n/**\n * Push a `Add` event to componentObserver\n * @param component\n * @param componentName - default value is `component.name`, it will be deprecated\n */\nexport function observerAdded(component: Component, componentName: string = component.name) {\n for (const systemName in observerInfos) {\n const observerInfo = observerInfos[systemName] || {};\n const info = observerInfo[componentName];\n if (info) {\n systemInstance[systemName].componentObserver.add({\n component,\n type: ObserverType.ADD,\n componentName,\n });\n }\n }\n}\n\n/**\n * Push a `Remove` event to componentObserver\n * @param component\n * @param componentName - default value is `component.name`, it will be deprecated\n */\nexport function observerRemoved(component: Component, componentName: string = component.name) {\n for (const systemName in observerInfos) {\n const observerInfo = observerInfos[systemName] || {};\n const info = observerInfo[componentName];\n if (info) {\n systemInstance[systemName].componentObserver.add({\n component,\n type: ObserverType.REMOVE,\n componentName,\n });\n }\n }\n removeObjectCache(component);\n}\n\n/**\n * Collect observerInfo from system\n * @param system - system instance\n * @param S - system constructor\n */\nexport function setSystemObserver(system: System, S: typeof System) {\n observerInfos[S.systemName] = S.observerInfo;\n systemInstance[S.systemName] = system;\n}\n","/**\n * Collect property which react in Editor, such as EVA Design\n * @param target - component instance\n * @param propertyKey - property name\n */\nexport function IDEProp(target, propertyKey) {\n if (!target.constructor.IDEProps) {\n target.constructor.IDEProps = [];\n }\n target.constructor.IDEProps.push(propertyKey);\n}\n","import { IDEProp } from '../decorators/ide';\nimport Component from './Component';\nimport type { ComponentParams } from './Component';\n\n/**\n * Two dimensional vector\n */\ninterface Vector2 {\n x: number;\n y: number;\n}\n\n/**\n * Two dimensional size\n */\ninterface Size2 {\n width: number;\n height: number;\n}\n\n/**\n * Radiation transformation martix\n *\n * {@link https://developer.mozilla.org/zh-CN/docs/Web/CSS/transform-function/matrix() }\n */\nexport interface TransformMatrix {\n a: number;\n b: number;\n c: number;\n d: number;\n tx: number;\n ty: number;\n array?: number[];\n}\n\n/**\n * Transform propterty\n */\nexport interface TransformParams extends ComponentParams {\n position?: Vector2;\n size?: Size2;\n origin?: Vector2;\n anchor?: Vector2;\n scale?: Vector2;\n skew?: Vector2;\n rotation?: number;\n}\n\n/** Basic component for gameObject, See {@link TransformParams} */\nclass Transform extends Component<TransformParams> {\n /**\n * component's name\n * @readonly\n */\n static componentName: string = 'Transform';\n readonly name: string = 'Transform';\n private _parent: Transform = null;\n\n /** Whether this transform in a scene object */\n inScene: boolean = false;\n\n /** World coordinate system transformation matrix */\n worldTransform: TransformMatrix;\n\n /** Child transform components */\n children: Transform[] = [];\n\n /**\n * Init component\n * @param params - Transform init data\n */\n init(params: TransformParams = {}) {\n const props = ['position', 'size', 'origin', 'anchor', 'scale', 'skew'];\n for (const key of props) {\n Object.assign(this[key], params[key]);\n }\n this.rotation = params.rotation || this.rotation;\n }\n\n @IDEProp position: Vector2 = { x: 0, y: 0 };\n @IDEProp size: Size2 = { width: 0, height: 0 };\n @IDEProp origin: Vector2 = { x: 0, y: 0 };\n @IDEProp anchor: Vector2 = { x: 0, y: 0 };\n @IDEProp scale: Vector2 = { x: 1, y: 1 };\n @IDEProp skew: Vector2 = { x: 0, y: 0 };\n @IDEProp rotation: number = 0;\n\n set parent(val: Transform) {\n if (val) {\n val.addChild(this);\n } else if (this.parent) {\n this.parent.removeChild(this);\n }\n }\n\n /**\n * Get parent of this component\n */\n get parent(): Transform {\n return this._parent;\n }\n\n /**\n * Add Child Transform\n * @remarks\n * If `child` is already a child of this component, `child` will removed to the last of children list\n * If `child` is already a child of other component, `child` will removed from its parent first\n * @param child - child gameObject's transform component\n */\n addChild(child: Transform) {\n if (child.parent === this) {\n const index = this.children.findIndex(item => item === child);\n this.children.splice(index, 1);\n } else if (child.parent) {\n child.parent.removeChild(child);\n }\n child._parent = this;\n this.children.push(child);\n }\n\n /**\n * Remove child transform\n * @param child - child gameObject's transform component\n */\n removeChild(child: Transform) {\n const index = this.children.findIndex(item => item === child);\n if (index > -1) {\n this.children.splice(index, 1);\n child._parent = null;\n }\n }\n\n /** Clear all child transform */\n clearChildren() {\n this.children.length = 0;\n }\n}\n\nexport default Transform;\n","import Scene from '../game/Scene';\nimport Transform, { TransformParams } from './Transform';\nimport Component, { ComponentConstructor, ComponentParams, getComponentName } from './Component';\nimport { observer, observerAdded, observerRemoved } from './observer';\n\nlet _id = 0;\n/** Generate unique id for gameObject */\nfunction getId() {\n return ++_id;\n}\n\n/**\n * GameObject is a general purpose object. It consists of a unique id and components.\n * @public\n */\nclass GameObject {\n /** Name of this gameObject */\n private _name: string;\n\n /** Scene is an abstraction, represent a canvas layer */\n private _scene: Scene;\n\n /** A key-value map for components on this gameObject */\n private _componentCache: Record<string, Component<ComponentParams>> = {};\n\n /** Identifier of this gameObject */\n public id: number;\n\n /** Components apply to this gameObject */\n public components: Component<ComponentParams>[] = [];\n\n /**\n * Consruct a new gameObject\n * @param name - the name of this gameObject\n * @param obj - optional transform parameters for default Transform component\n */\n constructor(name: string, obj?: TransformParams) {\n this._name = name;\n this.id = getId();\n this.addComponent(Transform, obj);\n }\n\n /**\n * Get default transform component\n * @returns transform component on this gameObject\n * @readonly\n */\n get transform(): Transform {\n return this.getComponent(Transform);\n }\n\n /**\n * Get parent gameObject\n * @returns parent gameObject\n * @readonly\n */\n get parent(): GameObject {\n return this.transform && this.transform.parent && this.transform.parent.gameObject;\n }\n\n /**\n * Get the name of this gameObject\n * @readonly\n */\n get name() {\n return this._name;\n }\n\n set scene(val: Scene) {\n if (this._scene === val) return;\n const scene = this._scene;\n this._scene = val;\n if (this.transform && this.transform.children) {\n for (const child of this.transform.children) {\n child.gameObject.scene = val;\n }\n }\n if (val) {\n val.addGameObject(this);\n } else {\n scene && scene.removeGameObject(this);\n }\n }\n\n /**\n * Get the scene which this gameObject added on\n * @returns scene\n * @readonly\n */\n get scene() {\n return this._scene;\n }\n\n /**\n * Add child gameObject\n * @param gameObject - child gameobject\n */\n addChild(gameObject: GameObject) {\n if (!gameObject || !gameObject.transform || gameObject === this) return;\n\n if (!(gameObject instanceof GameObject)) {\n throw new Error('addChild only receive GameObject');\n }\n\n if (!this.transform) {\n throw new Error(`gameObject '${this.name}' has been destroy`);\n }\n gameObject.transform.parent = this.transform;\n gameObject.scene = this.scene;\n }\n\n /**\n * Remove child gameObject\n * @param gameObject - child gameobject\n */\n removeChild(gameObject: GameObject): GameObject {\n if (!(gameObject instanceof GameObject) || !gameObject.parent || gameObject.parent !== this) {\n return gameObject;\n }\n\n gameObject.transform.parent = null;\n gameObject.scene = null;\n return gameObject;\n }\n\n /**\n * Add component to this gameObject\n * @remarks\n * If component has already been added on a gameObject, it will throw an error\n * @param C - component instance or Component class\n */\n addComponent<T extends Component<ComponentParams>>(C: T): T;\n addComponent<T extends Component<ComponentParams>>(C: ComponentConstructor<T>, obj?: ComponentParams): T;\n addComponent<T extends Component<ComponentParams>>(C: T | ComponentConstructor<T>, obj?: ComponentParams): T {\n const componentName = getComponentName(C);\n if (this._componentCache[componentName]) return;\n\n let component;\n if (C instanceof Function) {\n component = new C(obj);\n } else if (C instanceof Component) {\n component = C;\n } else {\n throw new Error('addComponent recieve Component and Component Constructor');\n }\n if (component.gameObject) {\n throw new Error(`component has been added on gameObject ${component.gameObject.name}`);\n }\n\n component.gameObject = this;\n component.init && component.init(component.__componentDefaultParams);\n observerAdded(component, component.name);\n observer(component, component.name);\n\n this.components.push(component);\n this._componentCache[componentName] = component;\n\n component.awake && component.awake();\n\n return component;\n }\n\n /**\n * Remove component on this gameObject\n * @remarks\n * default Transform component can not be removed, if the paramter represent a transform component, an error will be thrown.\n * @param c - one of the compnoentName, component instance, component Class\n * @returns\n */\n removeComponent<T extends Component<ComponentParams>>(c: string): T;\n removeComponent<T extends Component<ComponentParams>>(c: T): T;\n removeComponent<T extends Component<ComponentParams>>(c: ComponentConstructor<T>): T;\n removeComponent<T extends Component<ComponentParams>>(c: string | T | ComponentConstructor<T>): T {\n let componentName: string;\n if (typeof c === 'string') {\n componentName = c;\n } else if (c instanceof Component) {\n componentName = c.name;\n } else if (c.componentName) {\n componentName = c.componentName;\n }\n\n if (componentName === 'Transform') {\n throw new Error(\"Transform can't be removed\");\n }\n\n return this._removeComponent(componentName);\n }\n\n private _removeComponent<T extends Component>(componentName: string) {\n const index = this.components.findIndex(({ name }) => name === componentName);\n if (index === -1) return;\n\n const component = this.components.splice(index, 1)[0] as T;\n delete this._componentCache[componentName];\n delete component.__componentDefaultParams;\n component.onDestroy && component.onDestroy();\n observerRemoved(component, componentName);\n component.gameObject = undefined;\n return component;\n }\n\n /**\n * Get component on this gameObject\n * @param c - one of the compnoentName, component instance, component Class\n * @returns\n */\n getComponent<T extends Component<ComponentParams>>(c: ComponentConstructor<T>): T;\n getComponent<T extends Component>(c: string): T;\n getComponent<T extends Component>(c: string | ComponentConstructor<T>): T {\n let componentName: string;\n if (typeof c === 'string') {\n componentName = c;\n } else if (c instanceof Component) {\n componentName = c.name;\n } else if (c.componentName) {\n componentName = c.componentName;\n }\n if (typeof this._componentCache[componentName] !== 'undefined') {\n return this._componentCache[componentName] as T;\n } else {\n return;\n }\n }\n\n /**\n * Remove this gameObject on its parent\n * @returns return this gameObject\n */\n remove() {\n if (this.parent) return this.parent.removeChild(this);\n }\n\n /** Destory this gameObject */\n destroy() {\n Array.from(this.transform.children).forEach(({ gameObject }) => {\n gameObject.destroy();\n });\n this.remove();\n this.transform.clearChildren();\n for (const key in this._componentCache) {\n this._removeComponent(key);\n }\n this.components.length = 0;\n }\n}\n\nexport default GameObject;\n","import { isEqual } from 'lodash-es';\nimport GameObject from './GameObject';\nimport Component from './Component';\nimport { PureObserverProp, ObserverType } from './observer';\n\nexport interface ObserverEventParams {\n type: ObserverType;\n component: Component;\n componentName: string;\n prop?: PureObserverProp;\n}\n\nexport interface ObserverEvent extends ObserverEventParams {\n gameObject?: GameObject;\n systemName?: string;\n}\n\n/**\n * Management observe events\n * @remarks\n * See {@link System} for more details\n * @public\n */\nclass ComponentObserver {\n /**\n * Component property change events\n * @defaultValue []\n */\n private events: ObserverEvent[] = [];\n\n /**\n * Add event\n * @remarks\n * The same event will be placed last\n * @param component - changed component\n * @param prop - changed property on `component`\n * @param type - change event type\n * @param componentName - `component.name` this parameter will deprecated\n */\n add({ component, prop, type, componentName }: ObserverEventParams) {\n if (type === ObserverType.REMOVE) {\n this.events = this.events.filter(changed => changed.component !== component);\n }\n\n const index = this.events.findIndex(\n changed => changed.component === component && isEqual(changed.prop, prop) && changed.type === type,\n );\n if (index > -1) {\n this.events.splice(index, 1);\n }\n\n this.events.push({\n gameObject: component.gameObject,\n component,\n prop: prop,\n type,\n componentName,\n });\n }\n\n /** Return change events */\n getChanged() {\n return this.events;\n }\n\n /**\n * Return change events\n * @readonly\n */\n get changed() {\n return this.events;\n }\n\n /** Clear events */\n clear() {\n const events = this.events;\n this.events = [];\n return events;\n }\n}\n\nexport default ComponentObserver;\n","import { PureObserverInfo } from './observer';\nimport { UpdateParams } from './Component';\nimport ComponentObserver from './ComponentObserver';\nimport Game from '../game/Game';\n\n/**\n * Each System runs continuously and performs global actions on every Entity that possesses a Component of the same aspect as that System.\n * @public\n */\nclass System {\n /** System name */\n static systemName: string;\n name: string;\n\n /**\n * The collection of component properties observed by the System. System will respond to these changes\n * @example\n * ```typescript\n * // TestSystem will respond to changes of `size` and `position` property of the Transform component\n * class TestSystem extends System {\n * static observerInfo = {\n * Transform: [{ prop: 'size', deep: true }, { prop: 'position', deep: true }]\n * }\n * }\n * ```\n */\n static observerInfo: PureObserverInfo;\n\n /** Component Observer */\n componentObserver: ComponentObserver;\n\n /** Game instance */\n game: Game;\n\n /** Represents the status of the component, if component has started, the value is true */\n started = false;\n\n /** Default paramaters for this system */\n __systemDefaultParams: any;\n\n constructor(params?: any) {\n this.componentObserver = new ComponentObserver();\n this.__systemDefaultParams = params;\n // @ts-ignore\n this.name = this.constructor.systemName;\n }\n\n /**\n * Called when system is added to a gameObject\n * @remarks\n * The difference between init and awake is that `init` method recieves params.\n * Both of those methods are called early than `start` method.\n * Use this method to prepare data, ect.\n * @param param - optional params\n * @override\n */\n init?(param?: any): void;\n\n /**\n * Calleen system installed\n * @override\n */\n awake?(): void;\n\n /**\n * Called after all system `awake` method has been called\n * @override\n */\n start?(): void;\n\n /**\n * Called in each tick\n * @example\n * ```typescript\n * // run TWEEN `update` method in main requestAnimationFrame loop\n * class TransitionSystem extends System {\n * update() {\n * TWEEN.update()\n * }\n * }\n * ```\n * @param e - info about this tick\n * @override\n */\n update?(e: UpdateParams): void;\n\n /**\n * Called after all system have called the `update` method\n * @param e - info about this tick\n * @override\n */\n lateUpdate?(e: UpdateParams): void;\n\n /**\n * Called before game runing or every time game paused\n * @override\n */\n onResume?(): void;\n\n /**\n * Called while the game paused\n * @override\n */\n onPause?(): void;\n\n /**\n * Called while the system be destroyed.\n * @override\n */\n onDestroy?(): void;\n\n /** Default destory method */\n destroy() {\n this.componentObserver = null;\n this.__systemDefaultParams = null;\n this.onDestroy?.();\n }\n}\n\nexport type SystemType = typeof System;\nexport default System;\n","export function createNowTime(syncLocker = true) {\n let nowtime = null;\n if (Date.now) {\n nowtime = Date.now;\n } else {\n nowtime = () => new Date().getTime();\n }\n\n return nowtime;\n}\n\n/*\n delay = 100 -> delay = {delay: 100}\n delay = {entropy: 100} -> delay = {delay: 100, isEntropy: true}\n */\nexport function formatDelay(delay) {\n if (typeof delay === 'number') {\n delay = { delay };\n } else if ('entropy' in delay) {\n delay = { delay: delay.entropy, isEntropy: true };\n }\n return delay;\n}\n","import { createNowTime, formatDelay } from './utils';\n\nconst _nowtime = createNowTime();\n\nconst defaultOptions = {\n originTime: 0,\n playbackRate: 1.0,\n};\n\nconst _timeMark = Symbol('timeMark'),\n _playbackRate = Symbol('playbackRate'),\n _timers = Symbol('timers'),\n _originTime = Symbol('originTime'),\n _setTimer = Symbol('setTimer'),\n _parent = Symbol('parent');\n\nclass Timeline {\n constructor(options, parent) {\n if (options instanceof Timeline) {\n parent = options;\n options = {};\n }\n\n options = Object.assign({}, defaultOptions, options);\n\n if (parent) {\n this[_parent] = parent;\n }\n\n const nowtime = options.nowtime || _nowtime;\n if (!parent) {\n const createTime = nowtime();\n Object.defineProperty(this, 'globalTime', {\n get() {\n return nowtime() - createTime;\n },\n });\n } else {\n Object.defineProperty(this, 'globalTime', {\n get() {\n return parent.currentTime;\n },\n });\n }\n\n // timeMark records the reference points on timeline\n // Each time we change the playbackRate or currentTime or entropy\n // A new timeMark will be generated\n // timeMark sorted by entropy\n // If you reset entropy, all the timeMarks behind the new entropy\n // should be dropped\n this[_timeMark] = [\n {\n globalTime: this.globalTime,\n localTime: -options.originTime,\n entropy: -options.originTime,\n playbackRate: options.playbackRate,\n globalEntropy: 0,\n },\n ];\n\n if (this[_parent]) {\n this[_timeMark][0].globalEntropy = this[_parent].entropy;\n }\n\n this[_originTime] = options.originTime;\n this[_playbackRate] = options.playbackRate;\n this[_timers] = new Map();\n }\n\n get parent() {\n return this[_parent];\n }\n\n get lastTimeMark() {\n return this[_timeMark][this[_timeMark].length - 1];\n }\n\n markTime({ time = this.currentTime, entropy = this.entropy, playbackRate = this.playbackRate } = {}) {\n const timeMark = {\n globalTime: this.globalTime,\n localTime: time,\n entropy,\n playbackRate,\n globalEntropy: this.globalEntropy,\n };\n this[_timeMark].push(timeMark);\n }\n\n get currentTime() {\n const { localTime, globalTime } = this.lastTimeMark;\n return localTime + (this.globalTime - globalTime) * this.playbackRate;\n }\n\n set currentTime(time) {\n const from = this.currentTime,\n to = time,\n timers = this[_timers];\n\n this.markTime({ time });\n Array.from(Object.entries(timers)).forEach(([id, timer]) => {\n if (!timers.has(id)) return; // Need check because it maybe clearTimeout by former handler().\n const { isEntropy, delay, heading } = timer.time,\n { handler, startTime } = timer;\n\n if (!isEntropy) {\n const endTime = startTime + delay;\n if (\n delay === 0 ||\n (heading !== false && (to - from) * delay <= 0) ||\n (from <= endTime && endTime <= to) ||\n (from >= endTime && endTime >= to)\n ) {\n handler();\n this.clearTimeout(id);\n }\n } else if (delay === 0) {\n handler();\n this.clearTimeout(id);\n }\n });\n this.updateTimers();\n }\n\n // Both currentTime and entropy should be influenced by playbackRate.\n // If current playbackRate is negative, the currentTime should go backwards\n // while the entropy remain to go forwards.\n // Both of the initial values is set to -originTime\n get entropy() {\n const { entropy, globalEntropy } = this.lastTimeMark;\n return entropy + Math.abs((this.globalEntropy - globalEntropy) * this.playbackRate);\n }\n\n get globalEntropy() {\n return this[_parent] ? this[_parent].entropy : this.globalTime;\n }\n\n // get globalTime() {\n // if(this[_parent]) {\n // return this[_parent].currentTime;\n // }\n\n // return nowtime();\n // }\n\n // change entropy will NOT cause currentTime changing but may influence the pass\n // and the future of the timeline. (It may change the result of seek***Time)\n // While entropy is set, all the marks behind will be droped\n // eslint-disable-next-line @typescript-eslint/adjacent-overload-signatures\n set entropy(entropy) {\n if (this.entropy > entropy) {\n const idx = this.seekTimeMark(entropy);\n this[_timeMark].length = idx + 1;\n }\n this.markTime({ entropy });\n this.updateTimers();\n }\n\n fork(options) {\n return new Timeline(options, this);\n }\n\n seekGlobalTime(seekEntropy) {\n const idx = this.seekTimeMark(seekEntropy),\n timeMark = this[_timeMark][idx];\n\n const { entropy, playbackRate, globalTime } = timeMark;\n\n return globalTime + (seekEntropy - entropy) / Math.abs(playbackRate);\n }\n\n seekLocalTime(seekEntropy) {\n const idx = this.seekTimeMark(seekEntropy),\n timeMark = this[_timeMark][idx];\n\n const { localTime, entropy, playbackRate } = timeMark;\n\n if (playbackRate > 0) {\n return localTime + (seekEntropy - entropy);\n }\n return localTime - (seekEntropy - entropy);\n }\n\n seekTimeMark(entropy) {\n const timeMark = this[_timeMark];\n\n let l = 0,\n r = timeMark.length - 1;\n\n if (entropy <= timeMark[l].entropy) {\n return l;\n }\n if (entropy >= timeMark[r].entropy) {\n return r;\n }\n\n let m = Math.floor((l + r) / 2); // binary search\n\n while (m > l && m < r) {\n if (entropy === timeMark[m].entropy) {\n return m;\n }\n if (entropy < timeMark[m].entropy) {\n r = m;\n } else if (entropy > timeMark[m].entropy) {\n l = m;\n }\n m = Math.floor((l + r) / 2);\n }\n\n return l;\n }\n\n get playbackRate() {\n return this[_playbackRate];\n }\n\n set playbackRate(rate) {\n if (rate !== this.playbackRate) {\n this.markTime({ playbackRate: rate });\n this[_playbackRate] = rate;\n this.updateTimers();\n }\n }\n\n get paused() {\n if (this.playbackRate === 0) return true;\n let parent = this.parent;\n while (parent) {\n if (parent.playbackRate === 0) return true;\n parent = parent.parent;\n }\n return false;\n }\n\n updateTimers() {\n const timers = Array.from(this[_timers].entries());\n timers.forEach(([id, timer]) => {\n this[_setTimer](timer.handler, timer.time, id);\n });\n }\n\n clearTimeout(id) {\n const timer = this[_timers].get(id);\n\n if (timer && timer.timerID != null) {\n if (this[_parent]) {\n this[_parent].clearTimeout(timer.timerID);\n } else {\n clearTimeout(timer.timerID);\n }\n }\n this[_timers].delete(id);\n }\n\n clearInterval(id) {\n return this.clearTimeout(id);\n }\n\n clear() {\n // clear all running timers\n const timers = this[_timers];\n Array.from(Object.keys(timers)).forEach(id => {\n this.clearTimeout(id);\n });\n }\n\n /*\n setTimeout(func, {delay: 100, isEntropy: true})\n setTimeout(func, {entropy: 100})\n setTimeout(func, 100})\n */\n setTimeout(handler, time = { delay: 0 }) {\n return this[_setTimer](handler, time);\n }\n\n setInterval(handler, time = { delay: 0 }) {\n const that = this;\n const id = this[_setTimer](function step() {\n // reset timer before handler cause we may clearTimeout in handler()\n that[_setTimer](step, time, id);\n handler();\n }, time);\n\n return id;\n }\n\n [_setTimer](handler, time, id = Symbol('timerID')) {\n time = formatDelay(time);\n\n const timer = this[_timers].get(id);\n let delay,\n timerID = null,\n startTime,\n startEntropy;\n\n if (timer) {\n this.clearTimeout(id);\n if (time.isEntropy) {\n delay = (time.delay - (this.entropy - timer.startEntropy)) / Math.abs(this.playbackRate);\n } else {\n delay = (time.delay - (this.currentTime - timer.startTime)) / this.playbackRate;\n }\n startTime = timer.startTime;\n startEntropy = timer.startEntropy;\n } else {\n delay = time.delay / (time.isEntropy ? Math.abs(this.playbackRate) : this.playbackRate);\n startTime = this.currentTime;\n startEntropy = this.entropy;\n }\n\n const parent = this[_parent],\n globalTimeout = parent ? parent.setTimeout.bind(parent) : setTimeout;\n\n const heading = time.heading;\n // console.log(heading, parent, delay)\n if (!parent && heading === false && delay < 0) {\n delay = Infinity;\n }\n\n // if playbackRate is zero, delay will be infinity.\n // For wxapp bugs, cannot use Number.isFinite yet.\n if (isFinite(delay) || parent) {\n // eslint-disable-line no-restricted-globals\n delay = Math.ceil(delay);\n if (globalTimeout !== setTimeout) {\n delay = { delay, heading };\n }\n timerID = globalTimeout(() => {\n this[_timers].delete(id);\n handler();\n }, delay);\n }\n\n this[_timers].set(id, {\n timerID,\n handler,\n time,\n startTime,\n startEntropy,\n });\n\n return id;\n }\n}\n\nexport default Timeline;\n","import { UpdateParams } from '../core/Component';\nimport Timeline from '../sprite-timeline/index';\n\ninterface TickerOptions {\n autoStart?: boolean;\n frameRate?: number;\n}\n\n/** Default Ticker Options */\nconst defaultOptions: Partial<TickerOptions> = {\n autoStart: true,\n frameRate: 60,\n};\n\n/**\n * Timeline tool\n */\nclass Ticker {\n /** Whether or not ticker should auto start */\n autoStart: boolean;\n\n /** FPS, The number of times that raf method is called per second */\n frameRate: number;\n\n /** Global Timeline **/\n private timeline: Timeline;\n\n /** Time between two frame */\n private _frameDuration: number;\n\n /** Ticker is a function will called in each raf */\n private _tickers: Set<unknown>;\n\n /** raf handle id */\n _requestId: number;\n\n /** Last frame render time */\n private _lastFrameTime: number;\n\n /** Frame count since from ticker beigning */\n private _frameCount: number;\n\n // private _activeWithPause: boolean;\n\n /** Main ticker method handle */\n private _ticker: (time?: any) => void;\n\n /** Represents the status of the Ticker, If ticker has started, the value is true */\n private _started: boolean;\n\n /**\n * @param autoStart - auto start game\n * @param frameRate - game frame rate\n */\n constructor(options?: TickerOptions) {\n options = Object.assign({}, defaultOptions, options);\n\n this._frameCount = 0;\n this._frameDuration = 1000 / options.frameRate;\n this.autoStart = options.autoStart;\n this.frameRate = options.frameRate;\n\n this.timeline = new Timeline({ originTime: 0, playbackRate: 1.0 });\n this._lastFrameTime = this.timeline.currentTime;\n\n this._tickers = new Set();\n this._requestId = null;\n\n this._ticker = () => {\n if (this._started) {\n this._requestId = requestAnimationFrame(this._ticker);\n this.update();\n }\n };\n\n if (this.autoStart) {\n this.start();\n }\n }\n\n /** Main loop, all _tickers will called in this method */\n update() {\n const currentTime = this.timeline.currentTime;\n\n const durationTime = currentTime - this._lastFrameTime;\n if (durationTime >= this._frameDuration) {\n const frameTime = currentTime - (durationTime % this._frameDuration);\n const deltaTime = frameTime - this._lastFrameTime;\n this._lastFrameTime = frameTime;\n\n const options: UpdateParams = {\n deltaTime,\n time: currentTime,\n currentTime: currentTime,\n frameCount: ++this._frameCount,\n fps: Math.round(1000 / deltaTime),\n };\n\n for (const func of this._tickers) {\n if (typeof func === 'function') {\n func(options);\n }\n }\n }\n }\n\n /** Add ticker function */\n add(fn) {\n this._tickers.add(fn);\n }\n\n /** Remove ticker function */\n remove(fn) {\n this._tickers.delete(fn);\n }\n\n /** Start main loop */\n start() {\n if (this._started) return;\n this._started = true;\n this.timeline.playbackRate = 1.0;\n this._requestId = requestAnimationFrame(this._ticker);\n }\n\n /** Pause main loop */\n pause() {\n this._started = false;\n this.timeline.playbackRate = 0;\n }\n}\n\nexport default Ticker;\n","import GameObject from '../core/GameObject';\nimport { TransformParams } from '../core/Transform';\n\n/**\n * Scene is a gameObject container\n */\nclass Scene extends GameObject {\n gameObjects: GameObject[] = [];\n canvas: HTMLCanvasElement;\n\n constructor(name, obj?: TransformParams) {\n super(name, obj);\n this.scene = this; // gameObject.scene = this\n }\n\n /**\n * Add gameObject\n * @param gameObject - game object\n */\n addGameObject(gameObject: GameObject) {\n this.gameObjects.push(gameObject);\n if (gameObject.transform) {\n gameObject.transform.inScene = true;\n }\n }\n\n /**\n * Remove gameObject\n * @param gameObject - game object\n */\n removeGameObject(gameObject: GameObject) {\n const index = this.gameObjects.indexOf(gameObject);\n if (index === -1) return;\n if (gameObject.transform) {\n gameObject.transform.inScene = false;\n }\n this.gameObjects.splice(index, 1);\n }\n\n /**\n * Destroy scene\n */\n destroy() {\n this.scene = null;\n super.destroy();\n this.gameObjects = null;\n this.canvas = null;\n }\n}\n\nexport default Scene;\n","import Ticker from './Ticker';\nimport Scene from './Scene';\nimport System, { SystemType } from '../core/System';\nimport Component from '../core/Component';\nimport { setSystemObserver, initObserver } from '../core/observer';\nimport EventEmitter from 'eventemitter3';\n\n/** eva plugin struct */\nexport interface PluginStruct {\n Components?: typeof Component[];\n Systems?: typeof System[];\n}\n\ninterface GameParams {\n /** isn't game will auto start */\n autoStart?: boolean;\n\n /** fps for this game */\n frameRate?: number;\n\n /** systems in this game */\n systems?: System[];\n\n /** whether or not need to create scene */\n needScene?: boolean;\n}\n\nexport enum LOAD_SCENE_MODE {\n SINGLE = 'SINGLE',\n MULTI_CANVAS = 'MULTI_CANVAS',\n}\n\ninterface LoadSceneParams {\n scene: Scene;\n mode?: LOAD_SCENE_MODE;\n params?: any;\n}\n\nconst triggerStart = (obj: System | Component) => {\n if (!(obj instanceof System) && !(obj instanceof Component)) return;\n if (obj.started) return;\n obj.started = true;\n\n try {\n obj.start && obj.start();\n } catch (e) {\n if (obj instanceof Component) {\n // @ts-ignore\n console.error(`${obj.constructor.componentName} start error`, e);\n } else {\n // @ts-ignore\n console.error(`${obj.constructor.systemName} start error`, e);\n }\n }\n};\n\nconst getAllGameObjects = game => {\n const mainSceneGameObjects = game?.scene?.gameObjects || [];\n\n const gameObjectsArray = game?.multiScenes.map(({ gameObjects }) => gameObjects);\n let otherSceneGameObjects = [];\n for (const gameObjects of gameObjectsArray) {\n otherSceneGameObjects = [...otherSceneGameObjects, ...gameObjects];\n }\n return [...mainSceneGameObjects, ...otherSceneGameObjects];\n};\n\nconst gameObjectLoop = (e, gameObjects = []) => {\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n triggerStart(component);\n component.update && component.update(e);\n } catch (e) {\n console.error(`gameObject: ${gameObject.name} ${component.name} update error`, e);\n }\n }\n }\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n component.lateUpdate && component.lateUpdate(e);\n } catch (e) {\n console.error(`gameObject: ${gameObject.name} ${component.name} lateUpdate error`, e);\n }\n }\n }\n};\n\nconst gameObjectResume = gameObjects => {\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n component.onResume && component.onResume();\n } catch (e) {\n console.error(`gameObject: ${gameObject.name}, ${component.name}, onResume error`, e);\n }\n }\n }\n};\n\nconst gameObjectPause = gameObjects => {\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n component.onPause && component.onPause();\n } catch (e) {\n console.error(`gameObject: ${gameObject.name}, ${component.name}, onResume error`, e);\n }\n }\n }\n};\n\nclass Game extends EventEmitter {\n _scene: Scene;\n canvas: HTMLCanvasElement;\n\n /**\n * State of game\n * @defaultValue false\n */\n playing: boolean = false;\n started: boolean = false;\n multiScenes: Scene[] = [];\n\n /**\n * Ticker\n */\n ticker: Ticker;\n\n /** Systems alled to this game */\n systems: System[] = [];\n\n constructor({ systems, frameRate = 60, autoStart = true, needScene = true }: GameParams = {}) {\n super();\n\n this.ticker = new Ticker({ autoStart: false, frameRate });\n this.initTicker();\n\n if (systems && systems.length) {\n for (const system of systems) {\n this.addSystem(system);\n }\n }\n\n if (needScene) {\n this.loadScene(new Scene('scene'));\n }\n\n if (autoStart) {\n this.start();\n }\n }\n\n /**\n * Get scene on this game\n */\n get scene() {\n return this._scene;\n }\n\n set scene(scene: Scene) {\n this._scene = scene;\n }\n\n get gameObjects() {\n return getAllGameObjects(this);\n }\n\n addSystem<T extends System>(S: T): T;\n addSystem<T extends SystemType>(S: T, obj?: any): InstanceType<T>;\n\n /**\n * Add system\n * @param S - system instance or system Class\n * @typeParam T - system which extends base `System` class\n * @typeparam U - type of system class\n */\n addSystem<T extends System, U extends SystemType>(S: T | U, obj?: any): T | InstanceType<U> {\n let system;\n if (S instanceof Function) {\n system = new S(obj);\n } else if (S instanceof System) {\n system = S;\n } else {\n console.warn('can only add System');\n return;\n }\n\n const hasTheSystem = this.systems.find(item => {\n return item.constructor === system.constructor;\n });\n if (hasTheSystem) {\n console.warn(`${system.constructor.systemName} System has been added`);\n return;\n }\n\n system.game = this;\n system.init && system.init(system.__systemDefaultParams);\n\n setSystemObserver(system, system.constructor);\n initObserver(system.constructor);\n\n try {\n system.awake && system.awake();\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName} awake error`, e);\n }\n\n this.systems.push(system);\n return system;\n }\n\n /**\n * Remove system from this game\n * @param system - one of system instance / system Class or system name\n */\n removeSystem(system: System | SystemType | string) {\n if (!system) return;\n\n let index = -1;\n if (typeof system === 'string') {\n index = this.systems.findIndex(s => s.name === system);\n } else if (system instanceof Function) {\n index = this.systems.findIndex(s => s.constructor === system);\n } else if (system instanceof System) {\n index = this.systems.findIndex(s => s === system);\n }\n\n if (index > -1) {\n this.systems[index].destroy && this.systems[index].destroy();\n this.systems.splice(index, 1);\n }\n }\n\n /**\n * Get system\n * @param S - system class or system name\n * @returns system instance\n */\n getSystem(S: SystemType | string): System {\n return this.systems.find(system => {\n if (typeof S === 'string') {\n return system.name === S;\n } else {\n return system instanceof S;\n }\n });\n }\n\n /** Pause game */\n pause() {\n if (!this.playing) return;\n this.playing = false;\n this.ticker.pause();\n this.triggerPause();\n }\n\n /** Start game */\n start() {\n if (this.playing) return;\n this.playing = true;\n this.started = true;\n this.ticker.start();\n }\n\n /** Resume game */\n resume() {\n if (this.playing) return;\n this.playing = true;\n this.ticker.start();\n this.triggerResume();\n }\n\n /**\n * add main render method to ticker\n * @remarks\n * the method added to ticker will called in each requestAnimationFrame,\n * 1. call update method on all gameObject\n * 2. call lastUpdate method on all gameObject\n * 3. call update method on all system\n * 4. call lastUpdate method on all system\n */\n initTicker() {\n this.ticker.add(e => {\n this.scene && gameObjectLoop(e, this.gameObjects);\n for (const system of this.systems) {\n try {\n triggerStart(system);\n system.update && system.update(e);\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName} update error`, e);\n }\n }\n for (const system of this.systems) {\n try {\n system.lateUpdate && system.lateUpdate(e);\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName} lateUpdate error`, e);\n }\n }\n });\n }\n\n /** Call onResume method on all gameObject's, and then call onResume method on all system */\n triggerResume() {\n gameObjectResume(this.gameObjects);\n for (const system of this.systems) {\n try {\n system.onResume && system.onResume();\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName}, onResume error`, e);\n }\n }\n }\n\n /** Call onPause method on all gameObject */\n triggerPause() {\n gameObjectPause(this.gameObjects);\n\n for (const system of this.systems) {\n try {\n system.onPause && system.onPause();\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName}, onPause error`, e);\n }\n }\n }\n\n // TODO: call system destroy method\n /** remove all system on this game */\n destroySystems() {\n for (const system of [...this.systems]) {\n this.removeSystem(system);\n }\n this.systems.length = 0;\n }\n\n /** Destroy game instance */\n destroy() {\n this.removeAllListeners();\n this.pause();\n this.scene.destroy();\n this.destroySystems();\n this.ticker = null;\n this.scene = null;\n this.canvas = null;\n this.multiScenes = null;\n }\n\n loadScene({ scene, mode = LOAD_SCENE_MODE.SINGLE, params = {} }: LoadSceneParams) {\n if (!scene) {\n return;\n }\n switch (mode) {\n case LOAD_SCENE_MODE.SINGLE:\n this.scene = scene;\n break;\n\n case LOAD_SCENE_MODE.MULTI_CANVAS:\n this.multiScenes.push(scene);\n break;\n }\n this.emit('sceneChanged', { scene, mode, params });\n }\n}\n\nexport default Game;\n","import { PureObserverInfo } from '../core/observer';\n\ntype observableKeys = string | string[];\n\ninterface ObserverProp {\n deep: boolean;\n prop: observableKeys;\n}\n\ntype ObserverValue = observableKeys | ObserverProp;\n\ntype ComponentName = string;\n\n/**\n * Normailized observer info\n * @example\n * ```typescript\n * {\n * Transform: [{ prop: ['size'], deep: false }],\n * OtherComponent: [{ prop: ['style', 'transform'], deep: true }]\n * }\n * ```\n */\nexport type ObserverInfo = Record<ComponentName, ObserverValue[]>;\n\n/**\n * Normailize system observer info\n * @param obj - system observer info\n */\nexport function componentObserver(observerInfo: ObserverInfo = {}) {\n return function (constructor) {\n if (!constructor.observerInfo) {\n for (const key in observerInfo) {\n for (const index in observerInfo[key]) {\n if (typeof observerInfo[key][index] === 'string') {\n observerInfo[key][index] = [observerInfo[key][index]] as string[];\n }\n let observerProp: ObserverProp;\n if (Array.isArray(observerInfo[key][index])) {\n observerProp = {\n prop: observerInfo[key][index] as string[],\n deep: false,\n };\n observerInfo[key][index] = observerProp;\n }\n observerProp = observerInfo[key][index] as ObserverProp;\n if (typeof observerProp.prop === 'string') {\n observerProp.prop = [observerProp.prop];\n }\n }\n }\n constructor.observerInfo = observerInfo as PureObserverInfo;\n }\n };\n}\n","import EE from 'eventemitter3';\nimport { LOAD_EVENT } from '..';\nimport Resource, { ResourceStruct } from './Resource';\n\nexport interface EventParam {\n name: string;\n resource: ResourceStruct;\n success: boolean;\n errMsg?: string;\n}\n\nexport default class Progress extends EE {\n public progress: number = 0;\n public resourceTotal: number = 0;\n public resourceLoadedCount: number = 0;\n resource: Resource;\n constructor({ resource, resourceTotal }) {\n super();\n this.resource = resource;\n this.resourceTotal = resourceTotal;\n if (resourceTotal === 0) {\n this.resource.emit(LOAD_EVENT.COMPLETE, this);\n }\n }\n\n onStart() {\n this.resource.emit(LOAD_EVENT.START, this);\n }\n\n onProgress(param: EventParam) {\n this.resourceLoadedCount++;\n this.progress = Math.floor((this.resourceLoadedCount / this.resourceTotal) * 100) / 100;\n if (param.success) {\n this.resource.emit(LOAD_EVENT.LOADED, this, param);\n } else {\n this.resource.emit(LOAD_EVENT.ERROR, this, param);\n }\n this.resource.emit(LOAD_EVENT.PROGRESS, this, param);\n if (this.resourceLoadedCount === this.resourceTotal) {\n this.resource.emit(LOAD_EVENT.COMPLETE, this);\n }\n }\n}\n","import { Loader, XhrResponseType, ImageLoadStrategy, XhrLoadStrategy, VideoLoadStrategy } from 'resource-loader';\nimport EE from 'eventemitter3';\nimport Progress, { EventParam } from './Progress';\n\n/** Load event */\nexport enum LOAD_EVENT {\n 'START' = 'start',\n 'PROGRESS' = 'progress',\n 'LOADED' = 'loaded',\n 'COMPLETE' = 'complete',\n 'ERROR' = 'error',\n}\n\n/** Resource type */\nexport enum RESOURCE_TYPE {\n 'IMAGE' = 'IMAGE',\n 'SPRITE' = 'SPRITE',\n 'SPRITE_ANIMATION' = 'SPRITE_ANIMATION',\n 'DRAGONBONE' = 'DRAGONBONE',\n 'SPINE' = 'SPINE',\n 'AUDIO' = 'AUDIO',\n 'VIDEO' = 'VIDEO',\n}\n\n/** Resource item */\ninterface SrcBase {\n type: string;\n url?: string;\n data?: any;\n}\n\n/** Eva resource base */\nexport interface ResourceBase {\n name?: string;\n type?: RESOURCE_TYPE;\n src?: {\n json?: SrcBase;\n image?: SrcBase;\n tex?: SrcBase;\n ske?: SrcBase;\n video?: SrcBase;\n audio?: SrcBase;\n [propName: string]: SrcBase;\n };\n complete?: boolean;\n preload?: boolean;\n}\n\n/** Resource with entity */\nexport interface ResourceStruct extends ResourceBase {\n data?: {\n json?: any;\n image?: HTMLImageElement;\n tex?: any;\n ske?: any;\n video?: HTMLVideoElement;\n audio?: ArrayBuffer;\n [propName: string]: any;\n };\n instance?: any;\n}\n\nXhrLoadStrategy.setExtensionXhrType('json', XhrResponseType.Json);\nXhrLoadStrategy.setExtensionXhrType('tex', XhrResponseType.Json);\nXhrLoadStrategy.setExtensionXhrType('ske', XhrResponseType.Json);\n\nXhrLoadStrategy.setExtensionXhrType('mp3', XhrResponseType.Buffer);\nXhrLoadStrategy.setExtensionXhrType('wav', XhrResponseType.Buffer);\nXhrLoadStrategy.setExtensionXhrType('aac', XhrResponseType.Buffer);\nXhrLoadStrategy.setExtensionXhrType('ogg', XhrResponseType.Buffer);\n\nconst STRATEGY = {\n png: ImageLoadStrategy,\n jpg: ImageLoadStrategy,\n jpeg: ImageLoadStrategy,\n webp: ImageLoadStrategy,\n json: XhrLoadStrategy,\n tex: XhrLoadStrategy,\n ske: XhrLoadStrategy,\n audio: XhrLoadStrategy,\n video: VideoLoadStrategy,\n};\n\ntype ResourceName = string;\ntype ResourceProcessFn = (resource: ResourceStruct) => any;\n\n/**\n * Resource manager\n * @public\n */\nclass Resource extends EE {\n // TODO: specify timeout in config to overwrite it\n /** load resource timeout */\n public timeout: number = 6000;\n\n /** Resource cache */\n private resourcesMap: Record<ResourceName, ResourceStruct> = {};\n\n /** Collection of make resource instance function */\n private makeInstanceFunctions: Record<string, ResourceProcessFn> = {};\n\n /** Collection of destroy resource instance function */\n private destroyInstanceFunctions: Record<string, ResourceProcessFn> = {};\n\n /** Resource load promise */\n private promiseMap = {};\n\n private loaders: Loader[] = [];\n\n progress: Progress;\n\n constructor(options?: { timeout: number }) {\n super();\n if (options && typeof options.timeout === 'number') {\n this.timeout = options.timeout;\n }\n }\n\n /** Add resource configs and then preload */\n public loadConfig(resources: ResourceBase[]): void {\n this.addResource(resources);\n this.preload();\n }\n\n /** Add single resource config and then preload */\n public loadSingle(resource: ResourceBase): Promise<ResourceStruct> {\n this.addResource([resource]);\n return this.getResource(resource.name);\n }\n\n /** Add resource configs */\n public addResource(resources: ResourceBase[]): void {\n if (!resources || resources.length < 1) {\n console.warn('no resources');\n return;\n }\n for (const res of resources) {\n if (this.resourcesMap[res.name]) {\n console.warn(res.name + ' was already added');\n continue;\n }\n this.resourcesMap[res.name] = res;\n this.resourcesMap[res.name].data = {};\n }\n }\n\n /** Start preload */\n public preload(): void {\n const names = [];\n for (const key in this.resourcesMap) {\n const resource = this.resourcesMap[key];\n if (resource.preload) {\n names.push(resource.name);\n }\n }\n this.progress = new Progress({\n resource: this,\n resourceTotal: names.length,\n });\n this.loadResource({ names, preload: true });\n }\n\n /** Get resource by name */\n public async getResource(name: string): Promise<ResourceStruct> {\n this.loadResource({ names: [name] });\n return this.promiseMap[name] || Promise.resolve({});\n }\n\n /** Make resource instance by resource type */\n private async instance(name) {\n const res = this.resourcesMap[name];\n return this.makeInstanceFunctions[res.type] && (await this.makeInstanceFunctions[res.type](res));\n }\n\n /** destory this resource manager */\n async destroy(name: string) {\n await this._destroy(name);\n }\n private async _destroy(name, loadError = false) {\n const resource = this.resourcesMap[name];\n if (!resource) return;\n if (!loadError) {\n try {\n if (this.destroyInstanceFunctions[resource.type]) {\n await this.destroyInstanceFunctions[resource.type](resource);\n }\n } catch (e) {\n console.warn(`destroy resource ${resource.name} error with '${e.message}'`);\n }\n }\n delete this.promiseMap[name];\n resource.data = {};\n resource.complete = false;\n resource.instance = undefined;\n }\n\n /** Add resource instance function */\n public registerInstance(type: RESOURCE_TYPE | string, callback: ResourceProcessFn) {\n this.makeInstanceFunctions[type] = callback;\n }\n\n /** Add resource destroy function */\n public registerDestroy(type: RESOURCE_TYPE | string, callback: ResourceProcessFn) {\n this.destroyInstanceFunctions[type] = callback;\n }\n\n private loadResource({ names = [], preload = false }) {\n const unLoadNames = names.filter(name => !this.promiseMap[name] && this.resourcesMap[name]);\n if (!unLoadNames.length) return;\n\n const resolves = {};\n const loader = this.getLoader(preload);\n\n unLoadNames.forEach(name => {\n this.promiseMap[name] = new Promise(r => (resolves[name] = r));\n const res = this.resourcesMap[name];\n for (const key in res.src) {\n const resourceType = res.src[key].type;\n if (resourceType === 'data') {\n res.data[key] = res.src[key].data;\n this.doComplete(name, resolves[name], preload);\n } else {\n loader.add({\n url: res.src[key].url,\n name: `${res.name}_${key}`,\n strategy: STRATEGY[resourceType],\n metadata: {\n key,\n name: res.name,\n resolves,\n },\n });\n }\n }\n });\n\n loader.load();\n }\n\n async doComplete(name, resolve, preload = false) {\n const res = this.resourcesMap[name];\n const param: EventParam = {\n name,\n resource: this.resourcesMap[name],\n success: true,\n };\n if (this.checkAllLoaded(name)) {\n try {\n res.instance = await this.instance(name);\n res.complete = true;\n if (preload) {\n this.progress.onProgress(param);\n }\n resolve(res);\n } catch (err) {\n res.complete = false;\n if (preload) {\n param.errMsg = err.message;\n param.success = false;\n this.progress.onProgress(param);\n }\n resolve({});\n }\n }\n }\n\n checkAllLoaded(name) {\n const res = this.resourcesMap[name];\n return Array.from(Object.keys(res.src)).every(resourceKey => res.data[resourceKey]);\n }\n\n getLoader(preload: boolean = false) {\n let loader = this.loaders.find(({ loading }) => !loading);\n if (!loader) {\n loader = new Loader();\n this.loaders.push(loader);\n }\n if (preload) {\n loader.onStart.once(() => {\n this.progress.onStart();\n });\n }\n loader.onLoad.add((_, resource) => {\n this.onLoad({ preload, resource });\n });\n // @ts-ignore\n loader.onError.add((errMsg, _, resource) => {\n this.onError({ errMsg, resource, preload });\n });\n loader.onComplete.once(() => {\n loader.onLoad.detachAll();\n loader.onError.detachAll();\n loader.reset();\n });\n return loader;\n }\n\n private async onLoad({ preload = false, resource }) {\n const {\n metadata: { key, name, resolves },\n data,\n } = resource;\n const res = this.resourcesMap[name];\n res.data[key] = data;\n this.doComplete(name, resolves[name], preload);\n }\n\n private async onError({ errMsg, preload = false, resource }) {\n const {\n metadata: { name, resolves },\n } = resource;\n this._destroy(name, true);\n resolves[name]({});\n if (preload) {\n const param = {\n name,\n resource: this.resourcesMap[name],\n success: false,\n errMsg,\n };\n this.progress.onProgress(param);\n }\n }\n}\n\n/** Resource manager single instance */\nexport const resource: Resource = new Resource();\nexport default Resource;\n","import Component, { UpdateParams as _UpdateParams } from './core/Component';\nimport { ObserverType, PureObserverInfo as _PureObserverInfo } from './core/observer';\nimport GameObject from './core/GameObject';\nimport System from './core/System';\nimport Transform, { TransformParams as _TransformParams } 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{"version":3,"file":"eva.js.esm.js","sources":["../lib/core/Component.ts","../lib/core/observer.ts","../lib/decorators/ide.ts","../lib/core/Transform.ts","../lib/core/GameObject.ts","../lib/core/ComponentObserver.ts","../lib/core/System.ts","../lib/sprite-timeline/utils.js","../lib/sprite-timeline/index.js","../lib/game/Ticker.ts","../lib/game/Scene.ts","../lib/game/Game.ts","../lib/decorators/system.ts","../lib/loader/Progress.ts","../lib/loader/Resource.ts","../lib/index.ts"],"sourcesContent":["import EventEmitter from 'eventemitter3';\nimport GameObject from './GameObject';\n\n/** frame info pass to `Component.update` method */\nexport interface UpdateParams {\n /** delta time from last frame */\n deltaTime: number;\n\n /** frame count since game begining */\n frameCount: number;\n\n /** current timestamp */\n time: number;\n\n /** current timestamp */\n currentTime: number;\n\n /** fps at current frame */\n fps: number;\n}\n\n/** type of Component is function */\nexport type ComponentType = typeof Component;\n\n/**\n * Get component name from component instance or Component class\n * @param component - component instance or Component class\n * @returns component' name\n * @example\n * ```typescript\n * import { Transform } from 'eva.js'\n *\n * assert(getComponentName(Transform) === 'Transform')\n * assert(getComponentName(new Transform()) === 'Transform')\n * ```\n */\nexport function getComponentName<T extends Component<ComponentParams>>(component: T | ComponentConstructor<T>): string {\n if (component instanceof Component) {\n return component.name;\n } else if (component instanceof Function) {\n return component.componentName;\n }\n}\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface ComponentParams {}\n\nexport interface ComponentConstructor<T extends Component<ComponentParams>> {\n componentName: string;\n new (params?: ComponentParams): T;\n}\n\n/**\n * Component contain raw data apply to gameObject and how it interacts with the world\n * @public\n */\nclass Component<T extends ComponentParams = {}> extends EventEmitter {\n /** Name of this component */\n static componentName: string;\n\n /** Name of this component */\n public readonly name: string;\n\n /**\n * Represents the status of the component, If component has started, the value is true\n * @defaultValue false\n */\n started: boolean = false;\n\n /**\n * gameObject which this component had added on\n * @remarks\n * Component can only be added on one gameObject, otherwise an error will be thrown,\n * see {@link https://eva.js.org/#/tutorials/gameObject} for more details\n */\n gameObject: GameObject;\n\n /** Default paramaters for this component */\n __componentDefaultParams: T;\n\n constructor(params?: T) {\n super();\n // @ts-ignore\n this.name = this.constructor.componentName;\n this.__componentDefaultParams = params;\n }\n\n /**\n * Called during component construction\n * @param params - optional initial parameters\n * @override\n */\n init?(params?: T): void;\n\n /**\n * Called when component is added to a gameObject\n * @override\n */\n awake?(): void;\n\n /**\n * Called after all component's `awake` method has been called\n * @override\n */\n start?(): void;\n\n /**\n * Called in every tick, change self property or other component property\n * @param frame - frame info about this tick\n * @override\n */\n update?(frame: UpdateParams): void;\n\n /**\n * Called after all gameObject's `update` method has been called\n * @param frame - frame info about this tick\n * @override\n */\n lateUpdate?(frame: UpdateParams): void;\n\n /**\n * Called before game runing or every time game paused\n * @virtual\n * @override\n */\n onResume?(): void;\n\n /**\n * Called while the game paused.\n * @override\n */\n onPause?(): void;\n\n /**\n * Called while component be destroyed.\n * @override\n */\n onDestroy?(): void;\n}\n\nexport default Component;\n","import { isEqual, isObject } from 'lodash-es';\nimport Component from './Component';\nimport System from './System';\nimport type { ObserverEvent } from './ComponentObserver';\n\n/** Observer event type */\nexport enum ObserverType {\n ADD = 'ADD',\n REMOVE = 'REMOVE',\n CHANGE = 'CHANGE',\n}\n\n/**\n * Observer property\n * @remarks\n * If `deep` is true then all descendants of `prop` will be observed\n * @example\n * ```typescript\n * @observerComponent({\n * Transform: [{ prop: 'size', deep: true }]\n * })\n * class TestSystem extends System {}\n * ```\n */\nexport interface PureObserverProp {\n deep: boolean;\n prop: string[];\n}\n\n/**\n * Observer Info\n * @remarks\n * The key of this map always be component's name, the value of this map is an array of `PureObserverProp`\n */\nexport type PureObserverInfo = Record<string, PureObserverProp[]>;\n\ntype GameObjectId = number; // gameObject.id\ntype CacheKey = string; // `component.name_${keys.join(',')}`\ninterface ObservableItem {\n property?: Component;\n key?: string;\n}\nconst objectCache: Record<GameObjectId, Record<CacheKey, ObservableItem>> = {};\n\nconst systemInstance: Record<string, System> = {};\nconst observerInfos: Record<string, PureObserverInfo> = {};\nconst componentProps: Record<string, PureObserverProp[]> = {};\n\n// code for test\nexport const testUtils = {\n getLocal: undefined,\n clearLocal: undefined,\n};\nfunction getLocal(): Record<string, any> {\n return { systemInstance, observerInfos, componentProps, objectCache };\n}\nfunction clearLocal() {\n for (let key in componentProps) {\n delete componentProps[key];\n }\n for (let key in systemInstance) {\n delete systemInstance[key];\n }\n for (let key in observerInfos) {\n delete observerInfos[key];\n }\n for (let key in objectCache) {\n delete objectCache[key];\n }\n}\n/* istanbul ignore next */\nif (__TEST__) {\n testUtils.getLocal = getLocal;\n testUtils.clearLocal = clearLocal;\n}\n\n/**\n * Get the `ObjectCache` on `component` access by `keys`\n * @example\n * ```typescript\n * expect(getObjectCache(testComponent, ['style', 'transform', 'scale'])).toMatchObject({\n * property: { scale: 1.1, rotation: 45 },\n * key: 'scale'\n * })\n * ```\n * @param {Component} component\n * @param {string[]} keys - access path to properties, such as ['style', 'transform', 'scale', 'x']\n * @returns {ObservableItem}\n */\nfunction getObjectCache(component: Component, keys: string[]): ObservableItem {\n if (!objectCache[component.gameObject.id]) {\n objectCache[component.gameObject.id] = {};\n }\n const cache = objectCache[component.gameObject.id];\n const key = component.name + '_' + keys.join(',');\n if (cache[key]) {\n return cache[key];\n }\n\n const keyIndex = keys.length - 1;\n let property = component;\n // FIXME: Bug is here, property[keys[i]] maybe undefined\n for (let i = 0; i < keyIndex; i++) {\n property = property[keys[i]];\n }\n\n cache[key] = { property, key: keys[keyIndex] };\n return cache[key];\n}\n\n/**\n * Remove property cache by component\n * @remarks\n * The component should added to a gameObject, otherwise there is no gameObject on component\n * @param {Component} component - a component that has been added to gameObject\n */\nfunction removeObjectCache(component: Component) {\n if (component.gameObject) {\n delete objectCache[component.gameObject.id];\n }\n}\n\n/**\n * Add observe event to `componentObserver` on system\n * @param {string} param0.systemName - system name\n * @param {string} param0.componentName - compnent name\n * @param {Component} param0.component - component instance\n * @param {pureObserverProp} param0.prop - pure observer prop\n * @param {ObserverType} param0.type - observer type\n */\nfunction addObserver({ systemName, componentName, component, prop, type }: ObserverEvent) {\n systemInstance[systemName].componentObserver.add({\n component,\n prop,\n type,\n componentName,\n });\n}\n\nfunction pushToQueue({\n prop,\n component,\n componentName,\n}: {\n prop: PureObserverProp;\n component: Component;\n componentName: string;\n}) {\n for (const systemName in observerInfos) {\n const observerInfo = observerInfos[systemName] || {};\n const info = observerInfo[componentName];\n if (!info) continue;\n\n const index = info.findIndex(p => {\n return isEqual(p, prop);\n });\n if (index > -1) {\n addObserver({\n systemName,\n componentName,\n component,\n prop,\n type: ObserverType.CHANGE,\n });\n }\n }\n}\n\n/**\n * Define property `key` for obj, make `key` observable\n * @param {Object} param0.obj - object contains the 'key'\n * @param {string} param0.key - the key will be observed\n * @param {PureObserverProp} param0.prop\n * @param {Component} param0.component\n * @param {strng} param0.componentName\n */\nfunction defineProperty({\n obj,\n key,\n prop,\n component,\n componentName,\n}: {\n obj: Record<any, any>;\n key: string;\n prop: PureObserverProp;\n component: Component;\n componentName: string;\n}) {\n if (obj === undefined) {\n return;\n }\n if (!(key in obj)) {\n console.error(`prop ${key} not in component: ${componentName}, Can not observer`);\n return;\n }\n\n Object.defineProperty(obj, `_${key}`, {\n enumerable: false,\n writable: true,\n value: obj[key],\n });\n\n if (prop.deep && isObject(obj[key])) {\n for (const childKey of Object.keys(obj[key])) {\n defineProperty({\n obj: obj[key],\n key: childKey, // Bug is here\n prop,\n component,\n componentName,\n });\n }\n }\n Object.defineProperty(obj, key, {\n enumerable: true,\n set(val) {\n if (obj[`_${key}`] === val) return;\n obj[`_${key}`] = val;\n pushToQueue({ prop, component, componentName });\n },\n get() {\n return obj[`_${key}`];\n },\n });\n}\n\n/**\n * Return true if parameter is a component\n * @param comp - any thing\n * @returns {bool}\n */\nfunction isComponent(comp): comp is Component {\n return comp && comp.constructor && 'componentName' in comp.constructor;\n}\n\n/**\n * Collect observerInfo on system\n * @param Systems - array of system or just a system\n */\nexport function initObserver(Systems: typeof System[] | typeof System) {\n const Ss = [];\n if (Systems instanceof Array) {\n Ss.push(...Systems);\n } else {\n Ss.push(Systems);\n }\n for (const S of Ss) {\n for (const componentName in S.observerInfo) {\n componentProps[componentName] = componentProps[componentName] || [];\n const props = componentProps[componentName];\n for (const prop of S.observerInfo[componentName]) {\n const index = props.findIndex(p => {\n return isEqual(p, prop);\n });\n if (index === -1) {\n componentProps[componentName].push(prop);\n }\n }\n }\n }\n}\n\n/**\n * Make component observerable\n * @remarks\n * Throw an error if component not added to a gameObject\n * @param {Component} component\n * @param {string} componentName - default value is `component.name`, it will be deprecated\n */\nexport function observer(component: Component, componentName: string = component.name) {\n if (!componentName || !componentProps[componentName]) {\n return;\n }\n\n if (!component || !isComponent(component)) {\n throw new Error('component param must be an instance of Component');\n }\n\n if (!component.gameObject || !component.gameObject.id) {\n throw new Error('component should be add to a gameObject');\n }\n\n for (const item of componentProps[componentName]) {\n const { property, key } = getObjectCache(component, item.prop);\n defineProperty({\n obj: property,\n key,\n prop: item,\n component,\n componentName,\n });\n }\n}\n\n/**\n * Push a `Add` event to componentObserver\n * @param component\n * @param componentName - default value is `component.name`, it will be deprecated\n */\nexport function observerAdded(component: Component, componentName: string = component.name) {\n for (const systemName in observerInfos) {\n const observerInfo = observerInfos[systemName] || {};\n const info = observerInfo[componentName];\n if (info) {\n systemInstance[systemName].componentObserver.add({\n component,\n type: ObserverType.ADD,\n componentName,\n });\n }\n }\n}\n\n/**\n * Push a `Remove` event to componentObserver\n * @param component\n * @param componentName - default value is `component.name`, it will be deprecated\n */\nexport function observerRemoved(component: Component, componentName: string = component.name) {\n for (const systemName in observerInfos) {\n const observerInfo = observerInfos[systemName] || {};\n const info = observerInfo[componentName];\n if (info) {\n systemInstance[systemName].componentObserver.add({\n component,\n type: ObserverType.REMOVE,\n componentName,\n });\n }\n }\n removeObjectCache(component);\n}\n\n/**\n * Collect observerInfo from system\n * @param system - system instance\n * @param S - system constructor\n */\nexport function setSystemObserver(system: System, S: typeof System) {\n observerInfos[S.systemName] = S.observerInfo;\n systemInstance[S.systemName] = system;\n}\n","/**\n * Collect property which react in Editor, such as EVA Design\n * @param target - component instance\n * @param propertyKey - property name\n */\nexport function IDEProp(target, propertyKey) {\n if (!target.constructor.IDEProps) {\n target.constructor.IDEProps = [];\n }\n target.constructor.IDEProps.push(propertyKey);\n}\n","import { IDEProp } from '../decorators/ide';\nimport Component from './Component';\nimport type { ComponentParams } from './Component';\n\n/**\n * Two dimensional vector\n */\ninterface Vector2 {\n x: number;\n y: number;\n}\n\n/**\n * Two dimensional size\n */\ninterface Size2 {\n width: number;\n height: number;\n}\n\n/**\n * Radiation transformation martix\n *\n * {@link https://developer.mozilla.org/zh-CN/docs/Web/CSS/transform-function/matrix() }\n */\nexport interface TransformMatrix {\n a: number;\n b: number;\n c: number;\n d: number;\n tx: number;\n ty: number;\n array?: number[];\n}\n\n/**\n * Transform propterty\n */\nexport interface TransformParams extends ComponentParams {\n position?: Vector2;\n size?: Size2;\n origin?: Vector2;\n anchor?: Vector2;\n scale?: Vector2;\n skew?: Vector2;\n rotation?: number;\n}\n\n/** Basic component for gameObject, See {@link TransformParams} */\nclass Transform extends Component<TransformParams> {\n /**\n * component's name\n * @readonly\n */\n static componentName: string = 'Transform';\n readonly name: string = 'Transform';\n private _parent: Transform = null;\n\n /** Whether this transform in a scene object */\n inScene: boolean = false;\n\n /** World coordinate system transformation matrix */\n worldTransform: TransformMatrix;\n\n /** Child transform components */\n children: Transform[] = [];\n\n /**\n * Init component\n * @param params - Transform init data\n */\n init(params: TransformParams = {}) {\n const props = ['position', 'size', 'origin', 'anchor', 'scale', 'skew'];\n for (const key of props) {\n Object.assign(this[key], params[key]);\n }\n this.rotation = params.rotation || this.rotation;\n }\n\n @IDEProp position: Vector2 = { x: 0, y: 0 };\n @IDEProp size: Size2 = { width: 0, height: 0 };\n @IDEProp origin: Vector2 = { x: 0, y: 0 };\n @IDEProp anchor: Vector2 = { x: 0, y: 0 };\n @IDEProp scale: Vector2 = { x: 1, y: 1 };\n @IDEProp skew: Vector2 = { x: 0, y: 0 };\n @IDEProp rotation: number = 0;\n\n set parent(val: Transform) {\n if (val) {\n val.addChild(this);\n } else if (this.parent) {\n this.parent.removeChild(this);\n }\n }\n\n /**\n * Get parent of this component\n */\n get parent(): Transform {\n return this._parent;\n }\n\n /**\n * Add Child Transform\n * @remarks\n * If `child` is already a child of this component, `child` will removed to the last of children list\n * If `child` is already a child of other component, `child` will removed from its parent first\n * @param child - child gameObject's transform component\n */\n addChild(child: Transform) {\n if (child.parent === this) {\n const index = this.children.findIndex(item => item === child);\n this.children.splice(index, 1);\n } else if (child.parent) {\n child.parent.removeChild(child);\n }\n child._parent = this;\n this.children.push(child);\n }\n\n /**\n * Remove child transform\n * @param child - child gameObject's transform component\n */\n removeChild(child: Transform) {\n const index = this.children.findIndex(item => item === child);\n if (index > -1) {\n this.children.splice(index, 1);\n child._parent = null;\n }\n }\n\n /** Clear all child transform */\n clearChildren() {\n this.children.length = 0;\n }\n}\n\nexport default Transform;\n","import Scene from '../game/Scene';\nimport Transform, { TransformParams } from './Transform';\nimport Component, { ComponentConstructor, ComponentParams, getComponentName } from './Component';\nimport { observer, observerAdded, observerRemoved } from './observer';\n\nlet _id = 0;\n/** Generate unique id for gameObject */\nfunction getId() {\n return ++_id;\n}\n\n/**\n * GameObject is a general purpose object. It consists of a unique id and components.\n * @public\n */\nclass GameObject {\n /** Name of this gameObject */\n private _name: string;\n\n /** Scene is an abstraction, represent a canvas layer */\n private _scene: Scene;\n\n /** A key-value map for components on this gameObject */\n private _componentCache: Record<string, Component<ComponentParams>> = {};\n\n /** Identifier of this gameObject */\n public id: number;\n\n /** Components apply to this gameObject */\n public components: Component<ComponentParams>[] = [];\n\n /**\n * Consruct a new gameObject\n * @param name - the name of this gameObject\n * @param obj - optional transform parameters for default Transform component\n */\n constructor(name: string, obj?: TransformParams) {\n this._name = name;\n this.id = getId();\n this.addComponent(Transform, obj);\n }\n\n /**\n * Get default transform component\n * @returns transform component on this gameObject\n * @readonly\n */\n get transform(): Transform {\n return this.getComponent(Transform);\n }\n\n /**\n * Get parent gameObject\n * @returns parent gameObject\n * @readonly\n */\n get parent(): GameObject {\n return this.transform && this.transform.parent && this.transform.parent.gameObject;\n }\n\n /**\n * Get the name of this gameObject\n * @readonly\n */\n get name() {\n return this._name;\n }\n\n set scene(val: Scene) {\n if (this._scene === val) return;\n const scene = this._scene;\n this._scene = val;\n if (this.transform && this.transform.children) {\n for (const child of this.transform.children) {\n child.gameObject.scene = val;\n }\n }\n if (val) {\n val.addGameObject(this);\n } else {\n scene && scene.removeGameObject(this);\n }\n }\n\n /**\n * Get the scene which this gameObject added on\n * @returns scene\n * @readonly\n */\n get scene() {\n return this._scene;\n }\n\n /**\n * Add child gameObject\n * @param gameObject - child gameobject\n */\n addChild(gameObject: GameObject) {\n if (!gameObject || !gameObject.transform || gameObject === this) return;\n\n if (!(gameObject instanceof GameObject)) {\n throw new Error('addChild only receive GameObject');\n }\n\n if (!this.transform) {\n throw new Error(`gameObject '${this.name}' has been destroy`);\n }\n gameObject.transform.parent = this.transform;\n gameObject.scene = this.scene;\n }\n\n /**\n * Remove child gameObject\n * @param gameObject - child gameobject\n */\n removeChild(gameObject: GameObject): GameObject {\n if (!(gameObject instanceof GameObject) || !gameObject.parent || gameObject.parent !== this) {\n return gameObject;\n }\n\n gameObject.transform.parent = null;\n gameObject.scene = null;\n return gameObject;\n }\n\n /**\n * Add component to this gameObject\n * @remarks\n * If component has already been added on a gameObject, it will throw an error\n * @param C - component instance or Component class\n */\n addComponent<T extends Component<ComponentParams>>(C: T): T;\n addComponent<T extends Component<ComponentParams>>(C: ComponentConstructor<T>, obj?: ComponentParams): T;\n addComponent<T extends Component<ComponentParams>>(C: T | ComponentConstructor<T>, obj?: ComponentParams): T {\n const componentName = getComponentName(C);\n if (this._componentCache[componentName]) return;\n\n let component;\n if (C instanceof Function) {\n component = new C(obj);\n } else if (C instanceof Component) {\n component = C;\n } else {\n throw new Error('addComponent recieve Component and Component Constructor');\n }\n if (component.gameObject) {\n throw new Error(`component has been added on gameObject ${component.gameObject.name}`);\n }\n\n component.gameObject = this;\n component.init && component.init(component.__componentDefaultParams);\n observerAdded(component, component.name);\n observer(component, component.name);\n\n this.components.push(component);\n this._componentCache[componentName] = component;\n\n component.awake && component.awake();\n\n return component;\n }\n\n /**\n * Remove component on this gameObject\n * @remarks\n * default Transform component can not be removed, if the paramter represent a transform component, an error will be thrown.\n * @param c - one of the compnoentName, component instance, component Class\n * @returns\n */\n removeComponent<T extends Component<ComponentParams>>(c: string): T;\n removeComponent<T extends Component<ComponentParams>>(c: T): T;\n removeComponent<T extends Component<ComponentParams>>(c: ComponentConstructor<T>): T;\n removeComponent<T extends Component<ComponentParams>>(c: string | T | ComponentConstructor<T>): T {\n let componentName: string;\n if (typeof c === 'string') {\n componentName = c;\n } else if (c instanceof Component) {\n componentName = c.name;\n } else if (c.componentName) {\n componentName = c.componentName;\n }\n\n if (componentName === 'Transform') {\n throw new Error(\"Transform can't be removed\");\n }\n\n return this._removeComponent(componentName);\n }\n\n private _removeComponent<T extends Component>(componentName: string) {\n const index = this.components.findIndex(({ name }) => name === componentName);\n if (index === -1) return;\n\n const component = this.components.splice(index, 1)[0] as T;\n delete this._componentCache[componentName];\n delete component.__componentDefaultParams;\n component.onDestroy && component.onDestroy();\n observerRemoved(component, componentName);\n component.gameObject = undefined;\n return component;\n }\n\n /**\n * Get component on this gameObject\n * @param c - one of the compnoentName, component instance, component Class\n * @returns\n */\n getComponent<T extends Component<ComponentParams>>(c: ComponentConstructor<T>): T;\n getComponent<T extends Component>(c: string): T;\n getComponent<T extends Component>(c: string | ComponentConstructor<T>): T {\n let componentName: string;\n if (typeof c === 'string') {\n componentName = c;\n } else if (c instanceof Component) {\n componentName = c.name;\n } else if (c.componentName) {\n componentName = c.componentName;\n }\n if (typeof this._componentCache[componentName] !== 'undefined') {\n return this._componentCache[componentName] as T;\n } else {\n return;\n }\n }\n\n /**\n * Remove this gameObject on its parent\n * @returns return this gameObject\n */\n remove() {\n if (this.parent) return this.parent.removeChild(this);\n }\n\n /** Destory this gameObject */\n destroy() {\n Array.from(this.transform.children).forEach(({ gameObject }) => {\n gameObject.destroy();\n });\n this.remove();\n this.transform.clearChildren();\n for (const key in this._componentCache) {\n this._removeComponent(key);\n }\n this.components.length = 0;\n }\n}\n\nexport default GameObject;\n","import { isEqual } from 'lodash-es';\nimport GameObject from './GameObject';\nimport Component from './Component';\nimport { PureObserverProp, ObserverType } from './observer';\n\nexport interface ObserverEventParams {\n type: ObserverType;\n component: Component;\n componentName: string;\n prop?: PureObserverProp;\n}\n\nexport interface ObserverEvent extends ObserverEventParams {\n gameObject?: GameObject;\n systemName?: string;\n}\n\n/**\n * Management observe events\n * @remarks\n * See {@link System} for more details\n * @public\n */\nclass ComponentObserver {\n /**\n * Component property change events\n * @defaultValue []\n */\n private events: ObserverEvent[] = [];\n\n /**\n * Add event\n * @remarks\n * The same event will be placed last\n * @param component - changed component\n * @param prop - changed property on `component`\n * @param type - change event type\n * @param componentName - `component.name` this parameter will deprecated\n */\n add({ component, prop, type, componentName }: ObserverEventParams) {\n if (type === ObserverType.REMOVE) {\n this.events = this.events.filter(changed => changed.component !== component);\n }\n\n const index = this.events.findIndex(\n changed => changed.component === component && isEqual(changed.prop, prop) && changed.type === type,\n );\n if (index > -1) {\n this.events.splice(index, 1);\n }\n\n this.events.push({\n gameObject: component.gameObject,\n component,\n prop: prop,\n type,\n componentName,\n });\n }\n\n /** Return change events */\n getChanged() {\n return this.events;\n }\n\n /**\n * Return change events\n * @readonly\n */\n get changed() {\n return this.events;\n }\n\n /** Clear events */\n clear() {\n const events = this.events;\n this.events = [];\n return events;\n }\n}\n\nexport default ComponentObserver;\n","import { PureObserverInfo } from './observer';\nimport { UpdateParams } from './Component';\nimport ComponentObserver from './ComponentObserver';\nimport Game from '../game/Game';\n\n/**\n * Each System runs continuously and performs global actions on every Entity that possesses a Component of the same aspect as that System.\n * @public\n */\nclass System {\n /** System name */\n static systemName: string;\n name: string;\n\n /**\n * The collection of component properties observed by the System. System will respond to these changes\n * @example\n * ```typescript\n * // TestSystem will respond to changes of `size` and `position` property of the Transform component\n * class TestSystem extends System {\n * static observerInfo = {\n * Transform: [{ prop: 'size', deep: true }, { prop: 'position', deep: true }]\n * }\n * }\n * ```\n */\n static observerInfo: PureObserverInfo;\n\n /** Component Observer */\n componentObserver: ComponentObserver;\n\n /** Game instance */\n game: Game;\n\n /** Represents the status of the component, if component has started, the value is true */\n started = false;\n\n /** Default paramaters for this system */\n __systemDefaultParams: any;\n\n constructor(params?: any) {\n this.componentObserver = new ComponentObserver();\n this.__systemDefaultParams = params;\n // @ts-ignore\n this.name = this.constructor.systemName;\n }\n\n /**\n * Called when system is added to a gameObject\n * @remarks\n * The difference between init and awake is that `init` method recieves params.\n * Both of those methods are called early than `start` method.\n * Use this method to prepare data, ect.\n * @param param - optional params\n * @override\n */\n init?(param?: any): void;\n\n /**\n * Calleen system installed\n * @override\n */\n awake?(): void;\n\n /**\n * Called after all system `awake` method has been called\n * @override\n */\n start?(): void;\n\n /**\n * Called in each tick\n * @example\n * ```typescript\n * // run TWEEN `update` method in main requestAnimationFrame loop\n * class TransitionSystem extends System {\n * update() {\n * TWEEN.update()\n * }\n * }\n * ```\n * @param e - info about this tick\n * @override\n */\n update?(e: UpdateParams): void;\n\n /**\n * Called after all system have called the `update` method\n * @param e - info about this tick\n * @override\n */\n lateUpdate?(e: UpdateParams): void;\n\n /**\n * Called before game runing or every time game paused\n * @override\n */\n onResume?(): void;\n\n /**\n * Called while the game paused\n * @override\n */\n onPause?(): void;\n\n /**\n * Called while the system be destroyed.\n * @override\n */\n onDestroy?(): void;\n\n /** Default destory method */\n destroy() {\n this.componentObserver = null;\n this.__systemDefaultParams = null;\n this.onDestroy?.();\n }\n}\n\nexport type SystemType = typeof System;\nexport default System;\n","export function createNowTime(syncLocker = true) {\n let nowtime = null;\n if (Date.now) {\n nowtime = Date.now;\n } else {\n nowtime = () => new Date().getTime();\n }\n\n return nowtime;\n}\n\n/*\n delay = 100 -> delay = {delay: 100}\n delay = {entropy: 100} -> delay = {delay: 100, isEntropy: true}\n */\nexport function formatDelay(delay) {\n if (typeof delay === 'number') {\n delay = { delay };\n } else if ('entropy' in delay) {\n delay = { delay: delay.entropy, isEntropy: true };\n }\n return delay;\n}\n","import { createNowTime, formatDelay } from './utils';\n\nconst _nowtime = createNowTime();\n\nconst defaultOptions = {\n originTime: 0,\n playbackRate: 1.0,\n};\n\nconst _timeMark = Symbol('timeMark'),\n _playbackRate = Symbol('playbackRate'),\n _timers = Symbol('timers'),\n _originTime = Symbol('originTime'),\n _setTimer = Symbol('setTimer'),\n _parent = Symbol('parent');\n\nclass Timeline {\n constructor(options, parent) {\n if (options instanceof Timeline) {\n parent = options;\n options = {};\n }\n\n options = Object.assign({}, defaultOptions, options);\n\n if (parent) {\n this[_parent] = parent;\n }\n\n const nowtime = options.nowtime || _nowtime;\n if (!parent) {\n const createTime = nowtime();\n Object.defineProperty(this, 'globalTime', {\n get() {\n return nowtime() - createTime;\n },\n });\n } else {\n Object.defineProperty(this, 'globalTime', {\n get() {\n return parent.currentTime;\n },\n });\n }\n\n // timeMark records the reference points on timeline\n // Each time we change the playbackRate or currentTime or entropy\n // A new timeMark will be generated\n // timeMark sorted by entropy\n // If you reset entropy, all the timeMarks behind the new entropy\n // should be dropped\n this[_timeMark] = [\n {\n globalTime: this.globalTime,\n localTime: -options.originTime,\n entropy: -options.originTime,\n playbackRate: options.playbackRate,\n globalEntropy: 0,\n },\n ];\n\n if (this[_parent]) {\n this[_timeMark][0].globalEntropy = this[_parent].entropy;\n }\n\n this[_originTime] = options.originTime;\n this[_playbackRate] = options.playbackRate;\n this[_timers] = new Map();\n }\n\n get parent() {\n return this[_parent];\n }\n\n get lastTimeMark() {\n return this[_timeMark][this[_timeMark].length - 1];\n }\n\n markTime({ time = this.currentTime, entropy = this.entropy, playbackRate = this.playbackRate } = {}) {\n const timeMark = {\n globalTime: this.globalTime,\n localTime: time,\n entropy,\n playbackRate,\n globalEntropy: this.globalEntropy,\n };\n this[_timeMark].push(timeMark);\n }\n\n get currentTime() {\n const { localTime, globalTime } = this.lastTimeMark;\n return localTime + (this.globalTime - globalTime) * this.playbackRate;\n }\n\n set currentTime(time) {\n const from = this.currentTime,\n to = time,\n timers = this[_timers];\n\n this.markTime({ time });\n Array.from(Object.entries(timers)).forEach(([id, timer]) => {\n if (!timers.has(id)) return; // Need check because it maybe clearTimeout by former handler().\n const { isEntropy, delay, heading } = timer.time,\n { handler, startTime } = timer;\n\n if (!isEntropy) {\n const endTime = startTime + delay;\n if (\n delay === 0 ||\n (heading !== false && (to - from) * delay <= 0) ||\n (from <= endTime && endTime <= to) ||\n (from >= endTime && endTime >= to)\n ) {\n handler();\n this.clearTimeout(id);\n }\n } else if (delay === 0) {\n handler();\n this.clearTimeout(id);\n }\n });\n this.updateTimers();\n }\n\n // Both currentTime and entropy should be influenced by playbackRate.\n // If current playbackRate is negative, the currentTime should go backwards\n // while the entropy remain to go forwards.\n // Both of the initial values is set to -originTime\n get entropy() {\n const { entropy, globalEntropy } = this.lastTimeMark;\n return entropy + Math.abs((this.globalEntropy - globalEntropy) * this.playbackRate);\n }\n\n get globalEntropy() {\n return this[_parent] ? this[_parent].entropy : this.globalTime;\n }\n\n // get globalTime() {\n // if(this[_parent]) {\n // return this[_parent].currentTime;\n // }\n\n // return nowtime();\n // }\n\n // change entropy will NOT cause currentTime changing but may influence the pass\n // and the future of the timeline. (It may change the result of seek***Time)\n // While entropy is set, all the marks behind will be droped\n // eslint-disable-next-line @typescript-eslint/adjacent-overload-signatures\n set entropy(entropy) {\n if (this.entropy > entropy) {\n const idx = this.seekTimeMark(entropy);\n this[_timeMark].length = idx + 1;\n }\n this.markTime({ entropy });\n this.updateTimers();\n }\n\n fork(options) {\n return new Timeline(options, this);\n }\n\n seekGlobalTime(seekEntropy) {\n const idx = this.seekTimeMark(seekEntropy),\n timeMark = this[_timeMark][idx];\n\n const { entropy, playbackRate, globalTime } = timeMark;\n\n return globalTime + (seekEntropy - entropy) / Math.abs(playbackRate);\n }\n\n seekLocalTime(seekEntropy) {\n const idx = this.seekTimeMark(seekEntropy),\n timeMark = this[_timeMark][idx];\n\n const { localTime, entropy, playbackRate } = timeMark;\n\n if (playbackRate > 0) {\n return localTime + (seekEntropy - entropy);\n }\n return localTime - (seekEntropy - entropy);\n }\n\n seekTimeMark(entropy) {\n const timeMark = this[_timeMark];\n\n let l = 0,\n r = timeMark.length - 1;\n\n if (entropy <= timeMark[l].entropy) {\n return l;\n }\n if (entropy >= timeMark[r].entropy) {\n return r;\n }\n\n let m = Math.floor((l + r) / 2); // binary search\n\n while (m > l && m < r) {\n if (entropy === timeMark[m].entropy) {\n return m;\n }\n if (entropy < timeMark[m].entropy) {\n r = m;\n } else if (entropy > timeMark[m].entropy) {\n l = m;\n }\n m = Math.floor((l + r) / 2);\n }\n\n return l;\n }\n\n get playbackRate() {\n return this[_playbackRate];\n }\n\n set playbackRate(rate) {\n if (rate !== this.playbackRate) {\n this.markTime({ playbackRate: rate });\n this[_playbackRate] = rate;\n this.updateTimers();\n }\n }\n\n get paused() {\n if (this.playbackRate === 0) return true;\n let parent = this.parent;\n while (parent) {\n if (parent.playbackRate === 0) return true;\n parent = parent.parent;\n }\n return false;\n }\n\n updateTimers() {\n const timers = Array.from(this[_timers].entries());\n timers.forEach(([id, timer]) => {\n this[_setTimer](timer.handler, timer.time, id);\n });\n }\n\n clearTimeout(id) {\n const timer = this[_timers].get(id);\n\n if (timer && timer.timerID != null) {\n if (this[_parent]) {\n this[_parent].clearTimeout(timer.timerID);\n } else {\n clearTimeout(timer.timerID);\n }\n }\n this[_timers].delete(id);\n }\n\n clearInterval(id) {\n return this.clearTimeout(id);\n }\n\n clear() {\n // clear all running timers\n const timers = this[_timers];\n Array.from(Object.keys(timers)).forEach(id => {\n this.clearTimeout(id);\n });\n }\n\n /*\n setTimeout(func, {delay: 100, isEntropy: true})\n setTimeout(func, {entropy: 100})\n setTimeout(func, 100})\n */\n setTimeout(handler, time = { delay: 0 }) {\n return this[_setTimer](handler, time);\n }\n\n setInterval(handler, time = { delay: 0 }) {\n const that = this;\n const id = this[_setTimer](function step() {\n // reset timer before handler cause we may clearTimeout in handler()\n that[_setTimer](step, time, id);\n handler();\n }, time);\n\n return id;\n }\n\n [_setTimer](handler, time, id = Symbol('timerID')) {\n time = formatDelay(time);\n\n const timer = this[_timers].get(id);\n let delay,\n timerID = null,\n startTime,\n startEntropy;\n\n if (timer) {\n this.clearTimeout(id);\n if (time.isEntropy) {\n delay = (time.delay - (this.entropy - timer.startEntropy)) / Math.abs(this.playbackRate);\n } else {\n delay = (time.delay - (this.currentTime - timer.startTime)) / this.playbackRate;\n }\n startTime = timer.startTime;\n startEntropy = timer.startEntropy;\n } else {\n delay = time.delay / (time.isEntropy ? Math.abs(this.playbackRate) : this.playbackRate);\n startTime = this.currentTime;\n startEntropy = this.entropy;\n }\n\n const parent = this[_parent],\n globalTimeout = parent ? parent.setTimeout.bind(parent) : setTimeout;\n\n const heading = time.heading;\n // console.log(heading, parent, delay)\n if (!parent && heading === false && delay < 0) {\n delay = Infinity;\n }\n\n // if playbackRate is zero, delay will be infinity.\n // For wxapp bugs, cannot use Number.isFinite yet.\n if (isFinite(delay) || parent) {\n // eslint-disable-line no-restricted-globals\n delay = Math.ceil(delay);\n if (globalTimeout !== setTimeout) {\n delay = { delay, heading };\n }\n timerID = globalTimeout(() => {\n this[_timers].delete(id);\n handler();\n }, delay);\n }\n\n this[_timers].set(id, {\n timerID,\n handler,\n time,\n startTime,\n startEntropy,\n });\n\n return id;\n }\n}\n\nexport default Timeline;\n","import { UpdateParams } from '../core/Component';\nimport Timeline from '../sprite-timeline/index';\n\ninterface TickerOptions {\n autoStart?: boolean;\n frameRate?: number;\n}\n\n/** Default Ticker Options */\nconst defaultOptions: Partial<TickerOptions> = {\n autoStart: true,\n frameRate: 60,\n};\n\n/**\n * Timeline tool\n */\nclass Ticker {\n /** Whether or not ticker should auto start */\n autoStart: boolean;\n\n /** FPS, The number of times that raf method is called per second */\n frameRate: number;\n\n /** Global Timeline **/\n private timeline: Timeline;\n\n /** Time between two frame */\n private _frameDuration: number;\n\n /** Ticker is a function will called in each raf */\n private _tickers: Set<unknown>;\n\n /** raf handle id */\n _requestId: number;\n\n /** Last frame render time */\n private _lastFrameTime: number;\n\n /** Frame count since from ticker beigning */\n private _frameCount: number;\n\n // private _activeWithPause: boolean;\n\n /** Main ticker method handle */\n private _ticker: (time?: any) => void;\n\n /** Represents the status of the Ticker, If ticker has started, the value is true */\n private _started: boolean;\n\n /**\n * @param autoStart - auto start game\n * @param frameRate - game frame rate\n */\n constructor(options?: TickerOptions) {\n options = Object.assign({}, defaultOptions, options);\n\n this._frameCount = 0;\n this._frameDuration = 1000 / options.frameRate;\n this.autoStart = options.autoStart;\n this.frameRate = options.frameRate;\n\n this.timeline = new Timeline({ originTime: 0, playbackRate: 1.0 });\n this._lastFrameTime = this.timeline.currentTime;\n\n this._tickers = new Set();\n this._requestId = null;\n\n this._ticker = () => {\n if (this._started) {\n this._requestId = requestAnimationFrame(this._ticker);\n this.update();\n }\n };\n\n if (this.autoStart) {\n this.start();\n }\n }\n\n /** Main loop, all _tickers will called in this method */\n update() {\n const currentTime = this.timeline.currentTime;\n\n const durationTime = currentTime - this._lastFrameTime;\n if (durationTime >= this._frameDuration) {\n const frameTime = currentTime - (durationTime % this._frameDuration);\n const deltaTime = frameTime - this._lastFrameTime;\n this._lastFrameTime = frameTime;\n\n const options: UpdateParams = {\n deltaTime,\n time: currentTime,\n currentTime: currentTime,\n frameCount: ++this._frameCount,\n fps: Math.round(1000 / deltaTime),\n };\n\n for (const func of this._tickers) {\n if (typeof func === 'function') {\n func(options);\n }\n }\n }\n }\n\n /** Add ticker function */\n add(fn) {\n this._tickers.add(fn);\n }\n\n /** Remove ticker function */\n remove(fn) {\n this._tickers.delete(fn);\n }\n\n /** Start main loop */\n start() {\n if (this._started) return;\n this._started = true;\n this.timeline.playbackRate = 1.0;\n this._requestId = requestAnimationFrame(this._ticker);\n }\n\n /** Pause main loop */\n pause() {\n this._started = false;\n this.timeline.playbackRate = 0;\n }\n}\n\nexport default Ticker;\n","import GameObject from '../core/GameObject';\nimport { TransformParams } from '../core/Transform';\n\n/**\n * Scene is a gameObject container\n */\nclass Scene extends GameObject {\n gameObjects: GameObject[] = [];\n canvas: HTMLCanvasElement;\n\n constructor(name, obj?: TransformParams) {\n super(name, obj);\n this.scene = this; // gameObject.scene = this\n }\n\n /**\n * Add gameObject\n * @param gameObject - game object\n */\n addGameObject(gameObject: GameObject) {\n this.gameObjects.push(gameObject);\n if (gameObject.transform) {\n gameObject.transform.inScene = true;\n }\n }\n\n /**\n * Remove gameObject\n * @param gameObject - game object\n */\n removeGameObject(gameObject: GameObject) {\n const index = this.gameObjects.indexOf(gameObject);\n if (index === -1) return;\n if (gameObject.transform) {\n gameObject.transform.inScene = false;\n }\n this.gameObjects.splice(index, 1);\n }\n\n /**\n * Destroy scene\n */\n destroy() {\n this.scene = null;\n super.destroy();\n this.gameObjects = null;\n this.canvas = null;\n }\n}\n\nexport default Scene;\n","import Ticker from './Ticker';\nimport Scene from './Scene';\nimport System, { SystemType } from '../core/System';\nimport Component from '../core/Component';\nimport { setSystemObserver, initObserver } from '../core/observer';\nimport EventEmitter from 'eventemitter3';\n\n/** eva plugin struct */\nexport interface PluginStruct {\n Components?: typeof Component[];\n Systems?: typeof System[];\n}\n\ninterface GameParams {\n /** isn't game will auto start */\n autoStart?: boolean;\n\n /** fps for this game */\n frameRate?: number;\n\n /** systems in this game */\n systems?: System[];\n\n /** whether or not need to create scene */\n needScene?: boolean;\n}\n\nexport enum LOAD_SCENE_MODE {\n SINGLE = 'SINGLE',\n MULTI_CANVAS = 'MULTI_CANVAS',\n}\n\ninterface LoadSceneParams {\n scene: Scene;\n mode?: LOAD_SCENE_MODE;\n params?: any;\n}\n\nconst triggerStart = (obj: System | Component) => {\n if (!(obj instanceof System) && !(obj instanceof Component)) return;\n if (obj.started) return;\n obj.started = true;\n\n try {\n obj.start && obj.start();\n } catch (e) {\n if (obj instanceof Component) {\n // @ts-ignore\n console.error(`${obj.constructor.componentName} start error`, e);\n } else {\n // @ts-ignore\n console.error(`${obj.constructor.systemName} start error`, e);\n }\n }\n};\n\nconst getAllGameObjects = game => {\n const mainSceneGameObjects = game?.scene?.gameObjects || [];\n\n const gameObjectsArray = game?.multiScenes.map(({ gameObjects }) => gameObjects);\n let otherSceneGameObjects = [];\n for (const gameObjects of gameObjectsArray) {\n otherSceneGameObjects = [...otherSceneGameObjects, ...gameObjects];\n }\n return [...mainSceneGameObjects, ...otherSceneGameObjects];\n};\n\nconst gameObjectLoop = (e, gameObjects = []) => {\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n triggerStart(component);\n component.update && component.update(e);\n } catch (e) {\n console.error(`gameObject: ${gameObject.name} ${component.name} update error`, e);\n }\n }\n }\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n component.lateUpdate && component.lateUpdate(e);\n } catch (e) {\n console.error(`gameObject: ${gameObject.name} ${component.name} lateUpdate error`, e);\n }\n }\n }\n};\n\nconst gameObjectResume = gameObjects => {\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n component.onResume && component.onResume();\n } catch (e) {\n console.error(`gameObject: ${gameObject.name}, ${component.name}, onResume error`, e);\n }\n }\n }\n};\n\nconst gameObjectPause = gameObjects => {\n for (const gameObject of gameObjects) {\n for (const component of gameObject.components) {\n try {\n component.onPause && component.onPause();\n } catch (e) {\n console.error(`gameObject: ${gameObject.name}, ${component.name}, onResume error`, e);\n }\n }\n }\n};\n\nclass Game extends EventEmitter {\n _scene: Scene;\n canvas: HTMLCanvasElement;\n\n /**\n * State of game\n * @defaultValue false\n */\n playing: boolean = false;\n started: boolean = false;\n multiScenes: Scene[] = [];\n\n /**\n * Ticker\n */\n ticker: Ticker;\n\n /** Systems alled to this game */\n systems: System[] = [];\n\n constructor({ systems, frameRate = 60, autoStart = true, needScene = true }: GameParams = {}) {\n super();\n\n this.ticker = new Ticker({ autoStart: false, frameRate });\n this.initTicker();\n\n if (systems && systems.length) {\n for (const system of systems) {\n this.addSystem(system);\n }\n }\n\n if (needScene) {\n this.loadScene(new Scene('scene'));\n }\n\n if (autoStart) {\n this.start();\n }\n }\n\n /**\n * Get scene on this game\n */\n get scene() {\n return this._scene;\n }\n\n set scene(scene: Scene) {\n this._scene = scene;\n }\n\n get gameObjects() {\n return getAllGameObjects(this);\n }\n\n addSystem<T extends System>(S: T): T;\n addSystem<T extends SystemType>(S: T, obj?: any): InstanceType<T>;\n\n /**\n * Add system\n * @param S - system instance or system Class\n * @typeParam T - system which extends base `System` class\n * @typeparam U - type of system class\n */\n addSystem<T extends System, U extends SystemType>(S: T | U, obj?: any): T | InstanceType<U> {\n let system;\n if (S instanceof Function) {\n system = new S(obj);\n } else if (S instanceof System) {\n system = S;\n } else {\n console.warn('can only add System');\n return;\n }\n\n const hasTheSystem = this.systems.find(item => {\n return item.constructor === system.constructor;\n });\n if (hasTheSystem) {\n console.warn(`${system.constructor.systemName} System has been added`);\n return;\n }\n\n system.game = this;\n system.init && system.init(system.__systemDefaultParams);\n\n setSystemObserver(system, system.constructor);\n initObserver(system.constructor);\n\n try {\n system.awake && system.awake();\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName} awake error`, e);\n }\n\n this.systems.push(system);\n return system;\n }\n\n /**\n * Remove system from this game\n * @param system - one of system instance / system Class or system name\n */\n removeSystem(system: System | SystemType | string) {\n if (!system) return;\n\n let index = -1;\n if (typeof system === 'string') {\n index = this.systems.findIndex(s => s.name === system);\n } else if (system instanceof Function) {\n index = this.systems.findIndex(s => s.constructor === system);\n } else if (system instanceof System) {\n index = this.systems.findIndex(s => s === system);\n }\n\n if (index > -1) {\n this.systems[index].destroy && this.systems[index].destroy();\n this.systems.splice(index, 1);\n }\n }\n\n /**\n * Get system\n * @param S - system class or system name\n * @returns system instance\n */\n getSystem(S: SystemType | string): System {\n return this.systems.find(system => {\n if (typeof S === 'string') {\n return system.name === S;\n } else {\n return system instanceof S;\n }\n });\n }\n\n /** Pause game */\n pause() {\n if (!this.playing) return;\n this.playing = false;\n this.ticker.pause();\n this.triggerPause();\n }\n\n /** Start game */\n start() {\n if (this.playing) return;\n this.playing = true;\n this.started = true;\n this.ticker.start();\n }\n\n /** Resume game */\n resume() {\n if (this.playing) return;\n this.playing = true;\n this.ticker.start();\n this.triggerResume();\n }\n\n /**\n * add main render method to ticker\n * @remarks\n * the method added to ticker will called in each requestAnimationFrame,\n * 1. call update method on all gameObject\n * 2. call lastUpdate method on all gameObject\n * 3. call update method on all system\n * 4. call lastUpdate method on all system\n */\n initTicker() {\n this.ticker.add(e => {\n this.scene && gameObjectLoop(e, this.gameObjects);\n for (const system of this.systems) {\n try {\n triggerStart(system);\n system.update && system.update(e);\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName} update error`, e);\n }\n }\n for (const system of this.systems) {\n try {\n system.lateUpdate && system.lateUpdate(e);\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName} lateUpdate error`, e);\n }\n }\n });\n }\n\n /** Call onResume method on all gameObject's, and then call onResume method on all system */\n triggerResume() {\n gameObjectResume(this.gameObjects);\n for (const system of this.systems) {\n try {\n system.onResume && system.onResume();\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName}, onResume error`, e);\n }\n }\n }\n\n /** Call onPause method on all gameObject */\n triggerPause() {\n gameObjectPause(this.gameObjects);\n\n for (const system of this.systems) {\n try {\n system.onPause && system.onPause();\n } catch (e) {\n // @ts-ignore\n console.error(`${system.constructor.systemName}, onPause error`, e);\n }\n }\n }\n\n // TODO: call system destroy method\n /** remove all system on this game */\n destroySystems() {\n for (const system of [...this.systems]) {\n this.removeSystem(system);\n }\n this.systems.length = 0;\n }\n\n /** Destroy game instance */\n destroy() {\n this.removeAllListeners();\n this.pause();\n this.scene.destroy();\n this.destroySystems();\n this.ticker = null;\n this.scene = null;\n this.canvas = null;\n this.multiScenes = null;\n }\n\n loadScene({ scene, mode = LOAD_SCENE_MODE.SINGLE, params = {} }: LoadSceneParams) {\n if (!scene) {\n return;\n }\n switch (mode) {\n case LOAD_SCENE_MODE.SINGLE:\n this.scene = scene;\n break;\n\n case LOAD_SCENE_MODE.MULTI_CANVAS:\n this.multiScenes.push(scene);\n break;\n }\n this.emit('sceneChanged', { scene, mode, params });\n }\n}\n\nexport default Game;\n","import { PureObserverInfo } from '../core/observer';\n\ntype observableKeys = string | string[];\n\ninterface ObserverProp {\n deep: boolean;\n prop: observableKeys;\n}\n\ntype ObserverValue = observableKeys | ObserverProp;\n\ntype ComponentName = string;\n\n/**\n * Normailized observer info\n * @example\n * ```typescript\n * {\n * Transform: [{ prop: ['size'], deep: false }],\n * OtherComponent: [{ prop: ['style', 'transform'], deep: true }]\n * }\n * ```\n */\nexport type ObserverInfo = Record<ComponentName, ObserverValue[]>;\n\n/**\n * Normailize system observer info\n * @param obj - system observer info\n */\nexport function componentObserver(observerInfo: ObserverInfo = {}) {\n return function (constructor) {\n if (!constructor.observerInfo) {\n for (const key in observerInfo) {\n for (const index in observerInfo[key]) {\n if (typeof observerInfo[key][index] === 'string') {\n observerInfo[key][index] = [observerInfo[key][index]] as string[];\n }\n let observerProp: ObserverProp;\n if (Array.isArray(observerInfo[key][index])) {\n observerProp = {\n prop: observerInfo[key][index] as string[],\n deep: false,\n };\n observerInfo[key][index] = observerProp;\n }\n observerProp = observerInfo[key][index] as ObserverProp;\n if (typeof observerProp.prop === 'string') {\n observerProp.prop = [observerProp.prop];\n }\n }\n }\n constructor.observerInfo = observerInfo as PureObserverInfo;\n }\n };\n}\n","import EE from 'eventemitter3';\nimport { LOAD_EVENT } from '..';\nimport Resource, { ResourceStruct } from './Resource';\n\nexport interface EventParam {\n name: string;\n resource: ResourceStruct;\n success: boolean;\n errMsg?: string;\n}\n\nexport default class Progress extends EE {\n public progress: number = 0;\n public resourceTotal: number = 0;\n public resourceLoadedCount: number = 0;\n resource: Resource;\n constructor({ resource, resourceTotal }) {\n super();\n this.resource = resource;\n this.resourceTotal = resourceTotal;\n if (resourceTotal === 0) {\n this.resource.emit(LOAD_EVENT.COMPLETE, this);\n }\n }\n\n onStart() {\n this.resource.emit(LOAD_EVENT.START, this);\n }\n\n onProgress(param: EventParam) {\n this.resourceLoadedCount++;\n this.progress = Math.floor((this.resourceLoadedCount / this.resourceTotal) * 100) / 100;\n if (param.success) {\n this.resource.emit(LOAD_EVENT.LOADED, this, param);\n } else {\n this.resource.emit(LOAD_EVENT.ERROR, this, param);\n }\n this.resource.emit(LOAD_EVENT.PROGRESS, this, param);\n if (this.resourceLoadedCount === this.resourceTotal) {\n this.resource.emit(LOAD_EVENT.COMPLETE, this);\n }\n }\n}\n","import { Loader, XhrResponseType, ImageLoadStrategy, XhrLoadStrategy, VideoLoadStrategy } from 'resource-loader';\nimport EE from 'eventemitter3';\nimport Progress, { EventParam } from './Progress';\n\n/** Load event */\nexport enum LOAD_EVENT {\n 'START' = 'start',\n 'PROGRESS' = 'progress',\n 'LOADED' = 'loaded',\n 'COMPLETE' = 'complete',\n 'ERROR' = 'error',\n}\n\n/** Resource type */\nexport enum RESOURCE_TYPE {\n 'IMAGE' = 'IMAGE',\n 'SPRITE' = 'SPRITE',\n 'SPRITE_ANIMATION' = 'SPRITE_ANIMATION',\n 'DRAGONBONE' = 'DRAGONBONE',\n 'SPINE' = 'SPINE',\n 'AUDIO' = 'AUDIO',\n 'VIDEO' = 'VIDEO',\n}\n\n/** Resource item */\ninterface SrcBase {\n type: string;\n url?: string;\n data?: any;\n}\n\n/** Eva resource base */\nexport interface ResourceBase {\n name?: string;\n type?: RESOURCE_TYPE;\n src?: {\n json?: SrcBase;\n image?: SrcBase;\n tex?: SrcBase;\n ske?: SrcBase;\n video?: SrcBase;\n audio?: SrcBase;\n [propName: string]: SrcBase;\n };\n complete?: boolean;\n preload?: boolean;\n}\n\n/** Resource with entity */\nexport interface ResourceStruct extends ResourceBase {\n data?: {\n json?: any;\n image?: HTMLImageElement;\n tex?: any;\n ske?: any;\n video?: HTMLVideoElement;\n audio?: ArrayBuffer;\n [propName: string]: any;\n };\n instance?: any;\n}\n\nXhrLoadStrategy.setExtensionXhrType('json', XhrResponseType.Json);\nXhrLoadStrategy.setExtensionXhrType('tex', XhrResponseType.Json);\nXhrLoadStrategy.setExtensionXhrType('ske', XhrResponseType.Json);\n\nXhrLoadStrategy.setExtensionXhrType('mp3', XhrResponseType.Buffer);\nXhrLoadStrategy.setExtensionXhrType('wav', XhrResponseType.Buffer);\nXhrLoadStrategy.setExtensionXhrType('aac', XhrResponseType.Buffer);\nXhrLoadStrategy.setExtensionXhrType('ogg', XhrResponseType.Buffer);\n\nconst STRATEGY = {\n png: ImageLoadStrategy,\n jpg: ImageLoadStrategy,\n jpeg: ImageLoadStrategy,\n webp: ImageLoadStrategy,\n json: XhrLoadStrategy,\n tex: XhrLoadStrategy,\n ske: XhrLoadStrategy,\n audio: XhrLoadStrategy,\n video: VideoLoadStrategy,\n};\n\ntype ResourceName = string;\ntype ResourceProcessFn = (resource: ResourceStruct) => any;\n\n/**\n * Resource manager\n * @public\n */\nclass Resource extends EE {\n // TODO: specify timeout in config to overwrite it\n /** load resource timeout */\n public timeout: number = 6000;\n\n /** Resource cache */\n private resourcesMap: Record<ResourceName, ResourceStruct> = {};\n\n /** Collection of make resource instance function */\n private makeInstanceFunctions: Record<string, ResourceProcessFn> = {};\n\n /** Collection of destroy resource instance function */\n private destroyInstanceFunctions: Record<string, ResourceProcessFn> = {};\n\n /** Resource load promise */\n private promiseMap = {};\n\n private loaders: Loader[] = [];\n\n progress: Progress;\n\n constructor(options?: { timeout: number }) {\n super();\n if (options && typeof options.timeout === 'number') {\n this.timeout = options.timeout;\n }\n }\n\n /** Add resource configs and then preload */\n public loadConfig(resources: ResourceBase[]): void {\n this.addResource(resources);\n this.preload();\n }\n\n /** Add single resource config and then preload */\n public loadSingle(resource: ResourceBase): Promise<ResourceStruct> {\n this.addResource([resource]);\n return this.getResource(resource.name);\n }\n\n /** Add resource configs */\n public addResource(resources: ResourceBase[]): void {\n if (!resources || resources.length < 1) {\n console.warn('no resources');\n return;\n }\n for (const res of resources) {\n if (this.resourcesMap[res.name]) {\n console.warn(res.name + ' was already added');\n continue;\n }\n this.resourcesMap[res.name] = res;\n this.resourcesMap[res.name].data = {};\n }\n }\n\n /** Start preload */\n public preload(): void {\n const names = [];\n for (const key in this.resourcesMap) {\n const resource = this.resourcesMap[key];\n if (resource.preload) {\n names.push(resource.name);\n }\n }\n this.progress = new Progress({\n resource: this,\n resourceTotal: names.length,\n });\n this.loadResource({ names, preload: true });\n }\n\n /** Get resource by name */\n public async getResource(name: string): Promise<ResourceStruct> {\n this.loadResource({ names: [name] });\n return this.promiseMap[name] || Promise.resolve({});\n }\n\n /** Make resource instance by resource type */\n private async instance(name) {\n const res = this.resourcesMap[name];\n return this.makeInstanceFunctions[res.type] && (await this.makeInstanceFunctions[res.type](res));\n }\n\n /** destory this resource manager */\n async destroy(name: string) {\n await this._destroy(name);\n }\n private async _destroy(name, loadError = false) {\n const resource = this.resourcesMap[name];\n if (!resource) return;\n if (!loadError) {\n try {\n if (this.destroyInstanceFunctions[resource.type]) {\n await this.destroyInstanceFunctions[resource.type](resource);\n }\n } catch (e) {\n console.warn(`destroy resource ${resource.name} error with '${e.message}'`);\n }\n }\n delete this.promiseMap[name];\n resource.data = {};\n resource.complete = false;\n resource.instance = undefined;\n }\n\n /** Add resource instance function */\n public registerInstance(type: RESOURCE_TYPE | string, callback: ResourceProcessFn) {\n this.makeInstanceFunctions[type] = callback;\n }\n\n /** Add resource destroy function */\n public registerDestroy(type: RESOURCE_TYPE | string, callback: ResourceProcessFn) {\n this.destroyInstanceFunctions[type] = callback;\n }\n\n private loadResource({ names = [], preload = false }) {\n const unLoadNames = names.filter(name => !this.promiseMap[name] && this.resourcesMap[name]);\n if (!unLoadNames.length) return;\n\n const resolves = {};\n const loader = this.getLoader(preload);\n\n unLoadNames.forEach(name => {\n this.promiseMap[name] = new Promise(r => (resolves[name] = r));\n const res = this.resourcesMap[name];\n for (const key in res.src) {\n const resourceType = res.src[key].type;\n if (resourceType === 'data') {\n res.data[key] = res.src[key].data;\n this.doComplete(name, resolves[name], preload);\n } else {\n loader.add({\n url: res.src[key].url,\n name: `${res.name}_${key}`,\n strategy: STRATEGY[resourceType],\n metadata: {\n key,\n name: res.name,\n resolves,\n },\n });\n }\n }\n });\n\n loader.load();\n }\n\n async doComplete(name, resolve, preload = false) {\n const res = this.resourcesMap[name];\n const param: EventParam = {\n name,\n resource: this.resourcesMap[name],\n success: true,\n };\n if (this.checkAllLoaded(name)) {\n try {\n res.instance = await this.instance(name);\n res.complete = true;\n if (preload) {\n this.progress.onProgress(param);\n }\n resolve(res);\n } catch (err) {\n res.complete = false;\n if (preload) {\n param.errMsg = err.message;\n param.success = false;\n this.progress.onProgress(param);\n }\n resolve({});\n }\n }\n }\n\n checkAllLoaded(name) {\n const res = this.resourcesMap[name];\n return Array.from(Object.keys(res.src)).every(resourceKey => res.data[resourceKey]);\n }\n\n getLoader(preload: boolean = false) {\n let loader = this.loaders.find(({ loading }) => !loading);\n if (!loader) {\n loader = new Loader();\n this.loaders.push(loader);\n }\n if (preload) {\n loader.onStart.once(() => {\n this.progress.onStart();\n });\n }\n loader.onLoad.add((_, resource) => {\n this.onLoad({ preload, resource });\n });\n // @ts-ignore\n loader.onError.add((errMsg, _, resource) => {\n this.onError({ errMsg, resource, preload });\n });\n loader.onComplete.once(() => {\n loader.onLoad.detachAll();\n loader.onError.detachAll();\n loader.reset();\n });\n return loader;\n }\n\n private async onLoad({ preload = false, resource }) {\n const {\n metadata: { key, name, resolves },\n data,\n } = resource;\n const res = this.resourcesMap[name];\n res.data[key] = data;\n this.doComplete(name, resolves[name], preload);\n }\n\n private async onError({ errMsg, preload = false, resource }) {\n const {\n metadata: { name, resolves },\n } = resource;\n this._destroy(name, true);\n resolves[name]({});\n if (preload) {\n const param = {\n name,\n resource: this.resourcesMap[name],\n success: false,\n errMsg,\n };\n this.progress.onProgress(param);\n }\n }\n}\n\n/** Resource manager single instance */\nexport const resource: Resource = new Resource();\nexport default Resource;\n","import Component, { UpdateParams as _UpdateParams } from './core/Component';\nimport { ObserverType, PureObserverInfo as _PureObserverInfo } from './core/observer';\nimport GameObject from './core/GameObject';\nimport System from './core/System';\nimport Transform, { TransformParams as _TransformParams } from './core/Transform';\nimport Game, { LOAD_SCENE_MODE } from './game/Game';\nimport Scene from './game/Scene';\nimport { IDEProp } from './decorators/ide';\nimport { componentObserver } from './decorators/system';\nimport { resource, LOAD_EVENT, RESOURCE_TYPE } from './loader/Resource';\n\n/** Decorators util */\nconst decorators = {\n IDEProp,\n componentObserver,\n};\n\n// for typescript\nexport type { PluginStruct } from './game/Game';\nexport type { TransformParams } from './core/Transform';\nexport type { ObserverEvent as ComponentChanged } from './core/ComponentObserver';\nexport type { PureObserverInfo } from './core/observer';\nexport type { UpdateParams, ComponentParams } from './core/Component';\nexport type { ObserverInfo } from './decorators/system';\nexport type { ResourceBase } from './loader/Resource';\n\nexport {\n Game,\n Scene,\n GameObject,\n Component,\n System,\n Transform,\n resource,\n decorators,\n LOAD_EVENT,\n RESOURCE_TYPE,\n ObserverType as 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