@maoyugames/phaser-framework 1.0.0 → 1.0.2
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/cli/index.js +29 -16
- package/dist/index.d.ts +7 -5
- package/dist/index.js +21 -11
- package/package.json +1 -1
package/dist/cli/index.js
CHANGED
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@@ -236,7 +236,15 @@ function createPlatformConfig(platform, opts) {
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__FRAMEWORK_VERSION__: JSON.stringify(frameworkVersion)
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},
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resolve: {
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-
alias: createAlias(projectRoot)
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+
alias: createAlias(projectRoot),
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+
// 去重 phaser:避免框架包与业务解析到不同 phaser 实例
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dedupe: ["phaser"]
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},
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// dev 模式必须预打包 phaser(及框架包)为带 default 导出的 ESM,
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// 否则 vite dev 下 `import Phaser from 'phaser'` 报
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// "phaser does not provide an export named 'default'"(build 模式 rollup 自带 CJS 互操作,不受影响)。
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optimizeDeps: {
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include: ["phaser", "@maoyugames/phaser-framework"]
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},
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esbuild: {
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// 兼容低端 webview / 小游戏 JS 引擎
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@@ -1043,27 +1051,25 @@ async function runDev(target) {
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const config = await loadPlatformConfig(ctx);
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const vite = await loadViteFromRoot(ctx.root);
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const cache = cacheDir2(ctx.root);
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-
fse4.ensureDirSync(cache);
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const hash = randomBytes(4).toString("hex");
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-
const
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-
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-
const
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-
const
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const runDir = join(cache, `dev-${platform}-${hash}`);
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fse4.ensureDirSync(runDir);
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const entryFileName = `main.${platform}.ts`;
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const entryPath = join(runDir, entryFileName);
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const htmlPath = join(runDir, "index.html");
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fse4.writeFileSync(entryPath, renderEntry({ platform, projectRoot: ctx.root }), "utf-8");
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fse4.writeFileSync(htmlPath, renderHtmlShell2(platform, config, `./${entryFileName}`), "utf-8");
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const cleanup = () => {
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-
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-
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-
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-
} catch {
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-
}
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try {
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fse4.removeSync(runDir);
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} catch {
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}
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};
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try {
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const server = await vite.createServer({
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-
// root
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-
// alias/publicDir
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root:
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// root 设为本次 dev 的独立子目录(其根有 index.html),浏览器打开 / 即入口页;
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// alias/publicDir 用绝对路径不受 root 影响
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root: runDir,
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base: "/",
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configFile: false,
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define: {
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@@ -1075,7 +1081,14 @@ async function runDev(target) {
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alias: [
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{ find: /^@game$/, replacement: resolve(ctx.root, "src/game") },
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{ find: /^@game\//, replacement: resolve(ctx.root, "src/game") + "/" }
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-
]
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],
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// 去重 phaser,避免框架包与业务解析到不同实例
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dedupe: ["phaser"]
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},
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+
// 必须预打包 phaser(及框架包)为带 default 导出的 ESM,
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1089
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// 否则 dev 下 `import Phaser from 'phaser'` 报 "does not provide an export named 'default'"。
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optimizeDeps: {
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include: ["phaser", "@maoyugames/phaser-framework"]
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},
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publicDir: resolve(ctx.root, "src/game/public"),
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server: { open: false }
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@@ -1084,7 +1097,7 @@ async function runDev(target) {
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const info = server.resolvedUrls;
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const url = info?.local?.[0] ?? "http://localhost:5173/";
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console.log(pc4.green(pc4.bold(`\u25B6 [${platform}] dev server \u5C31\u7EEA`)));
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console.log(` \u6253\u5F00:${pc4.cyan(url
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console.log(` \u6253\u5F00:${pc4.cyan(url)}`);
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console.log(pc4.gray(" (Ctrl+C \u9000\u51FA,\u4E34\u65F6\u5165\u53E3\u4F1A\u81EA\u52A8\u6E05\u7406)"));
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const onExit = async () => {
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cleanup();
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package/dist/index.d.ts
CHANGED
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@@ -962,14 +962,16 @@ declare abstract class BaseScene extends Phaser.Scene {
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private readonly _bindings;
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/** 清理钩子是否已注册(防止同一实例重复注册) */
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private _cleanupArmed;
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constructor(config?: string | Phaser.Types.Scenes.SettingsConfig);
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/**
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* E4
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* Phaser 生命周期 init:此时 this.events 已就绪。在此挂场景清理钩子(E4)。
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*
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* Phaser 场景实例可被复用(stop → start 重启):每次重启都会再次触发 init / create。
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* armCleanupHooks 内部用 once + 自重注册覆盖每一轮 SHUTDOWN;DESTROY(实例被移除)只需一次。
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*
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*
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* 但会再次触发 create。因此清理逻辑必须在每次 SHUTDOWN 都执行,并在执行后
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* 重新登记(re-arm),保证下一轮生命周期同样被覆盖;DESTROY(实例被移除)只需一次。
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* 注意:业务场景若覆写 init(data),请调用 super.init(data) 以保留自动清理(this.bind / this.scheduler)。
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*/
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-
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init(_data?: object): void;
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/**
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* 登记需在场景关闭时清理的订阅(E4)。
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* @param unsub App.events.on / socket.onMessage 等返回的 Unsubscribe
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package/dist/index.js
CHANGED
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@@ -2107,13 +2107,20 @@ var SceneManager = class {
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console.warn("[SceneManager] Phaser.Game \u5C1A\u672A\u5C31\u7EEA,goto \u88AB\u5FFD\u7565:", key);
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return;
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}
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-
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const sceneData = asSceneData(data);
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const all = manager.getScenes(false);
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const vehicle = all.find((s) => s.scene.key !== key);
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for (const scene of all) {
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const sceneKey = scene.scene.key;
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-
if (sceneKey !== key) {
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if (sceneKey !== key && scene !== vehicle) {
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manager.stop(sceneKey);
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}
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}
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if (vehicle) {
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vehicle.scene.start(key, sceneData);
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} else {
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manager.start(key, sceneData);
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}
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}
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push(key, data) {
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const manager = this.game?.scene;
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@@ -3056,13 +3063,6 @@ var Scheduler = class {
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// src/scene/BaseScene.ts
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var BaseScene = class extends Phaser4.Scene {
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/**
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* E4 构造时挂上场景生命周期清理钩子。
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*
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* Phaser 场景实例可被复用(stop → start 重启):重启时不会再走 constructor,
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* 但会再次触发 create。因此清理逻辑必须在每次 SHUTDOWN 都执行,并在执行后
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* 重新登记(re-arm),保证下一轮生命周期同样被覆盖;DESTROY(实例被移除)只需一次。
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*/
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constructor(config) {
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super(config);
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/* --------------------------- 自动清理 / 调度 --------------------------- */
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@@ -3080,12 +3080,22 @@ var BaseScene = class extends Phaser4.Scene {
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__publicField(this, "_bindings", []);
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/** 清理钩子是否已注册(防止同一实例重复注册) */
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__publicField(this, "_cleanupArmed", false);
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this.armCleanupHooks();
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}
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/** App 门面:业务在场景内访问网络/音频/存储等的统一入口 */
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get app() {
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return App;
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}
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/**
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* Phaser 生命周期 init:此时 this.events 已就绪。在此挂场景清理钩子(E4)。
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3090
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+
*
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* Phaser 场景实例可被复用(stop → start 重启):每次重启都会再次触发 init / create。
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* armCleanupHooks 内部用 once + 自重注册覆盖每一轮 SHUTDOWN;DESTROY(实例被移除)只需一次。
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*
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* 注意:业务场景若覆写 init(data),请调用 super.init(data) 以保留自动清理(this.bind / this.scheduler)。
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*/
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init(_data) {
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this.armCleanupHooks();
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}
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/**
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* 登记需在场景关闭时清理的订阅(E4)。
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* @param unsub App.events.on / socket.onMessage 等返回的 Unsubscribe
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