@mavonengine/core 0.0.2
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/BaseGame.cjs +112 -0
- package/dist/BaseGame.d.ts +34 -0
- package/dist/BaseGame.js +90 -0
- package/dist/Camera.cjs +52 -0
- package/dist/Camera.d.ts +8 -0
- package/dist/Camera.js +16 -0
- package/dist/Components/MinimapComponent.cjs +92 -0
- package/dist/Components/MinimapComponent.d.ts +15 -0
- package/dist/Components/MinimapComponent.js +57 -0
- package/dist/Components/TrailComponent.cjs +101 -0
- package/dist/Components/TrailComponent.d.ts +24 -0
- package/dist/Components/TrailComponent.js +73 -0
- package/dist/Editor/EditorHelper.cjs +73 -0
- package/dist/Editor/EditorHelper.d.ts +55 -0
- package/dist/Editor/EditorHelper.js +52 -0
- package/dist/Editor/WithEditorHelper.cjs +65 -0
- package/dist/Editor/WithEditorHelper.d.ts +22 -0
- package/dist/Editor/WithEditorHelper.js +38 -0
- package/dist/Game.cjs +131 -0
- package/dist/Game.d.ts +51 -0
- package/dist/Game.js +100 -0
- package/dist/InputManager.cjs +88 -0
- package/dist/InputManager.d.ts +12 -0
- package/dist/InputManager.js +50 -0
- package/dist/Networking/Client/NetworkManager.cjs +94 -0
- package/dist/Networking/Client/NetworkManager.d.ts +18 -0
- package/dist/Networking/Client/NetworkManager.js +60 -0
- package/dist/Networking/Entities/Player.cjs +47 -0
- package/dist/Networking/Entities/Player.d.ts +9 -0
- package/dist/Networking/Entities/Player.js +17 -0
- package/dist/Networking/NetworkedActor.cjs +43 -0
- package/dist/Networking/NetworkedActor.d.ts +31 -0
- package/dist/Networking/NetworkedActor.js +10 -0
- package/dist/Networking/NetworkedEntity.cjs +16 -0
- package/dist/Networking/NetworkedEntity.d.ts +7 -0
- package/dist/Networking/NetworkedEntity.js +1 -0
- package/dist/Networking/NetworkedEntityState.cjs +44 -0
- package/dist/Networking/NetworkedEntityState.d.ts +10 -0
- package/dist/Networking/NetworkedEntityState.js +11 -0
- package/dist/Networking/NetworkedGameObject.cjs +74 -0
- package/dist/Networking/NetworkedGameObject.d.ts +35 -0
- package/dist/Networking/NetworkedGameObject.js +41 -0
- package/dist/Networking/NetworkedLivingActor.cjs +62 -0
- package/dist/Networking/NetworkedLivingActor.d.ts +35 -0
- package/dist/Networking/NetworkedLivingActor.js +32 -0
- package/dist/Networking/Server/Client.cjs +37 -0
- package/dist/Networking/Server/Client.d.ts +5 -0
- package/dist/Networking/Server/Client.js +14 -0
- package/dist/Networking/Server/Commands.cjs +32 -0
- package/dist/Networking/Server/Commands.d.ts +11 -0
- package/dist/Networking/Server/Commands.js +5 -0
- package/dist/Networking/Server/Server.cjs +202 -0
- package/dist/Networking/Server/Server.d.ts +40 -0
- package/dist/Networking/Server/Server.js +182 -0
- package/dist/Networking/Server/Stats/BandwidthTracker.cjs +45 -0
- package/dist/Networking/Server/Stats/BandwidthTracker.d.ts +11 -0
- package/dist/Networking/Server/Stats/BandwidthTracker.js +22 -0
- package/dist/Networking/Server/Stats/CpuTracker.cjs +101 -0
- package/dist/Networking/Server/Stats/CpuTracker.d.ts +13 -0
- package/dist/Networking/Server/Stats/CpuTracker.js +69 -0
- package/dist/Networking/Server/World.cjs +42 -0
- package/dist/Networking/Server/World.d.ts +5 -0
- package/dist/Networking/Server/World.js +7 -0
- package/dist/Networking/syncState.cjs +51 -0
- package/dist/Networking/syncState.d.ts +11 -0
- package/dist/Networking/syncState.js +33 -0
- package/dist/Particles/Effects/Rain.cjs +90 -0
- package/dist/Particles/Effects/Rain.d.ts +19 -0
- package/dist/Particles/Effects/Rain.js +51 -0
- package/dist/Particles/Effects/Smoke.cjs +144 -0
- package/dist/Particles/Effects/Smoke.d.ts +27 -0
- package/dist/Particles/Effects/Smoke.js +104 -0
- package/dist/Particles/Shaders/LoadingScreen/Fragment.glsl +6 -0
- package/dist/Particles/Shaders/LoadingScreen/Vertex.glsl +3 -0
- package/dist/Particles/Shaders/Rain/Fragment.glsl +4 -0
- package/dist/Particles/Shaders/Rain/Vertex.glsl +23 -0
- package/dist/Particles/Shaders/Smoke/Fragment.glsl +8 -0
- package/dist/Particles/Shaders/Smoke/Vertex.glsl +25 -0
- package/dist/Particles/System/Emitter.cjs +81 -0
- package/dist/Particles/System/Emitter.d.ts +36 -0
- package/dist/Particles/System/Emitter.js +50 -0
- package/dist/Particles/System/Particle.cjs +49 -0
- package/dist/Particles/System/Particle.d.ts +11 -0
- package/dist/Particles/System/Particle.js +16 -0
- package/dist/Particles/System/ParticleEffect.cjs +59 -0
- package/dist/Particles/System/ParticleEffect.d.ts +22 -0
- package/dist/Particles/System/ParticleEffect.js +30 -0
- package/dist/Particles/System/ParticlePreviewRegistry.cjs +63 -0
- package/dist/Particles/System/ParticlePreviewRegistry.d.ts +10 -0
- package/dist/Particles/System/ParticlePreviewRegistry.js +23 -0
- package/dist/Particles/System/ParticleSystem.cjs +61 -0
- package/dist/Particles/System/ParticleSystem.d.ts +11 -0
- package/dist/Particles/System/ParticleSystem.js +28 -0
- package/dist/Prefab/Grass/Fragment.glsl +11 -0
- package/dist/Prefab/Grass/Grass.cjs +214 -0
- package/dist/Prefab/Grass/Grass.d.ts +32 -0
- package/dist/Prefab/Grass/Grass.js +182 -0
- package/dist/Prefab/Grass/GrassAffectingEntity.cjs +30 -0
- package/dist/Prefab/Grass/GrassAffectingEntity.d.ts +8 -0
- package/dist/Prefab/Grass/GrassAffectingEntity.js +3 -0
- package/dist/Prefab/Grass/Vertex.glsl +102 -0
- package/dist/Prefab/Lights/index.cjs +233 -0
- package/dist/Prefab/Lights/index.d.ts +77 -0
- package/dist/Prefab/Lights/index.js +164 -0
- package/dist/Prefab/Primitives/index.cjs +300 -0
- package/dist/Prefab/Primitives/index.d.ts +82 -0
- package/dist/Prefab/Primitives/index.js +217 -0
- package/dist/Prefab/Water/Fragment.glsl +36 -0
- package/dist/Prefab/Water/Vertex.glsl +60 -0
- package/dist/Prefab/Water/Water.cjs +234 -0
- package/dist/Prefab/Water/Water.d.ts +41 -0
- package/dist/Prefab/Water/Water.js +192 -0
- package/dist/Prefab/Water/WaterManager.cjs +146 -0
- package/dist/Prefab/Water/WaterManager.d.ts +28 -0
- package/dist/Prefab/Water/WaterManager.js +113 -0
- package/dist/Renderer/AssetRenderer.cjs +85 -0
- package/dist/Renderer/AssetRenderer.d.ts +14 -0
- package/dist/Renderer/AssetRenderer.js +52 -0
- package/dist/Renderer/PhysicsRenderer.cjs +84 -0
- package/dist/Renderer/PhysicsRenderer.d.ts +16 -0
- package/dist/Renderer/PhysicsRenderer.js +48 -0
- package/dist/Renderer.cjs +135 -0
- package/dist/Renderer.d.ts +23 -0
- package/dist/Renderer.js +86 -0
- package/dist/Shaders/Vertex/ClassicPerlin3DNoise.glsl +84 -0
- package/dist/Types/Asset.cjs +16 -0
- package/dist/Types/Asset.d.ts +6 -0
- package/dist/Types/Asset.js +1 -0
- package/dist/Types/Events.cjs +16 -0
- package/dist/Types/Events.d.ts +4 -0
- package/dist/Types/Events.js +1 -0
- package/dist/Types/IEditor.cjs +16 -0
- package/dist/Types/IEditor.d.ts +21 -0
- package/dist/Types/IEditor.js +1 -0
- package/dist/Utils/Debug.cjs +47 -0
- package/dist/Utils/Debug.d.ts +7 -0
- package/dist/Utils/Debug.js +14 -0
- package/dist/Utils/EventEmitter.cjs +58 -0
- package/dist/Utils/EventEmitter.d.ts +25 -0
- package/dist/Utils/EventEmitter.js +31 -0
- package/dist/Utils/Helpers.cjs +33 -0
- package/dist/Utils/Helpers.d.ts +6 -0
- package/dist/Utils/Helpers.js +10 -0
- package/dist/Utils/LoadingScreen.cjs +91 -0
- package/dist/Utils/LoadingScreen.d.ts +12 -0
- package/dist/Utils/LoadingScreen.js +59 -0
- package/dist/Utils/Logger.cjs +60 -0
- package/dist/Utils/Logger.d.ts +11 -0
- package/dist/Utils/Logger.js +39 -0
- package/dist/Utils/Math.cjs +35 -0
- package/dist/Utils/Math.d.ts +10 -0
- package/dist/Utils/Math.js +14 -0
- package/dist/Utils/Resources.cjs +101 -0
- package/dist/Utils/Resources.d.ts +29 -0
- package/dist/Utils/Resources.js +69 -0
- package/dist/Utils/Sizes.cjs +51 -0
- package/dist/Utils/Sizes.d.ts +8 -0
- package/dist/Utils/Sizes.js +18 -0
- package/dist/Utils/SkeletonAxesHelper.cjs +60 -0
- package/dist/Utils/SkeletonAxesHelper.d.ts +11 -0
- package/dist/Utils/SkeletonAxesHelper.js +40 -0
- package/dist/World/Actor.cjs +55 -0
- package/dist/World/Actor.d.ts +13 -0
- package/dist/World/Actor.js +25 -0
- package/dist/World/BaseChunkManager.cjs +34 -0
- package/dist/World/BaseChunkManager.d.ts +10 -0
- package/dist/World/BaseChunkManager.js +14 -0
- package/dist/World/BaseWorld.cjs +73 -0
- package/dist/World/BaseWorld.d.ts +23 -0
- package/dist/World/BaseWorld.js +45 -0
- package/dist/World/Chunk.cjs +45 -0
- package/dist/World/Chunk.d.ts +7 -0
- package/dist/World/Chunk.js +12 -0
- package/dist/World/Entity/State.cjs +52 -0
- package/dist/World/Entity/State.d.ts +20 -0
- package/dist/World/Entity/State.js +32 -0
- package/dist/World/Entity/interface/Damageable.cjs +16 -0
- package/dist/World/Entity/interface/Damageable.d.ts +7 -0
- package/dist/World/Entity/interface/Damageable.js +1 -0
- package/dist/World/Entity/interface/LivingEntity.cjs +16 -0
- package/dist/World/Entity/interface/LivingEntity.d.ts +3 -0
- package/dist/World/Entity/interface/LivingEntity.js +1 -0
- package/dist/World/Entity3D.cjs +92 -0
- package/dist/World/Entity3D.d.ts +23 -0
- package/dist/World/Entity3D.js +67 -0
- package/dist/World/Environment.cjs +59 -0
- package/dist/World/Environment.d.ts +7 -0
- package/dist/World/Environment.js +26 -0
- package/dist/World/GameObject.cjs +59 -0
- package/dist/World/GameObject.d.ts +16 -0
- package/dist/World/GameObject.js +26 -0
- package/dist/World/GameObjectInterface.cjs +16 -0
- package/dist/World/GameObjectInterface.d.ts +4 -0
- package/dist/World/GameObjectInterface.js +1 -0
- package/dist/World/LivingActor.cjs +42 -0
- package/dist/World/LivingActor.d.ts +10 -0
- package/dist/World/LivingActor.js +9 -0
- package/dist/World/StateManager.cjs +47 -0
- package/dist/World/StateManager.d.ts +6 -0
- package/dist/World/StateManager.js +14 -0
- package/dist/World/World.cjs +58 -0
- package/dist/World/World.d.ts +6 -0
- package/dist/World/World.js +25 -0
- package/dist/browser/BaseGame.js +10 -0
- package/dist/browser/BaseGame.js.map +1 -0
- package/dist/browser/Camera.css +51 -0
- package/dist/browser/Camera.css.map +1 -0
- package/dist/browser/Camera.js +18 -0
- package/dist/browser/Camera.js.map +1 -0
- package/dist/browser/Components/MinimapComponent.css +51 -0
- package/dist/browser/Components/MinimapComponent.css.map +1 -0
- package/dist/browser/Components/MinimapComponent.js +74 -0
- package/dist/browser/Components/MinimapComponent.js.map +1 -0
- package/dist/browser/Components/TrailComponent.css +51 -0
- package/dist/browser/Components/TrailComponent.css.map +1 -0
- package/dist/browser/Components/TrailComponent.js +94 -0
- package/dist/browser/Components/TrailComponent.js.map +1 -0
- package/dist/browser/Editor/EditorHelper.css +51 -0
- package/dist/browser/Editor/EditorHelper.css.map +1 -0
- package/dist/browser/Editor/EditorHelper.js +21 -0
- package/dist/browser/Editor/EditorHelper.js.map +1 -0
- package/dist/browser/Editor/WithEditorHelper.css +51 -0
- package/dist/browser/Editor/WithEditorHelper.css.map +1 -0
- package/dist/browser/Editor/WithEditorHelper.js +22 -0
- package/dist/browser/Editor/WithEditorHelper.js.map +1 -0
- package/dist/browser/Game.css +51 -0
- package/dist/browser/Game.css.map +1 -0
- package/dist/browser/Game.js +18 -0
- package/dist/browser/Game.js.map +1 -0
- package/dist/browser/InputManager.css +51 -0
- package/dist/browser/InputManager.css.map +1 -0
- package/dist/browser/InputManager.js +18 -0
- package/dist/browser/InputManager.js.map +1 -0
- package/dist/browser/Networking/Client/NetworkManager.js +73 -0
- package/dist/browser/Networking/Client/NetworkManager.js.map +1 -0
- package/dist/browser/Networking/Entities/Player.js +15 -0
- package/dist/browser/Networking/Entities/Player.js.map +1 -0
- package/dist/browser/Networking/NetworkedActor.js +24 -0
- package/dist/browser/Networking/NetworkedActor.js.map +1 -0
- package/dist/browser/Networking/NetworkedEntity.js +1 -0
- package/dist/browser/Networking/NetworkedEntity.js.map +1 -0
- package/dist/browser/Networking/NetworkedEntityState.js +20 -0
- package/dist/browser/Networking/NetworkedEntityState.js.map +1 -0
- package/dist/browser/Networking/NetworkedGameObject.js +12 -0
- package/dist/browser/Networking/NetworkedGameObject.js.map +1 -0
- package/dist/browser/Networking/NetworkedLivingActor.js +14 -0
- package/dist/browser/Networking/NetworkedLivingActor.js.map +1 -0
- package/dist/browser/Networking/Server/Client.js +8 -0
- package/dist/browser/Networking/Server/Client.js.map +1 -0
- package/dist/browser/Networking/Server/Commands.js +8 -0
- package/dist/browser/Networking/Server/Commands.js.map +1 -0
- package/dist/browser/Networking/Server/Server.js +194 -0
- package/dist/browser/Networking/Server/Server.js.map +1 -0
- package/dist/browser/Networking/Server/Stats/BandwidthTracker.js +8 -0
- package/dist/browser/Networking/Server/Stats/BandwidthTracker.js.map +1 -0
- package/dist/browser/Networking/Server/Stats/CpuTracker.js +8 -0
- package/dist/browser/Networking/Server/Stats/CpuTracker.js.map +1 -0
- package/dist/browser/Networking/Server/World.js +19 -0
- package/dist/browser/Networking/Server/World.js.map +1 -0
- package/dist/browser/Networking/syncState.js +31 -0
- package/dist/browser/Networking/syncState.js.map +1 -0
- package/dist/browser/Particles/Effects/Rain.css +51 -0
- package/dist/browser/Particles/Effects/Rain.css.map +1 -0
- package/dist/browser/Particles/Effects/Rain.js +88 -0
- package/dist/browser/Particles/Effects/Rain.js.map +1 -0
- package/dist/browser/Particles/Effects/Smoke.css +51 -0
- package/dist/browser/Particles/Effects/Smoke.css.map +1 -0
- package/dist/browser/Particles/Effects/Smoke.js +143 -0
- package/dist/browser/Particles/Effects/Smoke.js.map +1 -0
- package/dist/browser/Particles/Shaders/LoadingScreen/Fragment.glsl +6 -0
- package/dist/browser/Particles/Shaders/LoadingScreen/Vertex.glsl +3 -0
- package/dist/browser/Particles/Shaders/Rain/Fragment.glsl +4 -0
- package/dist/browser/Particles/Shaders/Rain/Vertex.glsl +23 -0
- package/dist/browser/Particles/Shaders/Smoke/Fragment.glsl +8 -0
- package/dist/browser/Particles/Shaders/Smoke/Vertex.glsl +25 -0
- package/dist/browser/Particles/System/Emitter.css +51 -0
- package/dist/browser/Particles/System/Emitter.css.map +1 -0
- package/dist/browser/Particles/System/Emitter.js +19 -0
- package/dist/browser/Particles/System/Emitter.js.map +1 -0
- package/dist/browser/Particles/System/Particle.js +10 -0
- package/dist/browser/Particles/System/Particle.js.map +1 -0
- package/dist/browser/Particles/System/ParticleEffect.css +51 -0
- package/dist/browser/Particles/System/ParticleEffect.css.map +1 -0
- package/dist/browser/Particles/System/ParticleEffect.js +23 -0
- package/dist/browser/Particles/System/ParticleEffect.js.map +1 -0
- package/dist/browser/Particles/System/ParticlePreviewRegistry.js +13 -0
- package/dist/browser/Particles/System/ParticlePreviewRegistry.js.map +1 -0
- package/dist/browser/Particles/System/ParticleSystem.css +51 -0
- package/dist/browser/Particles/System/ParticleSystem.css.map +1 -0
- package/dist/browser/Particles/System/ParticleSystem.js +18 -0
- package/dist/browser/Particles/System/ParticleSystem.js.map +1 -0
- package/dist/browser/Prefab/Grass/Fragment.glsl +11 -0
- package/dist/browser/Prefab/Grass/Grass.css +51 -0
- package/dist/browser/Prefab/Grass/Grass.css.map +1 -0
- package/dist/browser/Prefab/Grass/Grass.js +226 -0
- package/dist/browser/Prefab/Grass/Grass.js.map +1 -0
- package/dist/browser/Prefab/Grass/GrassAffectingEntity.js +10 -0
- package/dist/browser/Prefab/Grass/GrassAffectingEntity.js.map +1 -0
- package/dist/browser/Prefab/Grass/Vertex.glsl +102 -0
- package/dist/browser/Prefab/Lights/index.css +51 -0
- package/dist/browser/Prefab/Lights/index.css.map +1 -0
- package/dist/browser/Prefab/Lights/index.js +224 -0
- package/dist/browser/Prefab/Lights/index.js.map +1 -0
- package/dist/browser/Prefab/Primitives/index.css +51 -0
- package/dist/browser/Prefab/Primitives/index.css.map +1 -0
- package/dist/browser/Prefab/Primitives/index.js +296 -0
- package/dist/browser/Prefab/Primitives/index.js.map +1 -0
- package/dist/browser/Prefab/Water/Fragment.glsl +36 -0
- package/dist/browser/Prefab/Water/Vertex.glsl +60 -0
- package/dist/browser/Prefab/Water/Water.css +51 -0
- package/dist/browser/Prefab/Water/Water.css.map +1 -0
- package/dist/browser/Prefab/Water/Water.js +234 -0
- package/dist/browser/Prefab/Water/Water.js.map +1 -0
- package/dist/browser/Prefab/Water/WaterManager.css +51 -0
- package/dist/browser/Prefab/Water/WaterManager.css.map +1 -0
- package/dist/browser/Prefab/Water/WaterManager.js +19 -0
- package/dist/browser/Prefab/Water/WaterManager.js.map +1 -0
- package/dist/browser/Renderer/AssetRenderer.css +51 -0
- package/dist/browser/Renderer/AssetRenderer.css.map +1 -0
- package/dist/browser/Renderer/AssetRenderer.js +71 -0
- package/dist/browser/Renderer/AssetRenderer.js.map +1 -0
- package/dist/browser/Renderer/PhysicsRenderer.css +51 -0
- package/dist/browser/Renderer/PhysicsRenderer.css.map +1 -0
- package/dist/browser/Renderer/PhysicsRenderer.js +18 -0
- package/dist/browser/Renderer/PhysicsRenderer.js.map +1 -0
- package/dist/browser/Renderer.css +51 -0
- package/dist/browser/Renderer.css.map +1 -0
- package/dist/browser/Renderer.js +18 -0
- package/dist/browser/Renderer.js.map +1 -0
- package/dist/browser/Shaders/Vertex/ClassicPerlin3DNoise.glsl +84 -0
- package/dist/browser/Types/Asset.js +1 -0
- package/dist/browser/Types/Asset.js.map +1 -0
- package/dist/browser/Types/Events.js +1 -0
- package/dist/browser/Types/Events.js.map +1 -0
- package/dist/browser/Types/IEditor.js +1 -0
- package/dist/browser/Types/IEditor.js.map +1 -0
- package/dist/browser/Utils/Debug.js +9 -0
- package/dist/browser/Utils/Debug.js.map +1 -0
- package/dist/browser/Utils/EventEmitter.js +10 -0
- package/dist/browser/Utils/EventEmitter.js.map +1 -0
- package/dist/browser/Utils/Helpers.js +13 -0
- package/dist/browser/Utils/Helpers.js.map +1 -0
- package/dist/browser/Utils/LoadingScreen.css +51 -0
- package/dist/browser/Utils/LoadingScreen.css.map +1 -0
- package/dist/browser/Utils/LoadingScreen.js +18 -0
- package/dist/browser/Utils/LoadingScreen.js.map +1 -0
- package/dist/browser/Utils/Logger.js +8 -0
- package/dist/browser/Utils/Logger.js.map +1 -0
- package/dist/browser/Utils/Math.js +10 -0
- package/dist/browser/Utils/Math.js.map +1 -0
- package/dist/browser/Utils/Resources.js +9 -0
- package/dist/browser/Utils/Resources.js.map +1 -0
- package/dist/browser/Utils/Sizes.js +9 -0
- package/dist/browser/Utils/Sizes.js.map +1 -0
- package/dist/browser/Utils/SkeletonAxesHelper.js +8 -0
- package/dist/browser/Utils/SkeletonAxesHelper.js.map +1 -0
- package/dist/browser/World/Actor.js +11 -0
- package/dist/browser/World/Actor.js.map +1 -0
- package/dist/browser/World/BaseChunkManager.js +8 -0
- package/dist/browser/World/BaseChunkManager.js.map +1 -0
- package/dist/browser/World/BaseWorld.js +10 -0
- package/dist/browser/World/BaseWorld.js.map +1 -0
- package/dist/browser/World/Chunk.js +22 -0
- package/dist/browser/World/Chunk.js.map +1 -0
- package/dist/browser/World/Entity/State.js +8 -0
- package/dist/browser/World/Entity/State.js.map +1 -0
- package/dist/browser/World/Entity/interface/Damageable.js +1 -0
- package/dist/browser/World/Entity/interface/Damageable.js.map +1 -0
- package/dist/browser/World/Entity/interface/LivingEntity.js +1 -0
- package/dist/browser/World/Entity/interface/LivingEntity.js.map +1 -0
- package/dist/browser/World/Entity3D.css +51 -0
- package/dist/browser/World/Entity3D.css.map +1 -0
- package/dist/browser/World/Entity3D.js +21 -0
- package/dist/browser/World/Entity3D.js.map +1 -0
- package/dist/browser/World/Environment.css +51 -0
- package/dist/browser/World/Environment.css.map +1 -0
- package/dist/browser/World/Environment.js +18 -0
- package/dist/browser/World/Environment.js.map +1 -0
- package/dist/browser/World/GameObject.js +9 -0
- package/dist/browser/World/GameObject.js.map +1 -0
- package/dist/browser/World/GameObjectInterface.js +1 -0
- package/dist/browser/World/GameObjectInterface.js.map +1 -0
- package/dist/browser/World/LivingActor.js +12 -0
- package/dist/browser/World/LivingActor.js.map +1 -0
- package/dist/browser/World/StateManager.js +23 -0
- package/dist/browser/World/StateManager.js.map +1 -0
- package/dist/browser/World/World.css +51 -0
- package/dist/browser/World/World.css.map +1 -0
- package/dist/browser/World/World.js +18 -0
- package/dist/browser/World/World.js.map +1 -0
- package/dist/browser/chunk-2D7GC2Z6.js +17 -0
- package/dist/browser/chunk-2D7GC2Z6.js.map +1 -0
- package/dist/browser/chunk-2UXBMKXV.js +56 -0
- package/dist/browser/chunk-2UXBMKXV.js.map +1 -0
- package/dist/browser/chunk-36BXDTHA.js +35 -0
- package/dist/browser/chunk-36BXDTHA.js.map +1 -0
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{"version":3,"sources":["../../../../src/Networking/Server/Server.ts"],"sourcesContent":["import type RAPIER from '@dimforge/rapier3d-compat'\nimport type { Data, GeckosServer, ServerChannel } from '@geckos.io/server'\nimport type GameObject from '../../World/GameObject'\nimport type { Express } from 'express'\nimport type winston from 'winston'\nimport type Player from '../Entities/Player'\nimport type NetworkedActor from '../NetworkedActor'\nimport { Buffer } from 'node:buffer'\nimport geckos from '@geckos.io/server'\nimport express from 'express'\nimport { ServerCommand } from './Commands'\nimport BaseGame from '../../BaseGame'\nimport BandwidthTracker from './Stats/BandwidthTracker'\nimport CpuTracker from './Stats/CpuTracker'\nimport ServerWorld from './World'\n\nlet instance: Server<GameObject>\n\nexport default abstract class Server<TClient extends GameObject> {\n game: BaseGame\n\n private commandBuffer: object[] = []\n\n gameSocket: GeckosServer\n httpServer: Express = express()\n protected logger: winston.Logger\n\n private onHttpCallback?: (httpServer: Express) => void\n\n lastTime = performance.now()\n\n bandwidthTracker = new BandwidthTracker()\n private cpuTracker: CpuTracker\n\n protected abstract onConnection(channel: ServerChannel): TClient\n protected abstract onCommand(command: any, delta: number): void\n\n constructor(logger: winston.Logger, phyicsWorld?: RAPIER.World) {\n instance = this as unknown as Server<GameObject>\n\n this.game = new BaseGame(logger, phyicsWorld)\n this.game.world = new ServerWorld()\n\n this.gameSocket = geckos()\n this.logger = logger\n this.cpuTracker = new CpuTracker(this.logger)\n\n this.gameSocket.onConnection((channel) => {\n this.logger.info(`Connected: ${channel.id}`)\n\n const client = this.onConnection(channel)\n this.game.world.entities.items.set(client.id!.toString(), client)\n\n this.logger.info(`${(this.game.world as ServerWorld).players.length} total players connected`)\n\n channel.on('ping', () => {\n channel.emit('pong')\n })\n\n channel.onDisconnect(() => {\n const playerId = channel.id!\n const disconnectedPlayer = BaseGame.instance().world.entities.items.get(playerId) as Player\n\n if (!disconnectedPlayer)\n return\n\n disconnectedPlayer.destroy()\n\n // Only notify players within visibility radius\n this.gameSocket.connectionsManager.connections.forEach((conn, connId) => {\n if (connId === playerId)\n return\n\n const otherPlayer = this.game.world.entities.items.get(connId!) as Player\n if (!otherPlayer)\n return\n\n const dist = otherPlayer.position.distanceTo(disconnectedPlayer.position)\n if (dist <= this.getStateSyncDistance()) {\n conn.channel.emit(ServerCommand.SV_REMOVE_ENTITY, {\n id: playerId,\n })\n }\n })\n\n this.logger.info('Disconnected', playerId)\n this.logger.info(`${(this.game.world as ServerWorld).players.length - 1} total players connected`)\n })\n\n channel.on('command', (data) => {\n const bytes = Buffer.byteLength(data.toString())\n this.bandwidthTracker.recordReceived('server', bytes)\n\n this.bufferIncomingCommand(channel, data)\n })\n })\n\n this.game.onUpdate(delta => this.tick(delta))\n\n setInterval(() => {\n const { sent, received } = this.bandwidthTracker.getBandwidthUsage('server')\n this.logger.debug(`Client - Sent: ${sent} B, Received: ${received} B`)\n\n this.cpuTracker.log()\n\n this.bandwidthTracker.reset()\n }, 5000)\n }\n\n private bufferIncomingCommand(channel: ServerChannel, command: Data) {\n this.commandBuffer.push({\n playerId: channel.id!,\n ...(command) as object,\n })\n }\n\n private tick(delta: number) {\n this.runThroughBuffer()\n\n this.onTick(delta)\n this.stateSync()\n }\n\n static instance(): Server<GameObject> {\n return instance\n }\n\n /**\n * Send full state update to all clients.\n */\n private stateSync() {\n const trackedEntitiesForMarkingSyncd = new Map<string, NetworkedActor>() // Renamed to avoid confusion\n\n this.gameSocket.connectionsManager.connections.forEach((con, id) => {\n const player = this.game.world.entities.items.get(id!) as Player\n if (!player)\n return\n\n const entitiesToSend: GameObject[] = [] // Renamed for clarity\n\n // Create a temporary set of entities that should be tracked for this player in this tick\n const currentTickTrackedEntities = new Set<string>()\n\n this.game.world.entities.items.forEach((entity) => {\n const isWithinDistance = player.position.distanceTo(entity.position) < this.getStateSyncDistance()\n\n if (isWithinDistance) {\n // If within distance, always include it in the state update for this player\n entitiesToSend.push(entity)\n currentTickTrackedEntities.add(entity.id)\n\n // If this entity has \"needsSync\" set, or if it's new for this player,\n // we want to ensure its state is considered for marking as synced globally.\n // This ensures that actual movement flags are reset.\n if ((entity as NetworkedActor).needsSync || !player.trackedEntities.has(entity.id)) {\n if (!trackedEntitiesForMarkingSyncd.has(entity.id)) {\n trackedEntitiesForMarkingSyncd.set(entity.id, entity as NetworkedActor)\n }\n }\n }\n else {\n // If outside distance, ensure it's removed from trackedEntities for this player\n player.trackedEntities.delete(entity.id)\n }\n })\n\n // Update the player's trackedEntities to reflect the current tick's within-distance entities\n // This is crucial for correctly handling re-entry.\n player.trackedEntities = currentTickTrackedEntities\n\n const state = {\n entities: entitiesToSend, // Use the new array\n sequenceId: 0,\n type: ServerCommand.SV_STATE,\n }\n\n this.bandwidthTracker.recordSent('server', Buffer.byteLength(state.toString()))\n con.channel.emit(ServerCommand.SV_STATE, state)\n })\n\n // Mark entities as synced ONLY if they were actually sent to at least one client\n trackedEntitiesForMarkingSyncd.forEach(entity => entity.markSyncd())\n }\n\n /**\n * The distance the player should have to an object so it\n * is sent in the state update.\n */\n abstract getStateSyncDistance(): number\n\n private runThroughBuffer() {\n while (this.commandBuffer.length > 0) {\n const currentCommand = this.commandBuffer[0]\n\n this.onCommand(currentCommand, this.calculateDelta())\n\n this.commandBuffer.shift()\n }\n }\n\n private calculateDelta() {\n const currentTime = performance.now()\n const deltaTime = (currentTime - this.lastTime)\n\n return deltaTime\n }\n\n protected onTick(_delta: number): void { }\n\n onHttp(callback: (express: Express) => void) {\n this.onHttpCallback = callback\n }\n\n start() {\n this.logger.info('Starting @mavon/engine - Socket Server')\n this.gameSocket.listen(8081)\n\n this.startHttpServer()\n\n /**\n * Register any http functionality in your own server\n */\n if (this.onHttpCallback) {\n this.onHttpCallback(this.httpServer)\n }\n }\n\n private startHttpServer() {\n this.logger.info('Starting @mavon/engine - HTTP Server')\n this.httpServer.listen(8050)\n this.registerHealthEndpoint()\n\n this.logger.info('Visit game server status: http://localhost:8050/api/game/health')\n }\n\n private registerHealthEndpoint() {\n this.httpServer.get('/api/game/health', (_req, res) => {\n // eslint-disable-next-line ts/no-this-alias\n const server = this\n\n res.format({\n json() {\n res.json({\n serverTime: new Date(),\n uptime: Math.round(performance.now() / 1000),\n players: (server.game.world as ServerWorld).players.length,\n world: {\n entities: server.game.world.entities.length,\n },\n physics: {\n bodies: server.game.physicsWorld?.bodies.len(),\n colliders: server.game.physicsWorld?.colliders.len(),\n },\n })\n },\n })\n })\n 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import {
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ServerWorld
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// src/Networking/syncState.ts
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function syncStateStack(entity, networkStates, factories) {
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let i = 0;
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while (i < networkStates.length) {
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const prevState = entity.state[entity.state.length - 1];
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{"version":3,"sources":["../../../src/Networking/syncState.ts"],"sourcesContent":["import type Actor from '../World/Actor'\nimport type NetworkedEntityState from './NetworkedEntityState'\n\n// TODO tighten types. Should not need any here\nexport type StateFactory = (entity: any, previousState?: any) => NetworkedEntityState\n\n/**\n * Compare the incoming state from the server with what is on the current entity.\n */\nexport function syncStateStack(\n entity: Actor & { state: NetworkedEntityState[] },\n networkStates: { stateName: string }[],\n factories: Record<string, StateFactory>,\n) {\n let i = 0\n\n while (i < networkStates.length) {\n const desired = networkStates[i].stateName\n const current = entity.state[i]\n\n if (!current || current.stateName !== desired) {\n // Capture the state at index i before removing (for the factory)\n const stateBeingReplaced = entity.state[i]\n\n // Remove all states from index i onwards (they don't match)\n while (entity.state.length > i) {\n entity.state[entity.state.length - 1].leave()\n }\n\n // Get the previous state (if any) for suspending\n const prevState = entity.state[entity.state.length - 1]\n // Suspend the previous state when adding a new state on top\n prevState?.suspend()\n\n const factory = factories[desired]\n\n if (factory) {\n // Pass the state being replaced to the factory (e.g., one state depends on results from the last)\n const newState = factory(entity, stateBeingReplaced)\n entity.state.push(newState)\n }\n }\n\n i++\n }\n\n // Remove any extra states beyond what the server has\n while (entity.state.length > networkStates.length) {\n entity.state[entity.state.length - 1].leave()\n }\n}\n"],"mappings":";;;AASO,SAAS,eACd,QACA,eACA,WACA;AACA,MAAI,IAAI;AAER,SAAO,IAAI,cAAc,QAAQ;AAC/B,UAAM,UAAU,cAAc,CAAC,EAAE;AACjC,UAAM,UAAU,OAAO,MAAM,CAAC;AAE9B,QAAI,CAAC,WAAW,QAAQ,cAAc,SAAS;AAE7C,YAAM,qBAAqB,OAAO,MAAM,CAAC;AAGzC,aAAO,OAAO,MAAM,SAAS,GAAG;AAC9B,eAAO,MAAM,OAAO,MAAM,SAAS,CAAC,EAAE,MAAM;AAAA,MAC9C;AAGA,YAAM,YAAY,OAAO,MAAM,OAAO,MAAM,SAAS,CAAC;AAEtD,iBAAW,QAAQ;AAEnB,YAAM,UAAU,UAAU,OAAO;AAEjC,UAAI,SAAS;AAEX,cAAM,WAAW,QAAQ,QAAQ,kBAAkB;AACnD,eAAO,MAAM,KAAK,QAAQ;AAAA,MAC5B;AAAA,IACF;AAEA;AAAA,EACF;AAGA,SAAO,OAAO,MAAM,SAAS,cAAc,QAAQ;AACjD,WAAO,MAAM,OAAO,MAAM,SAAS,CAAC,EAAE,MAAM;AAAA,EAC9C;AACF;","names":[]}
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canvas {
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{"version":3,"sources":["../../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
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Emitter
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} from "../../chunk-YSGEW6PQ.js";
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ParticleEffect
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registerParticle
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import "../../chunk-OVP75QOD.js";
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import "../../chunk-CZUIHQMY.js";
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import "../../chunk-PMZKVZCW.js";
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import "../../chunk-BZO35RV2.js";
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import "../../chunk-2D7GC2Z6.js";
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import "../../chunk-HU53VGSY.js";
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import "../../chunk-G3PMV62Z.js";
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// src/Particles/Effects/Rain.ts
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import { BufferAttribute, BufferGeometry, Points, ShaderMaterial } from "three";
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// src/Particles/Shaders/Rain/Fragment.glsl
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var Fragment_default = "void main()\n{\n gl_FragColor = vec4(1.0, 1.0, 1.0, 0.8); \n}";
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// src/Particles/Shaders/Rain/Vertex.glsl
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var Vertex_default = "uniform float uTime;\nuniform vec3 uCameraPosition;\n\nvoid main()\n{\n // Reset position to top if they are outside the screen\n vec3 pos = position;\n pos.y = pos.y - uTime * 7.0;\n pos.y = mod(pos.y + 20.0, 20.0) - 10.0;\n\n // If has been reset we should also update it to reflect camera position so it moves with the camera \n // Implement only when its at at the top\n\n // Position\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectedPosition = projectionMatrix * viewPosition;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);\n \n // Size\n gl_PointSize = 2.0;\n}";
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// src/Particles/Effects/Rain.ts
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var _RainEmitter = class _RainEmitter extends Emitter {
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constructor() {
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super(Game.instance().camera.instance.position, new ShaderMaterial({
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transparent: true,
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vertexShader: Vertex_default,
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fragmentShader: Fragment_default,
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uniforms: {
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uTime: { value: 0 },
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uCameraPosition: { value: Game.instance().camera.instance.position }
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}
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}), 1e3, 20);
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this.geometry = new BufferGeometry();
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this.mesh = new Points(this.geometry, this.material);
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const positions = new Float32Array(this.maxParticles * 3);
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for (let i = 0; i < this.maxParticles; i++) {
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const i3 = i * 3;
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positions[i3] = (Math.random() - 0.5) * 20;
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positions[i3 + 1] = (Math.random() - 0.5) * 20;
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positions[i3 + 2] = (Math.random() - 0.5) * 20;
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}
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this.geometry.setAttribute("position", new BufferAttribute(positions, 3));
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Game.instance().scene.add(this.mesh);
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}
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update(delta) {
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this.material.uniforms.uTime.value += delta;
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this.material.uniforms.uCameraPosition.value = Game.instance().camera.instance.position;
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}
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};
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_RainEmitter.preview = {
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cameraPosition: [0, 5, 10],
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cameraTarget: [0, 0, 0],
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create: () => new _RainEmitter()
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};
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var RainEmitter = _RainEmitter;
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registerParticle("Rain", {
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preview: RainEmitter.preview,
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spawn: () => new Rain()
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});
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var Rain = class extends ParticleEffect {
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constructor() {
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super();
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this.rainEmitter = new RainEmitter();
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this.emitters.push(this.rainEmitter);
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}
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};
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export {
|
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RainEmitter,
|
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Rain as default
|
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};
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//# sourceMappingURL=Rain.js.map
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1
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{"version":3,"sources":["../../../../src/Particles/Effects/Rain.ts","../../../../src/Particles/Shaders/Rain/Fragment.glsl","../../../../src/Particles/Shaders/Rain/Vertex.glsl"],"sourcesContent":["import { BufferAttribute, BufferGeometry, Points, ShaderMaterial } from 'three'\nimport Game from '../../Game'\nimport RainFragmentShader from '../Shaders/Rain/Fragment.glsl'\nimport RainVertextShader from '../Shaders/Rain/Vertex.glsl'\nimport Emitter from '../System/Emitter'\nimport ParticleEffect from '../System/ParticleEffect'\nimport { registerParticle } from '../System/ParticlePreviewRegistry'\n\nexport class RainEmitter extends Emitter {\n static preview = {\n cameraPosition: [0, 5, 10] as [number, number, number],\n cameraTarget: [0, 0, 0] as [number, number, number],\n create: () => new RainEmitter(),\n }\n\n declare geometry: BufferGeometry\n declare mesh: Points\n declare material: ShaderMaterial\n\n constructor() {\n super(Game.instance().camera.instance.position, new ShaderMaterial({\n transparent: true,\n vertexShader: RainVertextShader,\n fragmentShader: RainFragmentShader,\n uniforms: {\n uTime: { value: 0 },\n uCameraPosition: { value: Game.instance().camera.instance.position },\n },\n }), 1000, 20)\n\n this.geometry = new BufferGeometry()\n this.mesh = new Points(this.geometry, this.material)\n\n const positions = new Float32Array(this.maxParticles * 3)\n\n for (let i = 0; i < this.maxParticles; i++) {\n const i3 = i * 3\n positions[i3] = (Math.random() - 0.5) * 20\n positions[i3 + 1] = (Math.random() - 0.5) * 20\n positions[i3 + 2] = (Math.random() - 0.5) * 20\n }\n\n this.geometry.setAttribute('position', new BufferAttribute(positions, 3))\n\n Game.instance().scene.add(this.mesh)\n }\n\n update(delta: number): void {\n this.material.uniforms.uTime.value += delta\n this.material.uniforms.uCameraPosition.value = Game.instance().camera.instance.position\n }\n}\n\nregisterParticle('Rain', {\n preview: RainEmitter.preview,\n spawn: () => new Rain(),\n})\n\nexport default class Rain extends ParticleEffect {\n rainEmitter: Emitter\n\n constructor() {\n super()\n\n this.rainEmitter = new RainEmitter()\n this.emitters.push(this.rainEmitter)\n }\n}\n","void main()\n{\n gl_FragColor = vec4(1.0, 1.0, 1.0, 0.8); \n}","uniform float uTime;\nuniform vec3 uCameraPosition;\n\nvoid main()\n{\n // Reset position to top if they are outside the screen\n vec3 pos = position;\n pos.y = pos.y - uTime * 7.0;\n pos.y = mod(pos.y + 20.0, 20.0) - 10.0;\n\n // If has been reset we should also update it to reflect camera position so it moves with the camera \n // Implement only when its at at the top\n\n // Position\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectedPosition = projectionMatrix * viewPosition;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);\n \n // Size\n gl_PointSize = 2.0;\n}"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAAA,SAAS,iBAAiB,gBAAgB,QAAQ,sBAAsB;;;ACAxE;;;ACAA;;;AFQO,IAAM,eAAN,MAAM,qBAAoB,QAAQ;AAAA,EAWvC,cAAc;AACZ,UAAM,KAAK,SAAS,EAAE,OAAO,SAAS,UAAU,IAAI,eAAe;AAAA,MACjE,aAAa;AAAA,MACb,cAAc;AAAA,MACd,gBAAgB;AAAA,MAChB,UAAU;AAAA,QACR,OAAO,EAAE,OAAO,EAAE;AAAA,QAClB,iBAAiB,EAAE,OAAO,KAAK,SAAS,EAAE,OAAO,SAAS,SAAS;AAAA,MACrE;AAAA,IACF,CAAC,GAAG,KAAM,EAAE;AAEZ,SAAK,WAAW,IAAI,eAAe;AACnC,SAAK,OAAO,IAAI,OAAO,KAAK,UAAU,KAAK,QAAQ;AAEnD,UAAM,YAAY,IAAI,aAAa,KAAK,eAAe,CAAC;AAExD,aAAS,IAAI,GAAG,IAAI,KAAK,cAAc,KAAK;AAC1C,YAAM,KAAK,IAAI;AACf,gBAAU,EAAE,KAAK,KAAK,OAAO,IAAI,OAAO;AACxC,gBAAU,KAAK,CAAC,KAAK,KAAK,OAAO,IAAI,OAAO;AAC5C,gBAAU,KAAK,CAAC,KAAK,KAAK,OAAO,IAAI,OAAO;AAAA,IAC9C;AAEA,SAAK,SAAS,aAAa,YAAY,IAAI,gBAAgB,WAAW,CAAC,CAAC;AAExE,SAAK,SAAS,EAAE,MAAM,IAAI,KAAK,IAAI;AAAA,EACrC;AAAA,EAEA,OAAO,OAAqB;AAC1B,SAAK,SAAS,SAAS,MAAM,SAAS;AACtC,SAAK,SAAS,SAAS,gBAAgB,QAAQ,KAAK,SAAS,EAAE,OAAO,SAAS;AAAA,EACjF;AACF;AA3Ca,aACJ,UAAU;AAAA,EACf,gBAAgB,CAAC,GAAG,GAAG,EAAE;AAAA,EACzB,cAAc,CAAC,GAAG,GAAG,CAAC;AAAA,EACtB,QAAQ,MAAM,IAAI,aAAY;AAChC;AALK,IAAM,cAAN;AA6CP,iBAAiB,QAAQ;AAAA,EACvB,SAAS,YAAY;AAAA,EACrB,OAAO,MAAM,IAAI,KAAK;AACxB,CAAC;AAED,IAAqB,OAArB,cAAkC,eAAe;AAAA,EAG/C,cAAc;AACZ,UAAM;AAEN,SAAK,cAAc,IAAI,YAAY;AACnC,SAAK,SAAS,KAAK,KAAK,WAAW;AAAA,EACrC;AACF;","names":[]}
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@@ -0,0 +1,51 @@
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/* src/style.css */
|
|
2
|
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* {
|
|
3
|
+
margin: 0;
|
|
4
|
+
}
|
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5
|
+
body {
|
|
6
|
+
overflow: hidden;
|
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7
|
+
}
|
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8
|
+
canvas {
|
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9
|
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display: block;
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width: 100vw;
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|
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|
+
height: 100vh;
|
|
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|
+
}
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+
.point {
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|
+
position: absolute;
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|
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|
+
top: 50%;
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|
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|
+
left: 50%;
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|
+
pointer-events: none;
|
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|
+
}
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.point .label {
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|
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position: absolute;
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top: -20px;
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left: -20px;
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|
+
width: 40px;
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|
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height: 40px;
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|
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border-radius: 50%;
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color: white;
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|
+
text-align: center;
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|
+
background: rgba(0, 0, 0, 0.5);
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+
font-family:
|
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|
+
Helvetica,
|
|
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|
+
Arial,
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|
+
sans-serif;
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|
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line-height: 40px;
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|
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font-weight: 100;
|
|
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|
+
font-size: 14px;
|
|
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|
+
}
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|
+
.point .text {
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|
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|
+
position: absolute;
|
|
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|
+
top: 30px;
|
|
40
|
+
width: 200px;
|
|
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|
+
background: rgba(0, 0, 0, 0.5);
|
|
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|
+
color: white;
|
|
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|
+
line-height: 1.3rem;
|
|
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|
+
font-weight: 100;
|
|
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|
+
font-size: 14px;
|
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|
+
left: -100px;
|
|
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|
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text-align: center;
|
|
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|
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padding: 20px;
|
|
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|
+
border-radius: 10px;
|
|
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|
+
}
|
|
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|
+
/*# sourceMappingURL=Smoke.css.map */
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|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
|
|
@@ -0,0 +1,143 @@
|
|
|
1
|
+
import {
|
|
2
|
+
Particle
|
|
3
|
+
} from "../../chunk-ORBRJSRE.js";
|
|
4
|
+
import {
|
|
5
|
+
Emitter
|
|
6
|
+
} from "../../chunk-YSGEW6PQ.js";
|
|
7
|
+
import {
|
|
8
|
+
ParticleEffect
|
|
9
|
+
} from "../../chunk-MSCP7BC3.js";
|
|
10
|
+
import {
|
|
11
|
+
registerParticle
|
|
12
|
+
} from "../../chunk-MAGAUADA.js";
|
|
13
|
+
import "../../chunk-UA75LFFB.js";
|
|
14
|
+
import "../../chunk-INBJUTI4.js";
|
|
15
|
+
import "../../chunk-SR7IBOM4.js";
|
|
16
|
+
import "../../chunk-7ZSIOAT6.js";
|
|
17
|
+
import {
|
|
18
|
+
Game
|
|
19
|
+
} from "../../chunk-A5XMBADG.js";
|
|
20
|
+
import "../../chunk-VZ3QIXWK.js";
|
|
21
|
+
import "../../chunk-7QLYKS4T.js";
|
|
22
|
+
import "../../chunk-J7UBIWHX.js";
|
|
23
|
+
import "../../chunk-GDOID2XG.js";
|
|
24
|
+
import "../../chunk-OVP75QOD.js";
|
|
25
|
+
import "../../chunk-CZUIHQMY.js";
|
|
26
|
+
import "../../chunk-PMZKVZCW.js";
|
|
27
|
+
import "../../chunk-BZO35RV2.js";
|
|
28
|
+
import "../../chunk-2D7GC2Z6.js";
|
|
29
|
+
import "../../chunk-HU53VGSY.js";
|
|
30
|
+
import "../../chunk-G3PMV62Z.js";
|
|
31
|
+
|
|
32
|
+
// src/Particles/Effects/Smoke.ts
|
|
33
|
+
import { NormalBlending, ShaderMaterial, Vector3 } from "three";
|
|
34
|
+
|
|
35
|
+
// src/Particles/Shaders/Smoke/Fragment.glsl
|
|
36
|
+
var Fragment_default = "uniform sampler2D uTexture;\nvarying float vAlpha;\n\nvoid main()\n{\n vec4 texColor = texture2D(uTexture, gl_PointCoord);\n gl_FragColor = vec4(texColor.rgb, texColor.a * vAlpha); \n}";
|
|
37
|
+
|
|
38
|
+
// src/Particles/Shaders/Smoke/Vertex.glsl
|
|
39
|
+
var Vertex_default = "uniform float uTime;\nattribute float aScale;\nattribute float aAlpha;\nvarying float vAlpha;\n\nvoid main()\n{\n vAlpha = aAlpha;\n\n // Reset position to top if they are outside the screen\n vec3 pos = position;\n\n // If has been reset we should also update it to reflect camera position so it moves with the camera \n // Implement only when its at at the top\n\n // Position\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectedPosition = projectionMatrix * viewPosition;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);\n \n // Size\n gl_PointSize = aScale * 40.0;\n}";
|
|
40
|
+
|
|
41
|
+
// src/Particles/Effects/Smoke.ts
|
|
42
|
+
var SmokeParticle = class extends Particle {
|
|
43
|
+
constructor(lifetime, position) {
|
|
44
|
+
super(lifetime, position.clone());
|
|
45
|
+
this.startAlpha = 0.5;
|
|
46
|
+
this.reset();
|
|
47
|
+
}
|
|
48
|
+
reset() {
|
|
49
|
+
this.age = 0;
|
|
50
|
+
this.velocity = new Vector3(
|
|
51
|
+
(Math.random() - 0.5) * 0.4,
|
|
52
|
+
Math.random() * 0.3 + 0.4,
|
|
53
|
+
(Math.random() - 0.5) * 0.2
|
|
54
|
+
);
|
|
55
|
+
this.position.set(0, 0, 0);
|
|
56
|
+
}
|
|
57
|
+
update(delta) {
|
|
58
|
+
this.position.y += delta * 0.1;
|
|
59
|
+
this.scale = new Vector3(2 + this.age);
|
|
60
|
+
this.position.x += this.velocity.x * delta;
|
|
61
|
+
this.position.y += this.velocity.y * delta;
|
|
62
|
+
this.position.z += this.velocity.z * delta;
|
|
63
|
+
super.update(delta);
|
|
64
|
+
}
|
|
65
|
+
};
|
|
66
|
+
var _SmokeEmitter = class _SmokeEmitter extends Emitter {
|
|
67
|
+
constructor(smokeTexture, position) {
|
|
68
|
+
super(position, new ShaderMaterial({
|
|
69
|
+
vertexShader: Vertex_default,
|
|
70
|
+
fragmentShader: Fragment_default,
|
|
71
|
+
transparent: true,
|
|
72
|
+
blending: NormalBlending,
|
|
73
|
+
depthWrite: false,
|
|
74
|
+
uniforms: {
|
|
75
|
+
uTime: { value: 0 },
|
|
76
|
+
uCameraPosition: { value: Game.instance().camera.instance.position },
|
|
77
|
+
uTexture: { value: smokeTexture },
|
|
78
|
+
uAlpha: { value: 0.5 }
|
|
79
|
+
}
|
|
80
|
+
}), 20, 10);
|
|
81
|
+
for (let i = 0; i < this.maxParticles; i++) {
|
|
82
|
+
const particle = new SmokeParticle(Math.random() * this.maxLifeTimeParticle + 1, position);
|
|
83
|
+
this.particles.push(particle);
|
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this.scales[i] = particle.scale.x;
|
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this.alphas[i] = particle.alpha;
|
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}
|
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}
|
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update(delta) {
|
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this.material.uniforms.uTime.value += delta;
|
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for (let i = 0; i < this.maxParticles; i++) {
|
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const particle = this.particles[i];
|
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if (particle.age >= particle.decay) {
|
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particle.reset();
|
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} else {
|
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particle.update(delta);
|
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|
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this.positions[i * 3] = particle.position.x;
|
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|
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this.positions[i * 3 + 1] = particle.position.y;
|
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this.positions[i * 3 + 2] = particle.position.z;
|
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this.scales[i] = particle.scale.x;
|
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this.alphas[i] = particle.alpha;
|
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}
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|
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}
|
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this.geometry.getAttribute("aAlpha").needsUpdate = true;
|
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|
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this.geometry.getAttribute("position").needsUpdate = true;
|
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}
|
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};
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|
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_SmokeEmitter.preview = {
|
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|
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cameraPosition: [0, 4, 10],
|
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|
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cameraTarget: [0, 3, 0],
|
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|
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create: () => {
|
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|
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const tex = Game.instance().resources.items.smokeTexture;
|
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|
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return tex ? new _SmokeEmitter(tex, new Vector3(0, 0, 0)) : null;
|
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|
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}
|
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|
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};
|
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|
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var SmokeEmitter = _SmokeEmitter;
|
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|
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registerParticle("Smoke", {
|
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|
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preview: SmokeEmitter.preview,
|
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|
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spawn: (position) => new Smoke(position)
|
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});
|
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|
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var Smoke = class extends ParticleEffect {
|
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constructor(position) {
|
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|
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super();
|
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|
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const create = () => {
|
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|
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const tex2 = Game.instance().resources.items.smokeTexture;
|
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|
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if (tex2) {
|
|
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|
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this.smokeEmitter = new SmokeEmitter(tex2, position);
|
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|
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this.emitters.push(this.smokeEmitter);
|
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}
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};
|
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|
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const tex = Game.instance().resources.items.smokeTexture;
|
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if (tex) {
|
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|
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create();
|
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|
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} else {
|
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|
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Game.instance().resources.on("loaded", create);
|
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|
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}
|
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|
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}
|
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|
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};
|
|
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|
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export {
|
|
139
|
+
SmokeEmitter,
|
|
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|
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SmokeParticle,
|
|
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|
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Smoke as default
|
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};
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//# sourceMappingURL=Smoke.js.map
|
|
@@ -0,0 +1 @@
|
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|
1
|
+
{"version":3,"sources":["../../../../src/Particles/Effects/Smoke.ts","../../../../src/Particles/Shaders/Smoke/Fragment.glsl","../../../../src/Particles/Shaders/Smoke/Vertex.glsl"],"sourcesContent":["import type { BufferAttribute, Texture } from 'three'\nimport { NormalBlending, ShaderMaterial, Vector3 } from 'three'\nimport Game from '../../Game'\nimport SmokeFragmentShader from '../Shaders/Smoke/Fragment.glsl'\nimport SmokeVertextShader from '../Shaders/Smoke/Vertex.glsl'\nimport Emitter from '../System/Emitter'\nimport Particle from '../System/Particle'\nimport ParticleEffect from '../System/ParticleEffect'\nimport { registerParticle } from '../System/ParticlePreviewRegistry'\n\nexport class SmokeParticle extends Particle {\n startAlpha = 0.5\n velocity!: Vector3\n\n constructor(lifetime: number, position: Vector3) {\n super(lifetime, position.clone())\n this.reset()\n }\n\n reset() {\n this.age = 0\n this.velocity = new Vector3(\n (Math.random() - 0.5) * 0.4,\n Math.random() * 0.3 + 0.4,\n (Math.random() - 0.5) * 0.2,\n )\n this.position.set(0, 0, 0)\n }\n\n update(delta: number): void {\n this.position.y += delta * 0.1\n this.scale = new Vector3(2 + this.age)\n\n // Update position\n this.position.x += this.velocity.x * delta\n this.position.y += this.velocity.y * delta\n this.position.z += this.velocity.z * delta\n\n super.update(delta)\n }\n}\n\nexport class SmokeEmitter extends Emitter {\n static preview = {\n cameraPosition: [0, 4, 10] as [number, number, number],\n cameraTarget: [0, 3, 0] as [number, number, number],\n create: () => {\n const tex = Game.instance().resources.items.smokeTexture as Texture | undefined\n return tex ? new SmokeEmitter(tex, new Vector3(0, 0, 0)) : null\n },\n }\n\n declare particles: SmokeParticle[]\n declare material: ShaderMaterial\n\n constructor(smokeTexture: Texture, position: Vector3) {\n super(position, new ShaderMaterial({\n vertexShader: SmokeVertextShader,\n fragmentShader: SmokeFragmentShader,\n transparent: true,\n blending: NormalBlending,\n depthWrite: false,\n uniforms: {\n uTime: { value: 0 },\n uCameraPosition: { value: Game.instance().camera.instance.position },\n uTexture: { value: smokeTexture },\n uAlpha: { value: 0.5 },\n },\n }), 20, 10)\n\n for (let i = 0; i < this.maxParticles; i++) {\n const particle = new SmokeParticle(Math.random() * this.maxLifeTimeParticle + 1, position)\n this.particles.push(particle)\n this.scales[i] = particle.scale.x\n this.alphas[i] = particle.alpha\n }\n }\n\n update(delta: number): void {\n this.material.uniforms.uTime.value += delta\n\n for (let i = 0; i < this.maxParticles; i++) {\n const particle = this.particles[i]\n\n if (particle.age >= particle.decay) {\n // Respawn particle\n particle.reset()\n }\n else {\n particle.update(delta)\n\n // Update position buffer\n this.positions[i * 3] = particle.position.x\n this.positions[i * 3 + 1] = particle.position.y\n this.positions[i * 3 + 2] = particle.position.z\n\n this.scales[i] = particle.scale.x\n this.alphas[i] = particle.alpha\n }\n }\n\n (this.geometry.getAttribute('aAlpha') as BufferAttribute).needsUpdate = true;\n (this.geometry.getAttribute('position') as BufferAttribute).needsUpdate = true\n }\n}\n\nregisterParticle('Smoke', {\n preview: SmokeEmitter.preview,\n spawn: position => new Smoke(position),\n})\n\nexport default class Smoke extends ParticleEffect {\n smokeEmitter?: SmokeEmitter\n\n constructor(position: Vector3) {\n super()\n\n const create = () => {\n const tex = Game.instance().resources.items.smokeTexture as Texture | undefined\n if (tex) {\n this.smokeEmitter = new SmokeEmitter(tex, position)\n this.emitters.push(this.smokeEmitter)\n }\n }\n\n const tex = Game.instance().resources.items.smokeTexture as Texture | undefined\n if (tex) {\n create()\n }\n else {\n Game.instance().resources.on('loaded', create)\n }\n }\n}\n","uniform sampler2D uTexture;\nvarying float vAlpha;\n\nvoid main()\n{\n vec4 texColor = texture2D(uTexture, gl_PointCoord);\n gl_FragColor = vec4(texColor.rgb, texColor.a * vAlpha); \n}","uniform float uTime;\nattribute float aScale;\nattribute float aAlpha;\nvarying float vAlpha;\n\nvoid main()\n{\n vAlpha = aAlpha;\n\n // Reset position to top if they are outside the screen\n vec3 pos = position;\n\n // If has been reset we should also update it to reflect camera position so it moves with the camera \n // Implement only when its at at the top\n\n // Position\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectedPosition = projectionMatrix * viewPosition;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);\n \n // Size\n gl_PointSize = aScale * 40.0;\n}"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AACA,SAAS,gBAAgB,gBAAgB,eAAe;;;ACDxD;;;ACAA;;;AFUO,IAAM,gBAAN,cAA4B,SAAS;AAAA,EAI1C,YAAY,UAAkB,UAAmB;AAC/C,UAAM,UAAU,SAAS,MAAM,CAAC;AAJlC,sBAAa;AAKX,SAAK,MAAM;AAAA,EACb;AAAA,EAEA,QAAQ;AACN,SAAK,MAAM;AACX,SAAK,WAAW,IAAI;AAAA,OACjB,KAAK,OAAO,IAAI,OAAO;AAAA,MACxB,KAAK,OAAO,IAAI,MAAM;AAAA,OACrB,KAAK,OAAO,IAAI,OAAO;AAAA,IAC1B;AACA,SAAK,SAAS,IAAI,GAAG,GAAG,CAAC;AAAA,EAC3B;AAAA,EAEA,OAAO,OAAqB;AAC1B,SAAK,SAAS,KAAK,QAAQ;AAC3B,SAAK,QAAQ,IAAI,QAAQ,IAAI,KAAK,GAAG;AAGrC,SAAK,SAAS,KAAK,KAAK,SAAS,IAAI;AACrC,SAAK,SAAS,KAAK,KAAK,SAAS,IAAI;AACrC,SAAK,SAAS,KAAK,KAAK,SAAS,IAAI;AAErC,UAAM,OAAO,KAAK;AAAA,EACpB;AACF;AAEO,IAAM,gBAAN,MAAM,sBAAqB,QAAQ;AAAA,EAaxC,YAAY,cAAuB,UAAmB;AACpD,UAAM,UAAU,IAAI,eAAe;AAAA,MACjC,cAAc;AAAA,MACd,gBAAgB;AAAA,MAChB,aAAa;AAAA,MACb,UAAU;AAAA,MACV,YAAY;AAAA,MACZ,UAAU;AAAA,QACR,OAAO,EAAE,OAAO,EAAE;AAAA,QAClB,iBAAiB,EAAE,OAAO,KAAK,SAAS,EAAE,OAAO,SAAS,SAAS;AAAA,QACnE,UAAU,EAAE,OAAO,aAAa;AAAA,QAChC,QAAQ,EAAE,OAAO,IAAI;AAAA,MACvB;AAAA,IACF,CAAC,GAAG,IAAI,EAAE;AAEV,aAAS,IAAI,GAAG,IAAI,KAAK,cAAc,KAAK;AAC1C,YAAM,WAAW,IAAI,cAAc,KAAK,OAAO,IAAI,KAAK,sBAAsB,GAAG,QAAQ;AACzF,WAAK,UAAU,KAAK,QAAQ;AAC5B,WAAK,OAAO,CAAC,IAAI,SAAS,MAAM;AAChC,WAAK,OAAO,CAAC,IAAI,SAAS;AAAA,IAC5B;AAAA,EACF;AAAA,EAEA,OAAO,OAAqB;AAC1B,SAAK,SAAS,SAAS,MAAM,SAAS;AAEtC,aAAS,IAAI,GAAG,IAAI,KAAK,cAAc,KAAK;AAC1C,YAAM,WAAW,KAAK,UAAU,CAAC;AAEjC,UAAI,SAAS,OAAO,SAAS,OAAO;AAElC,iBAAS,MAAM;AAAA,MACjB,OACK;AACH,iBAAS,OAAO,KAAK;AAGrB,aAAK,UAAU,IAAI,CAAC,IAAI,SAAS,SAAS;AAC1C,aAAK,UAAU,IAAI,IAAI,CAAC,IAAI,SAAS,SAAS;AAC9C,aAAK,UAAU,IAAI,IAAI,CAAC,IAAI,SAAS,SAAS;AAE9C,aAAK,OAAO,CAAC,IAAI,SAAS,MAAM;AAChC,aAAK,OAAO,CAAC,IAAI,SAAS;AAAA,MAC5B;AAAA,IACF;AAEA,IAAC,KAAK,SAAS,aAAa,QAAQ,EAAsB,cAAc;AACxE,IAAC,KAAK,SAAS,aAAa,UAAU,EAAsB,cAAc;AAAA,EAC5E;AACF;AA9Da,cACJ,UAAU;AAAA,EACf,gBAAgB,CAAC,GAAG,GAAG,EAAE;AAAA,EACzB,cAAc,CAAC,GAAG,GAAG,CAAC;AAAA,EACtB,QAAQ,MAAM;AACZ,UAAM,MAAM,KAAK,SAAS,EAAE,UAAU,MAAM;AAC5C,WAAO,MAAM,IAAI,cAAa,KAAK,IAAI,QAAQ,GAAG,GAAG,CAAC,CAAC,IAAI;AAAA,EAC7D;AACF;AARK,IAAM,eAAN;AAgEP,iBAAiB,SAAS;AAAA,EACxB,SAAS,aAAa;AAAA,EACtB,OAAO,cAAY,IAAI,MAAM,QAAQ;AACvC,CAAC;AAED,IAAqB,QAArB,cAAmC,eAAe;AAAA,EAGhD,YAAY,UAAmB;AAC7B,UAAM;AAEN,UAAM,SAAS,MAAM;AACnB,YAAMA,OAAM,KAAK,SAAS,EAAE,UAAU,MAAM;AAC5C,UAAIA,MAAK;AACP,aAAK,eAAe,IAAI,aAAaA,MAAK,QAAQ;AAClD,aAAK,SAAS,KAAK,KAAK,YAAY;AAAA,MACtC;AAAA,IACF;AAEA,UAAM,MAAM,KAAK,SAAS,EAAE,UAAU,MAAM;AAC5C,QAAI,KAAK;AACP,aAAO;AAAA,IACT,OACK;AACH,WAAK,SAAS,EAAE,UAAU,GAAG,UAAU,MAAM;AAAA,IAC/C;AAAA,EACF;AACF;","names":["tex"]}
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
uniform float uTime;
|
|
2
|
+
uniform vec3 uCameraPosition;
|
|
3
|
+
|
|
4
|
+
void main()
|
|
5
|
+
{
|
|
6
|
+
// Reset position to top if they are outside the screen
|
|
7
|
+
vec3 pos = position;
|
|
8
|
+
pos.y = pos.y - uTime * 7.0;
|
|
9
|
+
pos.y = mod(pos.y + 20.0, 20.0) - 10.0;
|
|
10
|
+
|
|
11
|
+
// If has been reset we should also update it to reflect camera position so it moves with the camera
|
|
12
|
+
// Implement only when its at at the top
|
|
13
|
+
|
|
14
|
+
// Position
|
|
15
|
+
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
|
|
16
|
+
vec4 viewPosition = viewMatrix * modelPosition;
|
|
17
|
+
vec4 projectedPosition = projectionMatrix * viewPosition;
|
|
18
|
+
|
|
19
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
|
|
20
|
+
|
|
21
|
+
// Size
|
|
22
|
+
gl_PointSize = 2.0;
|
|
23
|
+
}
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
uniform float uTime;
|
|
2
|
+
attribute float aScale;
|
|
3
|
+
attribute float aAlpha;
|
|
4
|
+
varying float vAlpha;
|
|
5
|
+
|
|
6
|
+
void main()
|
|
7
|
+
{
|
|
8
|
+
vAlpha = aAlpha;
|
|
9
|
+
|
|
10
|
+
// Reset position to top if they are outside the screen
|
|
11
|
+
vec3 pos = position;
|
|
12
|
+
|
|
13
|
+
// If has been reset we should also update it to reflect camera position so it moves with the camera
|
|
14
|
+
// Implement only when its at at the top
|
|
15
|
+
|
|
16
|
+
// Position
|
|
17
|
+
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
|
|
18
|
+
vec4 viewPosition = viewMatrix * modelPosition;
|
|
19
|
+
vec4 projectedPosition = projectionMatrix * viewPosition;
|
|
20
|
+
|
|
21
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
|
|
22
|
+
|
|
23
|
+
// Size
|
|
24
|
+
gl_PointSize = aScale * 40.0;
|
|
25
|
+
}
|
|
@@ -0,0 +1,51 @@
|
|
|
1
|
+
/* src/style.css */
|
|
2
|
+
* {
|
|
3
|
+
margin: 0;
|
|
4
|
+
}
|
|
5
|
+
body {
|
|
6
|
+
overflow: hidden;
|
|
7
|
+
}
|
|
8
|
+
canvas {
|
|
9
|
+
display: block;
|
|
10
|
+
width: 100vw;
|
|
11
|
+
height: 100vh;
|
|
12
|
+
}
|
|
13
|
+
.point {
|
|
14
|
+
position: absolute;
|
|
15
|
+
top: 50%;
|
|
16
|
+
left: 50%;
|
|
17
|
+
pointer-events: none;
|
|
18
|
+
}
|
|
19
|
+
.point .label {
|
|
20
|
+
position: absolute;
|
|
21
|
+
top: -20px;
|
|
22
|
+
left: -20px;
|
|
23
|
+
width: 40px;
|
|
24
|
+
height: 40px;
|
|
25
|
+
border-radius: 50%;
|
|
26
|
+
color: white;
|
|
27
|
+
text-align: center;
|
|
28
|
+
background: rgba(0, 0, 0, 0.5);
|
|
29
|
+
font-family:
|
|
30
|
+
Helvetica,
|
|
31
|
+
Arial,
|
|
32
|
+
sans-serif;
|
|
33
|
+
line-height: 40px;
|
|
34
|
+
font-weight: 100;
|
|
35
|
+
font-size: 14px;
|
|
36
|
+
}
|
|
37
|
+
.point .text {
|
|
38
|
+
position: absolute;
|
|
39
|
+
top: 30px;
|
|
40
|
+
width: 200px;
|
|
41
|
+
background: rgba(0, 0, 0, 0.5);
|
|
42
|
+
color: white;
|
|
43
|
+
line-height: 1.3rem;
|
|
44
|
+
font-weight: 100;
|
|
45
|
+
font-size: 14px;
|
|
46
|
+
left: -100px;
|
|
47
|
+
text-align: center;
|
|
48
|
+
padding: 20px;
|
|
49
|
+
border-radius: 10px;
|
|
50
|
+
}
|
|
51
|
+
/*# sourceMappingURL=Emitter.css.map */
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../../../../src/style.css"],"sourcesContent":["* {\n margin: 0;\n}\n\n/* Add to your global CSS */\nbody {\n overflow: hidden;\n}\n\n\ncanvas {\n display: block;\n width: 100vw;\n height: 100vh;\n}\n\n.point {\n position: absolute;\n top: 50%;\n left: 50%;\n pointer-events: none;\n}\n\n.point .label {\n position: absolute;\n top: -20px;\n left: -20px;\n width: 40px;\n height: 40px;\n border-radius: 50%;\n color: white;\n text-align: center;\n background: rgba(0, 0, 0, 0.5);\n font-family: Helvetica, Arial, sans-serif;\n line-height: 40px;\n font-weight: 100;\n font-size: 14px;\n}\n\n.point .text {\n position: absolute;\n top: 30px;\n width: 200px;\n background: rgba(0, 0, 0, 0.5);\n color: white;\n line-height: 1.3rem;\n font-weight: 100;\n font-size: 14px;\n left: -100px;\n text-align: center;\n padding: 20px;\n border-radius: 10px;\n}"],"mappings":";AAAA;AACI,UAAQ;AACZ;AAGA;AACE,YAAU;AACZ;AAGA;AACI,WAAS;AACT,SAAO;AACP,UAAQ;AACZ;AAEA,CAAC;AACG,YAAU;AACV,OAAK;AACL,QAAM;AACN,kBAAgB;AACpB;AAEA,CAPC,MAOM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,QAAM;AACN,SAAO;AACP,UAAQ;AACR,iBAAe;AACf,SAAO;AACP,cAAY;AACZ,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B;AAAA,IAAa,SAAS;AAAA,IAAE,KAAK;AAAA,IAAE;AAC/B,eAAa;AACb,eAAa;AACb,aAAW;AACf;AAEA,CAvBC,MAuBM,CAAC;AACJ,YAAU;AACV,OAAK;AACL,SAAO;AACP,cAAY,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;AAC1B,SAAO;AACP,eAAa;AACb,eAAa;AACb,aAAW;AACX,QAAM;AACN,cAAY;AACZ,WAAS;AACT,iBAAe;AACnB;","names":[]}
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
import {
|
|
2
|
+
Emitter
|
|
3
|
+
} from "../../chunk-YSGEW6PQ.js";
|
|
4
|
+
import "../../chunk-A5XMBADG.js";
|
|
5
|
+
import "../../chunk-VZ3QIXWK.js";
|
|
6
|
+
import "../../chunk-7QLYKS4T.js";
|
|
7
|
+
import "../../chunk-J7UBIWHX.js";
|
|
8
|
+
import "../../chunk-GDOID2XG.js";
|
|
9
|
+
import "../../chunk-OVP75QOD.js";
|
|
10
|
+
import "../../chunk-CZUIHQMY.js";
|
|
11
|
+
import "../../chunk-PMZKVZCW.js";
|
|
12
|
+
import "../../chunk-BZO35RV2.js";
|
|
13
|
+
import "../../chunk-2D7GC2Z6.js";
|
|
14
|
+
import "../../chunk-HU53VGSY.js";
|
|
15
|
+
import "../../chunk-G3PMV62Z.js";
|
|
16
|
+
export {
|
|
17
|
+
Emitter as default
|
|
18
|
+
};
|
|
19
|
+
//# sourceMappingURL=Emitter.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":[],"sourcesContent":[],"mappings":"","names":[]}
|