@moku-labs/game 0.15.29 → 0.15.31

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@@ -8878,7 +8878,7 @@ function schemaOfType(type) {
8878
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  defaults: notJson,
8879
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  owned
8880
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  };
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- const fields = {};
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+ const fields = Object.create(null);
8882
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  for (const [field, value] of Object.entries(defaults)) fields[field] = fieldKind(value);
8883
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  return {
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  name,
@@ -32876,36 +32876,91 @@ function spriteOf(cctx, step) {
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  function startTween(cctx, step) {
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  const entity = targetOf$2(cctx, step);
32878
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  if (entity === void 0) return void 0;
32879
- return cctx.rt.start(entity, step.component, tweenTargetOf(cctx, entity, step), {
32879
+ return cctx.rt.start(entity, step.component, inSpace(cctx, entity, step, step.to), trackOptionsOf$1(cctx, entity, step));
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+ }
32881
+ /**
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+ * The options a `tween` step starts its track with. The keyframe segments and the repeat are
32883
+ * passed only when the step has them, the segment targets turned like `to` in the root space.
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+ *
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+ * @param cctx - What the cursor carries down the tree.
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+ * @param entity - The entity the step moves.
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+ * @param step - The tween step.
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+ * @returns The track options.
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+ */
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+ function trackOptionsOf$1(cctx, entity, step) {
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+ const options = {
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  ms: step.ms,
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  ease: step.ease,
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  delayMs: step.delayMs,
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  additive: step.additive,
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  reduced: step.reduced
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- });
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+ };
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+ const segments = step.segments;
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+ if (segments !== void 0) options.segments = step.space === "root" ? segments.map((segment) => ({
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+ ...segment,
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+ to: inSpace(cctx, entity, step, segment.to)
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+ })) : segments;
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+ if (step.repeat !== void 0) options.repeat = step.repeat;
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+ return options;
32886
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  }
32887
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  /**
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- * The target fields of a `tween` step for one entity: as written in the local space, turned into
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- * the space of the entity's parent in the root space.
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+ * Target fields of a `tween` step for one entity: as written in the local space, turned into the
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+ * space of the entity's parent in the root space.
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  *
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  * @param cctx - What the cursor carries down the tree.
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  * @param entity - The entity the step moves.
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  * @param step - The tween step.
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+ * @param fields - Its `to`, the target of one of its segments, or where it lands.
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  * @returns The fields the track or the write aims at.
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  */
32896
- function tweenTargetOf(cctx, entity, step) {
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- if (step.space === "root") return cctx.rt.toLocal(entity, step.component, step.to);
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- return { ...step.to };
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+ function inSpace(cctx, entity, step, fields) {
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+ if (step.space === "root") return cctx.rt.toLocal(entity, step.component, fields);
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+ return { ...fields };
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+ }
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+ /**
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+ * The last value each field reaches over a list of segments.
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+ *
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+ * @param segments - The segments of a step.
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+ * @returns One value per field any segment names.
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+ * @example
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+ * ```ts
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+ * lastValues([{ at: 0.5, to: { y: 10, rotation: 2 } }, { at: 1, to: { y: 0 } }]); // { y: 0, rotation: 2 }
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+ * ```
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+ */
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+ function lastValues$1(segments) {
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+ const values = {};
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+ for (const segment of segments) Object.assign(values, segment.to);
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+ return values;
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+ }
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+ /**
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+ * Where a `tween` step that never started lands when it is finished: its target, and for a
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+ * keyframe walk every field its segments name too, at the last value they give it. A step that
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+ * repeats forever lands on its start pose, where it already stands, and an additive walk names
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+ * offsets that end with it: neither writes anything.
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+ *
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+ * @param step - The tween step.
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+ * @returns The fields to write, or `undefined` when the step writes nothing.
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+ */
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+ function landingOf(step) {
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+ if (step.repeat === "forever") return void 0;
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+ if (step.segments === void 0) return step.to;
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+ if (step.additive) return void 0;
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+ return {
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+ ...lastValues$1(step.segments),
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+ ...step.to
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+ };
32899
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  }
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  /**
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- * Writes the target of a `tween` step that never started, in the space the step names.
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+ * Writes where a `tween` step that never started lands, in the space the step names.
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  *
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  * @param cctx - What the cursor carries down the tree.
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  * @param step - The tween step.
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  */
32906
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  function writeTween(cctx, step) {
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+ const landing = landingOf(step);
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+ if (landing === void 0) return;
32907
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  const entity = targetOf$2(cctx, step);
32908
- if (entity !== void 0) cctx.rt.write(entity, step.component, tweenTargetOf(cctx, entity, step));
32963
+ if (entity !== void 0) cctx.rt.write(entity, step.component, inSpace(cctx, entity, step, landing));
32909
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  }
32910
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  /**
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  * Writes the patch of a `set` step.
@@ -33126,7 +33181,9 @@ function advanceCursor(cctx, cursor, deltaMs) {
33126
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  /**
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  * Ends one step at its own end: a track writes its exact target, a step that never started writes
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  * it at once, the marks are jumped in tree order, no effect is fired and nothing is spawned: the
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- * timeline despawns its entities as it ends, so a skipped spawn would only flash.
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+ * timeline despawns its entities as it ends, so a skipped spawn would only flash. A track that
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+ * repeats forever has no end: it lands on its start pose, and one that never started writes
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+ * nothing.
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  *
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  * @param cctx - What the cursor carries down the tree.
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  * @param cursor - The cursor of the step.
@@ -34447,7 +34504,8 @@ function repeatsOf(repeat) {
34447
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  * keyframe segments walks them over `ms` and books every field they name; one with `repeat`
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  * walks again when a run ends. With reduced motion on, every track but a loop takes 0 ms, its
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  * delay and its repeats dropped: it lands on its target at its first frame step. A track started
34450
- * with `reduced: "keep"` keeps its length, its delay and its repeats.
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+ * with `reduced: "keep"` keeps its length, its delay and its repeats. A timeline's loop under
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+ * reduced motion does not play at all: it is born ended, writes nothing, and its step goes on.
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  *
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  * @param actx - Domain context of the anim plugin.
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  * @param entity - The entity to animate.
@@ -34462,9 +34520,11 @@ function startTrack$1(actx, entity, component, to, options, muted, driven = fals
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  const target = targetOf$1(to, options.segments);
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  const repeats = repeatsOf(options.repeat);
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  const keep = options.reduced === "keep";
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- const instant = actx.state.reducedMotion && !keep && repeats !== Number.POSITIVE_INFINITY;
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+ const cut = actx.state.reducedMotion && !keep;
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+ const instant = cut && repeats !== Number.POSITIVE_INFINITY;
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  const keys = keysOf(entity, component.componentName, target);
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  const names = Object.keys(target);
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+ const bornEnded = names.length === 0 || cut && driven && repeats === Number.POSITIVE_INFINITY;
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  const track = {
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  id: actx.state.nextId,
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  entity,
@@ -34488,7 +34548,7 @@ function startTrack$1(actx, entity, component, to, options, muted, driven = fals
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  additive: options.additive === true,
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  driven,
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  bornFrame: actx.state.frame,
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- ended: names.length === 0,
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+ ended: bornEnded,
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  segments: options.segments,
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  repeatsLeft: instant ? 0 : repeats,
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  held: false,
@@ -34593,7 +34653,7 @@ function advanceTrack(actx, track, deltaMs) {
34593
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  const run = clock[1] ?? 0;
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  const fraction = track.ms <= 0 ? 1 : Math.min(run / track.ms, 1);
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  const final = fraction >= 1 && (track.repeatsLeft === 0 || track.ms <= 0);
34596
- if (!final && !track.driven && track.repeatsLeft === Number.POSITIVE_INFINITY && actx.state.loopsHeld?.(track.entity, track.reveals) === true) return 0;
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+ if (isHeldLoop(actx, track, final)) return 0;
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  clock[1] = fraction;
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  writeFields(actx, track, final);
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  if (!final) return 0;
@@ -34601,15 +34661,29 @@ function advanceTrack(actx, track, deltaMs) {
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  return Math.max(0, run - track.ms);
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  }
34603
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  /**
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- * Writes the exact target of a track and ends it. Muted fields are left alone here too.
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+ * Tells whether an endless loop writes nothing this frame because the player cannot see it.
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+ *
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+ * @param actx - Domain context of the anim plugin.
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+ * @param track - The track that advances.
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+ * @param final - Whether this step lands the track.
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+ * @returns True when the loop is held.
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+ */
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+ function isHeldLoop(actx, track, final) {
34672
+ return !final && track.repeatsLeft === Number.POSITIVE_INFINITY && actx.state.loopsHeld?.(track.entity, track.reveals) === true;
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+ }
34674
+ /**
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+ * Writes the exact target of a track and ends it. Muted fields are left alone here too. A
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+ * timeline's loop has no end to land on: it lands on its first key, the pose its walk starts
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+ * from, which is where a cut or a fast walk leaves it (F75).
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  *
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  * @param actx - Domain context of the anim plugin.
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  * @param track - The track to finish.
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  */
34609
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  function finishTrack(actx, track) {
34610
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  if (track.ended) return;
34611
- track.clock[1] = 1;
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- writeFields(actx, track, true);
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+ const final = !track.driven || track.repeatsLeft !== Number.POSITIVE_INFINITY;
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+ track.clock[1] = final ? 1 : 0;
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+ writeFields(actx, track, final);
34613
34687
  endTrack(actx, track);
34614
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  }
34615
34689
  /**
@@ -49843,6 +49917,102 @@ function createHandlers$1(ctx) {
49843
49917
  } };
49844
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  }
49845
49919
  //#endregion
49920
+ //#region src/plugins/anim/timeline/checks.ts
49921
+ /**
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+ * Checks the keyframe segments of a `tween` step: at least one, every `at` in 0..1, each after the
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+ * one before, and the last at 1, because `to` is where the walk lands.
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+ *
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+ * @param component - Name of the component the step drives, for the error.
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+ * @param segments - The segments the author gave.
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+ * @throws {Error} When the list is empty, an `at` is out of range or out of order, or the last
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+ * segment ends before 1.
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+ * @example
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+ * ```ts
49931
+ * checkSegments("Transform", [{ at: 0.5 }, { at: 1 }]); // returns; [{ at: 0.5 }] throws
49932
+ * ```
49933
+ */
49934
+ function checkSegments(component, segments) {
49935
+ if (segments.length === 0) throw new Error(`[game] A tween of ${component} has no segments.\n Give it at least one segment, the last one at 1.`);
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+ let previous = Number.NEGATIVE_INFINITY;
49937
+ for (const { at } of segments) {
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+ if (Number.isNaN(at) || at < 0 || at > 1) throw new Error(`[game] A tween of ${component} has a segment at ${at}.\n Keep every at between 0 and 1.`);
49939
+ if (at <= previous) throw new Error(`[game] A tween of ${component} has its segments out of order at ${at}.\n Sort the segments by at, each one after the one before.`);
49940
+ previous = at;
49941
+ }
49942
+ if (previous !== 1) throw new Error(`[game] A tween of ${component} ends its last segment at ${previous}.\n End the last segment at 1: to is where the walk lands.`);
49943
+ }
49944
+ /**
49945
+ * Checks the space of a keyframe walk: an additive one names offsets, and the root space would
49946
+ * turn each offset as if it were a root position, so a chest under a slot at root y 500 would jump
49947
+ * by about 500 at its first segment. An additive walk stays in the local space.
49948
+ *
49949
+ * @param component - Name of the component the step drives, for the error.
49950
+ * @param additive - Whether the walk adds offsets.
49951
+ * @param space - The space the step names.
49952
+ * @throws {Error} When an additive walk names the root space.
49953
+ * @example
49954
+ * ```ts
49955
+ * checkWalkSpace("Transform", true, "local"); // returns; (…, true, "root") throws
49956
+ * ```
49957
+ */
49958
+ function checkWalkSpace(component, additive, space) {
49959
+ if (!additive || space === "local") return;
49960
+ throw new Error(`[game] An additive tween of ${component} walks segments in the root space.\n Use space "local" for an additive walk.`);
49961
+ }
49962
+ /**
49963
+ * Checks the repeat of a `tween` step: a whole number of extra runs, 0 or more, or `"forever"`.
49964
+ *
49965
+ * @param component - Name of the component the step drives, for the error.
49966
+ * @param repeat - The repeat the author gave.
49967
+ * @throws {Error} When the repeat is negative, not whole or not a number.
49968
+ * @example
49969
+ * ```ts
49970
+ * checkRepeat("Transform", "forever"); // returns; checkRepeat("Transform", 1.5) throws
49971
+ * ```
49972
+ */
49973
+ function checkRepeat(component, repeat) {
49974
+ if (repeat === "forever" || Number.isInteger(repeat) && repeat >= 0) return;
49975
+ throw new Error(`[game] A tween of ${component} has repeat ${repeat}.\n Give repeat a whole number of extra runs, 0 or more, or "forever".`);
49976
+ }
49977
+ /**
49978
+ * Tells whether a step never ends by itself: a `tween` that repeats forever, a `parallel` or a
49979
+ * `sequence` that holds one, and a `use` of one. Only a cancel or a finish ends it.
49980
+ *
49981
+ * @param step - The step to look into.
49982
+ * @returns True when the step never ends by itself.
49983
+ * @example
49984
+ * ```ts
49985
+ * neverEnds(wait(100)); // false
49986
+ * neverEnds(tween(1_048_576, Transform, { y: 0 }, { ms: 2400, repeat: "forever" })); // true
49987
+ * ```
49988
+ */
49989
+ function neverEnds(step) {
49990
+ switch (step.kind) {
49991
+ case "tween": return step.repeat === "forever";
49992
+ case "sequence":
49993
+ case "parallel": return step.steps.some((child) => neverEnds(child));
49994
+ case "use": return neverEnds(step.step);
49995
+ default: return false;
49996
+ }
49997
+ }
49998
+ /**
49999
+ * Checks the children of a `sequence`: a child that never ends may only be the last one, since
50000
+ * the children after it would never play. A `parallel` takes one anywhere.
50001
+ *
50002
+ * @param steps - The children, in order.
50003
+ * @throws {Error} When a child that never ends has another child after it.
50004
+ * @example
50005
+ * ```ts
50006
+ * checkSequence([wait(100), mark("landed")]); // returns; a forever tween before the mark throws
50007
+ * ```
50008
+ */
50009
+ function checkSequence(steps) {
50010
+ for (let index = 0; index < steps.length - 1; index++) {
50011
+ const step = steps[index];
50012
+ if (step !== void 0 && neverEnds(step)) throw new Error(`[game] Step ${index + 1} of a sequence never ends, so the steps after it would never play.\n Put the forever step last, or run it in a parallel.`);
50013
+ }
50014
+ }
50015
+ //#endregion
49846
50016
  //#region src/plugins/anim/timeline/steps.ts
49847
50017
  /**
49848
50018
  * Every haptic tick `haptic(kind)` takes, in one frozen list: the three impacts, the selection
@@ -49943,10 +50113,13 @@ function slotsJson(slots) {
49943
50113
  }
49944
50114
  /**
49945
50115
  * Runs the steps one after another. The remainder past a step's end reaches the next step in the
49946
- * same frame, so the tree takes exactly the sum of its durations.
50116
+ * same frame, so the tree takes exactly the sum of its durations. A step that never ends (a
50117
+ * `tween` with `repeat: "forever"`, or a `parallel`, `sequence` or `use` that holds one) may only
50118
+ * come last: the steps after it would never play.
49947
50119
  *
49948
50120
  * @param steps - The steps, in order.
49949
50121
  * @returns The sequence step.
50122
+ * @throws {Error} When a step that never ends has another step after it.
49950
50123
  * @example
49951
50124
  * ```ts
49952
50125
  * sequence(wait(100), mark("done"));
@@ -49954,6 +50127,7 @@ function slotsJson(slots) {
49954
50127
  * ```
49955
50128
  */
49956
50129
  function sequence(...steps) {
50130
+ checkSequence(steps);
49957
50131
  return Object.freeze({
49958
50132
  kind: "sequence",
49959
50133
  steps: Object.freeze([...steps])
@@ -50026,6 +50200,28 @@ function mark(name) {
50026
50200
  });
50027
50201
  }
50028
50202
  /**
50203
+ * Copies one keyframe segment into frozen plain data: its `at`, its ease when it names one and
50204
+ * its numeric target fields.
50205
+ *
50206
+ * @param segment - The segment the author gave.
50207
+ * @param segment.at - Where it ends, as a fraction of the track's `ms`.
50208
+ * @param segment.ease - Its curve; the step's `ease` when left out.
50209
+ * @param segment.to - The fields it reaches.
50210
+ * @returns A frozen copy.
50211
+ * @example
50212
+ * ```ts
50213
+ * frozenSegment({ at: 1, to: { y: 0, texture: "a" } }); // { at: 1, to: { y: 0 } }
50214
+ * ```
50215
+ */
50216
+ function frozenSegment(segment) {
50217
+ const frozen = {
50218
+ at: segment.at,
50219
+ to: Object.freeze(numbersOf(segment.to))
50220
+ };
50221
+ if (segment.ease !== void 0) frozen.ease = segment.ease;
50222
+ return Object.freeze(frozen);
50223
+ }
50224
+ /**
50029
50225
  * Moves the numeric fields of one component of one target to an exact target value. The component
50030
50226
  * is any handle `world.ecs` takes, so the kit's `Sprite` and `NineSlice` of `defineGame` pass as
50031
50227
  * they are.
@@ -50033,10 +50229,12 @@ function mark(name) {
50033
50229
  * By default the fields are local: they are written into the target's own `Transform`. With
50034
50230
  * `space: "root"` the `x`, `y`, `rotation` and `scale` of a `Transform` are a root pose, the space
50035
50231
  * `at()` answers in, and are turned into the space of the target's `Parent` when the track starts.
50036
- * That aims a hosted view, such as a board item inside the board slot, at another element. A
50037
- * field the step does not name stays where it is, so under a turned parent name `x` and `y`
50038
- * together. A target without a parent, and a component other than `Transform`, move as in the
50039
- * local space.
50232
+ * That aims a hosted view at another element: an order's board item inside the scaled board slot
50233
+ * flies onto the order card with `{ x: at(card).x, y: at(card).y, scale: at(card).scale }` in the
50234
+ * root space, covers the card at the card's size, and its `Transform` stays slot-local. A field
50235
+ * the step does not name stays where it is, so under a turned parent name `x` and `y` together. A
50236
+ * target without a parent, and a component other than `Transform`, move as in the local space. An
50237
+ * additive walk names offsets, so it stays in the local space.
50040
50238
  *
50041
50239
  * @param target - The projection key or the entity to animate.
50042
50240
  * @param component - The component to animate.
@@ -50049,30 +50247,34 @@ function mark(name) {
50049
50247
  * @param options.space - `"root"` reads the `Transform` fields as a root pose; `"local"` when
50050
50248
  * omitted.
50051
50249
  * @param options.reduced - `"keep"` plays the track at its length under reduced motion, a fade
50052
- * for one; `"cut"` (the default) lands it at once.
50053
- * @returns The tween step.
50054
- * @example
50055
- * ```ts
50056
- * // An order is delivered: the board item flies out of the scaled board slot onto the order card.
50057
- * const deliverFly = defineAnimation("orders.deliverFly", {
50058
- * slots: { item: type<Target>(), card: type<Target>() },
50059
- * build: ({ item, card }, { at }) =>
50060
- * tween(item, Transform, { x: at(card).x, y: at(card).y, scale: at(card).scale }, {
50061
- * ms: 400, ease: "inCubic", space: "root"
50062
- * })
50063
- * });
50064
- * app.anim.play(deliverFly, {
50065
- * item: { projection: "board.items", key: "i1" },
50066
- * card: { projection: "hud", key: "card0" }
50067
- * });
50068
- * // 400 ms later the item covers the card at the card's size; its Transform stays slot-local
50250
+ * for one; `"cut"` (the default) lands it at once, and a `"forever"` track does not play.
50251
+ * @param options.segments - Keyframe segments `{ at, ease?, to }` walked one after another over
50252
+ * `ms` on one clock; a field a segment does not name holds, `to` is where the last one ends. An
50253
+ * additive walk names offsets. The same as `TweenOptions` of `ViewHandle.tween`.
50254
+ * @param options.repeat - How many more times the walk runs, or `"forever"`: the step never ends
50255
+ * by itself, so it comes last in a `sequence`.
50256
+ * @returns The tween step; `segments` and `repeat` are in it only when given.
50257
+ * @throws {Error} When the segments are empty, an `at` is outside 0..1 or out of order, the last
50258
+ * segment ends before 1, an additive walk names the root space, or the repeat is not a whole
50259
+ * number of 0 or more.
50260
+ * @example
50261
+ * ```ts
50262
+ * // A ready chest (entity 1048576) hops 14 up and back every 2.4 s, as offsets over its pose.
50263
+ * const chestBounce = defineAnimation("board.chestBounce", { slots: { chest: type<Target>() },
50264
+ * build: ({ chest }) => tween(chest, Transform, { y: 0, scale: 0 }, { ms: 2400, additive: true,
50265
+ * repeat: "forever", segments: [{ at: 0.08, ease: "out", to: { y: -14, scale: 0.06 } },
50266
+ * { at: 0.22, ease: "in", to: { y: 0, scale: 0 } }, { at: 1, to: { y: 0, scale: 0 } }] }) });
50267
+ * const bounce = res(AnimPlayer).play(chestBounce, { chest: 1_048_576 });
50268
+ * // 192 ms later the chest stands 14 higher, its scale 0.06 larger; it bounces until cancelled
50269
+ * bounce.cancel(); // it stands on its own pose again
50069
50270
  * ```
50070
50271
  */
50071
50272
  function tween(target, component, to, options) {
50072
- return Object.freeze({
50273
+ const erased = asComponent(component);
50274
+ const step = {
50073
50275
  kind: "tween",
50074
50276
  target,
50075
- component: asComponent(component),
50277
+ component: erased,
50076
50278
  to: Object.freeze(numbersOf(to)),
50077
50279
  ms: options.ms,
50078
50280
  ease: options.ease ?? "out",
@@ -50080,7 +50282,17 @@ function tween(target, component, to, options) {
50080
50282
  additive: options.additive === true,
50081
50283
  space: options.space ?? "local",
50082
50284
  reduced: options.reduced ?? "cut"
50083
- });
50285
+ };
50286
+ if (options.segments !== void 0) {
50287
+ checkSegments(erased.componentName, options.segments);
50288
+ checkWalkSpace(erased.componentName, step.additive, step.space);
50289
+ step.segments = Object.freeze(options.segments.map((segment) => frozenSegment(segment)));
50290
+ }
50291
+ if (options.repeat !== void 0) {
50292
+ checkRepeat(erased.componentName, options.repeat);
50293
+ step.repeat = options.repeat;
50294
+ }
50295
+ return Object.freeze(step);
50084
50296
  }
50085
50297
  /**
50086
50298
  * Writes a component patch at once. Any field may be written, not only the numeric ones. The
@@ -1,6 +1,6 @@
1
1
  import { $n as FeaturePlugin, Dr as Json, dr as Descriptor, gr as NodeFx, hr as Hint, sr as NodeTable, tr as AnyFlow, xr as FakeClock, yr as ClockSource } from "./types-D27I4Q7b.mjs";
2
- import { t as createApp } from "./index-Cl5zwodk.mjs";
3
- import { b as saveOf, v as WithGameState, y as memory } from "./types-Cyu_jKop.mjs";
2
+ import { t as createApp } from "./index-DMeqKGSu.mjs";
3
+ import { b as saveOf, v as WithGameState, y as memory } from "./types-DmU_qlvA.mjs";
4
4
  import { a as createHeadless, i as ReproResult, n as HeadlessGame, o as runRepro, r as Repro, s as stepFrames, t as HeadlessApp } from "./headless-f31cEZ7f.mjs";
5
5
  import { AnyPluginInstance } from "@moku-labs/core";
6
6
 
package/dist/testing.mjs CHANGED
@@ -1,4 +1,4 @@
1
- import { en as refuseStart, in as type, m as flattenFeatures, t as createApp, tn as exit } from "./src-wyJYr12n.mjs";
1
+ import { en as refuseStart, in as type, m as flattenFeatures, t as createApp, tn as exit } from "./src-5qdNjLKN.mjs";
2
2
  import { n as saveOf, t as memory } from "./memory-CWlqhS7l.mjs";
3
3
  import { t as fakeClock } from "./fake-6mazmHK3.mjs";
4
4
  import { i as stepFrames, r as runRepro, t as createHeadless } from "./headless-Bxxl_mQX.mjs";
@@ -207,10 +207,13 @@ type StepMotion = MotionHandle & {
207
207
  declare const HAPTIC_KINDS: readonly ["light", "medium", "heavy", "selection", "success", "warning", "error"];
208
208
  /**
209
209
  * Runs the steps one after another. The remainder past a step's end reaches the next step in the
210
- * same frame, so the tree takes exactly the sum of its durations.
210
+ * same frame, so the tree takes exactly the sum of its durations. A step that never ends (a
211
+ * `tween` with `repeat: "forever"`, or a `parallel`, `sequence` or `use` that holds one) may only
212
+ * come last: the steps after it would never play.
211
213
  *
212
214
  * @param steps - The steps, in order.
213
215
  * @returns The sequence step.
216
+ * @throws {Error} When a step that never ends has another step after it.
214
217
  * @example
215
218
  * ```ts
216
219
  * sequence(wait(100), mark("done"));
@@ -275,10 +278,12 @@ declare function mark(name: string): Step;
275
278
  * By default the fields are local: they are written into the target's own `Transform`. With
276
279
  * `space: "root"` the `x`, `y`, `rotation` and `scale` of a `Transform` are a root pose, the space
277
280
  * `at()` answers in, and are turned into the space of the target's `Parent` when the track starts.
278
- * That aims a hosted view, such as a board item inside the board slot, at another element. A
279
- * field the step does not name stays where it is, so under a turned parent name `x` and `y`
280
- * together. A target without a parent, and a component other than `Transform`, move as in the
281
- * local space.
281
+ * That aims a hosted view at another element: an order's board item inside the scaled board slot
282
+ * flies onto the order card with `{ x: at(card).x, y: at(card).y, scale: at(card).scale }` in the
283
+ * root space, covers the card at the card's size, and its `Transform` stays slot-local. A field
284
+ * the step does not name stays where it is, so under a turned parent name `x` and `y` together. A
285
+ * target without a parent, and a component other than `Transform`, move as in the local space. An
286
+ * additive walk names offsets, so it stays in the local space.
282
287
  *
283
288
  * @param target - The projection key or the entity to animate.
284
289
  * @param component - The component to animate.
@@ -291,23 +296,26 @@ declare function mark(name: string): Step;
291
296
  * @param options.space - `"root"` reads the `Transform` fields as a root pose; `"local"` when
292
297
  * omitted.
293
298
  * @param options.reduced - `"keep"` plays the track at its length under reduced motion, a fade
294
- * for one; `"cut"` (the default) lands it at once.
295
- * @returns The tween step.
296
- * @example
297
- * ```ts
298
- * // An order is delivered: the board item flies out of the scaled board slot onto the order card.
299
- * const deliverFly = defineAnimation("orders.deliverFly", {
300
- * slots: { item: type<Target>(), card: type<Target>() },
301
- * build: ({ item, card }, { at }) =>
302
- * tween(item, Transform, { x: at(card).x, y: at(card).y, scale: at(card).scale }, {
303
- * ms: 400, ease: "inCubic", space: "root"
304
- * })
305
- * });
306
- * app.anim.play(deliverFly, {
307
- * item: { projection: "board.items", key: "i1" },
308
- * card: { projection: "hud", key: "card0" }
309
- * });
310
- * // 400 ms later the item covers the card at the card's size; its Transform stays slot-local
299
+ * for one; `"cut"` (the default) lands it at once, and a `"forever"` track does not play.
300
+ * @param options.segments - Keyframe segments `{ at, ease?, to }` walked one after another over
301
+ * `ms` on one clock; a field a segment does not name holds, `to` is where the last one ends. An
302
+ * additive walk names offsets. The same as `TweenOptions` of `ViewHandle.tween`.
303
+ * @param options.repeat - How many more times the walk runs, or `"forever"`: the step never ends
304
+ * by itself, so it comes last in a `sequence`.
305
+ * @returns The tween step; `segments` and `repeat` are in it only when given.
306
+ * @throws {Error} When the segments are empty, an `at` is outside 0..1 or out of order, the last
307
+ * segment ends before 1, an additive walk names the root space, or the repeat is not a whole
308
+ * number of 0 or more.
309
+ * @example
310
+ * ```ts
311
+ * // A ready chest (entity 1048576) hops 14 up and back every 2.4 s, as offsets over its pose.
312
+ * const chestBounce = defineAnimation("board.chestBounce", { slots: { chest: type<Target>() },
313
+ * build: ({ chest }) => tween(chest, Transform, { y: 0, scale: 0 }, { ms: 2400, additive: true,
314
+ * repeat: "forever", segments: [{ at: 0.08, ease: "out", to: { y: -14, scale: 0.06 } },
315
+ * { at: 0.22, ease: "in", to: { y: 0, scale: 0 } }, { at: 1, to: { y: 0, scale: 0 } }] }) });
316
+ * const bounce = res(AnimPlayer).play(chestBounce, { chest: 1_048_576 });
317
+ * // 192 ms later the chest stands 14 higher, its scale 0.06 larger; it bounces until cancelled
318
+ * bounce.cancel(); // it stands on its own pose again
311
319
  * ```
312
320
  */
313
321
  declare function tween<Value extends object>(target: Target, component: ComponentHandle<Value>, to: Partial<NumericFields<Value>>, options: {
@@ -317,6 +325,12 @@ declare function tween<Value extends object>(target: Target, component: Componen
317
325
  additive?: boolean;
318
326
  space?: "local" | "root";
319
327
  reduced?: ReducedMotion;
328
+ segments?: readonly {
329
+ at: number;
330
+ ease?: Ease;
331
+ to: Partial<NumericFields<Value>>;
332
+ }[];
333
+ repeat?: number | "forever";
320
334
  }): Step;
321
335
  /**
322
336
  * Writes a component patch at once. Any field may be written, not only the numeric ones. The
@@ -658,6 +672,16 @@ type Step = {
658
672
  readonly additive: boolean; /** `"root"`: the `Transform` fields are a root pose, turned local when the track starts. */
659
673
  readonly space: "local" | "root"; /** `"keep"`: reduced motion plays the track as written; `"cut"` lands it at once. */
660
674
  readonly reduced: ReducedMotion;
675
+ /**
676
+ * The keyframe segments the track walks over `ms`, frozen; only on a step built with them.
677
+ * In the root space each segment's target is turned local when the track starts, like `to`.
678
+ */
679
+ readonly segments?: readonly TrackSegment[];
680
+ /**
681
+ * The runs after the first one, or `"forever"` for a step that never ends by itself; only on
682
+ * a step built with it.
683
+ */
684
+ readonly repeat?: number | "forever";
661
685
  } | {
662
686
  readonly kind: "set";
663
687
  readonly target: Target;
@@ -1,7 +1,7 @@
1
1
  import { $ as PixiModule, $n as FeaturePlugin, Dr as Json, Lr as SnapshotOf, Mr as PlayerStateProvider, Nr as ProviderCall, Pr as SaveDoc, Tr as Config, X as Config$2, a as Config$3, d as Manifest, lt as Orientation, n as AssetsIo, tr as AnyFlow, ur as TypeTag, xr as FakeClock, yr as ClockSource, zn as Config$1 } from "./types-D27I4Q7b.mjs";
2
- import { o as AudioContextLike, s as Config$4 } from "./types-DjQkfbfZ.mjs";
2
+ import { o as AudioContextLike, s as Config$4 } from "./types-DHamyZq1.mjs";
3
3
  import { R as I18nApi, U as StringTable, W as TextKey } from "./types-BAp9HdR4.mjs";
4
- import { St as effectsPlugin, Tt as audioPlugin, ht as PlatformProvider, i as screen, pt as platformPlugin, t as createApp } from "./index-Cl5zwodk.mjs";
4
+ import { St as effectsPlugin, Tt as audioPlugin, ht as PlatformProvider, i as screen, pt as platformPlugin, t as createApp } from "./index-DMeqKGSu.mjs";
5
5
  import { AnyPluginInstance } from "@moku-labs/core";
6
6
 
7
7
  //#region src/plugins/model/store/providers/memory.d.ts
@@ -1,9 +1,9 @@
1
1
  import { Vr as Api$3, Y as Api, nn as Api$1, wr as Api$2 } from "./types-D27I4Q7b.mjs";
2
- import { P as AnimApi, r as UiApi } from "./types-DjQkfbfZ.mjs";
2
+ import { P as AnimApi, r as UiApi } from "./types-DHamyZq1.mjs";
3
3
  import { N as InputApi } from "./types-BAp9HdR4.mjs";
4
4
  import { r as Repro } from "./headless-f31cEZ7f.mjs";
5
5
  import { a as InputOf, r as ControlApp } from "./types-CgE5L_7f.mjs";
6
- import { t as commands } from "./commands-BOxMqhVe.mjs";
6
+ import { t as commands } from "./commands-C8N_rpwt.mjs";
7
7
 
8
8
  //#region src/visual/types.d.ts
9
9
  /** The base commands of the `/control` door, keyed by their short names. */
package/dist/visual.d.mts CHANGED
@@ -1,2 +1,2 @@
1
- import { a as VisualApp, c as VisualRenderer, d as VisualStart, f as VisualStep, h as VisualTolerance, i as CheckpointResult, l as VisualReport, m as VisualTestResult, n as runVisualTests, o as VisualOptions, p as VisualTest, r as defineVisualTest, s as VisualPage, t as parseVisualArgv, u as VisualSetup } from "./visual-DhNLNtl8.mjs";
1
+ import { a as VisualApp, c as VisualRenderer, d as VisualStart, f as VisualStep, h as VisualTolerance, i as CheckpointResult, l as VisualReport, m as VisualTestResult, n as runVisualTests, o as VisualOptions, p as VisualTest, r as defineVisualTest, s as VisualPage, t as parseVisualArgv, u as VisualSetup } from "./visual-HGn_TF2x.mjs";
2
2
  export { type CheckpointResult, type VisualApp, type VisualOptions, type VisualPage, type VisualRenderer, type VisualReport, type VisualSetup, type VisualStart, type VisualStep, type VisualTest, type VisualTestResult, type VisualTolerance, defineVisualTest, parseVisualArgv, runVisualTests };
package/dist/visual.mjs CHANGED
@@ -1,5 +1,5 @@
1
- import { n as read, t as sources } from "./sources-ncFMQIus.mjs";
2
- import { n as commands, t as run } from "./run-DRcc2SKF.mjs";
1
+ import { n as read, t as sources } from "./sources-DM5Zcl4o.mjs";
2
+ import { n as commands, t as run } from "./run-BnriyKUu.mjs";
3
3
  import path from "node:path";
4
4
  import { createBrandConsole } from "@moku-labs/common/cli";
5
5
  import { mkdir, readFile, writeFile } from "node:fs/promises";