@nodetool-ai/game-renderer 0.8.1 → 0.8.2

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.
Files changed (273) hide show
  1. package/README.md +46 -0
  2. package/dist/.nodetool-build-stamp +1 -1
  3. package/dist/audio/mixer.d.ts +75 -0
  4. package/dist/audio/mixer.d.ts.map +1 -0
  5. package/dist/audio/mixer.js +345 -0
  6. package/dist/audio/mixer.js.map +1 -0
  7. package/dist/audio/player.d.ts +67 -0
  8. package/dist/audio/player.d.ts.map +1 -0
  9. package/dist/audio/player.js +337 -0
  10. package/dist/audio/player.js.map +1 -0
  11. package/dist/audio/spatial.d.ts +50 -0
  12. package/dist/audio/spatial.d.ts.map +1 -0
  13. package/dist/audio/spatial.js +166 -0
  14. package/dist/audio/spatial.js.map +1 -0
  15. package/dist/audio/voices.d.ts +11 -0
  16. package/dist/audio/voices.d.ts.map +1 -0
  17. package/dist/audio/voices.js +22 -0
  18. package/dist/audio/voices.js.map +1 -0
  19. package/dist/audio.d.ts +6 -38
  20. package/dist/audio.d.ts.map +1 -1
  21. package/dist/audio.js +3 -226
  22. package/dist/audio.js.map +1 -1
  23. package/dist/browser.d.ts +2 -1
  24. package/dist/browser.d.ts.map +1 -1
  25. package/dist/browser.js +5 -5
  26. package/dist/browser.js.map +1 -1
  27. package/dist/browser3d.d.ts +2 -0
  28. package/dist/browser3d.d.ts.map +1 -0
  29. package/dist/browser3d.js +2 -0
  30. package/dist/browser3d.js.map +1 -0
  31. package/dist/build.d.ts.map +1 -1
  32. package/dist/build.js +29 -19
  33. package/dist/build.js.map +1 -1
  34. package/dist/build3d.d.ts +11 -0
  35. package/dist/build3d.d.ts.map +1 -0
  36. package/dist/build3d.js +126 -0
  37. package/dist/build3d.js.map +1 -0
  38. package/dist/canvas2d.d.ts +12 -3
  39. package/dist/canvas2d.d.ts.map +1 -1
  40. package/dist/canvas2d.js +59 -12
  41. package/dist/canvas2d.js.map +1 -1
  42. package/dist/fixed-tick-host.d.ts +10 -0
  43. package/dist/fixed-tick-host.d.ts.map +1 -0
  44. package/dist/fixed-tick-host.js +29 -0
  45. package/dist/fixed-tick-host.js.map +1 -0
  46. package/dist/frame-budget.d.ts +34 -0
  47. package/dist/frame-budget.d.ts.map +1 -0
  48. package/dist/frame-budget.js +52 -0
  49. package/dist/frame-budget.js.map +1 -0
  50. package/dist/frame.d.ts +20 -1
  51. package/dist/frame.d.ts.map +1 -1
  52. package/dist/frame.js +69 -1
  53. package/dist/frame.js.map +1 -1
  54. package/dist/game3d-capture-page.js +5834 -0
  55. package/dist/game3d-player.js +6001 -0
  56. package/dist/imageDiff.d.ts +9 -0
  57. package/dist/imageDiff.d.ts.map +1 -0
  58. package/dist/imageDiff.js +30 -0
  59. package/dist/imageDiff.js.map +1 -0
  60. package/dist/index.d.ts +12 -1
  61. package/dist/index.d.ts.map +1 -1
  62. package/dist/index.js +9 -0
  63. package/dist/index.js.map +1 -1
  64. package/dist/input-bindings.d.ts +76 -0
  65. package/dist/input-bindings.d.ts.map +1 -0
  66. package/dist/input-bindings.js +377 -0
  67. package/dist/input-bindings.js.map +1 -0
  68. package/dist/input.d.ts +1 -1
  69. package/dist/input.d.ts.map +1 -1
  70. package/dist/input.js +1 -14
  71. package/dist/input.js.map +1 -1
  72. package/dist/input3d.d.ts +3 -0
  73. package/dist/input3d.d.ts.map +1 -0
  74. package/dist/input3d.js +3 -0
  75. package/dist/input3d.js.map +1 -0
  76. package/dist/node.d.ts +5 -0
  77. package/dist/node.d.ts.map +1 -1
  78. package/dist/node.js +28 -11
  79. package/dist/node.js.map +1 -1
  80. package/dist/node3d.d.ts +29 -0
  81. package/dist/node3d.d.ts.map +1 -0
  82. package/dist/node3d.js +160 -0
  83. package/dist/node3d.js.map +1 -0
  84. package/dist/particles/curves.d.ts +16 -0
  85. package/dist/particles/curves.d.ts.map +1 -0
  86. package/dist/particles/curves.js +49 -0
  87. package/dist/particles/curves.js.map +1 -0
  88. package/dist/particles/index.d.ts +6 -0
  89. package/dist/particles/index.d.ts.map +1 -0
  90. package/dist/particles/index.js +6 -0
  91. package/dist/particles/index.js.map +1 -0
  92. package/dist/particles/random.d.ts +10 -0
  93. package/dist/particles/random.d.ts.map +1 -0
  94. package/dist/particles/random.js +26 -0
  95. package/dist/particles/random.js.map +1 -0
  96. package/dist/particles/render2d.d.ts +40 -0
  97. package/dist/particles/render2d.d.ts.map +1 -0
  98. package/dist/particles/render2d.js +70 -0
  99. package/dist/particles/render2d.js.map +1 -0
  100. package/dist/particles/shapes.d.ts +18 -0
  101. package/dist/particles/shapes.d.ts.map +1 -0
  102. package/dist/particles/shapes.js +92 -0
  103. package/dist/particles/shapes.js.map +1 -0
  104. package/dist/particles/simulator.d.ts +88 -0
  105. package/dist/particles/simulator.d.ts.map +1 -0
  106. package/dist/particles/simulator.js +371 -0
  107. package/dist/particles/simulator.js.map +1 -0
  108. package/dist/player-v1.js +2502 -0
  109. package/dist/preparation3d.d.ts +3 -0
  110. package/dist/preparation3d.d.ts.map +1 -0
  111. package/dist/preparation3d.js +3 -0
  112. package/dist/preparation3d.js.map +1 -0
  113. package/dist/renderPipeline.d.ts +12 -0
  114. package/dist/renderPipeline.d.ts.map +1 -0
  115. package/dist/renderPipeline.js +17 -0
  116. package/dist/renderPipeline.js.map +1 -0
  117. package/dist/renderer3d/animation/index.d.ts +11 -0
  118. package/dist/renderer3d/animation/index.d.ts.map +1 -0
  119. package/dist/renderer3d/animation/index.js +212 -0
  120. package/dist/renderer3d/animation/index.js.map +1 -0
  121. package/dist/renderer3d/assets/cache.d.ts +14 -0
  122. package/dist/renderer3d/assets/cache.d.ts.map +1 -0
  123. package/dist/renderer3d/assets/cache.js +74 -0
  124. package/dist/renderer3d/assets/cache.js.map +1 -0
  125. package/dist/renderer3d/assets/dispose.d.ts +4 -0
  126. package/dist/renderer3d/assets/dispose.d.ts.map +1 -0
  127. package/dist/renderer3d/assets/dispose.js +41 -0
  128. package/dist/renderer3d/assets/dispose.js.map +1 -0
  129. package/dist/renderer3d/assets/hdri-contract.d.ts +23 -0
  130. package/dist/renderer3d/assets/hdri-contract.d.ts.map +1 -0
  131. package/dist/renderer3d/assets/hdri-contract.js +2 -0
  132. package/dist/renderer3d/assets/hdri-contract.js.map +1 -0
  133. package/dist/renderer3d/assets/instances.d.ts +5 -0
  134. package/dist/renderer3d/assets/instances.d.ts.map +1 -0
  135. package/dist/renderer3d/assets/instances.js +86 -0
  136. package/dist/renderer3d/assets/instances.js.map +1 -0
  137. package/dist/renderer3d/capture-driver-types.d.ts +42 -0
  138. package/dist/renderer3d/capture-driver-types.d.ts.map +1 -0
  139. package/dist/renderer3d/capture-driver-types.js +2 -0
  140. package/dist/renderer3d/capture-driver-types.js.map +1 -0
  141. package/dist/renderer3d/capture-page.d.ts +36 -0
  142. package/dist/renderer3d/capture-page.d.ts.map +1 -0
  143. package/dist/renderer3d/capture-page.js +68 -0
  144. package/dist/renderer3d/capture-page.js.map +1 -0
  145. package/dist/renderer3d/culling.d.ts +10 -0
  146. package/dist/renderer3d/culling.d.ts.map +1 -0
  147. package/dist/renderer3d/culling.js +27 -0
  148. package/dist/renderer3d/culling.js.map +1 -0
  149. package/dist/renderer3d/environment/index.d.ts +4 -0
  150. package/dist/renderer3d/environment/index.d.ts.map +1 -0
  151. package/dist/renderer3d/environment/index.js +9 -0
  152. package/dist/renderer3d/environment/index.js.map +1 -0
  153. package/dist/renderer3d/environment/sky.d.ts +45 -0
  154. package/dist/renderer3d/environment/sky.d.ts.map +1 -0
  155. package/dist/renderer3d/environment/sky.js +221 -0
  156. package/dist/renderer3d/environment/sky.js.map +1 -0
  157. package/dist/renderer3d/hud/fonts.d.ts +13 -0
  158. package/dist/renderer3d/hud/fonts.d.ts.map +1 -0
  159. package/dist/renderer3d/hud/fonts.js +69 -0
  160. package/dist/renderer3d/hud/fonts.js.map +1 -0
  161. package/dist/renderer3d/hud/paint.d.ts +4 -0
  162. package/dist/renderer3d/hud/paint.d.ts.map +1 -0
  163. package/dist/renderer3d/hud/paint.js +22 -0
  164. package/dist/renderer3d/hud/paint.js.map +1 -0
  165. package/dist/renderer3d/import.d.ts +34 -0
  166. package/dist/renderer3d/import.d.ts.map +1 -0
  167. package/dist/renderer3d/import.js +408 -0
  168. package/dist/renderer3d/import.js.map +1 -0
  169. package/dist/renderer3d/index.d.ts +74 -0
  170. package/dist/renderer3d/index.d.ts.map +1 -0
  171. package/dist/renderer3d/index.js +338 -0
  172. package/dist/renderer3d/index.js.map +1 -0
  173. package/dist/renderer3d/lights/index.d.ts +7 -0
  174. package/dist/renderer3d/lights/index.d.ts.map +1 -0
  175. package/dist/renderer3d/lights/index.js +67 -0
  176. package/dist/renderer3d/lights/index.js.map +1 -0
  177. package/dist/renderer3d/materials/index.d.ts +4 -0
  178. package/dist/renderer3d/materials/index.d.ts.map +1 -0
  179. package/dist/renderer3d/materials/index.js +8 -0
  180. package/dist/renderer3d/materials/index.js.map +1 -0
  181. package/dist/renderer3d/passes/post-processing.d.ts +44 -0
  182. package/dist/renderer3d/passes/post-processing.d.ts.map +1 -0
  183. package/dist/renderer3d/passes/post-processing.js +213 -0
  184. package/dist/renderer3d/passes/post-processing.js.map +1 -0
  185. package/dist/renderer3d/pipeline.d.ts +15 -0
  186. package/dist/renderer3d/pipeline.d.ts.map +1 -0
  187. package/dist/renderer3d/pipeline.js +10 -0
  188. package/dist/renderer3d/pipeline.js.map +1 -0
  189. package/dist/renderer3d/playwright-contract.d.ts +3 -0
  190. package/dist/renderer3d/playwright-contract.d.ts.map +1 -0
  191. package/dist/renderer3d/playwright-contract.js +4 -0
  192. package/dist/renderer3d/playwright-contract.js.map +1 -0
  193. package/dist/renderer3d/preparation.d.ts +79 -0
  194. package/dist/renderer3d/preparation.d.ts.map +1 -0
  195. package/dist/renderer3d/preparation.js +458 -0
  196. package/dist/renderer3d/preparation.js.map +1 -0
  197. package/dist/renderer3d/scene-sync.d.ts +8 -0
  198. package/dist/renderer3d/scene-sync.d.ts.map +1 -0
  199. package/dist/renderer3d/scene-sync.js +96 -0
  200. package/dist/renderer3d/scene-sync.js.map +1 -0
  201. package/dist/renderer3d/shadows/cascades.d.ts +40 -0
  202. package/dist/renderer3d/shadows/cascades.d.ts.map +1 -0
  203. package/dist/renderer3d/shadows/cascades.js +244 -0
  204. package/dist/renderer3d/shadows/cascades.js.map +1 -0
  205. package/dist/renderer3d/shadows/index.d.ts +44 -0
  206. package/dist/renderer3d/shadows/index.d.ts.map +1 -0
  207. package/dist/renderer3d/shadows/index.js +129 -0
  208. package/dist/renderer3d/shadows/index.js.map +1 -0
  209. package/dist/renderer3d/types.d.ts +18 -0
  210. package/dist/renderer3d/types.d.ts.map +1 -0
  211. package/dist/renderer3d/types.js +2 -0
  212. package/dist/renderer3d/types.js.map +1 -0
  213. package/dist/smoke.d.ts +15 -0
  214. package/dist/smoke.d.ts.map +1 -0
  215. package/dist/smoke.js +138 -0
  216. package/dist/smoke.js.map +1 -0
  217. package/dist/standalone-player.d.ts +11 -1
  218. package/dist/standalone-player.d.ts.map +1 -1
  219. package/dist/standalone-player.js +67 -41
  220. package/dist/standalone-player.js.map +1 -1
  221. package/dist/standalone-player3d.d.ts +14 -0
  222. package/dist/standalone-player3d.d.ts.map +1 -0
  223. package/dist/standalone-player3d.js +255 -0
  224. package/dist/standalone-player3d.js.map +1 -0
  225. package/dist/touch-controls.d.ts +22 -8
  226. package/dist/touch-controls.d.ts.map +1 -1
  227. package/dist/touch-controls.js +88 -21
  228. package/dist/touch-controls.js.map +1 -1
  229. package/dist/ui/controller.d.ts +59 -0
  230. package/dist/ui/controller.d.ts.map +1 -0
  231. package/dist/ui/controller.js +201 -0
  232. package/dist/ui/controller.js.map +1 -0
  233. package/dist/ui/hud2d.d.ts +11 -0
  234. package/dist/ui/hud2d.d.ts.map +1 -0
  235. package/dist/ui/hud2d.js +25 -0
  236. package/dist/ui/hud2d.js.map +1 -0
  237. package/dist/ui/layout.d.ts +42 -0
  238. package/dist/ui/layout.d.ts.map +1 -0
  239. package/dist/ui/layout.js +182 -0
  240. package/dist/ui/layout.js.map +1 -0
  241. package/dist/ui/paint.d.ts +45 -0
  242. package/dist/ui/paint.d.ts.map +1 -0
  243. package/dist/ui/paint.js +121 -0
  244. package/dist/ui/paint.js.map +1 -0
  245. package/dist/webgpu/effects.d.ts +22 -0
  246. package/dist/webgpu/effects.d.ts.map +1 -0
  247. package/dist/webgpu/effects.js +69 -0
  248. package/dist/webgpu/effects.js.map +1 -0
  249. package/dist/webgpu/hud.d.ts +4 -0
  250. package/dist/webgpu/hud.d.ts.map +1 -0
  251. package/dist/webgpu/hud.js +27 -0
  252. package/dist/webgpu/hud.js.map +1 -0
  253. package/dist/webgpu/lighting.d.ts +4 -0
  254. package/dist/webgpu/lighting.d.ts.map +1 -0
  255. package/dist/webgpu/lighting.js +47 -0
  256. package/dist/webgpu/lighting.js.map +1 -0
  257. package/dist/webgpu/pipeline.d.ts +11 -0
  258. package/dist/webgpu/pipeline.d.ts.map +1 -0
  259. package/dist/webgpu/pipeline.js +11 -0
  260. package/dist/webgpu/pipeline.js.map +1 -0
  261. package/dist/webgpu/sprites.d.ts +6 -0
  262. package/dist/webgpu/sprites.d.ts.map +1 -0
  263. package/dist/webgpu/sprites.js +74 -0
  264. package/dist/webgpu/sprites.js.map +1 -0
  265. package/dist/webgpu/types.d.ts +14 -0
  266. package/dist/webgpu/types.d.ts.map +1 -0
  267. package/dist/webgpu/types.js +2 -0
  268. package/dist/webgpu/types.js.map +1 -0
  269. package/dist/webgpu.d.ts +4 -3
  270. package/dist/webgpu.d.ts.map +1 -1
  271. package/dist/webgpu.js +119 -279
  272. package/dist/webgpu.js.map +1 -1
  273. package/package.json +47 -10
@@ -0,0 +1,126 @@
1
+ import { createHash } from "node:crypto";
2
+ import { existsSync } from "node:fs";
3
+ import { mkdir, mkdtemp, readFile, readdir, rename, rm, rmdir, writeFile } from "node:fs/promises";
4
+ import { dirname, join, resolve } from "node:path";
5
+ import { fileURLToPath } from "node:url";
6
+ import { build } from "esbuild";
7
+ import { resolvePackageAssetPath } from "@nodetool-ai/config";
8
+ import { gameDocument3D } from "@nodetool-ai/protocol";
9
+ import { validateGame3D, decodePreparedGameCollider3D } from "@nodetool-ai/game-runtime";
10
+ import { prepareGameModel } from "./renderer3d/preparation.js";
11
+ import { TOUCH_CONTROLS_CSS } from "./touch-controls.js";
12
+ const PLAYER_FILE = "game3d-player.js";
13
+ const HTML = '<!doctype html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width,initial-scale=1"><meta http-equiv="Content-Security-Policy" content="default-src \'self\'; connect-src \'self\' blob:; script-src \'self\' \'wasm-unsafe-eval\'; img-src \'self\' blob:; font-src \'self\'; style-src \'self\'"><title>NodeTool 3D Game</title><link rel="stylesheet" href="./style.css"></head><body><main><canvas id="game" aria-label="3D game viewport"></canvas><nav aria-label="Game controls"><button id="pause" type="button">Pause</button><button id="reset" type="button">Reset</button></nav><p id="status" role="status" aria-live="polite">Loading game</p></main><script type="module" src="./game3d-player.js"></script></body></html>';
14
+ const CSS = 'html,body{margin:0;background:#202838;color:#fff;font:16px system-ui,sans-serif}main{max-width:1280px;margin:auto}canvas{display:block;width:100%;height:auto;touch-action:none}nav{display:flex;gap:8px;padding:8px;position:relative;z-index:3}button{font:inherit}#status{padding:8px}' +
15
+ // The export CSP allows only same-origin styles, so the touch controls are styled here rather than by the player.
16
+ TOUCH_CONTROLS_CSS;
17
+ async function playerBundle() {
18
+ const source = fileURLToPath(new URL("./standalone-player3d.ts", import.meta.url));
19
+ const compiled = fileURLToPath(new URL("./standalone-player3d.js", import.meta.url));
20
+ if (!existsSync(source) && !existsSync(compiled)) {
21
+ return readFile(resolvePackageAssetPath({ pkg: "@nodetool-ai/game-renderer", path: PLAYER_FILE }, import.meta.url));
22
+ }
23
+ const result = await build({ entryPoints: [existsSync(source) ? source : compiled], bundle: true, format: "esm", platform: "browser",
24
+ target: "es2022", minify: true, write: false, conditions: ["nodetool-dev"], logLevel: "silent" });
25
+ const player = result.outputFiles?.[0];
26
+ if (!player) {
27
+ throw new Error("3D player bundle is empty");
28
+ }
29
+ return player.contents;
30
+ }
31
+ /** Atomically exports verified model/collider content and all runtime code for static HTTP serving. */
32
+ export async function buildStandaloneGame3D(options) {
33
+ options.signal?.throwIfAborted();
34
+ const document = gameDocument3D.parse(options.document);
35
+ const validation = validateGame3D(document);
36
+ if (!validation.valid) {
37
+ throw new Error(`Invalid 3D game: ${validation.errors.join("; ")}`);
38
+ }
39
+ const outputDir = resolve(options.outputDir);
40
+ await mkdir(dirname(outputDir), { recursive: true });
41
+ const staging = await mkdtemp(join(dirname(outputDir), ".nodetool-game3d-build-"));
42
+ try {
43
+ const player = await playerBundle();
44
+ const quickJs = await readFile(fileURLToPath(import.meta.resolve("@jitl/quickjs-ng-wasmfile-release-sync/wasm")));
45
+ const assetPaths = {};
46
+ const hashes = {};
47
+ await mkdir(join(staging, "assets"));
48
+ const stage = async (path, bytes) => {
49
+ options.signal?.throwIfAborted();
50
+ hashes[path] = createHash("sha256").update(bytes).digest("hex");
51
+ await writeFile(join(staging, path), bytes);
52
+ };
53
+ for (const [logicalId, binding] of Object.entries(document.assets)) {
54
+ options.signal?.throwIfAborted();
55
+ const asset = await options.resolveAsset(binding.assetId, options.signal);
56
+ if (!asset) {
57
+ throw new Error(`Missing export asset ${logicalId}`);
58
+ }
59
+ const digest = createHash("sha256").update(asset.bytes).digest("hex");
60
+ if (digest !== binding.digest) {
61
+ throw new Error(`Export asset digest changed for ${logicalId}`);
62
+ }
63
+ let extension;
64
+ if (binding.mediaKind === "model") {
65
+ const prepared = await prepareGameModel(asset.bytes, { expectedDigest: binding.digest, signal: options.signal });
66
+ if (!prepared.ok) {
67
+ throw new Error(`Export model ${logicalId} failed preparation: ${prepared.diagnostics.map((entry) => entry.message).join("; ")}`);
68
+ }
69
+ if (JSON.stringify(prepared.model.nodeIds) !== JSON.stringify(binding.nodeIds) || JSON.stringify(prepared.model.clipIds) !== JSON.stringify(binding.clipIds)) {
70
+ throw new Error(`Prepared selectors changed for model ${logicalId}`);
71
+ }
72
+ extension = "glb";
73
+ }
74
+ else if (binding.mediaKind === "collider") {
75
+ await decodePreparedGameCollider3D(asset.bytes, binding);
76
+ extension = "json";
77
+ }
78
+ else if (binding.mediaKind === "font") {
79
+ const view = new DataView(asset.bytes.buffer, asset.bytes.byteOffset, asset.bytes.byteLength);
80
+ if (asset.bytes.length < 4 || (binding.fontFormat === "ttf" ? view.getUint32(0) !== 0x00010000 : view.getUint32(0) !== 0x4f54544f)) {
81
+ throw new Error(`Invalid export font ${logicalId}`);
82
+ }
83
+ extension = binding.fontFormat;
84
+ }
85
+ else {
86
+ extension = asset.mimeType === "audio/wav" ? "wav" : asset.mimeType === "audio/ogg" ? "ogg" : asset.mimeType === "audio/mpeg" ? "mp3" : "";
87
+ if (!extension) {
88
+ throw new Error(`Unsupported export audio ${logicalId}`);
89
+ }
90
+ }
91
+ const path = `assets/${digest}.${extension}`;
92
+ await stage(path, asset.bytes);
93
+ assetPaths[logicalId] = `./${path}`;
94
+ }
95
+ await stage("index.html", HTML);
96
+ await stage("style.css", CSS);
97
+ await stage("game.json", JSON.stringify(document));
98
+ await stage(PLAYER_FILE, player);
99
+ await stage("emscripten-module.wasm", quickJs);
100
+ await writeFile(join(staging, "manifest.json"), JSON.stringify({ schemaVersion: 1, dimension: "3d", sourceRevision: document.revision,
101
+ engineVersion: document.engineVersion, runtimes: { three: "0.185.1", rapier: "0.19.3", quickjs: "0.31.0" }, assets: assetPaths, files: hashes }, null, 2));
102
+ options.signal?.throwIfAborted();
103
+ let existing;
104
+ try {
105
+ existing = await readdir(outputDir);
106
+ }
107
+ catch (error) {
108
+ if (!(error instanceof Error) || !("code" in error) || error.code !== "ENOENT") {
109
+ throw error;
110
+ }
111
+ }
112
+ if (existing && existing.length > 0) {
113
+ throw new Error(`Output directory is not empty: ${outputDir}`);
114
+ }
115
+ if (existing) {
116
+ await rmdir(outputDir);
117
+ }
118
+ await rename(staging, outputDir);
119
+ return { outputDir, gamePath: join(outputDir, "game.json"), playerPath: join(outputDir, PLAYER_FILE), assetPaths };
120
+ }
121
+ catch (error) {
122
+ await rm(staging, { recursive: true, force: true });
123
+ throw error;
124
+ }
125
+ }
126
+ //# sourceMappingURL=build3d.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"build3d.js","sourceRoot":"","sources":["../src/build3d.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,aAAa,CAAC;AACzC,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,MAAM,EAAE,EAAE,EAAE,KAAK,EAAE,SAAS,EAAE,MAAM,kBAAkB,CAAC;AACnG,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACnD,OAAO,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AACzC,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,uBAAuB,EAAE,MAAM,qBAAqB,CAAC;AAC9D,OAAO,EAAE,cAAc,EAAuB,MAAM,uBAAuB,CAAC;AAC5E,OAAO,EAAE,cAAc,EAAE,4BAA4B,EAAE,MAAM,2BAA2B,CAAC;AACzF,OAAO,EAAE,gBAAgB,EAAE,MAAM,6BAA6B,CAAC;AAE/D,OAAO,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AAQzD,MAAM,WAAW,GAAG,kBAAkB,CAAC;AACvC,MAAM,IAAI,GAAG,qvBAAqvB,CAAC;AACnwB,MAAM,GAAG,GAAG,2RAA2R;IACrS,kHAAkH;IAClH,kBAAkB,CAAC;AAErB,KAAK,UAAU,YAAY;IACzB,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,GAAG,CAAC,0BAA0B,EAAE,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IACnF,MAAM,QAAQ,GAAG,aAAa,CAAC,IAAI,GAAG,CAAC,0BAA0B,EAAE,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IACrF,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC;QACjD,OAAO,QAAQ,CAAC,uBAAuB,CAAC,EAAE,GAAG,EAAE,4BAA4B,EAAE,IAAI,EAAE,WAAW,EAAE,EAAE,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IACtH,CAAC;IACD,MAAM,MAAM,GAAG,MAAM,KAAK,CAAC,EAAE,WAAW,EAAE,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,QAAQ,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,QAAQ,EAAE,SAAS;QAClI,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,UAAU,EAAE,CAAC,cAAc,CAAC,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC,CAAC;IACpG,MAAM,MAAM,GAAG,MAAM,CAAC,WAAW,EAAE,CAAC,CAAC,CAAC,CAAC;IACvC,IAAI,CAAC,MAAM,EAAE,CAAC;QAAC,MAAM,IAAI,KAAK,CAAC,2BAA2B,CAAC,CAAC;IAAC,CAAC;IAC9D,OAAO,MAAM,CAAC,QAAQ,CAAC;AACzB,CAAC;AAED,uGAAuG;AACvG,MAAM,CAAC,KAAK,UAAU,qBAAqB,CAAC,OAAqC;IAC/E,OAAO,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC;IACjC,MAAM,QAAQ,GAAG,cAAc,CAAC,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;IACxD,MAAM,UAAU,GAAG,cAAc,CAAC,QAAQ,CAAC,CAAC;IAC5C,IAAI,CAAC,UAAU,CAAC,KAAK,EAAE,CAAC;QAAC,MAAM,IAAI,KAAK,CAAC,oBAAoB,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IAAC,CAAC;IAC/F,MAAM,SAAS,GAAG,OAAO,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;IAC7C,MAAM,KAAK,CAAC,OAAO,CAAC,SAAS,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;IACrD,MAAM,OAAO,GAAG,MAAM,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,EAAE,yBAAyB,CAAC,CAAC,CAAC;IACnF,IAAI,CAAC;QACH,MAAM,MAAM,GAAG,MAAM,YAAY,EAAE,CAAC;QACpC,MAAM,OAAO,GAAG,MAAM,QAAQ,CAAC,aAAa,CAAC,OAAO,IAAI,CAAC,OAAO,CAAC,6CAA6C,CAAC,CAAC,CAAC,CAAC;QAClH,MAAM,UAAU,GAA2B,EAAE,CAAC;QAC9C,MAAM,MAAM,GAA2B,EAAE,CAAC;QAC1C,MAAM,KAAK,CAAC,IAAI,CAAC,OAAO,EAAE,QAAQ,CAAC,CAAC,CAAC;QACrC,MAAM,KAAK,GAAG,KAAK,EAAE,IAAY,EAAE,KAA0B,EAAiB,EAAE;YAC9E,OAAO,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC;YACjC,MAAM,CAAC,IAAI,CAAC,GAAG,UAAU,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YAChE,MAAM,SAAS,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,EAAE,KAAK,CAAC,CAAC;QAC9C,CAAC,CAAC;QACF,KAAK,MAAM,CAAC,SAAS,EAAE,OAAO,CAAC,IAAI,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,CAAC;YACnE,OAAO,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC;YACjC,MAAM,KAAK,GAAG,MAAM,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,MAAM,CAAC,CAAC;YAC1E,IAAI,CAAC,KAAK,EAAE,CAAC;gBAAC,MAAM,IAAI,KAAK,CAAC,wBAAwB,SAAS,EAAE,CAAC,CAAC;YAAC,CAAC;YACrE,MAAM,MAAM,GAAG,UAAU,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;YACtE,IAAI,MAAM,KAAK,OAAO,CAAC,MAAM,EAAE,CAAC;gBAAC,MAAM,IAAI,KAAK,CAAC,mCAAmC,SAAS,EAAE,CAAC,CAAC;YAAC,CAAC;YACnG,IAAI,SAAiB,CAAC;YACtB,IAAI,OAAO,CAAC,SAAS,KAAK,OAAO,EAAE,CAAC;gBAClC,MAAM,QAAQ,GAAG,MAAM,gBAAgB,CAAC,KAAK,CAAC,KAAK,EAAE,EAAE,cAAc,EAAE,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC,CAAC;gBACjH,IAAI,CAAC,QAAQ,CAAC,EAAE,EAAE,CAAC;oBAAC,MAAM,IAAI,KAAK,CAAC,gBAAgB,SAAS,wBAAwB,QAAQ,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;gBAAC,CAAC;gBACxJ,IAAI,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,OAAO,CAAC,IAAI,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,OAAO,CAAC,EAAE,CAAC;oBAAC,MAAM,IAAI,KAAK,CAAC,wCAAwC,SAAS,EAAE,CAAC,CAAC;gBAAC,CAAC;gBACvO,SAAS,GAAG,KAAK,CAAC;YACpB,CAAC;iBAAM,IAAI,OAAO,CAAC,SAAS,KAAK,UAAU,EAAE,CAAC;gBAC5C,MAAM,4BAA4B,CAAC,KAAK,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;gBACzD,SAAS,GAAG,MAAM,CAAC;YACrB,CAAC;iBAAM,IAAI,OAAO,CAAC,SAAS,KAAK,MAAM,EAAE,CAAC;gBACxC,MAAM,IAAI,GAAG,IAAI,QAAQ,CAAC,KAAK,CAAC,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,KAAK,CAAC,UAAU,EAAE,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC;gBAC9F,IAAI,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,KAAK,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,UAAU,CAAC,EAAE,CAAC;oBAAC,MAAM,IAAI,KAAK,CAAC,uBAAuB,SAAS,EAAE,CAAC,CAAC;gBAAC,CAAC;gBAC5L,SAAS,GAAG,OAAO,CAAC,UAAU,CAAC;YACjC,CAAC;iBAAM,CAAC;gBACN,SAAS,GAAG,KAAK,CAAC,QAAQ,KAAK,WAAW,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,KAAK,WAAW,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,KAAK,YAAY,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC;gBAC3I,IAAI,CAAC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@@ -1,5 +1,6 @@
1
1
  import type { GameRenderFrame } from "@nodetool-ai/protocol";
2
2
  import type { GameRenderer, GameRendererCapabilities, GameRendererEffect, GameRendererStats } from "./index.js";
3
+ import { type GameParticleField } from "./particles/render2d.js";
3
4
  export type GameImage = ImageBitmap | HTMLImageElement;
4
5
  export type GameAssetResolver = (assetId: string) => Promise<GameImage | null>;
5
6
  export declare class AssetCache {
@@ -10,8 +11,8 @@ export declare class AssetCache {
10
11
  clear(): void;
11
12
  invalidate(assetId: string): void;
12
13
  }
13
- export declare function imageWidth(image: GameImage): number;
14
- export declare function imageHeight(image: GameImage): number;
14
+ export declare function imageWidth(image: GameImage | HTMLCanvasElement): number;
15
+ export declare function imageHeight(image: GameImage | HTMLCanvasElement): number;
15
16
  export declare class Canvas2DGameRenderer implements GameRenderer {
16
17
  readonly canvas: HTMLCanvasElement;
17
18
  private readonly assets;
@@ -19,13 +20,21 @@ export declare class Canvas2DGameRenderer implements GameRenderer {
19
20
  private readonly context;
20
21
  private readonly tinted;
21
22
  private lightCanvas;
23
+ private particleDot;
24
+ private particleScratch;
22
25
  private tintedBytes;
23
26
  private disposed;
24
27
  get capabilities(): GameRendererCapabilities;
25
28
  setEffects(effects: readonly GameRendererEffect[]): void;
26
29
  constructor(canvas: HTMLCanvasElement, assets: AssetCache);
27
- render(frame: GameRenderFrame, interpolation: number): Promise<GameRendererStats>;
30
+ render(frame: GameRenderFrame, interpolation: number, particles?: GameParticleField): Promise<GameRendererStats>;
28
31
  private drawSprite;
32
+ private dot;
33
+ /**
34
+ * Multiplies a particle's image by its colour in a reused scratch canvas. Particle colours change every frame,
35
+ * so a per-tint cache would only churn.
36
+ */
37
+ private tintParticle;
29
38
  private tint;
30
39
  resize(width: number, height: number): void;
31
40
  invalidateAsset(assetId: string): void;
@@ -1 +1 @@
1
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1
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package/dist/canvas2d.js CHANGED
@@ -1,5 +1,7 @@
1
- import { paintHud, pixelRect, projectedCamera, visibleItems } from "./frame.js";
1
+ import { pixelRect, projectedCamera, sourceRect, tintPixels, visibleItems } from "./frame.js";
2
2
  import { applyLighting, spritePixelBounds } from "./lighting.js";
3
+ import { loadGameUiImages, paintGameHud2D } from "./ui/hud2d.js";
4
+ import { CANVAS2D_MAX_PARTICLES, PARTICLE_DOT_ASSET, PARTICLE_DOT_SIZE, particleDotPixels } from "./particles/render2d.js";
3
5
  export class AssetCache {
4
6
  resolve;
5
7
  images = new Map();
@@ -34,6 +36,8 @@ export class Canvas2DGameRenderer {
34
36
  context;
35
37
  tinted = new Map();
36
38
  lightCanvas;
39
+ particleDot;
40
+ particleScratch;
37
41
  tintedBytes = 0;
38
42
  disposed = false;
39
43
  get capabilities() {
@@ -56,12 +60,13 @@ export class Canvas2DGameRenderer {
56
60
  this.context = context;
57
61
  context.imageSmoothingEnabled = false;
58
62
  }
59
- async render(frame, interpolation) {
63
+ async render(frame, interpolation, particles) {
60
64
  if (this.disposed) {
61
65
  throw new Error("Game renderer is disposed");
62
66
  }
63
- const items = visibleItems(frame, interpolation);
64
- const images = await Promise.all(items.map((entry) => this.assets.get(entry.assetId)));
67
+ const items = visibleItems(frame, interpolation, 0, particles && { field: particles, limit: CANVAS2D_MAX_PARTICLES });
68
+ const images = await Promise.all(items.map((entry) => entry.assetId === PARTICLE_DOT_ASSET ? this.dot() : this.assets.get(entry.assetId)));
69
+ const uiImages = await loadGameUiImages(frame, (assetId) => this.assets.get(assetId));
65
70
  const context = this.context;
66
71
  context.clearRect(0, 0, this.canvas.width, this.canvas.height);
67
72
  context.imageSmoothingEnabled = false;
@@ -113,15 +118,15 @@ export class Canvas2DGameRenderer {
113
118
  context.drawImage(lightCanvas, bounds.x, bounds.y, bounds.width, bounds.height, bounds.x, bounds.y, bounds.width, bounds.height);
114
119
  context.restore();
115
120
  }
116
- paintHud(context, frame.hud, 1, frame.gameId);
121
+ paintGameHud2D(context, frame, 1, uiImages);
117
122
  return { backend: this.backend, visibleSprites: items.length, drawCalls: items.length + frame.hud.length,
118
123
  uploadedBytes: 0, textureBytes: 0, targetBytes: lightCanvas ? this.canvas.width * this.canvas.height * 4 : 0,
119
124
  instanceBufferBytes: 0 };
120
125
  }
121
126
  drawSprite(context, entry, image, frame, camera, pixelScale, sx, sy, normalBlend = false) {
122
- const source = image ? entry.frame ?? { x: 0, y: 0, width: imageWidth(image), height: imageHeight(image) } : undefined;
127
+ const source = image ? sourceRect(entry, imageWidth(image), imageHeight(image)) : undefined;
123
128
  const { x, y, width: targetWidth, height: targetHeight } = pixelRect(entry, (frame.width / 2 + (entry.x - camera.x) * pixelScale) * sx, (frame.height / 2 - (entry.y - camera.y) * pixelScale) * sy, entry.width * pixelScale * sx, entry.height * pixelScale * sy);
124
- const tinted = image && source ? this.tint(image, entry.assetId, source, entry.tint) : undefined;
129
+ const tinted = image && source ? entry.particle ? this.tintParticle(image, source, entry.tint) : this.tint(image, entry.assetId, source, entry.tint) : undefined;
125
130
  context.save();
126
131
  context.translate(x, y);
127
132
  context.rotate(-entry.rotation);
@@ -141,6 +146,48 @@ export class Canvas2DGameRenderer {
141
146
  }
142
147
  context.restore();
143
148
  }
149
+ dot() {
150
+ if (!this.particleDot) {
151
+ const canvas = document.createElement("canvas");
152
+ canvas.width = PARTICLE_DOT_SIZE;
153
+ canvas.height = PARTICLE_DOT_SIZE;
154
+ const context = canvas.getContext("2d");
155
+ if (!context) {
156
+ throw new Error("Canvas2D particle target is unavailable");
157
+ }
158
+ const pixels = context.createImageData(PARTICLE_DOT_SIZE, PARTICLE_DOT_SIZE);
159
+ pixels.data.set(particleDotPixels());
160
+ context.putImageData(pixels, 0, 0);
161
+ this.particleDot = canvas;
162
+ }
163
+ return Promise.resolve(this.particleDot);
164
+ }
165
+ /**
166
+ * Multiplies a particle's image by its colour in a reused scratch canvas. Particle colours change every frame,
167
+ * so a per-tint cache would only churn.
168
+ */
169
+ tintParticle(image, source, tint) {
170
+ if (!tint || tint.toLowerCase() === "#ffffff") {
171
+ return undefined;
172
+ }
173
+ const canvas = this.particleScratch ?? document.createElement("canvas");
174
+ this.particleScratch = canvas;
175
+ canvas.width = source.width;
176
+ canvas.height = source.height;
177
+ const context = canvas.getContext("2d");
178
+ if (!context) {
179
+ throw new Error("Canvas2D particle target is unavailable");
180
+ }
181
+ context.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
182
+ context.globalCompositeOperation = "multiply";
183
+ context.fillStyle = tint;
184
+ context.fillRect(0, 0, source.width, source.height);
185
+ // Multiply fills transparent pixels too, so the image's own alpha is restored afterwards.
186
+ context.globalCompositeOperation = "destination-in";
187
+ context.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
188
+ context.globalCompositeOperation = "source-over";
189
+ return canvas;
190
+ }
144
191
  tint(image, assetId, source, tint) {
145
192
  if (!tint || tint.toLowerCase() === "#ffffff") {
146
193
  return undefined;
@@ -160,11 +207,9 @@ export class Canvas2DGameRenderer {
160
207
  throw new Error("Canvas2D tint target is unavailable");
161
208
  }
162
209
  context.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
163
- context.globalCompositeOperation = "multiply";
164
- context.fillStyle = tint;
165
- context.fillRect(0, 0, source.width, source.height);
166
- context.globalCompositeOperation = "destination-in";
167
- context.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
210
+ const pixels = context.getImageData(0, 0, source.width, source.height);
211
+ tintPixels(pixels.data, tint);
212
+ context.putImageData(pixels, 0, 0);
168
213
  const bytes = source.width * source.height * 4;
169
214
  if (bytes <= 16 * 1024 * 1024) {
170
215
  while (this.tinted.size >= 64 || this.tintedBytes + bytes > 16 * 1024 * 1024) {
@@ -201,6 +246,8 @@ export class Canvas2DGameRenderer {
201
246
  this.disposed = true;
202
247
  this.tinted.clear();
203
248
  this.lightCanvas = undefined;
249
+ this.particleDot = undefined;
250
+ this.particleScratch = undefined;
204
251
  this.tintedBytes = 0;
205
252
  this.assets.clear();
206
253
  }
@@ -1 +1 @@
1
- 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@@ -0,0 +1,10 @@
1
+ /** Fixed tick accumulation shared by editor and standalone game hosts. */
2
+ export declare class FixedTickClock {
3
+ private readonly tickRate;
4
+ private previous;
5
+ private accumulator;
6
+ constructor(tickRate: number);
7
+ reset(): void;
8
+ advance(now: number, step: () => void): number;
9
+ }
10
+ //# sourceMappingURL=fixed-tick-host.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fixed-tick-host.d.ts","sourceRoot":"","sources":["../src/fixed-tick-host.ts"],"names":[],"mappings":"AAAA,0EAA0E;AAC1E,qBAAa,cAAc;IAIb,OAAO,CAAC,QAAQ,CAAC,QAAQ;IAHrC,OAAO,CAAC,QAAQ,CAAuB;IACvC,OAAO,CAAC,WAAW,CAAK;IAExB,YAA6B,QAAQ,EAAE,MAAM,EAAI;IAEjD,KAAK,IAAI,IAAI,CAAgD;IAE7D,OAAO,CAAC,GAAG,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,IAAI,GAAG,MAAM,CAa7C;CACF"}
@@ -0,0 +1,29 @@
1
+ /** Fixed tick accumulation shared by editor and standalone game hosts. */
2
+ export class FixedTickClock {
3
+ tickRate;
4
+ previous = null;
5
+ accumulator = 0;
6
+ constructor(tickRate) {
7
+ this.tickRate = tickRate;
8
+ }
9
+ reset() { this.previous = null; this.accumulator = 0; }
10
+ advance(now, step) {
11
+ if (this.previous === null) {
12
+ this.previous = now;
13
+ }
14
+ this.accumulator += Math.max(0, Math.min(now - this.previous, 250));
15
+ this.previous = now;
16
+ const tickMs = 1000 / this.tickRate;
17
+ let count = 0;
18
+ while (this.accumulator >= tickMs && count < 5) {
19
+ step();
20
+ this.accumulator -= tickMs;
21
+ count += 1;
22
+ }
23
+ if (count === 5) {
24
+ this.accumulator = 0;
25
+ }
26
+ return this.accumulator / tickMs;
27
+ }
28
+ }
29
+ //# sourceMappingURL=fixed-tick-host.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fixed-tick-host.js","sourceRoot":"","sources":["../src/fixed-tick-host.ts"],"names":[],"mappings":"AAAA,0EAA0E;AAC1E,MAAM,OAAO,cAAc;IAII,QAAQ;IAH7B,QAAQ,GAAkB,IAAI,CAAC;IAC/B,WAAW,GAAG,CAAC,CAAC;IAExB,YAA6B,QAAgB;wBAAhB,QAAQ;IAAW,CAAC;IAEjD,KAAK,KAAW,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,CAAC,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,CAAC;IAE7D,OAAO,CAAC,GAAW,EAAE,IAAgB;QACnC,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE,CAAC;YAAC,IAAI,CAAC,QAAQ,GAAG,GAAG,CAAC;QAAC,CAAC;QACpD,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC,CAAC;QACpE,IAAI,CAAC,QAAQ,GAAG,GAAG,CAAC;QACpB,MAAM,MAAM,GAAG,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC;QACpC,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,OAAO,IAAI,CAAC,WAAW,IAAI,MAAM,IAAI,KAAK,GAAG,CAAC,EAAE,CAAC;YAC/C,IAAI,EAAE,CAAC;YACP,IAAI,CAAC,WAAW,IAAI,MAAM,CAAC;YAC3B,KAAK,IAAI,CAAC,CAAC;QACb,CAAC;QACD,IAAI,KAAK,KAAK,CAAC,EAAE,CAAC;YAAC,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;QAAC,CAAC;QAC1C,OAAO,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC;IACnC,CAAC;CACF"}
@@ -0,0 +1,34 @@
1
+ import type { GameFrameBudgets } from "@nodetool-ai/protocol";
2
+ import type { GameAudioMixerState } from "./audio/mixer.js";
3
+ export type GameFrameBudgetMetric = "drawCalls" | "triangles" | "particles" | "voices";
4
+ export type GameFrameBudgetLimits = Readonly<Record<GameFrameBudgetMetric, number>>;
5
+ /**
6
+ * Player defaults for budgets a document leaves out. The particle budget is half the simulator's scene cap
7
+ * and the voice budget is three quarters of the player's voice cap, so a warning comes before either cap drops work.
8
+ */
9
+ export declare const DEFAULT_GAME_FRAME_BUDGETS: GameFrameBudgetLimits;
10
+ /** One frame's measured load. A host leaves out what it does not measure. */
11
+ export type GameFrameBudgetSample = Partial<Record<GameFrameBudgetMetric, number>>;
12
+ export interface GameFrameBudgetOverrun {
13
+ readonly metric: GameFrameBudgetMetric;
14
+ readonly value: number;
15
+ readonly budget: number;
16
+ }
17
+ export declare function resolveGameFrameBudgets(budgets?: GameFrameBudgets): GameFrameBudgetLimits;
18
+ export declare function gameFrameBudgetOverruns(sample: GameFrameBudgetSample, limits: GameFrameBudgetLimits): GameFrameBudgetOverrun[];
19
+ export declare function formatGameFrameBudgetOverrun(overrun: GameFrameBudgetOverrun): string;
20
+ /** Playing voices across every bus of the mixer. */
21
+ export declare function gameAudioVoiceCount(state: GameAudioMixerState): number;
22
+ /**
23
+ * Warns once when a metric goes over its budget, and again only after it has come back within budget.
24
+ * The monitor reads measurements and never changes the session, so it cannot affect simulation or replay.
25
+ */
26
+ export declare class GameFrameBudgetMonitor {
27
+ private readonly warn;
28
+ readonly limits: GameFrameBudgetLimits;
29
+ private readonly over;
30
+ constructor(budgets?: GameFrameBudgets, warn?: (message: string) => void);
31
+ /** Records one frame. Returns the overruns that started with this frame, which are the ones it warned about. */
32
+ observe(sample: GameFrameBudgetSample): readonly GameFrameBudgetOverrun[];
33
+ }
34
+ //# sourceMappingURL=frame-budget.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"frame-budget.d.ts","sourceRoot":"","sources":["../src/frame-budget.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,uBAAuB,CAAC;AAC9D,OAAO,KAAK,EAAE,mBAAmB,EAAE,MAAM,kBAAkB,CAAC;AAE5D,MAAM,MAAM,qBAAqB,GAAG,WAAW,GAAG,WAAW,GAAG,WAAW,GAAG,QAAQ,CAAC;AAEvF,MAAM,MAAM,qBAAqB,GAAG,QAAQ,CAAC,MAAM,CAAC,qBAAqB,EAAE,MAAM,CAAC,CAAC,CAAC;AAEpF;;;GAGG;AACH,eAAO,MAAM,0BAA0B,EAAE,qBAA6G,CAAC;AAEvJ,6EAA6E;AAC7E,MAAM,MAAM,qBAAqB,GAAG,OAAO,CAAC,MAAM,CAAC,qBAAqB,EAAE,MAAM,CAAC,CAAC,CAAC;AAEnF,MAAM,WAAW,sBAAsB;IACrC,QAAQ,CAAC,MAAM,EAAE,qBAAqB,CAAC;IACvC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;CACzB;AAMD,wBAAgB,uBAAuB,CAAC,OAAO,CAAC,EAAE,gBAAgB,GAAG,qBAAqB,CAEzF;AAED,wBAAgB,uBAAuB,CAAC,MAAM,EAAE,qBAAqB,EAAE,MAAM,EAAE,qBAAqB,GAAG,sBAAsB,EAAE,CAK9H;AAED,wBAAgB,4BAA4B,CAAC,OAAO,EAAE,sBAAsB,GAAG,MAAM,CAEpF;AAED,oDAAoD;AACpD,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,mBAAmB,GAAG,MAAM,CAEtE;AAED;;;GAGG;AACH,qBAAa,sBAAsB;IAIO,OAAO,CAAC,QAAQ,CAAC,IAAI;IAH7D,QAAQ,CAAC,MAAM,EAAE,qBAAqB,CAAC;IACvC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAoC;IAEzD,YAAY,OAAO,CAAC,EAAE,gBAAgB,EAAmB,IAAI,GAAE,CAAC,OAAO,EAAE,MAAM,KAAK,IAA8C,EAEjI;IAED,gHAAgH;IAChH,OAAO,CAAC,MAAM,EAAE,qBAAqB,GAAG,SAAS,sBAAsB,EAAE,CAWxE;CACF"}
@@ -0,0 +1,52 @@
1
+ /**
2
+ * Player defaults for budgets a document leaves out. The particle budget is half the simulator's scene cap
3
+ * and the voice budget is three quarters of the player's voice cap, so a warning comes before either cap drops work.
4
+ */
5
+ export const DEFAULT_GAME_FRAME_BUDGETS = Object.freeze({ drawCalls: 1000, triangles: 1_000_000, particles: 4096, voices: 24 });
6
+ const METRICS = ["drawCalls", "triangles", "particles", "voices"];
7
+ const LABELS = { drawCalls: "draw calls", triangles: "triangles", particles: "particles", voices: "audio voices" };
8
+ export function resolveGameFrameBudgets(budgets) {
9
+ return { ...DEFAULT_GAME_FRAME_BUDGETS, ...Object.fromEntries(Object.entries(budgets ?? {}).filter(([, value]) => value !== undefined)) };
10
+ }
11
+ export function gameFrameBudgetOverruns(sample, limits) {
12
+ return METRICS.flatMap((metric) => {
13
+ const value = sample[metric];
14
+ return value !== undefined && value > limits[metric] ? [{ metric, value, budget: limits[metric] }] : [];
15
+ });
16
+ }
17
+ export function formatGameFrameBudgetOverrun(overrun) {
18
+ return `Frame budget exceeded: ${overrun.value} ${LABELS[overrun.metric]} (budget ${overrun.budget})`;
19
+ }
20
+ /** Playing voices across every bus of the mixer. */
21
+ export function gameAudioVoiceCount(state) {
22
+ return Object.values(state.buses).reduce((total, bus) => total + bus.activeVoices, 0);
23
+ }
24
+ /**
25
+ * Warns once when a metric goes over its budget, and again only after it has come back within budget.
26
+ * The monitor reads measurements and never changes the session, so it cannot affect simulation or replay.
27
+ */
28
+ export class GameFrameBudgetMonitor {
29
+ warn;
30
+ limits;
31
+ over = new Set();
32
+ constructor(budgets, warn = (message) => { console.warn(message); }) {
33
+ this.warn = warn;
34
+ this.limits = resolveGameFrameBudgets(budgets);
35
+ }
36
+ /** Records one frame. Returns the overruns that started with this frame, which are the ones it warned about. */
37
+ observe(sample) {
38
+ const overruns = gameFrameBudgetOverruns(sample, this.limits);
39
+ const started = overruns.filter((overrun) => !this.over.has(overrun.metric));
40
+ for (const metric of METRICS) {
41
+ if (sample[metric] !== undefined && !overruns.some((overrun) => overrun.metric === metric)) {
42
+ this.over.delete(metric);
43
+ }
44
+ }
45
+ for (const overrun of started) {
46
+ this.over.add(overrun.metric);
47
+ this.warn(formatGameFrameBudgetOverrun(overrun));
48
+ }
49
+ return started;
50
+ }
51
+ }
52
+ //# sourceMappingURL=frame-budget.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"frame-budget.js","sourceRoot":"","sources":["../src/frame-budget.ts"],"names":[],"mappings":"AAOA;;;GAGG;AACH,MAAM,CAAC,MAAM,0BAA0B,GAA0B,MAAM,CAAC,MAAM,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC,CAAC;AAWvJ,MAAM,OAAO,GAAqC,CAAC,WAAW,EAAE,WAAW,EAAE,WAAW,EAAE,QAAQ,CAAC,CAAC;AAEpG,MAAM,MAAM,GAAoD,EAAE,SAAS,EAAE,YAAY,EAAE,SAAS,EAAE,WAAW,EAAE,SAAS,EAAE,WAAW,EAAE,MAAM,EAAE,cAAc,EAAE,CAAC;AAEpK,MAAM,UAAU,uBAAuB,CAAC,OAA0B;IAChE,OAAO,EAAE,GAAG,0BAA0B,EAAE,GAAG,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,OAAO,CAAC,OAAO,IAAI,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,EAAE,EAAE,CAAC,KAAK,KAAK,SAAS,CAAC,CAAC,EAAE,CAAC;AAC5I,CAAC;AAED,MAAM,UAAU,uBAAuB,CAAC,MAA6B,EAAE,MAA6B;IAClG,OAAO,OAAO,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,EAAE;QAChC,MAAM,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC;QAC7B,OAAO,KAAK,KAAK,SAAS,IAAI,KAAK,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;IAC1G,CAAC,CAAC,CAAC;AACL,CAAC;AAED,MAAM,UAAU,4BAA4B,CAAC,OAA+B;IAC1E,OAAO,0BAA0B,OAAO,CAAC,KAAK,IAAI,MAAM,CAAC,OAAO,CAAC,MAAM,CAAC,YAAY,OAAO,CAAC,MAAM,GAAG,CAAC;AACxG,CAAC;AAED,oDAAoD;AACpD,MAAM,UAAU,mBAAmB,CAAC,KAA0B;IAC5D,OAAO,MAAM,CAAC,MAAM,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,CAAC,KAAK,EAAE,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,GAAG,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;AACxF,CAAC;AAED;;;GAGG;AACH,MAAM,OAAO,sBAAsB;IAIwB,IAAI;IAHpD,MAAM,CAAwB;IACtB,IAAI,GAAG,IAAI,GAAG,EAAyB,CAAC;IAEzD,YAAY,OAA0B,EAAmB,IAAI,GAA8B,CAAC,OAAO,EAAE,EAAE,GAAG,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;oBAAzE,IAAI;QAC3D,IAAI,CAAC,MAAM,GAAG,uBAAuB,CAAC,OAAO,CAAC,CAAC;IACjD,CAAC;IAED,gHAAgH;IAChH,OAAO,CAAC,MAA6B;QACnC,MAAM,QAAQ,GAAG,uBAAuB,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9D,MAAM,OAAO,GAAG,QAAQ,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;QAC7E,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE,CAAC;YAC7B,IAAI,MAAM,CAAC,MAAM,CAAC,KAAK,SAAS,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,MAAM,KAAK,MAAM,CAAC,EAAE,CAAC;gBAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;YAAC,CAAC;QAC3H,CAAC;QACD,KAAK,MAAM,OAAO,IAAI,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;YAC9B,IAAI,CAAC,IAAI,CAAC,4BAA4B,CAAC,OAAO,CAAC,CAAC,CAAC;QACnD,CAAC;QACD,OAAO,OAAO,CAAC;IACjB,CAAC;CACF"}
package/dist/frame.d.ts CHANGED
@@ -1,4 +1,5 @@
1
1
  import type { GameRenderFrame } from "@nodetool-ai/protocol";
2
+ import { type GameParticleField, type ParticleCell } from "./particles/render2d.js";
2
3
  export type RenderItem = GameRenderFrame["sprites"][number] | GameRenderFrame["tiles"][number];
3
4
  export interface VisibleItem {
4
5
  readonly item: RenderItem;
@@ -23,7 +24,23 @@ export interface VisibleItem {
23
24
  readonly unlit: boolean;
24
25
  /** Tiles and background tiles snap to whole pixels so neighbors meet without antialiased seams. */
25
26
  readonly snap: boolean;
27
+ /** Set on particles, which change colour every frame and so skip per-tint caches. */
28
+ readonly particle?: true;
29
+ /** A particle's sprite sheet cell, resolved against the image size by the backend. */
30
+ readonly cell?: ParticleCell;
26
31
  }
32
+ /** Particles to draw with the sprites, and how many visible particles the backend accepts. */
33
+ export interface VisibleParticles {
34
+ readonly field: GameParticleField;
35
+ readonly limit?: number;
36
+ }
37
+ /** Source rectangle in an image of the given size, from a sheet cell, an explicit frame or the whole image. */
38
+ export declare function sourceRect(item: VisibleItem, width: number, height: number): {
39
+ x: number;
40
+ y: number;
41
+ width: number;
42
+ height: number;
43
+ };
27
44
  /** A drawing rectangle by pixel center and size, snapped to whole pixels when the item asks for it. */
28
45
  export declare function pixelRect(item: VisibleItem, x: number, y: number, width: number, height: number): {
29
46
  x: number;
@@ -38,8 +55,10 @@ export declare function projectedCamera(frame: GameRenderFrame, interpolation: n
38
55
  zoom: number;
39
56
  };
40
57
  export declare function interpolateTint(previous: string | undefined, current: string | undefined, alpha: number): string | undefined;
41
- export declare function visibleItems(frame: GameRenderFrame, interpolation: number, overscanWorld?: number): VisibleItem[];
58
+ export declare function visibleItems(frame: GameRenderFrame, interpolation: number, overscanWorld?: number, particles?: VisibleParticles): VisibleItem[];
42
59
  export declare function parseTint(tint: string | undefined): readonly [number, number, number];
60
+ /** Multiplies straight RGB channels without blending tint into translucent edges. */
61
+ export declare function tintPixels(pixels: Uint8ClampedArray, tint: string): void;
43
62
  /** The subset of a 2D canvas context that HUD painting needs, shared by DOM and headless canvases. */
44
63
  export interface HudContext {
45
64
  fillStyle: unknown;
@@ -1 +1 @@
1
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1
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