@nodetool-ai/game-renderer 0.8.1

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Files changed (62) hide show
  1. package/dist/.nodetool-build-stamp +1 -0
  2. package/dist/audio.d.ts +39 -0
  3. package/dist/audio.d.ts.map +1 -0
  4. package/dist/audio.js +227 -0
  5. package/dist/audio.js.map +1 -0
  6. package/dist/browser-fonts.d.ts +8 -0
  7. package/dist/browser-fonts.d.ts.map +1 -0
  8. package/dist/browser-fonts.js +39 -0
  9. package/dist/browser-fonts.js.map +1 -0
  10. package/dist/browser.d.ts +31 -0
  11. package/dist/browser.d.ts.map +1 -0
  12. package/dist/browser.js +106 -0
  13. package/dist/browser.js.map +1 -0
  14. package/dist/build.d.ts +19 -0
  15. package/dist/build.d.ts.map +1 -0
  16. package/dist/build.js +236 -0
  17. package/dist/build.js.map +1 -0
  18. package/dist/canvas2d.d.ts +34 -0
  19. package/dist/canvas2d.d.ts.map +1 -0
  20. package/dist/canvas2d.js +208 -0
  21. package/dist/canvas2d.js.map +1 -0
  22. package/dist/fonts.d.ts +5 -0
  23. package/dist/fonts.d.ts.map +1 -0
  24. package/dist/fonts.js +10 -0
  25. package/dist/fonts.js.map +1 -0
  26. package/dist/frame.d.ts +55 -0
  27. package/dist/frame.d.ts.map +1 -0
  28. package/dist/frame.js +123 -0
  29. package/dist/frame.js.map +1 -0
  30. package/dist/gpu-capture.d.ts +4 -0
  31. package/dist/gpu-capture.d.ts.map +1 -0
  32. package/dist/gpu-capture.js +192 -0
  33. package/dist/gpu-capture.js.map +1 -0
  34. package/dist/index.d.ts +43 -0
  35. package/dist/index.d.ts.map +1 -0
  36. package/dist/index.js +3 -0
  37. package/dist/index.js.map +1 -0
  38. package/dist/input.d.ts +3 -0
  39. package/dist/input.d.ts.map +1 -0
  40. package/dist/input.js +16 -0
  41. package/dist/input.js.map +1 -0
  42. package/dist/lighting.d.ts +17 -0
  43. package/dist/lighting.d.ts.map +1 -0
  44. package/dist/lighting.js +79 -0
  45. package/dist/lighting.js.map +1 -0
  46. package/dist/node.d.ts +14 -0
  47. package/dist/node.d.ts.map +1 -0
  48. package/dist/node.js +177 -0
  49. package/dist/node.js.map +1 -0
  50. package/dist/standalone-player.d.ts +2 -0
  51. package/dist/standalone-player.d.ts.map +1 -0
  52. package/dist/standalone-player.js +286 -0
  53. package/dist/standalone-player.js.map +1 -0
  54. package/dist/touch-controls.d.ts +18 -0
  55. package/dist/touch-controls.d.ts.map +1 -0
  56. package/dist/touch-controls.js +136 -0
  57. package/dist/touch-controls.js.map +1 -0
  58. package/dist/webgpu.d.ts +75 -0
  59. package/dist/webgpu.d.ts.map +1 -0
  60. package/dist/webgpu.js +807 -0
  61. package/dist/webgpu.js.map +1 -0
  62. package/package.json +64 -0
package/dist/build.js ADDED
@@ -0,0 +1,236 @@
1
+ import { createHash } from "node:crypto";
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+ import { existsSync } from "node:fs";
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+ import { mkdir, mkdtemp, readFile, readdir, rename, rm, rmdir, writeFile } from "node:fs/promises";
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+ import { dirname, join, resolve } from "node:path";
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+ import { fileURLToPath } from "node:url";
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+ import { build } from "esbuild";
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+ import { GlobalFonts } from "@napi-rs/canvas";
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+ import { createCanvas, loadImage } from "@napi-rs/canvas";
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+ import { validateGame } from "@nodetool-ai/game-runtime";
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+ const PLAYER_VERSION = 1;
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+ const PLAYER_FILE = `player-v${PLAYER_VERSION}.js`;
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+ function mediaExtension(bytes, mimeType) {
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+ const mime = mimeType.split(";", 1)[0]?.trim().toLowerCase();
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+ if (mime === "image/png" && bytes.length >= 8 && bytes[0] === 137 && bytes[1] === 80 && bytes[2] === 78 && bytes[3] === 71) {
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+ return "png";
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+ }
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+ if (mime === "image/jpeg" && bytes.length >= 3 && bytes[0] === 255 && bytes[1] === 216 && bytes[2] === 255) {
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+ return "jpg";
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+ }
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+ if (mime === "image/webp" && bytes.length >= 12 && Buffer.from(bytes.subarray(0, 4)).toString("ascii") === "RIFF" && Buffer.from(bytes.subarray(8, 12)).toString("ascii") === "WEBP") {
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+ return "webp";
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+ }
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+ if (mime === "audio/wav" && bytes.length >= 12 && Buffer.from(bytes.subarray(0, 4)).toString("ascii") === "RIFF" && Buffer.from(bytes.subarray(8, 12)).toString("ascii") === "WAVE") {
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+ return "wav";
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+ }
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+ if (mime === "audio/ogg" && bytes.length >= 4 && Buffer.from(bytes.subarray(0, 4)).toString("ascii") === "OggS") {
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+ return "ogg";
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+ }
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+ if (mime === "audio/mpeg" && bytes.length >= 3 && (Buffer.from(bytes.subarray(0, 3)).toString("ascii") === "ID3" || (bytes[0] === 255 && (bytes[1] ?? 0) >= 224))) {
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+ return "mp3";
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+ }
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+ if ((mime === "font/ttf" || mime === "application/x-font-ttf") && bytes.length >= 4 && bytes[0] === 0 && bytes[1] === 1 && bytes[2] === 0 && bytes[3] === 0) {
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+ return "ttf";
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+ }
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+ if ((mime === "font/otf" || mime === "application/vnd.ms-opentype") && bytes.length >= 4 && Buffer.from(bytes.subarray(0, 4)).toString("ascii") === "OTTO") {
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+ return "otf";
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+ }
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+ throw new Error(`Asset bytes do not match a supported media type: ${mimeType}`);
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+ }
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+ function html() {
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+ return `<!doctype html>
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+ <html lang="en">
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+ <head>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
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+ <meta name="mobile-web-app-capable" content="yes">
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+ <meta name="apple-mobile-web-app-capable" content="yes">
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+ <meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
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+ <meta name="theme-color" content="#000000">
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+ <meta http-equiv="Content-Security-Policy" content="default-src 'self'; img-src 'self' blob:; media-src 'self' blob:; font-src 'self'; script-src 'self' 'wasm-unsafe-eval'; style-src 'self'">
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+ <title>NodeTool Game</title>
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+ <link rel="stylesheet" href="./style.css">
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+ </head>
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+ <body>
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+ <main>
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+ <div class="stage"><canvas id="game" aria-label="Game viewport"></canvas></div>
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+ <div class="controls">
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+ <button id="pause" type="button">Pause</button>
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+ <button id="step" type="button">Step</button>
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+ <button id="reset" type="button">Reset</button>
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+ <button id="save" type="button">Save</button>
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+ <button id="load" type="button">Load</button>
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+ <button id="fullscreen" type="button">Fullscreen</button>
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+ </div>
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+ <p id="status" role="status" aria-live="polite"></p>
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+ </main>
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+ <div id="touch" class="touch-layer"></div>
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+ <div class="rotate" role="alert">Turn your device sideways to play</div>
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+ <script type="module" src="./${PLAYER_FILE}"></script>
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+ </body>
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+ </html>
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+ `;
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+ }
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+ // Desktop keeps the toolbar under the game. A coarse pointer gets a full-screen stage, a
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+ // compact toolbar, touch controls from touch-controls.ts, and a prompt to turn a landscape game sideways.
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+ const CSS = `:root{color-scheme:dark;font-family:system-ui,sans-serif;--game-aspect:1.7778}
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+ html,body{height:100%}
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+ body{margin:0;background:#000;color:#fff;overscroll-behavior:none;-webkit-user-select:none;user-select:none;-webkit-touch-callout:none;-webkit-tap-highlight-color:transparent}
79
+ main{min-height:100dvh;display:flex;flex-direction:column;align-items:center;justify-content:center;gap:1rem}
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+ .stage{width:min(100vw,calc((100dvh - 6rem) * var(--game-aspect)));aspect-ratio:var(--game-aspect)}
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+ canvas{display:block;width:100%;height:100%;image-rendering:pixelated;background:#202631;touch-action:none}
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+ .controls{display:flex;flex-wrap:wrap;justify-content:center;gap:.5rem}
83
+ button{font:inherit;padding:.4rem .8rem}
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+ #status{min-height:1.5em;margin:0}
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+ .touch-layer,.rotate{display:none}
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+ body.touch{position:fixed;inset:0;overflow:hidden;touch-action:none}
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+ body.touch main{position:fixed;inset:0;gap:0}
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+ body.touch .stage{width:min(100vw,calc(100dvh * var(--game-aspect)))}
89
+ body.touch .controls{position:fixed;top:max(.5rem,env(safe-area-inset-top));right:max(.5rem,env(safe-area-inset-right));z-index:3;opacity:.5;flex-direction:column;gap:.4rem}
90
+ body.touch .controls button{width:2.25rem;height:2.25rem;padding:0;font-size:1rem;line-height:1;border-radius:50%;border:1px solid #fff4;background:#0008;color:#fff}
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+ body.touch #step,body.touch #save,body.touch #load{display:none}
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+ body.touch #status{position:fixed;bottom:max(.5rem,env(safe-area-inset-bottom));left:50%;transform:translateX(-50%);font-size:.75rem;z-index:3;pointer-events:none;opacity:0}
93
+ body.touch #status.flash{animation:status-flash 3.5s ease-out}
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+ @keyframes status-flash{0%,70%{opacity:.7}100%{opacity:0}}
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+ body.touch .touch-layer{display:block;position:fixed;inset:0;z-index:2;pointer-events:none}
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+ .touch-stick-zone{position:absolute;left:0;top:0;bottom:0;width:50%;pointer-events:auto;touch-action:none}
97
+ .touch-stick{position:absolute;left:25%;top:70%;width:7.5rem;height:7.5rem;margin:-3.75rem 0 0 -3.75rem;border-radius:50%;border:2px solid #fff5;background:#fff1;opacity:.35;transition:opacity .15s}
98
+ .touch-stick.active{opacity:.9}
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+ .touch-knob{position:absolute;left:50%;top:50%;width:3.25rem;height:3.25rem;margin:-1.625rem 0 0 -1.625rem;border-radius:50%;background:#fff8;box-shadow:0 0 1rem #fff6}
100
+ .touch-buttons{position:absolute;right:max(1.25rem,env(safe-area-inset-right));bottom:max(1.25rem,env(safe-area-inset-bottom));display:flex;flex-direction:column-reverse;gap:1rem;pointer-events:auto}
101
+ .touch-button{width:5.25rem;height:5.25rem;border-radius:50%;border:2px solid #fff6;background:#ffffff1f;color:#fff;font:600 .8rem system-ui,sans-serif;letter-spacing:.05em;touch-action:none;box-shadow:0 0 1.25rem #0008}
102
+ .touch-button.active{background:#ffffff59;transform:scale(.94)}
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+ @media (orientation:portrait){body.touch.landscape-game .rotate{display:flex;position:fixed;inset:0;z-index:4;align-items:center;justify-content:center;padding:2rem;text-align:center;font-size:1.25rem;background:#000e}}`;
104
+ /** Builds a self-contained web player with local content-addressed media. */
105
+ export async function buildStandaloneGame(options) {
106
+ const validation = validateGame(options.document);
107
+ if (!validation.valid || !validation.document) {
108
+ throw new Error(`Invalid game document: ${validation.errors.join("; ")}`);
109
+ }
110
+ const document = validation.document;
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+ const outputDir = resolve(options.outputDir);
112
+ await mkdir(dirname(outputDir), { recursive: true });
113
+ const staging = await mkdtemp(join(dirname(outputDir), ".nodetool-game-build-"));
114
+ try {
115
+ const sourceEntry = fileURLToPath(new URL("./standalone-player.ts", import.meta.url));
116
+ const entry = existsSync(sourceEntry) ? sourceEntry : fileURLToPath(new URL("./standalone-player.js", import.meta.url));
117
+ const bundled = await build({
118
+ entryPoints: [entry],
119
+ outfile: PLAYER_FILE,
120
+ bundle: true,
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+ platform: "browser",
122
+ format: "esm",
123
+ target: "es2022",
124
+ minify: true,
125
+ write: false,
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+ conditions: ["nodetool-dev"],
127
+ logLevel: "silent",
128
+ });
129
+ const player = bundled.outputFiles?.[0];
130
+ if (!player) {
131
+ throw new Error("Standalone player bundle was empty");
132
+ }
133
+ const wasmPath = fileURLToPath(import.meta.resolve("@jitl/quickjs-ng-wasmfile-release-sync/wasm"));
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+ const scriptRuntime = await readFile(wasmPath);
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+ const exportedAssets = {};
136
+ const assetPaths = {};
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+ await mkdir(join(staging, "assets"));
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+ for (const [logicalId, binding] of Object.entries(document.assets)) {
139
+ const exportedBinding = {
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+ assetId: binding.assetId,
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+ digest: binding.digest,
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+ mediaKind: binding.mediaKind,
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+ fontFormat: binding.fontFormat,
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+ width: binding.width,
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+ height: binding.height,
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+ pivot: binding.pivot,
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+ sampling: binding.sampling,
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+ required: binding.required,
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+ preparation: binding.preparation,
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+ originalDimensions: binding.originalDimensions,
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+ trim: binding.trim,
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+ referenceAssetId: binding.referenceAssetId,
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+ };
154
+ if (binding.frame) {
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+ exportedBinding.frame = binding.frame;
156
+ }
157
+ if (binding.assetId.startsWith("builtin:")) {
158
+ exportedAssets[logicalId] = exportedBinding;
159
+ continue;
160
+ }
161
+ const asset = await options.resolveAsset(binding.assetId);
162
+ if (!asset) {
163
+ throw new Error(`Missing asset for ${logicalId}`);
164
+ }
165
+ const extension = mediaExtension(asset.bytes, asset.mimeType);
166
+ const kind = extension === "png" || extension === "jpg" || extension === "webp" ? "image"
167
+ : extension === "ttf" || extension === "otf" ? "font" : "audio";
168
+ if (binding.mediaKind !== kind) {
169
+ throw new Error(`Asset type does not match ${logicalId}`);
170
+ }
171
+ if (kind === "font" && binding.fontFormat !== extension) {
172
+ throw new Error(`Font format does not match ${logicalId}`);
173
+ }
174
+ if (kind === "font") {
175
+ const key = GlobalFonts.register(Buffer.from(asset.bytes), `ntg-export-check-${logicalId}`);
176
+ if (!key)
177
+ throw new Error(`Invalid font bytes for ${logicalId}`);
178
+ GlobalFonts.remove(key);
179
+ }
180
+ const lut = document.renderEffects?.find((effect) => effect.kind === "lut" && effect.assetId === logicalId);
181
+ if (lut?.kind === "lut") {
182
+ const image = await loadImage(Buffer.from(asset.bytes));
183
+ if (image.width !== lut.size * lut.size || image.height !== lut.size) {
184
+ throw new Error(`LUT ${logicalId} has invalid decoded dimensions`);
185
+ }
186
+ const canvas = createCanvas(image.width, image.height);
187
+ const context = canvas.getContext("2d");
188
+ context.drawImage(image, 0, 0);
189
+ const pixels = context.getImageData(0, 0, image.width, image.height).data;
190
+ for (let index = 3; index < pixels.length; index += 4) {
191
+ if (pixels[index] !== 255) {
192
+ throw new Error(`LUT ${logicalId} must be opaque`);
193
+ }
194
+ }
195
+ }
196
+ const digest = createHash("sha256").update(asset.bytes).digest("hex");
197
+ if (digest !== binding.digest) {
198
+ throw new Error(`Asset content digest changed for ${logicalId}`);
199
+ }
200
+ const relativePath = `./assets/${digest}.${extension}`;
201
+ await writeFile(join(staging, "assets", `${digest}.${extension}`), asset.bytes);
202
+ exportedAssets[logicalId] = { ...exportedBinding, assetId: relativePath, digest };
203
+ assetPaths[logicalId] = relativePath;
204
+ }
205
+ const exportedDocument = { ...document, assets: exportedAssets };
206
+ await Promise.all([
207
+ writeFile(join(staging, "index.html"), html()),
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+ writeFile(join(staging, "style.css"), CSS),
209
+ writeFile(join(staging, "game.json"), JSON.stringify(exportedDocument)),
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+ writeFile(join(staging, PLAYER_FILE), player.contents),
211
+ writeFile(join(staging, "emscripten-module.wasm"), scriptRuntime),
212
+ ]);
213
+ let existing;
214
+ try {
215
+ existing = await readdir(outputDir);
216
+ }
217
+ catch (error) {
218
+ if (!(error instanceof Error) || !("code" in error) || error.code !== "ENOENT") {
219
+ throw error;
220
+ }
221
+ }
222
+ if (existing && existing.length > 0) {
223
+ throw new Error(`Output directory is not empty: ${outputDir}`);
224
+ }
225
+ if (existing) {
226
+ await rmdir(outputDir);
227
+ }
228
+ await rename(staging, outputDir);
229
+ return { outputDir, gamePath: join(outputDir, "game.json"), playerPath: join(outputDir, PLAYER_FILE), assetPaths };
230
+ }
231
+ catch (error) {
232
+ await rm(staging, { recursive: true, force: true });
233
+ throw error;
234
+ }
235
+ }
236
+ //# sourceMappingURL=build.js.map
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1
+ 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@@ -0,0 +1,34 @@
1
+ import type { GameRenderFrame } from "@nodetool-ai/protocol";
2
+ import type { GameRenderer, GameRendererCapabilities, GameRendererEffect, GameRendererStats } from "./index.js";
3
+ export type GameImage = ImageBitmap | HTMLImageElement;
4
+ export type GameAssetResolver = (assetId: string) => Promise<GameImage | null>;
5
+ export declare class AssetCache {
6
+ private readonly resolve;
7
+ private readonly images;
8
+ constructor(resolve: GameAssetResolver);
9
+ get(assetId: string): Promise<GameImage | null>;
10
+ clear(): void;
11
+ invalidate(assetId: string): void;
12
+ }
13
+ export declare function imageWidth(image: GameImage): number;
14
+ export declare function imageHeight(image: GameImage): number;
15
+ export declare class Canvas2DGameRenderer implements GameRenderer {
16
+ readonly canvas: HTMLCanvasElement;
17
+ private readonly assets;
18
+ readonly backend = "canvas2d";
19
+ private readonly context;
20
+ private readonly tinted;
21
+ private lightCanvas;
22
+ private tintedBytes;
23
+ private disposed;
24
+ get capabilities(): GameRendererCapabilities;
25
+ setEffects(effects: readonly GameRendererEffect[]): void;
26
+ constructor(canvas: HTMLCanvasElement, assets: AssetCache);
27
+ render(frame: GameRenderFrame, interpolation: number): Promise<GameRendererStats>;
28
+ private drawSprite;
29
+ private tint;
30
+ resize(width: number, height: number): void;
31
+ invalidateAsset(assetId: string): void;
32
+ dispose(): void;
33
+ }
34
+ //# sourceMappingURL=canvas2d.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"canvas2d.d.ts","sourceRoot":"","sources":["../src/canvas2d.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAC;AAC7D,OAAO,KAAK,EAAE,YAAY,EAAE,wBAAwB,EAAE,kBAAkB,EAAE,iBAAiB,EAAE,MAAM,YAAY,CAAC;AAIhH,MAAM,MAAM,SAAS,GAAG,WAAW,GAAG,gBAAgB,CAAC;AACvD,MAAM,MAAM,iBAAiB,GAAG,CAAC,OAAO,EAAE,MAAM,KAAK,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC,CAAC;AAE/E,qBAAa,UAAU;IAGT,OAAO,CAAC,QAAQ,CAAC,OAAO;IAFpC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAgD;IAEvE,YAA6B,OAAO,EAAE,iBAAiB,EAAI;IAE3D,GAAG,CAAC,OAAO,EAAE,MAAM,GAAG,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC,CAO9C;IAED,KAAK,IAAI,IAAI,CAEZ;IAED,UAAU,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI,CAEhC;CACF;AAED,wBAAgB,UAAU,CAAC,KAAK,EAAE,SAAS,GAAG,MAAM,CAEnD;AAED,wBAAgB,WAAW,CAAC,KAAK,EAAE,SAAS,GAAG,MAAM,CAEpD;AAED,qBAAa,oBAAqB,YAAW,YAAY;IAoB3C,QAAQ,CAAC,MAAM,EAAE,iBAAiB;IAAE,OAAO,CAAC,QAAQ,CAAC,MAAM;IAnBvE,QAAQ,CAAC,OAAO,cAAc;IAC9B,OAAO,CAAC,QAAQ,CAAC,OAAO,CAA2B;IACnD,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAwC;IAC/D,OAAO,CAAC,WAAW,CAAgC;IACnD,OAAO,CAAC,WAAW,CAAK;IACxB,OAAO,CAAC,QAAQ,CAAS;IAEzB,IAAI,YAAY,IAAI,wBAAwB,CAI3C;IAED,UAAU,CAAC,OAAO,EAAE,SAAS,kBAAkB,EAAE,GAAG,IAAI,CAIvD;IAED,YAAqB,MAAM,EAAE,iBAAiB,EAAmB,MAAM,EAAE,UAAU,EAOlF;IAEK,MAAM,CAAC,KAAK,EAAE,eAAe,EAAE,aAAa,EAAE,MAAM,GAAG,OAAO,CAAC,iBAAiB,CAAC,CA0DtF;IAED,OAAO,CAAC,UAAU;IAkClB,OAAO,CAAC,IAAI;IA4CZ,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI,CAI1C;IAED,eAAe,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI,CASrC;IAED,OAAO,IAAI,IAAI,CAMd;CACF"}
@@ -0,0 +1,208 @@
1
+ import { paintHud, pixelRect, projectedCamera, visibleItems } from "./frame.js";
2
+ import { applyLighting, spritePixelBounds } from "./lighting.js";
3
+ export class AssetCache {
4
+ resolve;
5
+ images = new Map();
6
+ constructor(resolve) {
7
+ this.resolve = resolve;
8
+ }
9
+ get(assetId) {
10
+ let image = this.images.get(assetId);
11
+ if (!image) {
12
+ image = this.resolve(assetId).catch(() => null);
13
+ this.images.set(assetId, image);
14
+ }
15
+ return image;
16
+ }
17
+ clear() {
18
+ this.images.clear();
19
+ }
20
+ invalidate(assetId) {
21
+ this.images.delete(assetId);
22
+ }
23
+ }
24
+ export function imageWidth(image) {
25
+ return image instanceof HTMLImageElement ? image.naturalWidth : image.width;
26
+ }
27
+ export function imageHeight(image) {
28
+ return image instanceof HTMLImageElement ? image.naturalHeight : image.height;
29
+ }
30
+ export class Canvas2DGameRenderer {
31
+ canvas;
32
+ assets;
33
+ backend = "canvas2d";
34
+ context;
35
+ tinted = new Map();
36
+ lightCanvas;
37
+ tintedBytes = 0;
38
+ disposed = false;
39
+ get capabilities() {
40
+ return { backend: this.backend, core2D: true, gpuEffects: false, lighting: !this.disposed, adapterType: "unknown",
41
+ deviceStatus: this.disposed ? "disposed" : "ready", enabledFeatures: [], requestedFeatures: [], limits: null,
42
+ minimalRenderSucceeded: true, deviceLossCount: 0, fallbackReason: null };
43
+ }
44
+ setEffects(effects) {
45
+ if (effects.some((effect) => effect.required)) {
46
+ throw new Error("Required GPU effect is unavailable in Canvas2D");
47
+ }
48
+ }
49
+ constructor(canvas, assets) {
50
+ this.canvas = canvas;
51
+ this.assets = assets;
52
+ const context = canvas.getContext("2d", { alpha: true });
53
+ if (!context) {
54
+ throw new Error("Canvas2D is unavailable");
55
+ }
56
+ this.context = context;
57
+ context.imageSmoothingEnabled = false;
58
+ }
59
+ async render(frame, interpolation) {
60
+ if (this.disposed) {
61
+ throw new Error("Game renderer is disposed");
62
+ }
63
+ const items = visibleItems(frame, interpolation);
64
+ const images = await Promise.all(items.map((entry) => this.assets.get(entry.assetId)));
65
+ const context = this.context;
66
+ context.clearRect(0, 0, this.canvas.width, this.canvas.height);
67
+ context.imageSmoothingEnabled = false;
68
+ const sx = this.canvas.width / frame.width;
69
+ const sy = this.canvas.height / frame.height;
70
+ const pixelScale = frame.camera.zoom;
71
+ const camera = projectedCamera(frame, interpolation);
72
+ let lightContext;
73
+ if (frame.lighting) {
74
+ if (!this.lightCanvas)
75
+ this.lightCanvas = document.createElement("canvas");
76
+ if (this.lightCanvas.width !== this.canvas.width || this.lightCanvas.height !== this.canvas.height) {
77
+ this.lightCanvas.width = this.canvas.width;
78
+ this.lightCanvas.height = this.canvas.height;
79
+ }
80
+ lightContext = this.lightCanvas.getContext("2d") ?? undefined;
81
+ if (!lightContext)
82
+ throw new Error("Canvas2D light target is unavailable");
83
+ lightContext.imageSmoothingEnabled = false;
84
+ }
85
+ else {
86
+ this.lightCanvas = undefined;
87
+ }
88
+ const lightCanvas = this.lightCanvas;
89
+ for (let index = 0; index < items.length; index++) {
90
+ const entry = items[index];
91
+ const image = images[index];
92
+ if (!entry)
93
+ continue;
94
+ if (!lightContext || !lightCanvas || entry.unlit) {
95
+ this.drawSprite(context, entry, image, frame, camera, pixelScale, sx, sy);
96
+ continue;
97
+ }
98
+ const targetWidth = entry.width * pixelScale * sx;
99
+ const targetHeight = entry.height * pixelScale * sy;
100
+ const x = (frame.width / 2 + (entry.x - camera.x) * pixelScale) * sx;
101
+ const y = (frame.height / 2 - (entry.y - camera.y) * pixelScale) * sy;
102
+ const bounds = spritePixelBounds(x, y, targetWidth, targetHeight, entry.rotation, this.canvas.width, this.canvas.height);
103
+ if (!bounds)
104
+ continue;
105
+ lightContext.clearRect(bounds.x, bounds.y, bounds.width, bounds.height);
106
+ this.drawSprite(lightContext, entry, image, frame, camera, pixelScale, sx, sy, true);
107
+ const pixels = lightContext.getImageData(bounds.x, bounds.y, bounds.width, bounds.height);
108
+ applyLighting(pixels.data, bounds.width, bounds.height, frame, interpolation, { viewportWidth: this.canvas.width, viewportHeight: this.canvas.height, x: bounds.x, y: bounds.y });
109
+ lightContext.putImageData(pixels, bounds.x, bounds.y);
110
+ context.save();
111
+ context.globalCompositeOperation = entry.blend === "additive" ? "lighter" : "source-over";
112
+ context.imageSmoothingEnabled = false;
113
+ context.drawImage(lightCanvas, bounds.x, bounds.y, bounds.width, bounds.height, bounds.x, bounds.y, bounds.width, bounds.height);
114
+ context.restore();
115
+ }
116
+ paintHud(context, frame.hud, 1, frame.gameId);
117
+ return { backend: this.backend, visibleSprites: items.length, drawCalls: items.length + frame.hud.length,
118
+ uploadedBytes: 0, textureBytes: 0, targetBytes: lightCanvas ? this.canvas.width * this.canvas.height * 4 : 0,
119
+ instanceBufferBytes: 0 };
120
+ }
121
+ 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;
123
+ 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;
125
+ context.save();
126
+ context.translate(x, y);
127
+ context.rotate(-entry.rotation);
128
+ context.scale(entry.flipX ? -1 : 1, entry.flipY ? -1 : 1);
129
+ context.globalAlpha = entry.opacity;
130
+ context.globalCompositeOperation = !normalBlend && entry.blend === "additive" ? "lighter" : "source-over";
131
+ context.imageSmoothingEnabled = entry.sampling === "linear";
132
+ if (tinted) {
133
+ context.drawImage(tinted, -targetWidth / 2, -targetHeight / 2, targetWidth, targetHeight);
134
+ }
135
+ else if (image && source) {
136
+ context.drawImage(image, source.x, source.y, source.width, source.height, -targetWidth / 2, -targetHeight / 2, targetWidth, targetHeight);
137
+ }
138
+ else {
139
+ context.fillStyle = entry.assetId === "player" ? "#2acae9" : entry.assetId === "wall" ? "#5c6978" : entry.assetId === "gem" ? "#ffc432" : "#ff00ff";
140
+ context.fillRect(-targetWidth / 2, -targetHeight / 2, targetWidth, targetHeight);
141
+ }
142
+ context.restore();
143
+ }
144
+ tint(image, assetId, source, tint) {
145
+ if (!tint || tint.toLowerCase() === "#ffffff") {
146
+ return undefined;
147
+ }
148
+ const key = `${assetId}:${source.x},${source.y},${source.width},${source.height}:${tint}`;
149
+ const cached = this.tinted.get(key);
150
+ if (cached) {
151
+ this.tinted.delete(key);
152
+ this.tinted.set(key, cached);
153
+ return cached;
154
+ }
155
+ const canvas = document.createElement("canvas");
156
+ canvas.width = source.width;
157
+ canvas.height = source.height;
158
+ const context = canvas.getContext("2d");
159
+ if (!context) {
160
+ throw new Error("Canvas2D tint target is unavailable");
161
+ }
162
+ context.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
163
+ context.globalCompositeOperation = "multiply";
164
+ context.fillStyle = tint;
165
+ context.fillRect(0, 0, source.width, source.height);
166
+ context.globalCompositeOperation = "destination-in";
167
+ context.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
168
+ const bytes = source.width * source.height * 4;
169
+ if (bytes <= 16 * 1024 * 1024) {
170
+ while (this.tinted.size >= 64 || this.tintedBytes + bytes > 16 * 1024 * 1024) {
171
+ const oldest = this.tinted.keys().next().value;
172
+ if (oldest === undefined)
173
+ break;
174
+ const removed = this.tinted.get(oldest);
175
+ this.tinted.delete(oldest);
176
+ if (removed)
177
+ this.tintedBytes -= removed.width * removed.height * 4;
178
+ }
179
+ this.tinted.set(key, canvas);
180
+ this.tintedBytes += bytes;
181
+ }
182
+ return canvas;
183
+ }
184
+ resize(width, height) {
185
+ this.canvas.width = Math.max(1, Math.floor(width));
186
+ this.canvas.height = Math.max(1, Math.floor(height));
187
+ this.context.imageSmoothingEnabled = false;
188
+ }
189
+ invalidateAsset(assetId) {
190
+ this.assets.invalidate(assetId);
191
+ for (const key of this.tinted.keys()) {
192
+ if (key.startsWith(`${assetId}:`)) {
193
+ const canvas = this.tinted.get(key);
194
+ if (canvas)
195
+ this.tintedBytes -= canvas.width * canvas.height * 4;
196
+ this.tinted.delete(key);
197
+ }
198
+ }
199
+ }
200
+ dispose() {
201
+ this.disposed = true;
202
+ this.tinted.clear();
203
+ this.lightCanvas = undefined;
204
+ this.tintedBytes = 0;
205
+ this.assets.clear();
206
+ }
207
+ }
208
+ //# sourceMappingURL=canvas2d.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,5 @@
1
+ import type { GameDocument } from "@nodetool-ai/protocol";
2
+ /** A unique, CSS-safe family for one logical font in one game. */
3
+ export declare function gameFontFamily(gameId: string, fontId: string): string;
4
+ export declare function fontBindings(document: GameDocument): Array<[string, GameDocument["assets"][string]]>;
5
+ //# sourceMappingURL=fonts.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fonts.d.ts","sourceRoot":"","sources":["../src/fonts.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAE1D,kEAAkE;AAClE,wBAAgB,cAAc,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,MAAM,CAIrE;AAED,wBAAgB,YAAY,CAAC,QAAQ,EAAE,YAAY,GAAG,KAAK,CAAC,CAAC,MAAM,EAAE,YAAY,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAEpG"}
package/dist/fonts.js ADDED
@@ -0,0 +1,10 @@
1
+ /** A unique, CSS-safe family for one logical font in one game. */
2
+ export function gameFontFamily(gameId, fontId) {
3
+ const encode = (value) => [...new TextEncoder().encode(value)]
4
+ .map((byte) => byte.toString(16).padStart(2, "0")).join("");
5
+ return `ntg-${encode(gameId)}-${encode(fontId)}`;
6
+ }
7
+ export function fontBindings(document) {
8
+ return Object.entries(document.assets).filter((entry) => entry[1].mediaKind === "font");
9
+ }
10
+ //# sourceMappingURL=fonts.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fonts.js","sourceRoot":"","sources":["../src/fonts.ts"],"names":[],"mappings":"AAEA,kEAAkE;AAClE,MAAM,UAAU,cAAc,CAAC,MAAc,EAAE,MAAc;IAC3D,MAAM,MAAM,GAAG,CAAC,KAAa,EAAU,EAAE,CAAC,CAAC,GAAG,IAAI,WAAW,EAAE,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;SAC3E,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,QAAQ,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IAC9D,OAAO,OAAO,MAAM,CAAC,MAAM,CAAC,IAAI,MAAM,CAAC,MAAM,CAAC,EAAE,CAAC;AACnD,CAAC;AAED,MAAM,UAAU,YAAY,CAAC,QAAsB;IACjD,OAAO,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,MAAM,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,SAAS,KAAK,MAAM,CAAC,CAAC;AAC1F,CAAC"}
@@ -0,0 +1,55 @@
1
+ import type { GameRenderFrame } from "@nodetool-ai/protocol";
2
+ export type RenderItem = GameRenderFrame["sprites"][number] | GameRenderFrame["tiles"][number];
3
+ export interface VisibleItem {
4
+ readonly item: RenderItem;
5
+ readonly x: number;
6
+ readonly y: number;
7
+ readonly width: number;
8
+ readonly height: number;
9
+ readonly rotation: number;
10
+ readonly assetId: string;
11
+ readonly frame: {
12
+ readonly x: number;
13
+ readonly y: number;
14
+ readonly width: number;
15
+ readonly height: number;
16
+ } | undefined;
17
+ readonly tint: string | undefined;
18
+ readonly opacity: number;
19
+ readonly blend: "normal" | "additive";
20
+ readonly sampling: "nearest" | "linear";
21
+ readonly flipX: boolean;
22
+ readonly flipY: boolean;
23
+ readonly unlit: boolean;
24
+ /** Tiles and background tiles snap to whole pixels so neighbors meet without antialiased seams. */
25
+ readonly snap: boolean;
26
+ }
27
+ /** A drawing rectangle by pixel center and size, snapped to whole pixels when the item asks for it. */
28
+ export declare function pixelRect(item: VisibleItem, x: number, y: number, width: number, height: number): {
29
+ x: number;
30
+ y: number;
31
+ width: number;
32
+ height: number;
33
+ };
34
+ /** Camera projection for the sample between the previous and current tick. */
35
+ export declare function projectedCamera(frame: GameRenderFrame, interpolation: number): {
36
+ x: number;
37
+ y: number;
38
+ zoom: number;
39
+ };
40
+ 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[];
42
+ export declare function parseTint(tint: string | undefined): readonly [number, number, number];
43
+ /** The subset of a 2D canvas context that HUD painting needs, shared by DOM and headless canvases. */
44
+ export interface HudContext {
45
+ fillStyle: unknown;
46
+ font: string;
47
+ textBaseline: string;
48
+ textAlign: string;
49
+ shadowColor: string;
50
+ shadowBlur: number;
51
+ fillText(text: string, x: number, y: number): void;
52
+ }
53
+ /** Paint HUD labels in canvas pixels. Coordinates and sizes scale with the output. */
54
+ export declare function paintHud(context: HudContext, hud: GameRenderFrame["hud"], scale?: number, gameId?: string): void;
55
+ //# sourceMappingURL=frame.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"frame.d.ts","sourceRoot":"","sources":["../src/frame.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAC;AAG7D,MAAM,MAAM,UAAU,GAAG,eAAe,CAAC,SAAS,CAAC,CAAC,MAAM,CAAC,GAAG,eAAe,CAAC,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC;AAE/F,MAAM,WAAW,WAAW;IAC1B,QAAQ,CAAC,IAAI,EAAE,UAAU,CAAC;IAC1B,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,KAAK,EAAE;QAAE,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAA;KAAE,GAAG,SAAS,CAAC;IACxH,QAAQ,CAAC,IAAI,EAAE,MAAM,GAAG,SAAS,CAAC;IAClC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,KAAK,EAAE,QAAQ,GAAG,UAAU,CAAC;IACtC,QAAQ,CAAC,QAAQ,EAAE,SAAS,GAAG,QAAQ,CAAC;IACxC,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC;IACxB,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC;IACxB,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC;IACxB,mGAAmG;IACnG,QAAQ,CAAC,IAAI,EAAE,OAAO,CAAC;CACxB;AAED,uGAAuG;AACvG,wBAAgB,SAAS,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAC9F;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,CAOxD;AAED,8EAA8E;AAC9E,wBAAgB,eAAe,CAAC,KAAK,EAAE,eAAe,EAAE,aAAa,EAAE,MAAM,GAAG;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAE,CAIrH;AAED,wBAAgB,eAAe,CAAC,QAAQ,EAAE,MAAM,GAAG,SAAS,EAAE,OAAO,EAAE,MAAM,GAAG,SAAS,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS,CAI5H;AAED,wBAAgB,YAAY,CAAC,KAAK,EAAE,eAAe,EAAE,aAAa,EAAE,MAAM,EAAE,aAAa,SAAI,GAAG,WAAW,EAAE,CA6E5G;AAED,wBAAgB,SAAS,CAAC,IAAI,EAAE,MAAM,GAAG,SAAS,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CASrF;AAED,sGAAsG;AACtG,MAAM,WAAW,UAAU;IACzB,SAAS,EAAE,OAAO,CAAC;IACnB,IAAI,EAAE,MAAM,CAAC;IACb,YAAY,EAAE,MAAM,CAAC;IACrB,SAAS,EAAE,MAAM,CAAC;IAClB,WAAW,EAAE,MAAM,CAAC;IACpB,UAAU,EAAE,MAAM,CAAC;IACnB,QAAQ,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;CACpD;AAED,sFAAsF;AACtF,wBAAgB,QAAQ,CAAC,OAAO,EAAE,UAAU,EAAE,GAAG,EAAE,eAAe,CAAC,KAAK,CAAC,EAAE,KAAK,SAAI,EAAE,MAAM,SAAK,GAAG,IAAI,CAcvG"}