@nodetool-ai/game-renderer 0.8.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/.nodetool-build-stamp +1 -0
- package/dist/audio.d.ts +39 -0
- package/dist/audio.d.ts.map +1 -0
- package/dist/audio.js +227 -0
- package/dist/audio.js.map +1 -0
- package/dist/browser-fonts.d.ts +8 -0
- package/dist/browser-fonts.d.ts.map +1 -0
- package/dist/browser-fonts.js +39 -0
- package/dist/browser-fonts.js.map +1 -0
- package/dist/browser.d.ts +31 -0
- package/dist/browser.d.ts.map +1 -0
- package/dist/browser.js +106 -0
- package/dist/browser.js.map +1 -0
- package/dist/build.d.ts +19 -0
- package/dist/build.d.ts.map +1 -0
- package/dist/build.js +236 -0
- package/dist/build.js.map +1 -0
- package/dist/canvas2d.d.ts +34 -0
- package/dist/canvas2d.d.ts.map +1 -0
- package/dist/canvas2d.js +208 -0
- package/dist/canvas2d.js.map +1 -0
- package/dist/fonts.d.ts +5 -0
- package/dist/fonts.d.ts.map +1 -0
- package/dist/fonts.js +10 -0
- package/dist/fonts.js.map +1 -0
- package/dist/frame.d.ts +55 -0
- package/dist/frame.d.ts.map +1 -0
- package/dist/frame.js +123 -0
- package/dist/frame.js.map +1 -0
- package/dist/gpu-capture.d.ts +4 -0
- package/dist/gpu-capture.d.ts.map +1 -0
- package/dist/gpu-capture.js +192 -0
- package/dist/gpu-capture.js.map +1 -0
- package/dist/index.d.ts +43 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +3 -0
- package/dist/index.js.map +1 -0
- package/dist/input.d.ts +3 -0
- package/dist/input.d.ts.map +1 -0
- package/dist/input.js +16 -0
- package/dist/input.js.map +1 -0
- package/dist/lighting.d.ts +17 -0
- package/dist/lighting.d.ts.map +1 -0
- package/dist/lighting.js +79 -0
- package/dist/lighting.js.map +1 -0
- package/dist/node.d.ts +14 -0
- package/dist/node.d.ts.map +1 -0
- package/dist/node.js +177 -0
- package/dist/node.js.map +1 -0
- package/dist/standalone-player.d.ts +2 -0
- package/dist/standalone-player.d.ts.map +1 -0
- package/dist/standalone-player.js +286 -0
- package/dist/standalone-player.js.map +1 -0
- package/dist/touch-controls.d.ts +18 -0
- package/dist/touch-controls.d.ts.map +1 -0
- package/dist/touch-controls.js +136 -0
- package/dist/touch-controls.js.map +1 -0
- package/dist/webgpu.d.ts +75 -0
- package/dist/webgpu.d.ts.map +1 -0
- package/dist/webgpu.js +807 -0
- package/dist/webgpu.js.map +1 -0
- package/package.json +64 -0
package/dist/node.js
ADDED
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@@ -0,0 +1,177 @@
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import { createCanvas, GlobalFonts, loadImage } from "@napi-rs/canvas";
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import { paintHud, pixelRect, projectedCamera, visibleItems } from "./frame.js";
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import { applyLighting, spritePixelBounds } from "./lighting.js";
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import { gameFontFamily } from "./fonts.js";
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import { applyGpuEffects } from "./gpu-capture.js";
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/** Renders one frame to PNG with an explicit Canvas2D or GPU effect path. */
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export async function captureGameFrame(frame, options = {}) {
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const scale = options.scale ?? 1;
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if (!Number.isFinite(scale) || scale <= 0) {
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throw new Error("Capture scale must be positive");
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}
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const effects = options.effects ?? [];
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const backend = options.backend ?? "canvas2d";
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if (backend !== "canvas2d" && backend !== "webgpu")
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throw new Error(`Unknown capture backend ${backend}`);
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if (backend === "canvas2d" && effects.some((effect) => effect.required)) {
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throw new Error("Required GPU effect is unavailable in Canvas2D capture; choose the webgpu backend");
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}
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if (backend === "canvas2d" && effects.length > 0)
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options.onDiagnostic?.("Optional GPU effects omitted in Canvas2D capture");
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const outputWidth = Math.max(1, Math.round(frame.width * frame.pixelsPerUnit * scale));
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const outputHeight = Math.max(1, Math.round(frame.height * frame.pixelsPerUnit * scale));
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const overscan = backend === "webgpu" ? Math.ceil(effects.reduce((maximum, effect) => effect.kind === "bloom" ? Math.max(maximum, effect.radius) : maximum, 0) * 2) : 0;
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const canvas = createCanvas(outputWidth + overscan * 2, outputHeight + overscan * 2);
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const context = canvas.getContext("2d");
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context.imageSmoothingEnabled = false;
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const pixelScaleForCulling = frame.pixelsPerUnit * frame.camera.zoom * scale;
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const items = visibleItems(frame, options.interpolation ?? 1, overscan / pixelScaleForCulling);
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const cache = new Map();
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const getImage = (assetId) => {
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let image = cache.get(assetId);
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if (!image) {
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image = (async () => {
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const bytes = await options.resolveAsset?.(assetId);
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if (!bytes) {
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return null;
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}
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return loadImage(Buffer.from(bytes));
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})().catch(() => null);
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cache.set(assetId, image);
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}
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return image;
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};
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const images = await Promise.all(items.map((entry) => getImage(entry.assetId)));
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const tinted = new Map();
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const pixelScale = frame.pixelsPerUnit * frame.camera.zoom * scale;
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const camera = projectedCamera(frame, options.interpolation ?? 1);
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const drawIndex = (index, drawContext = context, normalBlend = false) => {
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const item = items[index];
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if (!item) {
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return;
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}
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const image = images[index];
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const { x, y, width, height } = pixelRect(item, canvas.width / 2 + (item.x - camera.x) * pixelScale, canvas.height / 2 - (item.y - camera.y) * pixelScale, item.width * pixelScale, item.height * pixelScale);
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drawContext.save();
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drawContext.translate(x, y);
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drawContext.rotate(-item.rotation);
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drawContext.scale(item.flipX ? -1 : 1, item.flipY ? -1 : 1);
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drawContext.globalAlpha = item.opacity;
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drawContext.globalCompositeOperation = !normalBlend && item.blend === "additive" ? "lighter" : "source-over";
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drawContext.imageSmoothingEnabled = item.sampling === "linear";
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if (image) {
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const source = item.frame ?? { x: 0, y: 0, width: image.width, height: image.height };
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if (item.tint && item.tint.toLowerCase() !== "#ffffff") {
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const key = `${item.assetId}:${source.x},${source.y},${source.width},${source.height}:${item.tint}`;
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let tintCanvas = tinted.get(key);
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if (!tintCanvas) {
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tintCanvas = createCanvas(source.width, source.height);
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const tintContext = tintCanvas.getContext("2d");
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tintContext.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
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tintContext.globalCompositeOperation = "multiply";
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tintContext.fillStyle = item.tint;
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tintContext.fillRect(0, 0, source.width, source.height);
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tintContext.globalCompositeOperation = "destination-in";
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tintContext.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
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tinted.set(key, tintCanvas);
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}
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drawContext.drawImage(tintCanvas, -width / 2, -height / 2, width, height);
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}
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else {
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drawContext.drawImage(image, source.x, source.y, source.width, source.height, -width / 2, -height / 2, width, height);
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}
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}
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else {
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drawContext.fillStyle = item.assetId === "player" ? "#2acae9" : item.assetId === "wall" ? "#5c6978" : item.assetId === "gem" ? "#ffc432" : "#ff00ff";
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drawContext.fillRect(-width / 2, -height / 2, width, height);
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}
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drawContext.restore();
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};
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const lightCanvas = frame.lighting ? createCanvas(canvas.width, canvas.height) : undefined;
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const lightContext = lightCanvas?.getContext("2d");
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const lightingFrame = overscan === 0 ? frame : { ...frame,
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width: frame.width * canvas.width / outputWidth, height: frame.height * canvas.height / outputHeight };
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for (let index = 0; index < items.length; index += 1) {
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const item = items[index];
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if (!item)
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continue;
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if (!lightCanvas || !lightContext || item.unlit) {
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drawIndex(index);
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continue;
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}
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const x = canvas.width / 2 + (item.x - camera.x) * pixelScale;
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const y = canvas.height / 2 - (item.y - camera.y) * pixelScale;
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const bounds = spritePixelBounds(x, y, item.width * pixelScale, item.height * pixelScale, item.rotation, canvas.width, canvas.height);
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if (!bounds)
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continue;
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lightContext.clearRect(bounds.x, bounds.y, bounds.width, bounds.height);
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drawIndex(index, lightContext, true);
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const pixels = lightContext.getImageData(bounds.x, bounds.y, bounds.width, bounds.height);
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applyLighting(pixels.data, bounds.width, bounds.height, lightingFrame, options.interpolation ?? 1, { viewportWidth: canvas.width, viewportHeight: canvas.height, x: bounds.x, y: bounds.y });
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// The canvas records drawImage by reference and replays it at encode time, so each
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// lit sprite composites from its own canvas rather than the reused light buffer.
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const lit = createCanvas(bounds.width, bounds.height);
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lit.getContext("2d").putImageData(pixels, 0, 0);
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context.save();
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context.globalCompositeOperation = item.blend === "additive" ? "lighter" : "source-over";
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context.imageSmoothingEnabled = false;
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context.drawImage(lit, bounds.x, bounds.y);
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context.restore();
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}
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const registered = [];
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try {
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for (const [fontId, binding] of Object.entries(frame.fonts ?? {})) {
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const family = gameFontFamily(frame.gameId ?? "", fontId);
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try {
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const bytes = await options.resolveAsset?.(fontId);
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if (!bytes)
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throw new Error("asset is missing");
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const key = GlobalFonts.register(Buffer.from(bytes), family);
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if (!key)
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throw new Error("invalid font bytes");
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registered.push(key);
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}
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catch (error) {
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const detail = error instanceof Error ? error.message : String(error);
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if (binding.required !== false)
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throw new Error(`Required font ${fontId} could not load: ${detail}`);
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options.onDiagnostic?.(`Optional font ${fontId} could not load; using system font`);
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}
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}
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const hudOrder = options.hudEffectOrder ?? (effects.some((effect) => effect.kind === "bloom") ? "afterEffects" : "beforeEffects");
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const applyEffects = backend === "webgpu" && effects.length > 0;
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if (!applyEffects || hudOrder === "beforeEffects") {
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context.save();
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context.translate(overscan, overscan);
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paintHud(context, frame.hud, scale, frame.gameId);
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context.restore();
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}
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if (applyEffects) {
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try {
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const image = context.getImageData(0, 0, canvas.width, canvas.height);
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image.data.set(await applyGpuEffects(image.data, canvas.width, canvas.height, effects, options.resolveAsset, options.onDiagnostic));
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context.putImageData(image, 0, 0);
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}
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catch (error) {
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if (effects.some((effect) => effect.required))
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throw new Error("Required GPU capture effect failed", { cause: error });
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options.onDiagnostic?.(`Optional GPU effects omitted in capture: ${error instanceof Error ? error.message : String(error)}`);
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}
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}
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if (overscan === 0) {
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if (applyEffects && hudOrder === "afterEffects")
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paintHud(context, frame.hud, scale, frame.gameId);
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return canvas.toBuffer("image/png");
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}
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const cropped = createCanvas(outputWidth, outputHeight);
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const croppedContext = cropped.getContext("2d");
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croppedContext.drawImage(canvas, overscan, overscan, outputWidth, outputHeight, 0, 0, outputWidth, outputHeight);
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if (applyEffects && hudOrder === "afterEffects")
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paintHud(croppedContext, frame.hud, scale, frame.gameId);
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return cropped.toBuffer("image/png");
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}
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finally {
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GlobalFonts.removeBatch(registered);
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}
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}
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//# sourceMappingURL=node.js.map
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package/dist/node.js.map
ADDED
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@@ -0,0 +1 @@
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|
+
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|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"standalone-player.d.ts","sourceRoot":"","sources":["../src/standalone-player.ts"],"names":[],"mappings":""}
|
|
@@ -0,0 +1,286 @@
|
|
|
1
|
+
import { createScriptedGameSession, validateGame } from "@nodetool-ai/game-runtime";
|
|
2
|
+
import { gameSnapshot } from "@nodetool-ai/protocol";
|
|
3
|
+
import { createGameRenderer, loadBrowserGameFonts } from "./browser.js";
|
|
4
|
+
import { GameAudioPlayer } from "./audio.js";
|
|
5
|
+
import { mountTouchControls } from "./touch-controls.js";
|
|
6
|
+
import { gameKeyAction } from "./input.js";
|
|
7
|
+
const PLAYER_VERSION = "1";
|
|
8
|
+
function element(id) {
|
|
9
|
+
const found = document.getElementById(id);
|
|
10
|
+
if (!found) {
|
|
11
|
+
throw new Error(`Missing player element: ${id}`);
|
|
12
|
+
}
|
|
13
|
+
return found;
|
|
14
|
+
}
|
|
15
|
+
function showStatus(message) {
|
|
16
|
+
const status = element("status");
|
|
17
|
+
status.textContent = message;
|
|
18
|
+
// Touch layouts overlay the status on the game, so it fades out after each message.
|
|
19
|
+
status.classList.remove("flash");
|
|
20
|
+
void status.offsetWidth;
|
|
21
|
+
status.classList.add("flash");
|
|
22
|
+
}
|
|
23
|
+
let touchMode = false;
|
|
24
|
+
function pauseLabel(paused) {
|
|
25
|
+
return touchMode ? (paused ? "\u25B6" : "\u275A\u275A") : (paused ? "Resume" : "Pause");
|
|
26
|
+
}
|
|
27
|
+
async function start() {
|
|
28
|
+
const response = await fetch("./game.json");
|
|
29
|
+
if (!response.ok) {
|
|
30
|
+
throw new Error(`Game document failed to load (${response.status})`);
|
|
31
|
+
}
|
|
32
|
+
const validation = validateGame(await response.json());
|
|
33
|
+
if (!validation.valid || !validation.document) {
|
|
34
|
+
throw new Error(`Game document is invalid: ${validation.errors.join("; ")}`);
|
|
35
|
+
}
|
|
36
|
+
const game = validation.document;
|
|
37
|
+
if (game.engineVersion !== PLAYER_VERSION) {
|
|
38
|
+
throw new Error(`This player supports engine version ${PLAYER_VERSION}`);
|
|
39
|
+
}
|
|
40
|
+
const fonts = await loadBrowserGameFonts(game, async (assetId) => assetId.startsWith("./assets/") ? assetId : null);
|
|
41
|
+
const canvas = element("game");
|
|
42
|
+
if (!(canvas instanceof HTMLCanvasElement)) {
|
|
43
|
+
throw new Error("Game viewport is not a canvas");
|
|
44
|
+
}
|
|
45
|
+
const audio = new GameAudioPlayer({
|
|
46
|
+
assets: game.assets,
|
|
47
|
+
tickRate: game.tickRate,
|
|
48
|
+
resolveAsset: async (binding) => binding.assetId.startsWith("./assets/") ? binding.assetId : null,
|
|
49
|
+
status: showStatus
|
|
50
|
+
});
|
|
51
|
+
audio.preload();
|
|
52
|
+
function unlockAudio() { void audio.unlock(); }
|
|
53
|
+
const renderer = await createGameRenderer({
|
|
54
|
+
canvas,
|
|
55
|
+
assets: async (logicalId) => {
|
|
56
|
+
const ref = game.assets[logicalId]?.assetId;
|
|
57
|
+
if (!ref || !ref.startsWith("./assets/")) {
|
|
58
|
+
return null;
|
|
59
|
+
}
|
|
60
|
+
const assetResponse = await fetch(ref, { cache: "force-cache" });
|
|
61
|
+
if (!assetResponse.ok) {
|
|
62
|
+
return null;
|
|
63
|
+
}
|
|
64
|
+
return createImageBitmap(await assetResponse.blob(), { premultiplyAlpha: "none" });
|
|
65
|
+
},
|
|
66
|
+
});
|
|
67
|
+
const effects = game.renderEffects ?? [];
|
|
68
|
+
let effectNotice = "";
|
|
69
|
+
if (effects.length > 0) {
|
|
70
|
+
if (renderer.capabilities.gpuEffects) {
|
|
71
|
+
renderer.setEffects(effects, game.hudEffectOrder);
|
|
72
|
+
}
|
|
73
|
+
else if (effects.some((effect) => effect.required)) {
|
|
74
|
+
throw new Error("This game requires WebGPU effects, which are unavailable on this device");
|
|
75
|
+
}
|
|
76
|
+
else {
|
|
77
|
+
effectNotice = "GPU effect omitted on this device";
|
|
78
|
+
}
|
|
79
|
+
}
|
|
80
|
+
let session = await createScriptedGameSession(game, 1);
|
|
81
|
+
audio.sync(session.snapshot());
|
|
82
|
+
let latest = session.frame();
|
|
83
|
+
renderer.resize(latest.width * latest.pixelsPerUnit, latest.height * latest.pixelsPerUnit);
|
|
84
|
+
document.documentElement.style.setProperty("--game-aspect", String(latest.width / latest.height));
|
|
85
|
+
document.body.classList.toggle("landscape-game", latest.width > latest.height);
|
|
86
|
+
let paused = false;
|
|
87
|
+
// Keyboard and touch hold actions independently; the simulation sees their union.
|
|
88
|
+
const keyboard = new Set();
|
|
89
|
+
let touch = new Set();
|
|
90
|
+
const pressed = new Set();
|
|
91
|
+
const justPressed = new Set();
|
|
92
|
+
function syncPressed() {
|
|
93
|
+
const next = new Set([...keyboard, ...touch]);
|
|
94
|
+
for (const action of next) {
|
|
95
|
+
if (!pressed.has(action))
|
|
96
|
+
justPressed.add(action);
|
|
97
|
+
}
|
|
98
|
+
pressed.clear();
|
|
99
|
+
next.forEach((action) => pressed.add(action));
|
|
100
|
+
}
|
|
101
|
+
function releaseAll() {
|
|
102
|
+
keyboard.clear();
|
|
103
|
+
touch = new Set();
|
|
104
|
+
pressed.clear();
|
|
105
|
+
justPressed.clear();
|
|
106
|
+
}
|
|
107
|
+
const touchRoot = element("touch");
|
|
108
|
+
function enableTouch() {
|
|
109
|
+
if (touchMode)
|
|
110
|
+
return;
|
|
111
|
+
touchMode = true;
|
|
112
|
+
document.body.classList.add("touch");
|
|
113
|
+
// The touch toolbar is a narrow column of icon buttons in the screen margin.
|
|
114
|
+
for (const [id, icon, label] of [["reset", "\u21BA", "Reset"], ["fullscreen", "\u26F6", "Fullscreen"]]) {
|
|
115
|
+
element(id).textContent = icon;
|
|
116
|
+
element(id).setAttribute("aria-label", label);
|
|
117
|
+
}
|
|
118
|
+
element("pause").setAttribute("aria-label", "Pause");
|
|
119
|
+
element("pause").textContent = pauseLabel(paused);
|
|
120
|
+
mountTouchControls(touchRoot, { inputActions: game.inputActions, onChange: (actions) => {
|
|
121
|
+
touch = actions;
|
|
122
|
+
syncPressed();
|
|
123
|
+
} });
|
|
124
|
+
}
|
|
125
|
+
if (window.matchMedia("(pointer: coarse)").matches)
|
|
126
|
+
enableTouch();
|
|
127
|
+
window.addEventListener("touchstart", enableTouch, { passive: true });
|
|
128
|
+
for (const type of ["pointerdown", "touchend", "keydown"])
|
|
129
|
+
window.addEventListener(type, unlockAudio, { passive: true });
|
|
130
|
+
const fullscreen = element("fullscreen");
|
|
131
|
+
if (!document.fullscreenEnabled)
|
|
132
|
+
fullscreen.hidden = true;
|
|
133
|
+
fullscreen.addEventListener("click", () => {
|
|
134
|
+
const request = document.fullscreenElement ? document.exitFullscreen() : document.documentElement.requestFullscreen({ navigationUI: "hide" });
|
|
135
|
+
void request.then(() => {
|
|
136
|
+
const orientation = screen.orientation;
|
|
137
|
+
if (document.fullscreenElement && latest.width > latest.height)
|
|
138
|
+
void orientation.lock?.("landscape").catch(() => undefined);
|
|
139
|
+
}).catch(() => showStatus("Fullscreen is unavailable"));
|
|
140
|
+
});
|
|
141
|
+
let rendering;
|
|
142
|
+
let accumulator = 0;
|
|
143
|
+
let lastTime = performance.now();
|
|
144
|
+
let animationFrame = 0;
|
|
145
|
+
const tickMs = 1000 / game.tickRate;
|
|
146
|
+
const saveKey = `nodetool-game:${game.id}:${game.revision}:save`;
|
|
147
|
+
function render(interpolation) {
|
|
148
|
+
if (rendering) {
|
|
149
|
+
return;
|
|
150
|
+
}
|
|
151
|
+
rendering = renderer.render(latest, interpolation)
|
|
152
|
+
.then(() => {
|
|
153
|
+
if (effects.some((effect) => !effect.required) && renderer.capabilities.fallbackReason) {
|
|
154
|
+
showStatus("GPU effect omitted after WebGPU failure");
|
|
155
|
+
}
|
|
156
|
+
})
|
|
157
|
+
.catch((error) => showStatus(error instanceof Error ? error.message : "Rendering failed"))
|
|
158
|
+
.finally(() => { rendering = undefined; });
|
|
159
|
+
}
|
|
160
|
+
function step() {
|
|
161
|
+
try {
|
|
162
|
+
const result = session.step({ pressed: [...pressed], justPressed: [...justPressed] });
|
|
163
|
+
justPressed.clear();
|
|
164
|
+
latest = result.frame;
|
|
165
|
+
result.events.forEach((event) => audio.handle(event));
|
|
166
|
+
audio.sync(session.snapshot());
|
|
167
|
+
return true;
|
|
168
|
+
}
|
|
169
|
+
catch (error) {
|
|
170
|
+
paused = true;
|
|
171
|
+
element("pause").textContent = pauseLabel(true);
|
|
172
|
+
showStatus(error instanceof Error ? error.message : "Game script failed");
|
|
173
|
+
return false;
|
|
174
|
+
}
|
|
175
|
+
}
|
|
176
|
+
function tick(now) {
|
|
177
|
+
if (!paused && !document.hidden) {
|
|
178
|
+
accumulator += Math.min(250, now - lastTime);
|
|
179
|
+
let steps = 0;
|
|
180
|
+
while (accumulator >= tickMs && steps < 5) {
|
|
181
|
+
if (!step()) {
|
|
182
|
+
accumulator = 0;
|
|
183
|
+
break;
|
|
184
|
+
}
|
|
185
|
+
accumulator -= tickMs;
|
|
186
|
+
steps++;
|
|
187
|
+
}
|
|
188
|
+
if (steps === 5 && accumulator >= tickMs) {
|
|
189
|
+
accumulator = 0;
|
|
190
|
+
}
|
|
191
|
+
render(accumulator / tickMs);
|
|
192
|
+
}
|
|
193
|
+
lastTime = now;
|
|
194
|
+
animationFrame = requestAnimationFrame(tick);
|
|
195
|
+
}
|
|
196
|
+
window.addEventListener("keydown", (event) => {
|
|
197
|
+
const action = gameKeyAction(event.code, event.key);
|
|
198
|
+
if (!game.inputActions.includes(action)) {
|
|
199
|
+
return;
|
|
200
|
+
}
|
|
201
|
+
event.preventDefault();
|
|
202
|
+
keyboard.add(action);
|
|
203
|
+
syncPressed();
|
|
204
|
+
});
|
|
205
|
+
window.addEventListener("keyup", (event) => {
|
|
206
|
+
keyboard.delete(gameKeyAction(event.code, event.key));
|
|
207
|
+
syncPressed();
|
|
208
|
+
});
|
|
209
|
+
window.addEventListener("blur", releaseAll);
|
|
210
|
+
document.addEventListener("visibilitychange", () => {
|
|
211
|
+
releaseAll();
|
|
212
|
+
accumulator = 0;
|
|
213
|
+
lastTime = performance.now();
|
|
214
|
+
});
|
|
215
|
+
element("pause").addEventListener("click", () => {
|
|
216
|
+
paused = !paused;
|
|
217
|
+
if (paused)
|
|
218
|
+
audio.pause();
|
|
219
|
+
else
|
|
220
|
+
audio.resume();
|
|
221
|
+
element("pause").textContent = pauseLabel(paused);
|
|
222
|
+
lastTime = performance.now();
|
|
223
|
+
});
|
|
224
|
+
element("step").addEventListener("click", () => {
|
|
225
|
+
if (paused) {
|
|
226
|
+
step();
|
|
227
|
+
render(1);
|
|
228
|
+
}
|
|
229
|
+
});
|
|
230
|
+
element("reset").addEventListener("click", () => {
|
|
231
|
+
void createScriptedGameSession(game, 1).then((restored) => {
|
|
232
|
+
session.dispose();
|
|
233
|
+
session = restored;
|
|
234
|
+
audio.reset(session.snapshot());
|
|
235
|
+
latest = session.frame();
|
|
236
|
+
releaseAll();
|
|
237
|
+
accumulator = 0;
|
|
238
|
+
showStatus("Game reset");
|
|
239
|
+
render(1);
|
|
240
|
+
}).catch((error) => showStatus(error instanceof Error ? error.message : "Game could not reset"));
|
|
241
|
+
});
|
|
242
|
+
element("save").addEventListener("click", () => {
|
|
243
|
+
try {
|
|
244
|
+
localStorage.setItem(saveKey, JSON.stringify(session.snapshot()));
|
|
245
|
+
showStatus("Game saved");
|
|
246
|
+
}
|
|
247
|
+
catch (error) {
|
|
248
|
+
showStatus(error instanceof Error ? error.message : "Game could not be saved");
|
|
249
|
+
}
|
|
250
|
+
});
|
|
251
|
+
element("load").addEventListener("click", () => {
|
|
252
|
+
try {
|
|
253
|
+
const saved = localStorage.getItem(saveKey);
|
|
254
|
+
if (!saved) {
|
|
255
|
+
showStatus("No saved game");
|
|
256
|
+
return;
|
|
257
|
+
}
|
|
258
|
+
void createScriptedGameSession(game, 1, gameSnapshot.parse(JSON.parse(saved))).then((restored) => {
|
|
259
|
+
session.dispose();
|
|
260
|
+
session = restored;
|
|
261
|
+
audio.reset(session.snapshot());
|
|
262
|
+
latest = session.frame();
|
|
263
|
+
accumulator = 0;
|
|
264
|
+
showStatus("Game loaded");
|
|
265
|
+
render(1);
|
|
266
|
+
}).catch((error) => showStatus(error instanceof Error ? error.message : "Save could not be loaded"));
|
|
267
|
+
}
|
|
268
|
+
catch (error) {
|
|
269
|
+
showStatus(error instanceof Error ? error.message : "Save could not be loaded");
|
|
270
|
+
}
|
|
271
|
+
});
|
|
272
|
+
window.addEventListener("beforeunload", () => {
|
|
273
|
+
cancelAnimationFrame(animationFrame);
|
|
274
|
+
session.dispose();
|
|
275
|
+
renderer.dispose();
|
|
276
|
+
fonts.dispose();
|
|
277
|
+
audio.dispose();
|
|
278
|
+
});
|
|
279
|
+
showStatus(`Ready (${renderer.backend})${effectNotice ? ` · ${effectNotice}` : ""}${fonts.diagnostics.length ? ` · ${fonts.diagnostics.join("; ")}` : ""}`);
|
|
280
|
+
render(1);
|
|
281
|
+
animationFrame = requestAnimationFrame(tick);
|
|
282
|
+
}
|
|
283
|
+
void start().catch((error) => {
|
|
284
|
+
showStatus(error instanceof Error ? error.message : "Game could not start");
|
|
285
|
+
});
|
|
286
|
+
//# sourceMappingURL=standalone-player.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
@@ -0,0 +1,18 @@
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|
|
1
|
+
/** Maps a stick offset in screen pixels (y grows downward) to the direction actions it presses. */
|
|
2
|
+
export declare function stickActions(dx: number, dy: number, deadZone: number): string[];
|
|
3
|
+
/** Splits a game's input actions into the stick's directions and one button per other action. */
|
|
4
|
+
export declare function touchLayout(inputActions: readonly string[]): {
|
|
5
|
+
stick: string[];
|
|
6
|
+
buttons: string[];
|
|
7
|
+
};
|
|
8
|
+
export interface TouchControlsOptions {
|
|
9
|
+
readonly inputActions: readonly string[];
|
|
10
|
+
/** Called with the full set of actions touch currently holds. */
|
|
11
|
+
readonly onChange: (pressed: ReadonlySet<string>) => void;
|
|
12
|
+
}
|
|
13
|
+
/**
|
|
14
|
+
* A floating stick on the left half of the screen and action buttons on the right.
|
|
15
|
+
* The stick appears where the thumb lands, so it works for any hand position.
|
|
16
|
+
*/
|
|
17
|
+
export declare function mountTouchControls(root: HTMLElement, options: TouchControlsOptions): () => void;
|
|
18
|
+
//# sourceMappingURL=touch-controls.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"touch-controls.d.ts","sourceRoot":"","sources":["../src/touch-controls.ts"],"names":[],"mappings":"AAIA,mGAAmG;AACnG,wBAAgB,YAAY,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,MAAM,EAAE,CAa/E;AAED,iGAAiG;AACjG,wBAAgB,WAAW,CAAC,YAAY,EAAE,SAAS,MAAM,EAAE,GAAG;IAAE,KAAK,EAAE,MAAM,EAAE,CAAC;IAAC,OAAO,EAAE,MAAM,EAAE,CAAA;CAAE,CAGnG;AAED,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,YAAY,EAAE,SAAS,MAAM,EAAE,CAAC;IACzC,iEAAiE;IACjE,QAAQ,CAAC,QAAQ,EAAE,CAAC,OAAO,EAAE,WAAW,CAAC,MAAM,CAAC,KAAK,IAAI,CAAC;CAC3D;AAED;;;GAGG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,WAAW,EAAE,OAAO,EAAE,oBAAoB,GAAG,MAAM,IAAI,CAqG/F"}
|