@rpgjs/client 5.0.0-alpha.10 → 5.0.0-alpha.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 (114) hide show
  1. package/dist/Game/EffectManager.d.ts +5 -0
  2. package/dist/RpgClient.d.ts +68 -99
  3. package/dist/RpgClientEngine.d.ts +4 -86
  4. package/dist/components/effects/index.d.ts +4 -0
  5. package/dist/components/index.d.ts +1 -2
  6. package/dist/index.d.ts +1 -1
  7. package/dist/index.js +1 -2
  8. package/dist/index.js.map +1 -1
  9. package/dist/index10.js +1 -1
  10. package/dist/index11.js +4 -4
  11. package/dist/index11.js.map +1 -1
  12. package/dist/index12.js +2 -6
  13. package/dist/index12.js.map +1 -1
  14. package/dist/index13.js +2 -2
  15. package/dist/index13.js.map +1 -1
  16. package/dist/index14.js +35 -95
  17. package/dist/index14.js.map +1 -1
  18. package/dist/index15.js +186 -45
  19. package/dist/index15.js.map +1 -1
  20. package/dist/index16.js +5 -187
  21. package/dist/index16.js.map +1 -1
  22. package/dist/index17.js +383 -5
  23. package/dist/index17.js.map +1 -1
  24. package/dist/index18.js +28 -384
  25. package/dist/index18.js.map +1 -1
  26. package/dist/index19.js +17 -24
  27. package/dist/index19.js.map +1 -1
  28. package/dist/index2.js +25 -147
  29. package/dist/index2.js.map +1 -1
  30. package/dist/index20.js +2413 -16
  31. package/dist/index20.js.map +1 -1
  32. package/dist/index21.js +88 -2395
  33. package/dist/index21.js.map +1 -1
  34. package/dist/index22.js +103 -108
  35. package/dist/index22.js.map +1 -1
  36. package/dist/index23.js +57 -95
  37. package/dist/index23.js.map +1 -1
  38. package/dist/index24.js +12 -62
  39. package/dist/index24.js.map +1 -1
  40. package/dist/index25.js +37 -18
  41. package/dist/index25.js.map +1 -1
  42. package/dist/index26.js +3 -25
  43. package/dist/index26.js.map +1 -1
  44. package/dist/index27.js +314 -87
  45. package/dist/index27.js.map +1 -1
  46. package/dist/index28.js +21 -37
  47. package/dist/index28.js.map +1 -1
  48. package/dist/index29.js +9 -3
  49. package/dist/index29.js.map +1 -1
  50. package/dist/index3.js +2 -2
  51. package/dist/index30.js +6 -317
  52. package/dist/index30.js.map +1 -1
  53. package/dist/index31.js +171 -24
  54. package/dist/index31.js.map +1 -1
  55. package/dist/index32.js +497 -7
  56. package/dist/index32.js.map +1 -1
  57. package/dist/index33.js +9 -8
  58. package/dist/index33.js.map +1 -1
  59. package/dist/index34.js +4400 -9
  60. package/dist/index34.js.map +1 -1
  61. package/dist/index35.js +307 -4394
  62. package/dist/index35.js.map +1 -1
  63. package/dist/index36.js +85 -310
  64. package/dist/index36.js.map +1 -1
  65. package/dist/index37.js +56 -169
  66. package/dist/index37.js.map +1 -1
  67. package/dist/index38.js +16 -497
  68. package/dist/index38.js.map +1 -1
  69. package/dist/index39.js +10 -51
  70. package/dist/index39.js.map +1 -1
  71. package/dist/index4.js +5 -18
  72. package/dist/index4.js.map +1 -1
  73. package/dist/index5.js +1 -2
  74. package/dist/index5.js.map +1 -1
  75. package/dist/index6.js +1 -1
  76. package/dist/index7.js +2 -10
  77. package/dist/index7.js.map +1 -1
  78. package/dist/index8.js +6 -24
  79. package/dist/index8.js.map +1 -1
  80. package/dist/index9.js +2 -2
  81. package/dist/presets/index.d.ts +0 -102
  82. package/dist/services/loadMap.d.ts +2 -123
  83. package/dist/services/mmorpg.d.ts +3 -7
  84. package/package.json +12 -14
  85. package/src/Game/{AnimationManager.ts → EffectManager.ts} +2 -2
  86. package/src/Game/Object.ts +0 -69
  87. package/src/RpgClient.ts +67 -101
  88. package/src/RpgClientEngine.ts +24 -159
  89. package/src/components/character.ce +33 -74
  90. package/src/components/{animations → effects}/animation.ce +5 -3
  91. package/src/components/{animations → effects}/index.ts +1 -1
  92. package/src/components/index.ts +1 -2
  93. package/src/components/scenes/draw-map.ce +23 -6
  94. package/src/components/scenes/element-map.ce +23 -0
  95. package/src/components/scenes/event-layer.ce +3 -3
  96. package/src/core/setup.ts +0 -2
  97. package/src/index.ts +1 -1
  98. package/src/module.ts +5 -23
  99. package/src/presets/index.ts +1 -5
  100. package/src/services/loadMap.ts +2 -131
  101. package/src/services/mmorpg.ts +4 -20
  102. package/tsconfig.json +1 -1
  103. package/vite.config.ts +1 -1
  104. package/dist/Game/AnimationManager.d.ts +0 -8
  105. package/dist/components/animations/index.d.ts +0 -4
  106. package/dist/index40.js +0 -20
  107. package/dist/index40.js.map +0 -1
  108. package/dist/index41.js +0 -82
  109. package/dist/index41.js.map +0 -1
  110. package/dist/presets/animation.d.ts +0 -31
  111. package/dist/presets/lpc.d.ts +0 -89
  112. package/src/presets/animation.ts +0 -46
  113. package/src/presets/lpc.ts +0 -108
  114. /package/src/components/{animations → effects}/hit.ce +0 -0
@@ -1,17 +1,19 @@
1
1
  <Sprite sheet x y anchor={0.5} />
2
2
 
3
3
  <script>
4
+ import { signal } from "canvasengine";
4
5
  import { RpgClientEngine } from "../../RpgClientEngine";
5
6
  import { inject } from "../../core/inject";
6
7
 
7
- const { x, y, animationName, graphic, onFinish } = defineProps();
8
+ const { x, y, name, onFinish } = defineProps();
8
9
 
9
10
  const client = inject(RpgClientEngine);
10
11
  const spritesheets = client.spritesheets;
11
12
 
12
13
  const sheet = {
13
- definition: spritesheets.get(graphic()),
14
- playing: animationName() ?? 'default',
14
+ definition: spritesheets.get(name()),
15
+ playing: 'default',
15
16
  onFinish
16
17
  };
18
+
17
19
  </script>
@@ -1,7 +1,7 @@
1
1
  import Hit from "./hit.ce";
2
2
  import Animation from "./animation.ce";
3
3
 
4
- export const PrebuiltComponentAnimations = {
4
+ export const PrebuiltEffects = {
5
5
  Hit,
6
6
  Animation
7
7
  }
@@ -1,4 +1,3 @@
1
1
  import EventLayerComponent from "./scenes/event-layer.ce";
2
- import CharacterComponent from "./character.ce";
3
2
 
4
- export { EventLayerComponent, CharacterComponent }
3
+ export { EventLayerComponent }
@@ -1,12 +1,28 @@
1
1
  <Container sound={backgroundMusic} >
2
2
  <Container sound={backgroundAmbientSound} />
3
3
 
4
- <sceneComponent() data={map.@data} params={map.@params} />
4
+ <!-- <Sprite image={map.@fullImage} scale /> -->
5
+
6
+ <sceneComponent() data={map.@data} />
5
7
 
6
- @for (componentAnimation of componentAnimations) {
8
+ <!-- <Container sortableChildren={true}>
9
+ @for (obj of middleLayer) {
10
+ <ElementMap ...obj image={map.@gridImage} scale />
11
+ }
12
+
13
+ @for ((event,id) of events) {
14
+ <Character id={id} object={event} isMe={false} />
15
+ }
16
+
17
+ @for ((player,id) of players) {
18
+ <Character id={id} object={player} isMe={true} />
19
+ }
20
+ </Container> -->
21
+
22
+ @for (effect of effects) {
7
23
  <Container>
8
- @for (animation of componentAnimation.current) {
9
- <componentAnimation.component ...animation />
24
+ @for (animation of effect.current) {
25
+ <effect.component ...animation />
10
26
  }
11
27
  </Container>
12
28
  }
@@ -18,16 +34,17 @@
18
34
  import { RpgClientEngine } from "../../RpgClientEngine";
19
35
 
20
36
  const engine = inject(RpgClientEngine);
21
- const componentAnimations = engine.componentAnimations
37
+ const effects = engine.effects
22
38
  const map = engine.sceneMap.data
23
39
  const sceneComponent = computed(() => map()?.component)
24
- const sceneParams = map()?.params
25
40
  const mapParams = map().params
26
41
  const animations = engine.sceneMap.animations
27
42
  const backgroundMusic = { src: mapParams?.backgroundMusic, autoplay: true, loop: true }
28
43
  const backgroundAmbientSound = { src: mapParams?.backgroundAmbientSound, autoplay: true, loop: true }
29
44
 
30
45
  const data = signal(map().data)
46
+ // const middleLayer = computed(() => data().filter(obj => obj.layer === 1))
47
+ // const topLayer = computed(() => data().filter(obj => obj.layer === 2))
31
48
 
32
49
  const scale = mapParams?.scale || 1
33
50
  const worldWidth = (mapParams?.width || 2048) * scale
@@ -0,0 +1,23 @@
1
+ <Sprite image rectangle x y zIndex />
2
+
3
+ <script>
4
+ const {
5
+ image,
6
+ rect,
7
+ drawIn,
8
+ id,
9
+ } = defineProps()
10
+
11
+ const rectangle = {
12
+ x: rect[0],
13
+ y: rect[1],
14
+ width: rect[2],
15
+ height: rect[3]
16
+ }
17
+
18
+ const x = drawIn[0]
19
+ const y = drawIn[1]
20
+
21
+ const zIndex = y + rectangle.height
22
+ </script>
23
+
@@ -1,15 +1,15 @@
1
1
  <Container sortableChildren={true}>
2
2
  @for ((event,id) of events) {
3
- <Character id={id} object={event} />
3
+ <Character id={id} object={event} isMe={false} />
4
4
  }
5
5
 
6
6
  @for ((player,id) of players) {
7
- <Character id={id} object={player} />
7
+ <Character id={id} object={player} isMe={true} />
8
8
  }
9
9
  </Container>
10
10
 
11
11
  <script>
12
- import { effect, signal } from 'canvasengine'
12
+ import { effect, signal, computed, mount } from 'canvasengine'
13
13
  import { inject } from "../../core/inject";
14
14
  import { RpgClientEngine } from "../../RpgClientEngine";
15
15
  import Character from "../character.ce";
package/src/core/setup.ts CHANGED
@@ -6,10 +6,8 @@ interface SetupOptions {
6
6
  providers: Providers;
7
7
  }
8
8
 
9
-
10
9
  export async function startGame(options: SetupOptions) {
11
10
  const context = new Context();
12
- context['side'] = 'client'
13
11
  setInject(context);
14
12
 
15
13
  await injector(context, options.providers);
package/src/index.ts CHANGED
@@ -8,6 +8,6 @@ export * from "./services/loadMap";
8
8
  export * from "./module";
9
9
  export * from "./Gui/Gui";
10
10
  export * from "./components/gui";
11
- export * from "./components/animations";
11
+ export * from "./components/effects";
12
12
  export * from "./presets";
13
13
  export * from "./components";
package/src/module.ts CHANGED
@@ -43,12 +43,12 @@ export function provideClientModules(modules: RpgClient[]) {
43
43
  },
44
44
  };
45
45
  }
46
- if (module.componentAnimations) {
47
- const componentAnimations = [...module.componentAnimations];
48
- module.componentAnimations = {
46
+ if (module.effects) {
47
+ const effects = [...module.effects];
48
+ module.effects = {
49
49
  load: (engine: RpgClientEngine) => {
50
- componentAnimations.forEach((componentAnimation) => {
51
- engine.addComponentAnimation(componentAnimation);
50
+ effects.forEach((effect) => {
51
+ engine.addEffect(effect);
52
52
  });
53
53
  },
54
54
  };
@@ -63,24 +63,6 @@ export function provideClientModules(modules: RpgClient[]) {
63
63
  },
64
64
  };
65
65
  }
66
- if (module.sprite) {
67
- const sprite = {...module.sprite};
68
- module.sprite = {
69
- ...sprite,
70
- load: (engine: RpgClientEngine) => {
71
- if (sprite.componentsBehind) {
72
- sprite.componentsBehind.forEach((component) => {
73
- engine.addSpriteComponentBehind(component);
74
- });
75
- }
76
- if (sprite.componentsInFront) {
77
- sprite.componentsInFront.forEach((component) => {
78
- engine.addSpriteComponentInFront(component);
79
- });
80
- }
81
- },
82
- };
83
- }
84
66
  return module;
85
67
  });
86
68
  return modules
@@ -1,9 +1,5 @@
1
- import { AnimationSpritesheetPreset } from "./animation";
2
- import { LPCSpritesheetPreset } from "./lpc";
3
1
  import { RMSpritesheet } from "./rmspritesheet";
4
2
 
5
3
  export const Presets = {
6
- RMSpritesheet,
7
- LPCSpritesheetPreset,
8
- AnimationSpritesheetPreset
4
+ RMSpritesheet
9
5
  }
@@ -3,45 +3,12 @@ import { UpdateMapToken, UpdateMapService } from "@rpgjs/common";
3
3
 
4
4
  export const LoadMapToken = 'LoadMapToken'
5
5
 
6
- /**
7
- * Represents the structure of map data that should be returned by the load map callback.
8
- * This interface defines all the properties that can be provided when loading a custom map.
9
- *
10
- * @interface MapData
11
- */
12
- type MapData = {
13
- /** Raw map data that will be passed to the map component */
14
- data: any;
15
- /** CanvasEngine component that will render the map */
16
- component: any;
17
- /** Optional map width in pixels, used for viewport calculations */
18
- width?: number;
19
- /** Optional map height in pixels, used for viewport calculations */
20
- height?: number;
21
- /** Optional map events data (NPCs, interactive objects, etc.) */
22
- events?: any;
23
- /** Optional map identifier, defaults to the mapId parameter if not provided */
24
- id?: string;
25
- }
26
-
27
- /**
28
- * Callback function type for loading map data.
29
- * This function receives a map ID and should return either a MapData object directly
30
- * or a Promise that resolves to a MapData object.
31
- *
32
- * @callback LoadMapOptions
33
- * @param {string} mapId - The identifier of the map to load
34
- * @returns {Promise<MapData> | MapData} The map data object or a promise resolving to it
35
- */
36
- export type LoadMapOptions = (mapId: string) => Promise<MapData> | MapData
6
+ export type LoadMapOptions = (mapId: string) => Promise<void>
37
7
 
38
8
  export class LoadMapService {
39
9
  private updateMapService: UpdateMapService;
40
10
 
41
11
  constructor(private context: Context, private options: LoadMapOptions) {
42
- if (context['side'] === 'server') {
43
- return
44
- }
45
12
  this.updateMapService = inject(context, UpdateMapToken);
46
13
  }
47
14
 
@@ -52,107 +19,11 @@ export class LoadMapService {
52
19
  }
53
20
  }
54
21
 
55
- /**
56
- * Creates a dependency injection configuration for custom map loading on the client side.
57
- *
58
- * This function allows you to customize how maps are loaded and displayed by providing
59
- * a callback that defines custom map data and rendering components. It's designed to work
60
- * with the RPG-JS dependency injection system and enables integration of custom map formats
61
- * like Tiled TMX files or any other map data structure.
62
- *
63
- * The function sets up the necessary service providers for map loading, including:
64
- * - UpdateMapToken: Handles map updates in the client context
65
- * - LoadMapToken: Provides the LoadMapService with your custom loading logic
66
- *
67
- * **Design Concept:**
68
- * The function follows the provider pattern, creating a modular way to inject custom
69
- * map loading behavior into the RPG-JS client engine. It separates the concern of
70
- * map data fetching from map rendering, allowing developers to focus on their specific
71
- * map format while leveraging the engine's rendering capabilities.
72
- *
73
- * @param {LoadMapOptions} options - Callback function that handles map loading logic
74
- * @returns {Array<Object>} Array of dependency injection provider configurations
75
- *
76
- * @example
77
- * ```typescript
78
- * import { provideLoadMap } from '@rpgjs/client'
79
- * import { createModule } from '@rpgjs/common'
80
- * import MyTiledMapComponent from './MyTiledMapComponent.ce'
81
- *
82
- * // Basic usage with JSON map data
83
- * export function provideCustomMap() {
84
- * return createModule("CustomMap", [
85
- * provideLoadMap(async (mapId) => {
86
- * const response = await fetch(`/maps/${mapId}.json`)
87
- * const mapData = await response.json()
88
- *
89
- * return {
90
- * data: mapData,
91
- * component: MyTiledMapComponent,
92
- * width: mapData.width,
93
- * height: mapData.height,
94
- * events: mapData.events
95
- * }
96
- * })
97
- * ])
98
- * }
99
- *
100
- * // Advanced usage with Tiled TMX files
101
- * export function provideTiledMap() {
102
- * return createModule("TiledMap", [
103
- * provideLoadMap(async (mapId) => {
104
- * // Load TMX file
105
- * const tmxResponse = await fetch(`/tiled/${mapId}.tmx`)
106
- * const tmxData = await tmxResponse.text()
107
- *
108
- * // Parse TMX data (using a TMX parser)
109
- * const parsedMap = parseTMX(tmxData)
110
- *
111
- * return {
112
- * data: parsedMap,
113
- * component: TiledMapRenderer,
114
- * width: parsedMap.width * parsedMap.tilewidth,
115
- * height: parsedMap.height * parsedMap.tileheight,
116
- * events: parsedMap.objectGroups?.find(g => g.name === 'events')?.objects
117
- * }
118
- * })
119
- * ])
120
- * }
121
- *
122
- * // Synchronous usage for static maps
123
- * export function provideStaticMap() {
124
- * return createModule("StaticMap", [
125
- * provideLoadMap((mapId) => {
126
- * const staticMaps = {
127
- * 'town': { tiles: [...], npcs: [...] },
128
- * 'dungeon': { tiles: [...], monsters: [...] }
129
- * }
130
- *
131
- * return {
132
- * data: staticMaps[mapId],
133
- * component: StaticMapComponent,
134
- * width: 800,
135
- * height: 600
136
- * }
137
- * })
138
- * ])
139
- * }
140
- * ```
141
- *
142
- * @since 4.0.0
143
- * @see {@link LoadMapOptions} for callback function signature
144
- * @see {@link MapData} for return data structure
145
- */
146
22
  export function provideLoadMap(options: LoadMapOptions) {
147
23
  return [
148
24
  {
149
25
  provide: UpdateMapToken,
150
- useFactory: (context: Context) => {
151
- if (context['side'] === 'client') {
152
- console.warn('UpdateMapToken is not overridden')
153
- }
154
- return
155
- },
26
+ useFactory: (context: Context) => console.warn('UpdateMapToken is not overridden'),
156
27
  },
157
28
  {
158
29
  provide: LoadMapToken,
@@ -6,28 +6,23 @@ import { AbstractWebsocket, WebSocketToken } from "./AbstractSocket";
6
6
  import { UpdateMapService, UpdateMapToken } from "@rpgjs/common";
7
7
 
8
8
  interface MmorpgOptions {
9
- host?: string;
9
+ host: string;
10
10
  }
11
11
 
12
12
  class BridgeWebsocket extends AbstractWebsocket {
13
13
  private socket: any;
14
14
 
15
- constructor(protected context: Context, private options: MmorpgOptions = {}) {
15
+ constructor(protected context: Context, private options: MmorpgOptions) {
16
16
  super(context);
17
17
  }
18
18
 
19
- async connection(listeners?: (data: any) => void) {
19
+ async connection() {
20
20
  // tmp
21
21
  class Room {
22
22
 
23
23
  }
24
24
  const instance = new Room()
25
- this.socket = await connectionRoom({
26
- host: this.options.host || window.location.host,
27
- room: "lobby-1",
28
- }, instance)
29
-
30
- listeners?.(this.socket)
25
+ this.socket = await connectionRoom(this.options, instance)
31
26
  }
32
27
 
33
28
  on(key: string, callback: (data: any) => void) {
@@ -41,17 +36,6 @@ class BridgeWebsocket extends AbstractWebsocket {
41
36
  emit(event: string, data: any) {
42
37
  this.socket.emit(event, data);
43
38
  }
44
-
45
- updateProperties({ room }: { room: any }) {
46
- this.socket.conn.updateProperties({
47
- room: room,
48
- host: this.options.host
49
- })
50
- }
51
-
52
- async reconnect(listeners?: (data: any) => void) {
53
- this.socket.conn.reconnect()
54
- }
55
39
  }
56
40
 
57
41
  class UpdateMapStandaloneService extends UpdateMapService {
package/tsconfig.json CHANGED
@@ -30,6 +30,6 @@
30
30
  ],
31
31
  "typeRoots": [
32
32
  "node_modules/@types",
33
- "node_modules/@rpgjs/client"
33
+ "src/types"
34
34
  ],
35
35
  }
package/vite.config.ts CHANGED
@@ -24,7 +24,7 @@ export default defineConfig({
24
24
  fileName: 'index'
25
25
  },
26
26
  rollupOptions: {
27
- external: [/@rpgjs/, 'esbuild', 'canvasengine', '@canvasengine/presets', 'rxjs', 'pixi.js'],
27
+ external: [/@rpgjs/, 'esbuild', 'canvasengine', '@canvasengine/presets', 'rxjs'],
28
28
  output: {
29
29
  preserveModules: true,
30
30
  preserveModulesRoot: 'src'
@@ -1,8 +0,0 @@
1
- import { RpgCommonPlayer } from '@rpgjs/common';
2
- export declare class AnimationManager {
3
- current: import('canvasengine').WritableArraySignal<any[]>;
4
- displayEffect(params: any, player: RpgCommonPlayer | {
5
- x: number;
6
- y: number;
7
- }): void;
8
- }
@@ -1,4 +0,0 @@
1
- export declare const PrebuiltComponentAnimations: {
2
- Hit: any;
3
- Animation: any;
4
- };
package/dist/index40.js DELETED
@@ -1,20 +0,0 @@
1
- import { useProps, useDefineProps, animatedSignal, h, Container, Rect, Text } from 'canvasengine';
2
-
3
- function component($$props) {
4
- useProps($$props);
5
- const defineProps = useDefineProps($$props);
6
- var _a = defineProps(), text = _a.text, isSelected = _a.isSelected;
7
- var alpha = animatedSignal(1, {
8
- repeatType: "reverse",
9
- duration: 500,
10
- repeat: Infinity,
11
- });
12
- alpha.set(0.5);
13
- var height = 40;
14
- var width = 256;
15
- let $this = h(Container, null, [h(Rect, { width, height, color: '#595971', alpha, visible: isSelected }), h(Container, { flexDirection: 'row', alignItems: 'center', justifyContent: 'center' }, h(Text, { text, color: '#fff', fontSize: 18, margin: 10 }))]);
16
- return $this
17
- }
18
-
19
- export { component as default };
20
- //# sourceMappingURL=index40.js.map
@@ -1 +0,0 @@
1
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package/dist/index41.js DELETED
@@ -1,82 +0,0 @@
1
- import { RpgCommonPlayer } from '@rpgjs/common';
2
- import { trigger, signal } from 'canvasengine';
3
-
4
- class RpgClientObject extends RpgCommonPlayer {
5
- constructor() {
6
- super(...arguments);
7
- this.emitParticleTrigger = trigger();
8
- this.particleName = signal("");
9
- this.animationCurrentIndex = signal(0);
10
- this.animationIsPlaying = signal(false);
11
- }
12
- flash(color, duration = 100) {
13
- const lastTint = this.tint();
14
- this.tint.set(color);
15
- setTimeout(() => {
16
- this.tint.set(lastTint);
17
- }, duration);
18
- }
19
- /**
20
- * Reset animation state when animation changes externally
21
- *
22
- * This method should be called when the animation changes due to movement
23
- * or other external factors to ensure the animation system doesn't get stuck
24
- *
25
- * @example
26
- * ```ts
27
- * // Reset when player starts moving
28
- * player.resetAnimationState();
29
- * ```
30
- */
31
- resetAnimationState() {
32
- this.animationIsPlaying.set(false);
33
- this.animationCurrentIndex.set(0);
34
- if (this.animationSubscription) {
35
- this.animationSubscription.unsubscribe();
36
- this.animationSubscription = void 0;
37
- }
38
- }
39
- /**
40
- * Set a custom animation for a specific number of times
41
- *
42
- * Plays a custom animation for the specified number of repetitions.
43
- * The animation system prevents overlapping animations and automatically
44
- * returns to the previous animation when complete.
45
- *
46
- * @param animationName - Name of the animation to play
47
- * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)
48
- *
49
- * @example
50
- * ```ts
51
- * // Play attack animation 3 times
52
- * player.setAnimation('attack', 3);
53
- *
54
- * // Play continuous spell animation
55
- * player.setAnimation('spell');
56
- * ```
57
- */
58
- setAnimation(animationName, nbTimes = Infinity) {
59
- if (this.animationIsPlaying()) return;
60
- this.animationIsPlaying.set(true);
61
- const previousAnimationName = this.animationName();
62
- this.animationCurrentIndex.set(0);
63
- if (this.animationSubscription) {
64
- this.animationSubscription.unsubscribe();
65
- }
66
- this.animationSubscription = this.animationCurrentIndex.observable.subscribe((index) => {
67
- if (index >= nbTimes) {
68
- this.animationCurrentIndex.set(0);
69
- this.animationName.set(previousAnimationName);
70
- this.animationIsPlaying.set(false);
71
- if (this.animationSubscription) {
72
- this.animationSubscription.unsubscribe();
73
- this.animationSubscription = void 0;
74
- }
75
- }
76
- });
77
- this.animationName.set(animationName);
78
- }
79
- }
80
-
81
- export { RpgClientObject };
82
- //# sourceMappingURL=index41.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index41.js","sources":["../src/Game/Object.ts"],"sourcesContent":["import { RpgCommonPlayer } from \"@rpgjs/common\";\nimport { trigger, signal } from \"canvasengine\";\nimport { Subscription } from \"rxjs\";\n\nexport abstract class RpgClientObject extends RpgCommonPlayer {\n abstract type: string;\n emitParticleTrigger = trigger()\n particleName = signal('')\n animationCurrentIndex = signal(0)\n animationIsPlaying = signal(false)\n private animationSubscription?: Subscription\n\n flash(color: string, duration: number = 100) {\n const lastTint = this.tint()\n this.tint.set(color);\n setTimeout(() => {\n this.tint.set(lastTint)\n }, duration)\n }\n\n /**\n * Reset animation state when animation changes externally\n * \n * This method should be called when the animation changes due to movement\n * or other external factors to ensure the animation system doesn't get stuck\n * \n * @example\n * ```ts\n * // Reset when player starts moving\n * player.resetAnimationState();\n * ```\n */\n resetAnimationState() {\n this.animationIsPlaying.set(false);\n this.animationCurrentIndex.set(0);\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n this.animationSubscription = undefined;\n }\n }\n\n /**\n * Set a custom animation for a specific number of times\n * \n * Plays a custom animation for the specified number of repetitions.\n * The animation system prevents overlapping animations and automatically\n * returns to the previous animation when complete.\n * \n * @param animationName - Name of the animation to play\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n * \n * @example\n * ```ts\n * // Play attack animation 3 times\n * player.setAnimation('attack', 3);\n * \n * // Play continuous spell animation\n * player.setAnimation('spell');\n * ```\n */\n setAnimation(animationName: string, nbTimes: number = Infinity) {\n if (this.animationIsPlaying()) return;\n this.animationIsPlaying.set(true);\n const previousAnimationName = this.animationName();\n this.animationCurrentIndex.set(0);\n \n // Clean up any existing subscription\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n }\n \n this.animationSubscription = this.animationCurrentIndex.observable.subscribe(index => {\n if (index >= nbTimes) {\n this.animationCurrentIndex.set(0);\n this.animationName.set(previousAnimationName);\n this.animationIsPlaying.set(false);\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n this.animationSubscription = undefined;\n }\n }\n })\n this.animationName.set(animationName);\n }\n} "],"names":[],"mappings":";;;AAIO,MAAe,wBAAwB,eAAgB,CAAA;AAAA,EAAvD,WAAA,GAAA;AAAA,IAAA,KAAA,CAAA,GAAA,SAAA,CAAA;AAEL,IAAA,IAAA,CAAA,mBAAA,GAAsB,OAAQ,EAAA;AAC9B,IAAA,IAAA,CAAA,YAAA,GAAe,OAAO,EAAE,CAAA;AACxB,IAAA,IAAA,CAAA,qBAAA,GAAwB,OAAO,CAAC,CAAA;AAChC,IAAA,IAAA,CAAA,kBAAA,GAAqB,OAAO,KAAK,CAAA;AAAA;AAAA,EAGjC,KAAA,CAAM,KAAe,EAAA,QAAA,GAAmB,GAAK,EAAA;AAC3C,IAAM,MAAA,QAAA,GAAW,KAAK,IAAK,EAAA;AAC3B,IAAK,IAAA,CAAA,IAAA,CAAK,IAAI,KAAK,CAAA;AACnB,IAAA,UAAA,CAAW,MAAM;AACf,MAAK,IAAA,CAAA,IAAA,CAAK,IAAI,QAAQ,CAAA;AAAA,OACrB,QAAQ,CAAA;AAAA;AACb;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAcA,mBAAsB,GAAA;AACpB,IAAK,IAAA,CAAA,kBAAA,CAAmB,IAAI,KAAK,CAAA;AACjC,IAAK,IAAA,CAAA,qBAAA,CAAsB,IAAI,CAAC,CAAA;AAChC,IAAA,IAAI,KAAK,qBAAuB,EAAA;AAC9B,MAAA,IAAA,CAAK,sBAAsB,WAAY,EAAA;AACvC,MAAA,IAAA,CAAK,qBAAwB,GAAA,MAAA;AAAA;AAC/B;AACF;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAqBA,YAAA,CAAa,aAAuB,EAAA,OAAA,GAAkB,QAAU,EAAA;AAC9D,IAAI,IAAA,IAAA,CAAK,oBAAsB,EAAA;AAC/B,IAAK,IAAA,CAAA,kBAAA,CAAmB,IAAI,IAAI,CAAA;AAChC,IAAM,MAAA,qBAAA,GAAwB,KAAK,aAAc,EAAA;AACjD,IAAK,IAAA,CAAA,qBAAA,CAAsB,IAAI,CAAC,CAAA;AAGhC,IAAA,IAAI,KAAK,qBAAuB,EAAA;AAC9B,MAAA,IAAA,CAAK,sBAAsB,WAAY,EAAA;AAAA;AAGzC,IAAA,IAAA,CAAK,qBAAwB,GAAA,IAAA,CAAK,qBAAsB,CAAA,UAAA,CAAW,UAAU,CAAS,KAAA,KAAA;AACpF,MAAA,IAAI,SAAS,OAAS,EAAA;AACpB,QAAK,IAAA,CAAA,qBAAA,CAAsB,IAAI,CAAC,CAAA;AAChC,QAAK,IAAA,CAAA,aAAA,CAAc,IAAI,qBAAqB,CAAA;AAC5C,QAAK,IAAA,CAAA,kBAAA,CAAmB,IAAI,KAAK,CAAA;AACjC,QAAA,IAAI,KAAK,qBAAuB,EAAA;AAC9B,UAAA,IAAA,CAAK,sBAAsB,WAAY,EAAA;AACvC,UAAA,IAAA,CAAK,qBAAwB,GAAA,MAAA;AAAA;AAC/B;AACF,KACD,CAAA;AACD,IAAK,IAAA,CAAA,aAAA,CAAc,IAAI,aAAa,CAAA;AAAA;AAExC;;;;"}
@@ -1,31 +0,0 @@
1
- /**
2
- * Creates an animation spritesheet preset with automatic frame generation
3
- *
4
- * This function generates animation frames based on the provided width and height dimensions.
5
- * It creates a sequence of frames that progresses through the spritesheet from left to right,
6
- * top to bottom, with each frame having a 10ms time increment.
7
- *
8
- * @param {number} framesWidth - The number of frames horizontally in the spritesheet
9
- * @param {number} framesHeight - The number of frames vertically in the spritesheet
10
- * @returns {Object} Animation preset configuration object
11
- *
12
- * @example
13
- * ```javascript
14
- * // For a 4x4 spritesheet
15
- * const preset = AnimationSpritesheetPreset(4, 4);
16
- * // This will generate 16 frames with coordinates from (0,0) to (3,3)
17
- * ```
18
- */
19
- export declare const AnimationSpritesheetPreset: (framesWidth: number, framesHeight: number) => {
20
- framesWidth: number;
21
- framesHeight: number;
22
- textures: {
23
- default: {
24
- animations: () => {
25
- time: number;
26
- frameX: number;
27
- frameY: number;
28
- }[][];
29
- };
30
- };
31
- };