@rpgjs/client 5.0.0-alpha.17 → 5.0.0-alpha.19

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Files changed (116) hide show
  1. package/dist/RpgClient.d.ts +63 -5
  2. package/dist/RpgClientEngine.d.ts +118 -0
  3. package/dist/Sound.d.ts +199 -0
  4. package/dist/components/dynamics/parse-value.d.ts +1 -0
  5. package/dist/components/index.d.ts +1 -0
  6. package/dist/components/prebuilt/index.d.ts +18 -0
  7. package/dist/index.d.ts +1 -0
  8. package/dist/index.js +3 -1
  9. package/dist/index.js.map +1 -1
  10. package/dist/index10.js +1 -1
  11. package/dist/index11.js +4 -3
  12. package/dist/index11.js.map +1 -1
  13. package/dist/index12.js +2 -2
  14. package/dist/index13.js +4 -4
  15. package/dist/index15.js +4 -4
  16. package/dist/index15.js.map +1 -1
  17. package/dist/index16.js +95 -222
  18. package/dist/index16.js.map +1 -1
  19. package/dist/index17.js +92 -45
  20. package/dist/index17.js.map +1 -1
  21. package/dist/index18.js +362 -5
  22. package/dist/index18.js.map +1 -1
  23. package/dist/index19.js +45 -382
  24. package/dist/index19.js.map +1 -1
  25. package/dist/index2.js +217 -8
  26. package/dist/index2.js.map +1 -1
  27. package/dist/index20.js +5 -42
  28. package/dist/index20.js.map +1 -1
  29. package/dist/index21.js +393 -18
  30. package/dist/index21.js.map +1 -1
  31. package/dist/index22.js +43 -2621
  32. package/dist/index22.js.map +1 -1
  33. package/dist/index23.js +19 -108
  34. package/dist/index23.js.map +1 -1
  35. package/dist/index24.js +2619 -57
  36. package/dist/index24.js.map +1 -1
  37. package/dist/index25.js +110 -17
  38. package/dist/index25.js.map +1 -1
  39. package/dist/index26.js +67 -23
  40. package/dist/index26.js.map +1 -1
  41. package/dist/index27.js +17 -91
  42. package/dist/index27.js.map +1 -1
  43. package/dist/index28.js +19 -33
  44. package/dist/index28.js.map +1 -1
  45. package/dist/index29.js +90 -19
  46. package/dist/index29.js.map +1 -1
  47. package/dist/index3.js +2 -2
  48. package/dist/index30.js +39 -3
  49. package/dist/index30.js.map +1 -1
  50. package/dist/index31.js +20 -331
  51. package/dist/index31.js.map +1 -1
  52. package/dist/index32.js +10 -25
  53. package/dist/index32.js.map +1 -1
  54. package/dist/index33.js +6 -10
  55. package/dist/index33.js.map +1 -1
  56. package/dist/index34.js +330 -6
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  58. package/dist/index35.js +3686 -183
  59. package/dist/index35.js.map +1 -1
  60. package/dist/index36.js +71 -498
  61. package/dist/index36.js.map +1 -1
  62. package/dist/index37.js +3 -10
  63. package/dist/index37.js.map +1 -1
  64. package/dist/index38.js +26 -6
  65. package/dist/index38.js.map +1 -1
  66. package/dist/index39.js +7 -3686
  67. package/dist/index39.js.map +1 -1
  68. package/dist/index4.js +2 -2
  69. package/dist/index40.js +8 -74
  70. package/dist/index40.js.map +1 -1
  71. package/dist/index41.js +184 -3
  72. package/dist/index41.js.map +1 -1
  73. package/dist/index42.js +485 -112
  74. package/dist/index42.js.map +1 -1
  75. package/dist/index43.js +3 -17
  76. package/dist/index43.js.map +1 -1
  77. package/dist/index44.js +17 -9
  78. package/dist/index44.js.map +1 -1
  79. package/dist/index45.js +136 -103
  80. package/dist/index45.js.map +1 -1
  81. package/dist/index46.js +10 -134
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  83. package/dist/index47.js +99 -123
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  85. package/dist/index48.js +126 -102
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  87. package/dist/index49.js +135 -7
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  89. package/dist/index5.js +1 -1
  90. package/dist/index50.js +112 -0
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  92. package/dist/index51.js +141 -0
  93. package/dist/index51.js.map +1 -0
  94. package/dist/index52.js +9 -0
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  96. package/dist/index53.js +54 -0
  97. package/dist/index53.js.map +1 -0
  98. package/dist/index6.js +1 -1
  99. package/dist/index7.js +1 -1
  100. package/dist/index8.js +37 -2
  101. package/dist/index8.js.map +1 -1
  102. package/dist/index9.js +7 -6
  103. package/dist/index9.js.map +1 -1
  104. package/package.json +10 -10
  105. package/src/Game/Object.ts +37 -22
  106. package/src/RpgClient.ts +64 -5
  107. package/src/RpgClientEngine.ts +251 -4
  108. package/src/Sound.ts +253 -0
  109. package/src/components/character.ce +28 -4
  110. package/src/components/dynamics/parse-value.ts +80 -0
  111. package/src/components/dynamics/text.ce +183 -0
  112. package/src/components/index.ts +3 -0
  113. package/src/components/prebuilt/hp-bar.ce +255 -0
  114. package/src/components/prebuilt/index.ts +21 -0
  115. package/src/index.ts +1 -0
  116. package/src/module.ts +41 -1
@@ -322,6 +322,30 @@ export interface RpgClient {
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  * @memberof RpgClient
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  * */
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  spritesheetResolver?: (id: string) => any | Promise<any>;
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+ /**
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+ * Resolver function for dynamically loading sounds
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+ *
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+ * The resolver is called when a sound is requested but not found in the cache.
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+ * It can be synchronous (returns directly) or asynchronous (returns a Promise).
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+ * The resolved sound is automatically cached for future use.
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+ *
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+ * ```ts
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+ * import { defineModule, RpgClient } from '@rpgjs/client'
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+ *
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+ * defineModule<RpgClient>({
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+ * soundResolver: (id: string) => {
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+ * if (id === 'dynamic-sound') {
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+ * return { id: 'dynamic-sound', src: 'path/to/sound.mp3' };
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+ * }
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+ * return undefined;
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+ * }
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+ * })
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+ * ```
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+ *
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+ * @prop {(id: string) => any | Promise<any>} [soundResolver]
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+ * @memberof RpgClient
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+ * */
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+ soundResolver?: (id: string) => any | Promise<any>;
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  /**
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  * Array containing the list of GUI components
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  *
@@ -362,22 +386,56 @@ export interface RpgClient {
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  } | any)[];
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  /**
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  * Array containing the list of sounds
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- * Each element is a simple object containing sound definitions
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+ * Each element can be:
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+ * - A simple object containing sound definitions
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+ * - A class decorated with @Sound
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  *
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  * ```ts
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- * import { defineModule, RpgClient } from '@rpgjs/client'
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+ * import { defineModule, RpgClient, Sound } from '@rpgjs/client'
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  *
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+ * // Using simple objects
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  * defineModule<RpgClient>({
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  * sounds: [
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  * {
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- * town: require('./assets/Town_Theme.ogg'),
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- * battle: require('./assets/Battle_Theme.ogg')
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+ * id: 'typewriter',
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+ * src: 'typewriter.wav'
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+ * },
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+ * {
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+ * id: 'cursor',
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+ * src: 'cursor.wav'
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  * }
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  * ]
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  * })
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+ *
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+ * // Using @Sound decorator
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+ * @Sound({
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+ * id: 'town-music',
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+ * sound: require('./sound/town.ogg'),
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+ * loop: true,
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+ * volume: 0.5
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+ * })
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+ * export class TownMusic {}
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+ *
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+ * defineModule<RpgClient>({
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+ * sounds: [TownMusic]
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+ * })
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+ *
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+ * // Multiple sounds in one class
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+ * @Sound({
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+ * sounds: {
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+ * hero: require('./assets/hero.ogg'),
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+ * monster: require('./assets/monster.ogg')
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+ * },
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+ * loop: true
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+ * })
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+ * export class CharacterSounds {}
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+ *
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+ * defineModule<RpgClient>({
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+ * sounds: [CharacterSounds]
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+ * })
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  * ```
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  *
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- * @prop {Array<Object>} [sounds]
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+ * @prop {Array<Object | Class>} [sounds]
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  * @memberof RpgClient
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  * */
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  sounds?: any[];
@@ -22,6 +22,7 @@ export declare class RpgClientEngine<T = any> {
22
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  sounds: Map<string, any>;
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  componentAnimations: any[];
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  private spritesheetResolver?;
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+ private soundResolver?;
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  particleSettings: {
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  emitters: any[];
27
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  };
@@ -138,7 +139,124 @@ export declare class RpgClientEngine<T = any> {
138
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  * ```
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  */
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  getSpriteSheet(id: string): any | Promise<any>;
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+ /**
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+ * Add a sound to the engine
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+ *
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+ * Adds a sound to the engine's sound cache. The sound can be:
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+ * - A simple object with `id` and `src` properties
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+ * - A Howler instance
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+ * - An object with a `play()` method
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+ *
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+ * If the sound has a `src` property, a Howler instance will be created automatically.
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+ *
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+ * @param sound - The sound object or Howler instance
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+ * @param id - Optional sound ID (if not provided, uses sound.id)
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+ * @returns The added sound
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+ *
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+ * @example
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+ * ```ts
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+ * // Simple sound object
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+ * engine.addSound({ id: 'click', src: 'click.mp3' });
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+ *
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+ * // With explicit ID
162
+ * engine.addSound({ src: 'music.mp3' }, 'background-music');
163
+ * ```
164
+ */
141
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  addSound(sound: any, id?: string): any;
166
+ /**
167
+ * Set a resolver function for sounds
168
+ *
169
+ * The resolver is called when a sound is requested but not found in the cache.
170
+ * It can be synchronous (returns directly) or asynchronous (returns a Promise).
171
+ * The resolved sound is automatically cached for future use.
172
+ *
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+ * @param resolver - Function that takes a sound ID and returns a sound or Promise of sound
174
+ *
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+ * @example
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+ * ```ts
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+ * // Synchronous resolver
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+ * engine.setSoundResolver((id) => {
179
+ * if (id === 'dynamic-sound') {
180
+ * return { id: 'dynamic-sound', src: 'path/to/sound.mp3' };
181
+ * }
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+ * return undefined;
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+ * });
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+ *
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+ * // Asynchronous resolver (loading from API)
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+ * engine.setSoundResolver(async (id) => {
187
+ * const response = await fetch(`/api/sounds/${id}`);
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+ * const data = await response.json();
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+ * return data;
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+ * });
191
+ * ```
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+ */
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+ setSoundResolver(resolver: (id: string) => any | Promise<any>): void;
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+ /**
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+ * Get a sound by ID, using resolver if not found in cache
196
+ *
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+ * This method first checks if the sound exists in the cache.
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+ * If not found and a resolver is set, it calls the resolver to create the sound.
199
+ * The resolved sound is automatically cached for future use.
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+ *
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+ * @param id - The sound ID to retrieve
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+ * @returns The sound if found or created, or undefined if not found and no resolver
203
+ * @returns Promise<any> if the resolver is asynchronous
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+ *
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+ * @example
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+ * ```ts
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+ * // Synchronous usage
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+ * const sound = engine.getSound('my-sound');
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+ *
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+ * // Asynchronous usage (when resolver returns Promise)
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+ * const sound = await engine.getSound('dynamic-sound');
212
+ * ```
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+ */
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+ getSound(id: string): any | Promise<any>;
215
+ /**
216
+ * Play a sound by its ID
217
+ *
218
+ * This method retrieves a sound from the cache or resolver and plays it.
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+ * If the sound is not found, it will attempt to resolve it using the soundResolver.
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+ * Uses Howler.js for audio playback instead of native Audio elements.
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+ *
222
+ * @param soundId - The sound ID to play
223
+ * @param options - Optional sound configuration
224
+ * @param options.volume - Volume level (0.0 to 1.0, overrides sound default)
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+ * @param options.loop - Whether the sound should loop (overrides sound default)
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+ *
227
+ * @example
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+ * ```ts
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+ * // Play a sound synchronously
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+ * engine.playSound('item-pickup');
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+ *
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+ * // Play a sound with volume and loop
233
+ * engine.playSound('background-music', { volume: 0.5, loop: true });
234
+ *
235
+ * // Play a sound asynchronously (when resolver returns Promise)
236
+ * await engine.playSound('dynamic-sound', { volume: 0.8 });
237
+ * ```
238
+ */
239
+ playSound(soundId: string, options?: {
240
+ volume?: number;
241
+ loop?: boolean;
242
+ }): Promise<void>;
243
+ /**
244
+ * Stop a sound that is currently playing
245
+ *
246
+ * This method stops a sound that was previously started with `playSound()`.
247
+ *
248
+ * @param soundId - The sound ID to stop
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+ *
250
+ * @example
251
+ * ```ts
252
+ * // Start a looping sound
253
+ * engine.playSound('background-music', { loop: true });
254
+ *
255
+ * // Later, stop it
256
+ * engine.stopSound('background-music');
257
+ * ```
258
+ */
259
+ stopSound(soundId: string): void;
142
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  addParticle(particle: any): any;
143
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  /**
144
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  * Add a component to render behind sprites
@@ -0,0 +1,199 @@
1
+ import { Howler } from 'canvasengine';
2
+ import { RpgClientEngine } from './RpgClientEngine';
3
+ /**
4
+ * Sound decorator options
5
+ *
6
+ * Defines the configuration for a sound that can be played in the game.
7
+ * The sound can be a single file or multiple files (for different formats).
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+ *
9
+ * @interface SoundOptions
10
+ */
11
+ export interface SoundOptions {
12
+ /**
13
+ * Sound identifier. Used to retrieve the sound later with RpgSound.get()
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+ *
15
+ * @type {string}
16
+ */
17
+ id?: string;
18
+ /**
19
+ * Single sound file path. Use require() to wrap the path.
20
+ *
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+ * @type {string}
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+ * @example
23
+ * sound: require('./assets/sound.ogg')
24
+ */
25
+ sound?: string;
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+ /**
27
+ * Multiple sounds with different IDs. The key is the sound ID and the value is the file path.
28
+ * Use require() to wrap each path.
29
+ *
30
+ * @type {{ [id: string]: string }}
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+ * @example
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+ * sounds: {
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+ * hero: require('./assets/hero.ogg'),
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+ * monster: require('./assets/monster.ogg')
35
+ * }
36
+ */
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+ sounds?: {
38
+ [id: string]: string;
39
+ };
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+ /**
41
+ * Whether the sound should loop when it finishes playing.
42
+ *
43
+ * @type {boolean}
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+ * @default false
45
+ */
46
+ loop?: boolean;
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+ /**
48
+ * Volume level (0.0 to 1.0).
49
+ *
50
+ * @type {number}
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+ * @default 1.0
52
+ */
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+ volume?: number;
54
+ }
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+ /**
56
+ * Metadata stored on the class decorated with @Sound
57
+ *
58
+ * @interface SoundMetadata
59
+ */
60
+ interface SoundMetadata {
61
+ id?: string;
62
+ sound?: string;
63
+ sounds?: {
64
+ [id: string]: string;
65
+ };
66
+ loop?: boolean;
67
+ volume?: number;
68
+ }
69
+ /**
70
+ * Sound decorator
71
+ *
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+ * Decorates a class to define a sound configuration. The decorated class can be
73
+ * added to the RpgClient module configuration, and the sound will be automatically
74
+ * registered and available through RpgSound.get().
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+ *
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+ * ## Design
77
+ *
78
+ * The decorator stores metadata on the class that is later used by the module loader
79
+ * to register sounds with the engine. The sound is created using Howler.js for
80
+ * advanced audio features like looping, volume control, and cross-browser compatibility.
81
+ *
82
+ * @param options - Sound configuration options
83
+ *
84
+ * @example
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+ * ```ts
86
+ * import { Sound } from '@rpgjs/client'
87
+ *
88
+ * @Sound({
89
+ * id: 'town-music',
90
+ * sound: require('./sound/town.ogg'),
91
+ * loop: true,
92
+ * volume: 0.5
93
+ * })
94
+ * export class TownMusic {}
95
+ *
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+ * // Multiple sounds in one class
97
+ * @Sound({
98
+ * sounds: {
99
+ * hero: require('./assets/hero.ogg'),
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+ * monster: require('./assets/monster.ogg')
101
+ * },
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+ * loop: true
103
+ * })
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+ * export class CharacterSounds {}
105
+ * ```
106
+ */
107
+ export declare function Sound(options: SoundOptions): <T extends {
108
+ new (...args: any[]): {};
109
+ }>(constructor: T) => T;
110
+ /**
111
+ * Get sound metadata from a decorated class
112
+ *
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+ * @param soundClass - The class decorated with @Sound
114
+ * @returns The sound metadata or undefined
115
+ */
116
+ export declare function getSoundMetadata(soundClass: any): SoundMetadata | undefined;
117
+ /**
118
+ * RpgSound class
119
+ *
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+ * Provides a unified API to manage sounds in the game. Uses Howler.js internally
121
+ * for advanced audio features. Sounds can be retrieved by ID and controlled
122
+ * using Howler.js methods.
123
+ *
124
+ * ## Design
125
+ *
126
+ * RpgSound acts as a facade over Howler.js, providing easy access to sounds
127
+ * registered in the engine. It supports both individual sound control and
128
+ * global sound management (volume, mute, etc.).
129
+ *
130
+ * @example
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+ * ```ts
132
+ * import { RpgSound } from '@rpgjs/client'
133
+ *
134
+ * // Play a sound
135
+ * RpgSound.get('town-music').play()
136
+ *
137
+ * // Control volume
138
+ * RpgSound.get('town-music').volume(0.5)
139
+ *
140
+ * // Stop a sound
141
+ * RpgSound.get('town-music').stop()
142
+ *
143
+ * // Global volume control
144
+ * RpgSound.global.volume(0.2)
145
+ * ```
146
+ */
147
+ export declare class RpgSound {
148
+ private static engine;
149
+ /**
150
+ * Initialize RpgSound with the engine instance
151
+ *
152
+ * This is called automatically by the engine during initialization.
153
+ *
154
+ * @param engine - The RpgClientEngine instance
155
+ */
156
+ static init(engine: RpgClientEngine): void;
157
+ /**
158
+ * Get a sound by its ID
159
+ *
160
+ * Retrieves a Howler sound instance from the engine's sound cache.
161
+ * The sound must be registered beforehand (via @Sound decorator or manually).
162
+ *
163
+ * @param id - The sound identifier
164
+ * @returns The Howler sound instance, or undefined if not found
165
+ *
166
+ * @example
167
+ * ```ts
168
+ * // Get and play a sound
169
+ * const sound = RpgSound.get('town-music');
170
+ * if (sound) {
171
+ * sound.play();
172
+ * }
173
+ *
174
+ * // Chain methods
175
+ * RpgSound.get('battle-theme')?.volume(0.8).play();
176
+ * ```
177
+ */
178
+ static get(id: string): any;
179
+ /**
180
+ * Global Howler instance for managing all sounds
181
+ *
182
+ * Provides access to Howler.js global methods for controlling all sounds
183
+ * at once (volume, mute, etc.).
184
+ *
185
+ * @example
186
+ * ```ts
187
+ * // Set global volume to 20%
188
+ * RpgSound.global.volume(0.2)
189
+ *
190
+ * // Mute all sounds
191
+ * RpgSound.global.mute(true)
192
+ *
193
+ * // Unmute all sounds
194
+ * RpgSound.global.mute(false)
195
+ * ```
196
+ */
197
+ static get global(): typeof Howler;
198
+ }
199
+ export {};
@@ -0,0 +1 @@
1
+ export declare const parseDynamicValue: (value: any, object?: any) => import('canvasengine').ComputedSignal<string>;
@@ -1,3 +1,4 @@
1
1
  import { default as EventLayerComponent } from './scenes/event-layer.ce';
2
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  import { default as CharacterComponent } from './character.ce';
3
+ export { HpBar } from './prebuilt';
3
4
  export { EventLayerComponent, CharacterComponent };
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Prebuilt sprite components for common UI elements
3
+ *
4
+ * This module exports ready-to-use components that can be attached
5
+ * to sprites using componentsInFront or componentsBehind configuration.
6
+ *
7
+ * @example
8
+ * ```ts
9
+ * import { HpBar } from '@rpgjs/client/components/prebuilt';
10
+ *
11
+ * export default defineModule<RpgClient>({
12
+ * sprite: {
13
+ * componentsInFront: [HpBar]
14
+ * }
15
+ * })
16
+ * ```
17
+ */
18
+ export { default as HpBar } from './hp-bar.ce';
package/dist/index.d.ts CHANGED
@@ -12,4 +12,5 @@ export * from './components/animations';
12
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  export * from './presets';
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  export * from './components';
14
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  export * from './components/gui';
15
+ export * from './Sound';
15
16
  export { Context } from '@signe/di';
package/dist/index.js CHANGED
@@ -12,5 +12,7 @@ export { PrebuiltComponentAnimations } from './index12.js';
12
12
  export { Presets } from './index13.js';
13
13
  export { default as EventLayerComponent } from './index14.js';
14
14
  export { default as CharacterComponent } from './index15.js';
15
- export { Context } from './index16.js';
15
+ export { default as HpBar } from './index16.js';
16
+ export { RpgSound, Sound, getSoundMetadata } from './index17.js';
17
+ export { Context } from './index18.js';
16
18
  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;"}
package/dist/index10.js CHANGED
@@ -1,5 +1,5 @@
1
1
  import { useProps, useDefineProps, signal, animatedSignal, computed, trigger, mount, effect, h, Container, Rect, cond, Text, Sprite } from 'canvasengine';
2
- import component$1 from './index40.js';
2
+ import component$1 from './index36.js';
3
3
  import { inject } from './index6.js';
4
4
  import { RpgClientEngine } from './index2.js';
5
5
 
package/dist/index11.js CHANGED
@@ -1,11 +1,12 @@
1
1
  import { useProps, useDefineProps, computed, h, Container, Rect } from 'canvasengine';
2
2
  import { RpgClientEngine } from './index2.js';
3
- import './index22.js';
3
+ import './index24.js';
4
4
  import '@rpgjs/common';
5
- import './index16.js';
5
+ import './index18.js';
6
6
  import { inject } from './index6.js';
7
7
  import 'rxjs';
8
- import './index23.js';
8
+ import './index25.js';
9
+ import './index17.js';
9
10
  import '@canvasengine/presets';
10
11
 
11
12
  function component($$props) {
@@ -1 +1 @@
1
- {"version":3,"file":"index11.js","sources":["../src/components/gui/box.ce"],"sourcesContent":["<Container positionType=\"absolute\" top={top} left={left}>\n <Container\n anchor={[0.5, 0.5]}\n >\n <Rect width height color={_color} />\n <Container attach={child}></Container>\n </Container> \n</Container>\n\n<script>\n import { RpgClientEngine, inject } from \"../../index\";\n\n const { width, height, children, color, top, left } = defineProps();\n const engine = inject(RpgClientEngine)\n const child = children[0]\n const _color = computed(() => engine.globalConfig.gui?.windowColor || color?.() || \"#1a1a2e\")\n</script>"],"names":[],"mappings":";;;;;;;;;;AAOqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAAQ,MAAM,WAAW,GAAG,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,EAAE,GAAG,WAAW,EAAE,EAAE,KAAK,GAAG,EAAE,CAAC,KAAK,EAAE,MAAM,GAAG,EAAE,CAAC,MAAM,EAAE,QAAQ,GAAG,EAAE,CAAC,QAAQ,EAAE,KAAK,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,IAAI,GAAG,EAAE,CAAC,IAAI;AAC5I,IAAI,MAAM,GAAG,MAAM,CAAC,eAAe,CAAC;AACpC,IAAI,KAAK,GAAG,QAAQ,CAAC,CAAC,CAAC;AACvB,IAAI,MAAM,GAAG,QAAQ,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,GAAG,MAAM,CAAC,YAAY,CAAC,GAAG,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,WAAW,MAAM,KAAK,KAAK,IAAI,IAAI,KAAK,KAAK,MAAM,GAAG,MAAM,GAAG,KAAK,EAAE,CAAC,IAAI,SAAS,CAAC,CAAC,CAAC;AAClN,QAAQ,IAAI,KAAK,GAAG,CAAC,CAAC,SAAS,EAAE,EAAE,YAAY,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;AACvM,QAAQ,OAAO;AACf,MAAM;;;;"}
1
+ {"version":3,"file":"index11.js","sources":["../src/components/gui/box.ce"],"sourcesContent":["<Container positionType=\"absolute\" top={top} left={left}>\n <Container\n anchor={[0.5, 0.5]}\n >\n <Rect width height color={_color} />\n <Container attach={child}></Container>\n </Container> \n</Container>\n\n<script>\n import { RpgClientEngine, inject } from \"../../index\";\n\n const { width, height, children, color, top, left } = defineProps();\n const engine = inject(RpgClientEngine)\n const child = children[0]\n const _color = computed(() => engine.globalConfig.gui?.windowColor || color?.() || \"#1a1a2e\")\n</script>"],"names":[],"mappings":";;;;;;;;;;;AAOqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAAQ,MAAM,WAAW,GAAG,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,EAAE,GAAG,WAAW,EAAE,EAAE,KAAK,GAAG,EAAE,CAAC,KAAK,EAAE,MAAM,GAAG,EAAE,CAAC,MAAM,EAAE,QAAQ,GAAG,EAAE,CAAC,QAAQ,EAAE,KAAK,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,IAAI,GAAG,EAAE,CAAC,IAAI;AAC5I,IAAI,MAAM,GAAG,MAAM,CAAC,eAAe,CAAC;AACpC,IAAI,KAAK,GAAG,QAAQ,CAAC,CAAC,CAAC;AACvB,IAAI,MAAM,GAAG,QAAQ,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,GAAG,MAAM,CAAC,YAAY,CAAC,GAAG,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,WAAW,MAAM,KAAK,KAAK,IAAI,IAAI,KAAK,KAAK,MAAM,GAAG,MAAM,GAAG,KAAK,EAAE,CAAC,IAAI,SAAS,CAAC,CAAC,CAAC;AAClN,QAAQ,IAAI,KAAK,GAAG,CAAC,CAAC,SAAS,EAAE,EAAE,YAAY,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;AACvM,QAAQ,OAAO;AACf,MAAM;;;;"}
package/dist/index12.js CHANGED
@@ -1,5 +1,5 @@
1
- import component$1 from './index24.js';
2
- import component from './index25.js';
1
+ import component$1 from './index26.js';
2
+ import component from './index27.js';
3
3
 
4
4
  const PrebuiltComponentAnimations = {
5
5
  Hit: component$1,
package/dist/index13.js CHANGED
@@ -1,7 +1,7 @@
1
- import { AnimationSpritesheetPreset } from './index26.js';
2
- import { LPCSpritesheetPreset } from './index27.js';
3
- import { RMSpritesheet } from './index28.js';
4
- import { FacesetPreset } from './index29.js';
1
+ import { AnimationSpritesheetPreset } from './index28.js';
2
+ import { LPCSpritesheetPreset } from './index29.js';
3
+ import { RMSpritesheet } from './index30.js';
4
+ import { FacesetPreset } from './index31.js';
5
5
 
6
6
  const Presets = {
7
7
  RMSpritesheet,
package/dist/index15.js CHANGED
@@ -52,7 +52,7 @@ var playerId = client.playerId;
52
52
  var componentsBehind = client.spriteComponentsBehind;
53
53
  var componentsInFront = client.spriteComponentsInFront;
54
54
  var isMe = computed(function () { return id() === playerId; });
55
- var x = object.x, y = object.y, tint = object.tint, direction = object.direction, animationName = object.animationName, animationCurrentIndex = object.animationCurrentIndex, emitParticleTrigger = object.emitParticleTrigger, particleName = object.particleName, graphics = object.graphics, hitbox = object.hitbox, isConnected = object.isConnected;
55
+ var x = object.x, y = object.y, tint = object.tint, direction = object.direction, animationName = object.animationName, animationCurrentIndex = object.animationCurrentIndex, emitParticleTrigger = object.emitParticleTrigger, particleName = object.particleName; object.graphics; var hitbox = object.hitbox, isConnected = object.isConnected, graphicsSignals = object.graphicsSignals;
56
56
  var particleSettings = client.particleSettings;
57
57
  var canControls = function () { return isMe() && object.canMove(); };
58
58
  var keyboardControls = client.globalConfig.keyboardControls;
@@ -120,9 +120,9 @@ var xSubscription = x.observable.subscribe(function (value) {
120
120
  var ySubscription = y.observable.subscribe(function (value) {
121
121
  smoothY.set(value);
122
122
  });
123
- var sheet = function (graphicId) {
123
+ var sheet = function (graphicObject) {
124
124
  return {
125
- definition: client.getSpriteSheet(graphicId),
125
+ definition: graphicObject,
126
126
  playing: realAnimationName,
127
127
  params: {
128
128
  direction: direction
@@ -190,7 +190,7 @@ mount(function (element) {
190
190
  tick(function () {
191
191
  hooks.callHooks("client-sprite-onUpdate").subscribe();
192
192
  });
193
- let $this = h(Container, { x: smoothX, y: smoothY, zIndex: y, viewportFollow: isMe, controls, onBeforeDestroy, visible }, [loop(componentsBehind, component => h(Container, null, h(component, { object }))), h(Particle, { emit: emitParticleTrigger, settings: particleSettings, zIndex: 1000, name: particleName }), h(Container, null, loop(graphics, graphicId => h(Sprite, { sheet: sheet(graphicId), direction, tint, hitbox }))), loop(componentsInFront, component => h(Container, null, h(component, { object })))]);
193
+ let $this = h(Container, { x: smoothX, y: smoothY, zIndex: y, viewportFollow: isMe, controls, onBeforeDestroy, visible }, [loop(componentsBehind, component => h(Container, null, h(component, { object }))), h(Particle, { emit: emitParticleTrigger, settings: particleSettings, zIndex: 1000, name: particleName }), h(Container, null, loop(graphicsSignals, graphicObj => h(Sprite, { sheet: sheet(graphicObj), direction, tint, hitbox }))), loop(componentsInFront, component => h(Container, null, h(component, { object })))]);
194
194
  return $this
195
195
  }
196
196
 
@@ -1 +1 @@
1
- {"version":3,"file":"index15.js","sources":["../src/components/character.ce"],"sourcesContent":["<Container x={smoothX} y={smoothY} zIndex={y} viewportFollow={isMe} controls onBeforeDestroy visible>\n @for (component of componentsBehind) {\n <Container>\n <component object />\n </Container>\n } \n <Particle emit={@emitParticleTrigger} settings={@particleSettings} zIndex={1000} name={particleName} />\n <Container>\n @for (graphicId of graphics) {\n <Sprite sheet={@sheet(@graphicId)} direction tint hitbox />\n }\n </Container>\n @for (component of componentsInFront) {\n <Container>\n <component object />\n </Container>\n } \n</Container>\n\n<script>\n import { signal, effect, mount, computed, tick, animatedSignal } from \"canvasengine\";\n import { lastValueFrom, combineLatest, pairwise, filter, map, startWith } from \"rxjs\";\n import { Particle } from \"@canvasengine/presets\";\n import { GameEngineToken, ModulesToken } from \"@rpgjs/common\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\"; \n import { Direction } from \"@rpgjs/common\";\n import Hit from \"./effects/hit.ce\";\n\n const { object, id } = defineProps();\n\n const client = inject(RpgClientEngine);\n const hooks = inject(ModulesToken);\n\n const spritesheets = client.spritesheets;\n const playerId = client.playerId;\n const componentsBehind = client.spriteComponentsBehind;\n const componentsInFront = client.spriteComponentsInFront;\n const isMe = computed(() => id() === playerId);\n\n const { \n x, \n y, \n tint, \n direction, \n animationName, \n animationCurrentIndex,\n emitParticleTrigger, \n particleName, \n graphics, \n hitbox,\n isConnected,\n } = object;\n\n const particleSettings = client.particleSettings;\n\n const canControls = () => isMe() && object.canMove()\n const keyboardControls = client.globalConfig.keyboardControls;\n\n const visible = computed(() => {\n if (object.type === 'event') {\n return true\n }\n return isConnected()\n });\n\n const controls = signal({\n down: {\n repeat: true,\n bind: keyboardControls.down,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Down })\n },\n },\n up: {\n repeat: true,\n bind: keyboardControls.up,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Up })\n },\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Left })\n },\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Right })\n },\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'action' })\n // particleName.set('hit') \n // emitParticleTrigger.start()\n // object.flash('red')\n }\n },\n },\n });\n\n const smoothX = animatedSignal(x(), {\n duration: isMe() ? 0 : 0\n });\n\n const smoothY = animatedSignal(y(), {\n duration: isMe() ? 0 : 0,\n });\n\n const realAnimationName = signal(animationName());\n\n const xSubscription = x.observable.subscribe((value) => {\n smoothX.set(value);\n });\n\n const ySubscription = y.observable.subscribe((value) => {\n smoothY.set(value);\n });\n \n const sheet = (graphicId) => {\n return {\n definition: client.getSpriteSheet(graphicId),\n playing: realAnimationName,\n params: {\n direction\n },\n onFinish() {\n animationCurrentIndex.update(index => index + 1)\n }\n };\n }\n\n // Combine animation change detection with movement state from smoothX/smoothY\n const movementAnimations = ['walk', 'stand'];\n const epsilon = 0; // movement threshold to consider the easing still running\n\n const stateX$ = smoothX.animatedState.observable;\n const stateY$ = smoothY.animatedState.observable;\n const animationName$ = animationName.observable;\n\n const moving$ = combineLatest([stateX$, stateY$]).pipe(\n map(([sx, sy]) => {\n const xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;\n const yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;\n return !xFinished || !yFinished; // moving if X or Y is not finished\n }),\n startWith(false)\n );\n\n const animationChange$ = animationName$.pipe(\n startWith(animationName()),\n pairwise(),\n filter(([prev, curr]) => prev !== curr)\n );\n\n const animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(([[prev, curr], isMoving]) => {\n if (curr == 'stand' && !isMoving) {\n realAnimationName.set(curr);\n }\n else if (curr == 'walk' && isMoving) {\n realAnimationName.set(curr);\n }\n else if (!movementAnimations.includes(curr)) {\n realAnimationName.set(curr);\n }\n if (!isMoving && object.animationIsPlaying && object.animationIsPlaying()) {\n if (movementAnimations.includes(curr)) {\n if (typeof object.resetAnimationState === 'function') {\n object.resetAnimationState();\n }\n }\n }\n });\n\n /**\n * Cleanup subscriptions and call hooks before sprite destruction.\n *\n * # Design\n * - Prevent memory leaks by unsubscribing from all local subscriptions created in this component.\n * - Execute destruction hooks to notify modules and scene map of sprite removal.\n *\n * @example\n * await onBeforeDestroy();\n */\n const onBeforeDestroy = async () => {\n animationMovementSubscription.unsubscribe();\n xSubscription.unsubscribe();\n ySubscription.unsubscribe();\n await lastValueFrom(hooks.callHooks(\"client-sprite-onDestroy\", object)) \n await lastValueFrom(hooks.callHooks(\"client-sceneMap-onRemoveSprite\", client.sceneMap, object))\n }\n\n mount((element) => {\n hooks.callHooks(\"client-sprite-onAdd\", object).subscribe()\n hooks.callHooks(\"client-sceneMap-onAddSprite\", client.sceneMap, object).subscribe()\n })\n\n tick(() => {\n hooks.callHooks(\"client-sprite-onUpdate\").subscribe()\n 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+ {"version":3,"file":"index15.js","sources":["../src/components/character.ce"],"sourcesContent":["<Container x={smoothX} y={smoothY} zIndex={y} viewportFollow={isMe} controls onBeforeDestroy visible>\n @for (component of componentsBehind) {\n <Container>\n <component object />\n </Container>\n } \n <Particle emit={@emitParticleTrigger} settings={@particleSettings} zIndex={1000} name={particleName} />\n <Container>\n @for (graphicObj of graphicsSignals) {\n <Sprite sheet={@sheet(@graphicObj)} direction tint hitbox />\n }\n </Container>\n @for (component of componentsInFront) {\n <Container>\n <component object />\n </Container>\n } \n</Container>\n\n<script>\n import { signal, effect, mount, computed, tick, animatedSignal } from \"canvasengine\";\n import { lastValueFrom, combineLatest, pairwise, filter, map, startWith } from \"rxjs\";\n import { Particle } from \"@canvasengine/presets\";\n import { GameEngineToken, ModulesToken } from \"@rpgjs/common\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\"; \n import { Direction } from \"@rpgjs/common\";\n import Hit from \"./effects/hit.ce\";\n import PlayerComponents from \"./player-components.ce\";\n\n const { object, id } = defineProps();\n\n const client = inject(RpgClientEngine);\n const hooks = inject(ModulesToken);\n\n const spritesheets = client.spritesheets;\n const playerId = client.playerId;\n const componentsBehind = client.spriteComponentsBehind;\n const componentsInFront = client.spriteComponentsInFront;\n const isMe = computed(() => id() === playerId);\n\n const { \n x, \n y, \n tint, \n direction, \n animationName, \n animationCurrentIndex,\n emitParticleTrigger, \n particleName, \n graphics, \n hitbox,\n isConnected,\n graphicsSignals\n } = object;\n\n const particleSettings = client.particleSettings;\n\n const canControls = () => isMe() && object.canMove()\n const keyboardControls = client.globalConfig.keyboardControls;\n\n const visible = computed(() => {\n if (object.type === 'event') {\n return true\n }\n return isConnected()\n });\n\n const controls = signal({\n down: {\n repeat: true,\n bind: keyboardControls.down,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Down })\n },\n },\n up: {\n repeat: true,\n bind: keyboardControls.up,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Up })\n },\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Left })\n },\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Right })\n },\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'action' })\n // particleName.set('hit') \n // emitParticleTrigger.start()\n // object.flash('red')\n }\n },\n },\n });\n\n const smoothX = animatedSignal(x(), {\n duration: isMe() ? 0 : 0\n });\n\n const smoothY = animatedSignal(y(), {\n duration: isMe() ? 0 : 0,\n });\n\n const realAnimationName = signal(animationName());\n\n const xSubscription = x.observable.subscribe((value) => {\n smoothX.set(value);\n });\n\n const ySubscription = y.observable.subscribe((value) => {\n smoothY.set(value);\n });\n \n const sheet = (graphicObject) => {\n return {\n definition: graphicObject,\n playing: realAnimationName,\n params: {\n direction\n },\n onFinish() {\n animationCurrentIndex.update(index => index + 1)\n }\n };\n }\n\n // Combine animation change detection with movement state from smoothX/smoothY\n const movementAnimations = ['walk', 'stand'];\n const epsilon = 0; // movement threshold to consider the easing still running\n\n const stateX$ = smoothX.animatedState.observable;\n const stateY$ = smoothY.animatedState.observable;\n const animationName$ = animationName.observable;\n\n const moving$ = combineLatest([stateX$, stateY$]).pipe(\n map(([sx, sy]) => {\n const xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;\n const yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;\n return !xFinished || !yFinished; // moving if X or Y is not finished\n }),\n startWith(false)\n );\n\n const animationChange$ = animationName$.pipe(\n startWith(animationName()),\n pairwise(),\n filter(([prev, curr]) => prev !== curr)\n );\n\n const animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(([[prev, curr], isMoving]) => {\n if (curr == 'stand' && !isMoving) {\n realAnimationName.set(curr);\n }\n else if (curr == 'walk' && isMoving) {\n realAnimationName.set(curr);\n }\n else if (!movementAnimations.includes(curr)) {\n realAnimationName.set(curr);\n }\n if (!isMoving && object.animationIsPlaying && object.animationIsPlaying()) {\n if (movementAnimations.includes(curr)) {\n if (typeof object.resetAnimationState === 'function') {\n object.resetAnimationState();\n }\n }\n }\n });\n\n /**\n * Cleanup subscriptions and call hooks before sprite destruction.\n *\n * # Design\n * - Prevent memory leaks by unsubscribing from all local subscriptions created in this component.\n * - Execute destruction hooks to notify modules and scene map of sprite removal.\n *\n * @example\n * await onBeforeDestroy();\n */\n const onBeforeDestroy = async () => {\n animationMovementSubscription.unsubscribe();\n xSubscription.unsubscribe();\n ySubscription.unsubscribe();\n await lastValueFrom(hooks.callHooks(\"client-sprite-onDestroy\", object)) \n await lastValueFrom(hooks.callHooks(\"client-sceneMap-onRemoveSprite\", client.sceneMap, object))\n }\n\n mount((element) => {\n hooks.callHooks(\"client-sprite-onAdd\", object).subscribe()\n hooks.callHooks(\"client-sceneMap-onAddSprite\", client.sceneMap, object).subscribe()\n })\n\n /**\n * Calculate Y position for components above player\n */\n const getComponentsTopY = () => {\n const layout = componentsTopData()?.layout || {};\n const hitboxValue = typeof hitbox === 'function' ? hitbox() : hitbox;\n const playerHeight = hitboxValue?.h || 32;\n const marginBottom = layout.marginBottom ?? 0;\n return -(playerHeight / 2) - marginBottom;\n };\n\n /**\n * Calculate Y position for components below player\n */\n const getComponentsBottomY = () => {\n const layout = componentsBottomData()?.layout || {};\n const hitboxValue = typeof hitbox === 'function' ? hitbox() : hitbox;\n const playerHeight = hitboxValue?.h || 32;\n const marginTop = layout.marginTop ?? 0;\n return (playerHeight / 2) + marginTop;\n };\n\n tick(() => {\n hooks.callHooks(\"client-sprite-onUpdate\").subscribe()\n 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