@rpgjs/client 5.0.0-alpha.20 → 5.0.0-alpha.21

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Files changed (113) hide show
  1. package/dist/Gui/Gui.d.ts +42 -0
  2. package/dist/Resource.d.ts +97 -0
  3. package/dist/RpgClient.d.ts +42 -0
  4. package/dist/RpgClientEngine.d.ts +34 -0
  5. package/dist/index.d.ts +2 -0
  6. package/dist/index.js +3 -1
  7. package/dist/index.js.map +1 -1
  8. package/dist/index10.js +1 -1
  9. package/dist/index11.js +4 -3
  10. package/dist/index11.js.map +1 -1
  11. package/dist/index12.js +2 -2
  12. package/dist/index13.js +4 -4
  13. package/dist/index15.js +33 -3
  14. package/dist/index15.js.map +1 -1
  15. package/dist/index18.js +96 -348
  16. package/dist/index18.js.map +1 -1
  17. package/dist/index19.js +361 -45
  18. package/dist/index19.js.map +1 -1
  19. package/dist/index2.js +49 -6
  20. package/dist/index2.js.map +1 -1
  21. package/dist/index20.js +7 -6
  22. package/dist/index20.js.map +1 -1
  23. package/dist/index21.js +47 -395
  24. package/dist/index21.js.map +1 -1
  25. package/dist/index22.js +5 -42
  26. package/dist/index22.js.map +1 -1
  27. package/dist/index23.js +393 -18
  28. package/dist/index23.js.map +1 -1
  29. package/dist/index24.js +43 -2630
  30. package/dist/index24.js.map +1 -1
  31. package/dist/index25.js +19 -108
  32. package/dist/index25.js.map +1 -1
  33. package/dist/index26.js +2619 -57
  34. package/dist/index26.js.map +1 -1
  35. package/dist/index27.js +110 -17
  36. package/dist/index27.js.map +1 -1
  37. package/dist/index28.js +67 -23
  38. package/dist/index28.js.map +1 -1
  39. package/dist/index29.js +17 -91
  40. package/dist/index29.js.map +1 -1
  41. package/dist/index3.js +4 -2
  42. package/dist/index3.js.map +1 -1
  43. package/dist/index30.js +19 -33
  44. package/dist/index30.js.map +1 -1
  45. package/dist/index31.js +90 -19
  46. package/dist/index31.js.map +1 -1
  47. package/dist/index32.js +39 -3
  48. package/dist/index32.js.map +1 -1
  49. package/dist/index33.js +20 -331
  50. package/dist/index33.js.map +1 -1
  51. package/dist/index34.js +3 -25
  52. package/dist/index34.js.map +1 -1
  53. package/dist/index35.js +330 -6
  54. package/dist/index35.js.map +1 -1
  55. package/dist/index36.js +24 -8
  56. package/dist/index36.js.map +1 -1
  57. package/dist/index37.js +6 -182
  58. package/dist/index37.js.map +1 -1
  59. package/dist/index38.js +7 -500
  60. package/dist/index38.js.map +1 -1
  61. package/dist/index4.js +4 -2
  62. package/dist/index4.js.map +1 -1
  63. package/dist/index40.js +5 -5
  64. package/dist/index41.js +6 -6
  65. package/dist/index42.js +182 -72
  66. package/dist/index42.js.map +1 -1
  67. package/dist/index43.js +500 -2
  68. package/dist/index43.js.map +1 -1
  69. package/dist/index44.js +67 -10
  70. package/dist/index44.js.map +1 -1
  71. package/dist/index45.js +3 -143
  72. package/dist/index45.js.map +1 -1
  73. package/dist/index46.js +17 -9
  74. package/dist/index46.js.map +1 -1
  75. package/dist/index47.js +136 -103
  76. package/dist/index47.js.map +1 -1
  77. package/dist/index48.js +10 -134
  78. package/dist/index48.js.map +1 -1
  79. package/dist/index49.js +99 -123
  80. package/dist/index49.js.map +1 -1
  81. package/dist/index5.js +1 -1
  82. package/dist/index50.js +126 -102
  83. package/dist/index50.js.map +1 -1
  84. package/dist/index51.js +119 -123
  85. package/dist/index51.js.map +1 -1
  86. package/dist/index52.js +110 -7
  87. package/dist/index52.js.map +1 -1
  88. package/dist/index53.js +135 -48
  89. package/dist/index53.js.map +1 -1
  90. package/dist/index54.js +9 -0
  91. package/dist/index54.js.map +1 -0
  92. package/dist/index55.js +54 -0
  93. package/dist/index55.js.map +1 -0
  94. package/dist/index6.js +1 -1
  95. package/dist/index7.js +1 -1
  96. package/dist/index8.js +1 -1
  97. package/dist/index9.js +59 -11
  98. package/dist/index9.js.map +1 -1
  99. package/dist/services/keyboardControls.d.ts +5 -0
  100. package/dist/services/mmorpg.d.ts +3 -0
  101. package/dist/services/standalone.d.ts +3 -0
  102. package/package.json +4 -4
  103. package/src/Gui/Gui.ts +64 -2
  104. package/src/Resource.ts +150 -0
  105. package/src/RpgClient.ts +42 -0
  106. package/src/RpgClientEngine.ts +44 -0
  107. package/src/components/character.ce +43 -14
  108. package/src/components/prebuilt/index.ts +1 -0
  109. package/src/components/scenes/canvas.ce +12 -10
  110. package/src/index.ts +3 -1
  111. package/src/services/keyboardControls.ts +8 -0
  112. package/src/services/mmorpg.ts +2 -0
  113. package/src/services/standalone.ts +2 -0
package/dist/Gui/Gui.d.ts CHANGED
@@ -18,6 +18,12 @@ interface GuiOptions {
18
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  * @returns Array of Signal dependencies
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19
  */
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  dependencies?: () => Signal[];
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+ /**
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+ * Attach the GUI to sprites instead of displaying globally
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+ * When true, the GUI will be rendered in character.ce for each sprite
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+ * @default false
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+ */
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+ attachToSprite?: boolean;
21
27
  }
22
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  interface GuiInstance {
23
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  name: string;
@@ -27,6 +33,7 @@ interface GuiInstance {
27
33
  autoDisplay: boolean;
28
34
  dependencies?: () => Signal[];
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  subscription?: Subscription;
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+ attachToSprite?: boolean;
30
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  }
31
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  export declare class RpgGui {
32
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  private context;
@@ -34,6 +41,11 @@ export declare class RpgGui {
34
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  gui: import('canvasengine').WritableObjectSignal<Record<string, GuiInstance>>;
35
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  extraGuis: GuiInstance[];
36
43
  private vueGuiInstance;
44
+ /**
45
+ * Signal tracking which player IDs should display attached GUIs
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+ * Key: player ID, Value: boolean (true = show, false = hide)
47
+ */
48
+ attachedGuiDisplayState: import('canvasengine').WritableObjectSignal<Record<string, boolean>>;
37
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  constructor(context: Context);
38
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  _initialize(): Promise<void>;
39
51
  /**
@@ -73,6 +85,7 @@ export declare class RpgGui {
73
85
  * @param gui.data - Initial data for the component
74
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  * @param gui.autoDisplay - Auto display when added (default: false)
75
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  * @param gui.dependencies - Function returning Signal dependencies
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+ * @param gui.attachToSprite - Attach GUI to sprites instead of global display (default: false)
76
89
  *
77
90
  * @example
78
91
  * ```ts
@@ -82,9 +95,38 @@ export declare class RpgGui {
82
95
  * autoDisplay: true,
83
96
  * dependencies: () => [playerSignal, inventorySignal]
84
97
  * });
98
+ *
99
+ * // Attach to sprites
100
+ * gui.add({
101
+ * name: 'tooltip',
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+ * component: TooltipComponent,
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+ * attachToSprite: true
104
+ * });
85
105
  * ```
86
106
  */
87
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  add(gui: GuiOptions): void;
108
+ /**
109
+ * Get all attached GUI components (attachToSprite: true)
110
+ *
111
+ * Returns all GUI instances that are configured to be attached to sprites.
112
+ * These GUIs should be rendered in character.ce instead of canvas.ce.
113
+ *
114
+ * @returns Array of GUI instances with attachToSprite: true
115
+ *
116
+ * @example
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+ * ```ts
118
+ * const attachedGuis = gui.getAttachedGuis();
119
+ * // Use in character.ce to render tooltips
120
+ * ```
121
+ */
122
+ getAttachedGuis(): GuiInstance[];
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+ /**
124
+ * Check if a player should display attached GUIs
125
+ *
126
+ * @param playerId - The player ID to check
127
+ * @returns true if attached GUIs should be displayed for this player
128
+ */
129
+ shouldDisplayAttachedGui(playerId: string): boolean;
88
130
  get(id: string): GuiInstance | undefined;
89
131
  exists(id: string): boolean;
90
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  getAll(): Record<string, GuiInstance>;
@@ -0,0 +1,97 @@
1
+ import { RpgClientEngine } from './RpgClientEngine';
2
+ /**
3
+ * RpgResource class
4
+ *
5
+ * Provides a unified API to access resource file links (images and sounds) in the game.
6
+ * Resources are stored as Maps of resource IDs to file paths/URLs.
7
+ *
8
+ * ## Design
9
+ *
10
+ * RpgResource acts as a facade over the engine's resource storage, providing
11
+ * easy access to resource file links. It maintains Maps that are synchronized
12
+ * with the engine's internal storage, but only stores the file paths/URLs,
13
+ * not the full resource objects.
14
+ *
15
+ * @example
16
+ * ```ts
17
+ * import { RpgResource } from '@rpgjs/client'
18
+ *
19
+ * // Get spritesheet image link
20
+ * const imageLink = RpgResource.spritesheets.get('hero')
21
+ *
22
+ * // Get sound file link
23
+ * const soundLink = RpgResource.sounds.get('town-music')
24
+ *
25
+ * // Set a new resource link
26
+ * RpgResource.spritesheets.set('new-sprite', './assets/new-sprite.png')
27
+ * ```
28
+ */
29
+ export declare class RpgResource {
30
+ private static engine;
31
+ private static _spritesheets;
32
+ private static _sounds;
33
+ /**
34
+ * Initialize RpgResource with the engine instance
35
+ *
36
+ * This is called automatically by the engine during initialization.
37
+ * It synchronizes the resource Maps with the engine's internal storage.
38
+ *
39
+ * @param engine - The RpgClientEngine instance
40
+ */
41
+ static init(engine: RpgClientEngine): void;
42
+ /**
43
+ * Synchronize resource Maps with the engine's internal storage
44
+ *
45
+ * Extracts file links from spritesheets and sounds stored in the engine
46
+ * and updates the Maps accordingly.
47
+ *
48
+ * @private
49
+ */
50
+ private static syncResources;
51
+ /**
52
+ * Get/Set image links for spritesheets
53
+ *
54
+ * Map of spritesheet IDs to their image file paths/URLs.
55
+ * This Map is synchronized with the engine's spritesheet storage.
56
+ *
57
+ * @type {Map<string, string>}
58
+ *
59
+ * @example
60
+ * ```ts
61
+ * // Get an image link
62
+ * const imageLink = RpgResource.spritesheets.get('hero')
63
+ *
64
+ * // Set a new image link
65
+ * RpgResource.spritesheets.set('new-sprite', './assets/new-sprite.png')
66
+ *
67
+ * // Check if a spritesheet exists
68
+ * if (RpgResource.spritesheets.has('monster')) {
69
+ * const link = RpgResource.spritesheets.get('monster')
70
+ * }
71
+ * ```
72
+ */
73
+ static get spritesheets(): Map<string, string>;
74
+ /**
75
+ * Get/Set sound file links
76
+ *
77
+ * Map of sound IDs to their audio file paths/URLs.
78
+ * This Map is synchronized with the engine's sound storage.
79
+ *
80
+ * @type {Map<string, string>}
81
+ *
82
+ * @example
83
+ * ```ts
84
+ * // Get a sound link
85
+ * const soundLink = RpgResource.sounds.get('town-music')
86
+ *
87
+ * // Set a new sound link
88
+ * RpgResource.sounds.set('new-sound', './assets/new-sound.ogg')
89
+ *
90
+ * // Iterate over all sounds
91
+ * RpgResource.sounds.forEach((link, id) => {
92
+ * console.log(`Sound ${id}: ${link}`)
93
+ * })
94
+ * ```
95
+ */
96
+ static get sounds(): Map<string, string>;
97
+ }
@@ -383,6 +383,48 @@ export interface RpgClient {
383
383
  * The GUI will only display when all dependencies are resolved (!= undefined)
384
384
  */
385
385
  dependencies?: () => Signal[];
386
+ /**
387
+ * Attach the GUI to sprites instead of displaying globally
388
+ *
389
+ * When set to `true`, the GUI component will be rendered directly on each sprite
390
+ * in the game world, rather than being displayed as a fixed overlay on the screen.
391
+ * This is useful for tooltips, health bars, name tags, or any UI element that
392
+ * should follow a specific sprite.
393
+ *
394
+ * The GUI will be rendered in the `character.ce` component for each sprite.
395
+ * You can control the display state of attached GUIs from the server side using
396
+ * `player.showAttachedGui()` and `player.hideAttachedGui()` methods.
397
+ *
398
+ * @default false
399
+ * @example
400
+ * ```ts
401
+ * import { defineModule, RpgClient } from '@rpgjs/client'
402
+ * import TooltipComponent from './tooltip.ce'
403
+ *
404
+ * defineModule<RpgClient>({
405
+ * gui: [
406
+ * {
407
+ * id: "my-tooltip",
408
+ * component: TooltipComponent,
409
+ * attachToSprite: true
410
+ * }
411
+ * ]
412
+ * })
413
+ * ```
414
+ *
415
+ * On the server side, control the display:
416
+ * ```ts
417
+ * // Show the tooltip for this player
418
+ * player.showAttachedGui()
419
+ *
420
+ * // Hide the tooltip for this player
421
+ * player.hideAttachedGui()
422
+ *
423
+ * // Show tooltip for other players
424
+ * player.showAttachedGui([otherPlayer1, otherPlayer2])
425
+ * ```
426
+ */
427
+ attachToSprite?: boolean;
386
428
  } | any)[];
387
429
  /**
388
430
  * Array containing the list of sounds
@@ -41,6 +41,40 @@ export declare class RpgClientEngine<T = any> {
41
41
  private readonly PING_INTERVAL_MS;
42
42
  private lastInputTime;
43
43
  constructor(context: Context);
44
+ /**
45
+ * Assigns a CanvasEngine KeyboardControls instance to the dependency injection context
46
+ *
47
+ * This method registers a KeyboardControls instance from CanvasEngine into the DI container,
48
+ * making it available for injection throughout the application. The particularity is that
49
+ * this method is automatically called when a sprite is displayed on the map, allowing the
50
+ * controls to be automatically associated with the active sprite.
51
+ *
52
+ * ## Design
53
+ *
54
+ * - The instance is stored in the DI context under the `KeyboardControls` token
55
+ * - It's automatically assigned when a sprite component mounts (in `character.ce`)
56
+ * - The controls instance comes from the CanvasEngine component's directives
57
+ * - Once registered, it can be retrieved using `inject(KeyboardControls)` from anywhere
58
+ *
59
+ * @param controlInstance - The CanvasEngine KeyboardControls instance to register
60
+ *
61
+ * @example
62
+ * ```ts
63
+ * // The method is automatically called when a sprite is displayed:
64
+ * // client.setKeyboardControls(element.directives.controls)
65
+ *
66
+ * // Later, retrieve and use the controls instance:
67
+ * import { Input, inject, KeyboardControls } from '@rpgjs/client'
68
+ *
69
+ * const controls = inject(KeyboardControls)
70
+ * const control = controls.getControl(Input.Enter)
71
+ *
72
+ * if (control) {
73
+ * console.log(control.actionName) // 'action'
74
+ * }
75
+ * ```
76
+ */
77
+ setKeyboardControls(controlInstance: any): void;
44
78
  start(): Promise<void>;
45
79
  private initListeners;
46
80
  /**
package/dist/index.d.ts CHANGED
@@ -13,4 +13,6 @@ export * from './presets';
13
13
  export * from './components';
14
14
  export * from './components/gui';
15
15
  export * from './Sound';
16
+ export * from './Resource';
16
17
  export { Context } from '@signe/di';
18
+ export * from './services/keyboardControls';
package/dist/index.js CHANGED
@@ -14,5 +14,7 @@ export { default as EventLayerComponent } from './index14.js';
14
14
  export { default as CharacterComponent } from './index15.js';
15
15
  export { default as HpBar } from './index16.js';
16
16
  export { RpgSound, Sound, getSoundMetadata } from './index17.js';
17
- export { Context } from './index18.js';
17
+ export { RpgResource } from './index18.js';
18
+ export { Context } from './index19.js';
19
+ export { KeyboardControls, provideKeyboardControls } from './index20.js';
18
20
  //# 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 './index42.js';
2
+ import component$1 from './index44.js';
3
3
  import { inject } from './index6.js';
4
4
  import { RpgClientEngine } from './index2.js';
5
5
 
package/dist/index11.js CHANGED
@@ -1,13 +1,14 @@
1
1
  import { useProps, useDefineProps, computed, h, Container, Rect } from 'canvasengine';
2
2
  import { RpgClientEngine } from './index2.js';
3
- import './index24.js';
3
+ import './index26.js';
4
4
  import '@rpgjs/common';
5
- import './index18.js';
5
+ import './index19.js';
6
6
  import { inject } from './index6.js';
7
7
  import 'rxjs';
8
- import './index25.js';
8
+ import './index27.js';
9
9
  import './index17.js';
10
10
  import '@canvasengine/presets';
11
+ import './index18.js';
11
12
 
12
13
  function component($$props) {
13
14
  useProps($$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 './index26.js';
2
- import component from './index27.js';
1
+ import component$1 from './index28.js';
2
+ import component from './index29.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 './index28.js';
2
- import { LPCSpritesheetPreset } from './index29.js';
3
- import { RMSpritesheet } from './index30.js';
4
- import { FacesetPreset } from './index31.js';
1
+ import { AnimationSpritesheetPreset } from './index30.js';
2
+ import { LPCSpritesheetPreset } from './index31.js';
3
+ import { RMSpritesheet } from './index32.js';
4
+ import { FacesetPreset } from './index33.js';
5
5
 
6
6
  const Presets = {
7
7
  RMSpritesheet,
package/dist/index15.js CHANGED
@@ -1,14 +1,26 @@
1
- import { useProps, useDefineProps, computed, signal, animatedSignal, mount, tick, h, Container, loop, Sprite } from 'canvasengine';
1
+ import { useProps, useDefineProps, computed, signal, animatedSignal, mount, tick, h, Container, loop, Sprite, cond } from 'canvasengine';
2
2
  import { combineLatest, map, startWith, pairwise, filter, lastValueFrom } from 'rxjs';
3
3
  import { Particle } from '@canvasengine/presets';
4
4
  import { Direction, ModulesToken } from '@rpgjs/common';
5
5
  import { RpgClientEngine } from './index2.js';
6
6
  import { inject } from './index6.js';
7
+ import { RpgGui } from './index9.js';
7
8
 
8
9
  function component($$props) {
9
10
  useProps($$props);
10
11
  const defineProps = useDefineProps($$props);
11
- var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
12
+ var __assign = (this && this.__assign) || function () {
13
+ __assign = Object.assign || function(t) {
14
+ for (var s, i = 1, n = arguments.length; i < n; i++) {
15
+ s = arguments[i];
16
+ for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
17
+ t[p] = s[p];
18
+ }
19
+ return t;
20
+ };
21
+ return __assign.apply(this, arguments);
22
+ };
23
+ var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
12
24
  function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
13
25
  return new (P || (P = Promise))(function (resolve, reject) {
14
26
  function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
@@ -47,11 +59,18 @@ var __generator = (this && this.__generator) || function (thisArg, body) {
47
59
  var _a = defineProps(), object = _a.object, id = _a.id;
48
60
  var client = inject(RpgClientEngine);
49
61
  var hooks = inject(ModulesToken);
62
+ var guiService = inject(RpgGui);
50
63
  client.spritesheets;
51
64
  var playerId = client.playerId;
52
65
  var componentsBehind = client.spriteComponentsBehind;
53
66
  var componentsInFront = client.spriteComponentsInFront;
54
67
  var isMe = computed(function () { return id() === playerId; });
68
+ var attachedGuis = computed(function () {
69
+ return guiService.getAttachedGuis();
70
+ });
71
+ var shouldDisplayAttachedGui = computed(function () {
72
+ return guiService.shouldDisplayAttachedGui(id());
73
+ });
55
74
  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
75
  var particleSettings = client.particleSettings;
57
76
  var canControls = function () { return isMe() && object.canMove(); };
@@ -186,11 +205,22 @@ var onBeforeDestroy = function () { return __awaiter(void 0, void 0, void 0, fun
186
205
  mount(function (element) {
187
206
  hooks.callHooks("client-sprite-onAdd", object).subscribe();
188
207
  hooks.callHooks("client-sceneMap-onAddSprite", client.sceneMap, object).subscribe();
208
+ client.setKeyboardControls(element.directives.controls);
189
209
  });
210
+ var onAttachedGuiFinish = function (gui, data) {
211
+ guiService.guiClose(gui.name, data);
212
+ };
213
+ var onAttachedGuiInteraction = function (gui, name, data) {
214
+ guiService.guiInteraction(gui.name, name, data);
215
+ };
190
216
  tick(function () {
191
217
  hooks.callHooks("client-sprite-onUpdate").subscribe();
192
218
  });
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 })))]);
219
+ 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 }))), loop(attachedGuis, attachedGui => cond(shouldDisplayAttachedGui, () => h(Container, null, h(attachedGui.component, { ...attachedGui.data(), object: object, onFinish: (data) => {
220
+ onAttachedGuiFinish(attachedGui, data);
221
+ }, onInteraction: (name, data) => {
222
+ onAttachedGuiInteraction(attachedGui, name, data);
223
+ } }))))]);
194
224
  return $this
195
225
  }
196
226
 
@@ -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 (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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+ {"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 @for (attachedGui of attachedGuis) {\n @if (shouldDisplayAttachedGui) {\n <Container>\n <attachedGui.component ...attachedGui.data() object={object} onFinish={(data) => {\n onAttachedGuiFinish(attachedGui, data)\n }} onInteraction={(name, data) => {\n onAttachedGuiInteraction(attachedGui, name, data)\n }} />\n </Container>\n }\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 import { RpgGui } from \"../Gui/Gui\";\n\n const { object, id } = defineProps();\n\n const client = inject(RpgClientEngine);\n const hooks = inject(ModulesToken);\n const guiService = inject(RpgGui);\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 /**\n * Get all attached GUI components that should be rendered on sprites\n * These are GUIs with attachToSprite: true\n */\n const attachedGuis = computed(() => {\n return guiService.getAttachedGuis();\n });\n\n /**\n * Check if attached GUIs should be displayed for this sprite\n * This is controlled by showAttachedGui/hideAttachedGui on the server\n */\n const shouldDisplayAttachedGui = computed(() => {\n return guiService.shouldDisplayAttachedGui(id());\n });\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 client.setKeyboardControls(element.directives.controls)\n })\n\n /**\n * Handle attached GUI finish event\n * \n * @param gui - The GUI instance\n * @param data - Data passed from the GUI component\n */\n const onAttachedGuiFinish = (gui, data) => {\n guiService.guiClose(gui.name, data);\n };\n\n /**\n * Handle attached GUI interaction event\n * \n * @param gui - The GUI instance\n * @param name - Interaction name\n * @param data - Interaction data\n */\n const onAttachedGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data);\n };\n\n tick(() => {\n hooks.callHooks(\"client-sprite-onUpdate\").subscribe()\n 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