@rpgjs/client 5.0.0-alpha.20 → 5.0.0-alpha.21
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/Gui/Gui.d.ts +42 -0
- package/dist/Resource.d.ts +97 -0
- package/dist/RpgClient.d.ts +42 -0
- package/dist/RpgClientEngine.d.ts +34 -0
- package/dist/index.d.ts +2 -0
- package/dist/index.js +3 -1
- package/dist/index.js.map +1 -1
- package/dist/index10.js +1 -1
- package/dist/index11.js +4 -3
- package/dist/index11.js.map +1 -1
- package/dist/index12.js +2 -2
- package/dist/index13.js +4 -4
- package/dist/index15.js +33 -3
- package/dist/index15.js.map +1 -1
- package/dist/index18.js +96 -348
- package/dist/index18.js.map +1 -1
- package/dist/index19.js +361 -45
- package/dist/index19.js.map +1 -1
- package/dist/index2.js +49 -6
- package/dist/index2.js.map +1 -1
- package/dist/index20.js +7 -6
- package/dist/index20.js.map +1 -1
- package/dist/index21.js +47 -395
- package/dist/index21.js.map +1 -1
- package/dist/index22.js +5 -42
- package/dist/index22.js.map +1 -1
- package/dist/index23.js +393 -18
- package/dist/index23.js.map +1 -1
- package/dist/index24.js +43 -2630
- package/dist/index24.js.map +1 -1
- package/dist/index25.js +19 -108
- package/dist/index25.js.map +1 -1
- package/dist/index26.js +2619 -57
- package/dist/index26.js.map +1 -1
- package/dist/index27.js +110 -17
- package/dist/index27.js.map +1 -1
- package/dist/index28.js +67 -23
- package/dist/index28.js.map +1 -1
- package/dist/index29.js +17 -91
- package/dist/index29.js.map +1 -1
- package/dist/index3.js +4 -2
- package/dist/index3.js.map +1 -1
- package/dist/index30.js +19 -33
- package/dist/index30.js.map +1 -1
- package/dist/index31.js +90 -19
- package/dist/index31.js.map +1 -1
- package/dist/index32.js +39 -3
- package/dist/index32.js.map +1 -1
- package/dist/index33.js +20 -331
- package/dist/index33.js.map +1 -1
- package/dist/index34.js +3 -25
- package/dist/index34.js.map +1 -1
- package/dist/index35.js +330 -6
- package/dist/index35.js.map +1 -1
- package/dist/index36.js +24 -8
- package/dist/index36.js.map +1 -1
- package/dist/index37.js +6 -182
- package/dist/index37.js.map +1 -1
- package/dist/index38.js +7 -500
- package/dist/index38.js.map +1 -1
- package/dist/index4.js +4 -2
- package/dist/index4.js.map +1 -1
- package/dist/index40.js +5 -5
- package/dist/index41.js +6 -6
- package/dist/index42.js +182 -72
- package/dist/index42.js.map +1 -1
- package/dist/index43.js +500 -2
- package/dist/index43.js.map +1 -1
- package/dist/index44.js +67 -10
- package/dist/index44.js.map +1 -1
- package/dist/index45.js +3 -143
- package/dist/index45.js.map +1 -1
- package/dist/index46.js +17 -9
- package/dist/index46.js.map +1 -1
- package/dist/index47.js +136 -103
- package/dist/index47.js.map +1 -1
- package/dist/index48.js +10 -134
- package/dist/index48.js.map +1 -1
- package/dist/index49.js +99 -123
- package/dist/index49.js.map +1 -1
- package/dist/index5.js +1 -1
- package/dist/index50.js +126 -102
- package/dist/index50.js.map +1 -1
- package/dist/index51.js +119 -123
- package/dist/index51.js.map +1 -1
- package/dist/index52.js +110 -7
- package/dist/index52.js.map +1 -1
- package/dist/index53.js +135 -48
- package/dist/index53.js.map +1 -1
- package/dist/index54.js +9 -0
- package/dist/index54.js.map +1 -0
- package/dist/index55.js +54 -0
- package/dist/index55.js.map +1 -0
- package/dist/index6.js +1 -1
- package/dist/index7.js +1 -1
- package/dist/index8.js +1 -1
- package/dist/index9.js +59 -11
- package/dist/index9.js.map +1 -1
- package/dist/services/keyboardControls.d.ts +5 -0
- package/dist/services/mmorpg.d.ts +3 -0
- package/dist/services/standalone.d.ts +3 -0
- package/package.json +4 -4
- package/src/Gui/Gui.ts +64 -2
- package/src/Resource.ts +150 -0
- package/src/RpgClient.ts +42 -0
- package/src/RpgClientEngine.ts +44 -0
- package/src/components/character.ce +43 -14
- package/src/components/prebuilt/index.ts +1 -0
- package/src/components/scenes/canvas.ce +12 -10
- package/src/index.ts +3 -1
- package/src/services/keyboardControls.ts +8 -0
- package/src/services/mmorpg.ts +2 -0
- package/src/services/standalone.ts +2 -0
package/dist/Gui/Gui.d.ts
CHANGED
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@@ -18,6 +18,12 @@ interface GuiOptions {
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* @returns Array of Signal dependencies
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*/
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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;
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}
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interface GuiInstance {
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name: string;
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@@ -27,6 +33,7 @@ interface GuiInstance {
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autoDisplay: boolean;
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dependencies?: () => Signal[];
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subscription?: Subscription;
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attachToSprite?: boolean;
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}
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export declare class RpgGui {
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private context;
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@@ -34,6 +41,11 @@ export declare class RpgGui {
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gui: import('canvasengine').WritableObjectSignal<Record<string, GuiInstance>>;
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extraGuis: GuiInstance[];
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private vueGuiInstance;
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/**
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* Signal tracking which player IDs should display attached GUIs
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* Key: player ID, Value: boolean (true = show, false = hide)
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*/
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attachedGuiDisplayState: import('canvasengine').WritableObjectSignal<Record<string, boolean>>;
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constructor(context: Context);
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_initialize(): Promise<void>;
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/**
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@@ -73,6 +85,7 @@ export declare class RpgGui {
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* @param gui.data - Initial data for the component
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* @param gui.autoDisplay - Auto display when added (default: false)
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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)
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*
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* @example
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* ```ts
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@@ -82,9 +95,38 @@ export declare class RpgGui {
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* autoDisplay: true,
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* dependencies: () => [playerSignal, inventorySignal]
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* });
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*
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* // Attach to sprites
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* gui.add({
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* name: 'tooltip',
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* component: TooltipComponent,
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* attachToSprite: true
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* });
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* ```
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*/
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add(gui: GuiOptions): void;
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/**
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* Get all attached GUI components (attachToSprite: true)
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*
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* Returns all GUI instances that are configured to be attached to sprites.
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* These GUIs should be rendered in character.ce instead of canvas.ce.
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*
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* @returns Array of GUI instances with attachToSprite: true
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*
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* @example
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* ```ts
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* const attachedGuis = gui.getAttachedGuis();
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* // Use in character.ce to render tooltips
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* ```
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*/
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getAttachedGuis(): GuiInstance[];
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/**
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* Check if a player should display attached GUIs
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*
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* @param playerId - The player ID to check
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* @returns true if attached GUIs should be displayed for this player
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*/
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shouldDisplayAttachedGui(playerId: string): boolean;
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get(id: string): GuiInstance | undefined;
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exists(id: string): boolean;
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getAll(): Record<string, GuiInstance>;
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@@ -0,0 +1,97 @@
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import { RpgClientEngine } from './RpgClientEngine';
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/**
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* RpgResource class
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*
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* Provides a unified API to access resource file links (images and sounds) in the game.
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* Resources are stored as Maps of resource IDs to file paths/URLs.
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*
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* ## Design
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*
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* RpgResource acts as a facade over the engine's resource storage, providing
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* easy access to resource file links. It maintains Maps that are synchronized
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* with the engine's internal storage, but only stores the file paths/URLs,
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* not the full resource objects.
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*
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* @example
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* ```ts
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* import { RpgResource } from '@rpgjs/client'
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*
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* // Get spritesheet image link
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* const imageLink = RpgResource.spritesheets.get('hero')
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*
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* // Get sound file link
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* const soundLink = RpgResource.sounds.get('town-music')
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*
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* // Set a new resource link
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* RpgResource.spritesheets.set('new-sprite', './assets/new-sprite.png')
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* ```
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*/
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export declare class RpgResource {
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private static engine;
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private static _spritesheets;
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private static _sounds;
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/**
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* Initialize RpgResource with the engine instance
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*
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* This is called automatically by the engine during initialization.
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* It synchronizes the resource Maps with the engine's internal storage.
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*
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* @param engine - The RpgClientEngine instance
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*/
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static init(engine: RpgClientEngine): void;
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/**
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* Synchronize resource Maps with the engine's internal storage
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*
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* Extracts file links from spritesheets and sounds stored in the engine
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* and updates the Maps accordingly.
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*
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* @private
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*/
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private static syncResources;
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/**
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* Get/Set image links for spritesheets
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*
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* Map of spritesheet IDs to their image file paths/URLs.
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* This Map is synchronized with the engine's spritesheet storage.
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*
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* @type {Map<string, string>}
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*
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* @example
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* ```ts
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* // Get an image link
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* const imageLink = RpgResource.spritesheets.get('hero')
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*
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* // Set a new image link
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* RpgResource.spritesheets.set('new-sprite', './assets/new-sprite.png')
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*
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* // Check if a spritesheet exists
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* if (RpgResource.spritesheets.has('monster')) {
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* const link = RpgResource.spritesheets.get('monster')
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* }
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* ```
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*/
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static get spritesheets(): Map<string, string>;
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/**
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* Get/Set sound file links
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*
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* Map of sound IDs to their audio file paths/URLs.
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* This Map is synchronized with the engine's sound storage.
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*
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* @type {Map<string, string>}
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*
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* @example
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* ```ts
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* // Get a sound link
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* const soundLink = RpgResource.sounds.get('town-music')
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*
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* // Set a new sound link
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* RpgResource.sounds.set('new-sound', './assets/new-sound.ogg')
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*
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* // Iterate over all sounds
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* RpgResource.sounds.forEach((link, id) => {
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* console.log(`Sound ${id}: ${link}`)
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* })
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* ```
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*/
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static get sounds(): Map<string, string>;
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}
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package/dist/RpgClient.d.ts
CHANGED
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@@ -383,6 +383,48 @@ export interface RpgClient {
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* The GUI will only display when all dependencies are resolved (!= undefined)
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*/
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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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*
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* When set to `true`, the GUI component will be rendered directly on each sprite
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* in the game world, rather than being displayed as a fixed overlay on the screen.
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* This is useful for tooltips, health bars, name tags, or any UI element that
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* should follow a specific sprite.
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*
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* The GUI will be rendered in the `character.ce` component for each sprite.
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* You can control the display state of attached GUIs from the server side using
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* `player.showAttachedGui()` and `player.hideAttachedGui()` methods.
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*
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* @default false
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* @example
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* ```ts
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* import { defineModule, RpgClient } from '@rpgjs/client'
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* import TooltipComponent from './tooltip.ce'
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*
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* defineModule<RpgClient>({
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* gui: [
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* {
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* id: "my-tooltip",
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* component: TooltipComponent,
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* attachToSprite: true
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* }
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* ]
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* })
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* ```
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*
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* On the server side, control the display:
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* ```ts
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* // Show the tooltip for this player
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* player.showAttachedGui()
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*
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* // Hide the tooltip for this player
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* player.hideAttachedGui()
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*
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* // Show tooltip for other players
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* player.showAttachedGui([otherPlayer1, otherPlayer2])
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* ```
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*/
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attachToSprite?: boolean;
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} | any)[];
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/**
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* Array containing the list of sounds
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@@ -41,6 +41,40 @@ export declare class RpgClientEngine<T = any> {
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private readonly PING_INTERVAL_MS;
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private lastInputTime;
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constructor(context: Context);
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/**
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* Assigns a CanvasEngine KeyboardControls instance to the dependency injection context
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*
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* This method registers a KeyboardControls instance from CanvasEngine into the DI container,
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* making it available for injection throughout the application. The particularity is that
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* this method is automatically called when a sprite is displayed on the map, allowing the
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* controls to be automatically associated with the active sprite.
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*
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* ## Design
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*
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* - The instance is stored in the DI context under the `KeyboardControls` token
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* - It's automatically assigned when a sprite component mounts (in `character.ce`)
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* - The controls instance comes from the CanvasEngine component's directives
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* - Once registered, it can be retrieved using `inject(KeyboardControls)` from anywhere
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*
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* @param controlInstance - The CanvasEngine KeyboardControls instance to register
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*
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* @example
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* ```ts
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* // The method is automatically called when a sprite is displayed:
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* // client.setKeyboardControls(element.directives.controls)
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*
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* // Later, retrieve and use the controls instance:
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* import { Input, inject, KeyboardControls } from '@rpgjs/client'
|
|
68
|
+
*
|
|
69
|
+
* const controls = inject(KeyboardControls)
|
|
70
|
+
* const control = controls.getControl(Input.Enter)
|
|
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|
+
*
|
|
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;
|
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46
80
|
/**
|
package/dist/index.d.ts
CHANGED
package/dist/index.js
CHANGED
|
@@ -14,5 +14,7 @@ export { default as EventLayerComponent } from './index14.js';
|
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14
14
|
export { default as CharacterComponent } from './index15.js';
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15
15
|
export { default as HpBar } from './index16.js';
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16
16
|
export { RpgSound, Sound, getSoundMetadata } from './index17.js';
|
|
17
|
-
export {
|
|
17
|
+
export { RpgResource } from './index18.js';
|
|
18
|
+
export { Context } from './index19.js';
|
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19
|
+
export { KeyboardControls, provideKeyboardControls } from './index20.js';
|
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18
20
|
//# sourceMappingURL=index.js.map
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
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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 @@
|
|
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1
1
|
import { useProps, useDefineProps, signal, animatedSignal, computed, trigger, mount, effect, h, Container, Rect, cond, Text, Sprite } from 'canvasengine';
|
|
2
|
-
import component$1 from './
|
|
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 './
|
|
3
|
+
import './index26.js';
|
|
4
4
|
import '@rpgjs/common';
|
|
5
|
-
import './
|
|
5
|
+
import './index19.js';
|
|
6
6
|
import { inject } from './index6.js';
|
|
7
7
|
import 'rxjs';
|
|
8
|
-
import './
|
|
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);
|
package/dist/index11.js.map
CHANGED
|
@@ -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":"
|
|
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
package/dist/index13.js
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
|
-
import { AnimationSpritesheetPreset } from './
|
|
2
|
-
import { LPCSpritesheetPreset } from './
|
|
3
|
-
import { RMSpritesheet } from './
|
|
4
|
-
import { FacesetPreset } from './
|
|
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
|
|
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
|
|
package/dist/index15.js.map
CHANGED
|
@@ -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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