@rpgjs/client 5.0.0-alpha.21 → 5.0.0-alpha.23
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/Game/Object.d.ts +111 -0
- package/dist/Game/TransitionManager.d.ts +56 -0
- package/dist/RpgClientEngine.d.ts +306 -9
- package/dist/components/gui/mobile/index.d.ts +8 -0
- package/dist/components/prebuilt/index.d.ts +1 -0
- package/dist/index.d.ts +7 -1
- package/dist/index.js +14 -8
- package/dist/index.js.map +1 -1
- package/dist/index10.js +1 -1
- package/dist/index11.js +6 -5
- package/dist/index11.js.map +1 -1
- package/dist/index12.js +2 -2
- package/dist/index13.js +102 -10
- package/dist/index13.js.map +1 -1
- package/dist/index14.js +68 -9
- package/dist/index14.js.map +1 -1
- package/dist/index15.js +10 -224
- package/dist/index15.js.map +1 -1
- package/dist/index16.js +9 -97
- package/dist/index16.js.map +1 -1
- package/dist/index17.js +300 -89
- package/dist/index17.js.map +1 -1
- package/dist/index18.js +63 -80
- package/dist/index18.js.map +1 -1
- package/dist/index19.js +96 -348
- package/dist/index19.js.map +1 -1
- package/dist/index2.js +387 -21
- package/dist/index2.js.map +1 -1
- package/dist/index20.js +361 -5
- package/dist/index20.js.map +1 -1
- package/dist/index21.js +19 -50
- package/dist/index21.js.map +1 -1
- package/dist/index22.js +212 -5
- package/dist/index22.js.map +1 -1
- package/dist/index23.js +6 -395
- package/dist/index23.js.map +1 -1
- package/dist/index24.js +4 -39
- package/dist/index24.js.map +1 -1
- package/dist/index25.js +19 -20
- package/dist/index25.js.map +1 -1
- package/dist/index26.js +44 -2624
- package/dist/index26.js.map +1 -1
- package/dist/index27.js +5 -110
- package/dist/index27.js.map +1 -1
- package/dist/index28.js +394 -65
- package/dist/index28.js.map +1 -1
- package/dist/index29.js +40 -15
- package/dist/index29.js.map +1 -1
- package/dist/index3.js +3 -3
- package/dist/index30.js +21 -23
- package/dist/index30.js.map +1 -1
- package/dist/index31.js +49 -91
- package/dist/index31.js.map +1 -1
- package/dist/index32.js +2624 -32
- package/dist/index32.js.map +1 -1
- package/dist/index33.js +108 -18
- package/dist/index33.js.map +1 -1
- package/dist/index34.js +69 -3
- package/dist/index34.js.map +1 -1
- package/dist/index35.js +17 -331
- package/dist/index35.js.map +1 -1
- package/dist/index36.js +24 -24
- package/dist/index36.js.map +1 -1
- package/dist/index37.js +92 -8
- package/dist/index37.js.map +1 -1
- package/dist/index38.js +37 -7
- package/dist/index38.js.map +1 -1
- package/dist/index39.js +22 -10
- package/dist/index39.js.map +1 -1
- package/dist/index4.js +3 -3
- package/dist/index40.js +140 -6
- package/dist/index40.js.map +1 -1
- package/dist/index41.js +31 -3678
- package/dist/index41.js.map +1 -1
- package/dist/index42.js +3 -185
- package/dist/index42.js.map +1 -1
- package/dist/index43.js +172 -489
- package/dist/index43.js.map +1 -1
- package/dist/index44.js +498 -71
- package/dist/index44.js.map +1 -1
- package/dist/index45.js +331 -2
- package/dist/index45.js.map +1 -1
- package/dist/index46.js +25 -11
- package/dist/index46.js.map +1 -1
- package/dist/index47.js +70 -139
- package/dist/index47.js.map +1 -1
- package/dist/index48.js +9 -9
- package/dist/index48.js.map +1 -1
- package/dist/index49.js +6 -112
- package/dist/index49.js.map +1 -1
- package/dist/index5.js +1 -1
- package/dist/index50.js +3678 -124
- package/dist/index50.js.map +1 -1
- package/dist/index51.js +48 -131
- package/dist/index51.js.map +1 -1
- package/dist/index52.js +17 -109
- package/dist/index52.js.map +1 -1
- package/dist/index53.js +3 -138
- package/dist/index53.js.map +1 -1
- package/dist/index54.js +10 -7
- package/dist/index54.js.map +1 -1
- package/dist/index55.js +107 -48
- package/dist/index55.js.map +1 -1
- package/dist/index56.js +136 -0
- package/dist/index56.js.map +1 -0
- package/dist/index57.js +137 -0
- package/dist/index57.js.map +1 -0
- package/dist/index58.js +112 -0
- package/dist/index58.js.map +1 -0
- package/dist/index59.js +9 -0
- package/dist/index59.js.map +1 -0
- package/dist/index6.js +1 -1
- package/dist/index7.js +1 -1
- package/dist/index8.js +20 -2
- package/dist/index8.js.map +1 -1
- package/dist/index9.js +11 -27
- package/dist/index9.js.map +1 -1
- package/dist/module.d.ts +43 -4
- package/dist/services/keyboardControls.d.ts +11 -1
- package/package.json +11 -10
- package/src/Game/Object.ts +90 -8
- package/src/Game/TransitionManager.ts +75 -0
- package/src/Gui/Gui.ts +5 -31
- package/src/RpgClientEngine.ts +430 -16
- package/src/components/character.ce +212 -11
- package/src/components/gui/mobile/index.ts +24 -0
- package/src/components/gui/mobile/mobile.ce +95 -0
- package/src/components/prebuilt/index.ts +2 -0
- package/src/components/prebuilt/light-halo.ce +217 -0
- package/src/components/scenes/canvas.ce +12 -2
- package/src/components/scenes/draw-map.ce +12 -3
- package/src/components/scenes/transition.ce +60 -0
- package/src/index.ts +7 -1
- package/src/module.ts +66 -2
- package/src/services/keyboardControls.ts +14 -2
package/dist/index13.js
CHANGED
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import {
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import { LPCSpritesheetPreset } from './index31.js';
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import { RMSpritesheet } from './index32.js';
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import { FacesetPreset } from './index33.js';
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import { useProps, useDefineProps, computed, animatedSignal, effect, h, Container, Graphics } from 'canvasengine';
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function component($$props) {
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useProps($$props);
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const defineProps = useDefineProps($$props);
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var object = defineProps().object;
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var barWidth = 50;
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var barHeight = 8;
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var borderRadius = 4;
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var innerRadius = 3;
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var padding = 1;
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var bgColor = 0x16213e;
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var shadowColor = 0x000000;
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var borderColor = 0x4a5568;
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var maxFillWidth = barWidth - (padding * 2);
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var fillHeight = barHeight - (padding * 2);
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var highlightHeight = Math.floor(fillHeight / 2);
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var hitbox = object.hitbox;
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var currentHp = computed(function () {
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var _a, _b;
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return (_b = (_a = object.hpSignal) === null || _a === void 0 ? void 0 : _a.call(object)) !== null && _b !== void 0 ? _b : 0;
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});
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var maxHp = computed(function () {
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var _a, _b, _c;
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var params = (_b = (_a = object._param) === null || _a === void 0 ? void 0 : _a.call(object)) !== null && _b !== void 0 ? _b : {};
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return (_c = params.maxHp) !== null && _c !== void 0 ? _c : 100;
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});
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var hpPercent = computed(function () {
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var max = maxHp();
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if (max <= 0)
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return 0;
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var percent = currentHp() / max;
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return Math.max(0, Math.min(1, percent));
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});
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var animatedPercent = animatedSignal(hpPercent(), {
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duration: 300,
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easing: 'easeOutCubic'
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});
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effect(function () {
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var newPercent = hpPercent();
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animatedPercent.set(newPercent);
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});
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var position = computed(function () { return ({
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x: (hitbox().w / 2) - (barWidth / 2),
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y: -barHeight - 8
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}); });
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var fillWidth = computed(function () {
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var percent = animatedPercent();
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var width = maxFillWidth * percent;
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// Ensure minimum visible width when HP > 0
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if (percent > 0 && width < innerRadius * 2) {
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return innerRadius * 2;
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}
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return Math.max(0, width);
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});
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var hpColorHex = computed(function () {
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var percent = hpPercent();
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if (percent > 0.6) {
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return 0x4ade80; // Green - healthy
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}
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else if (percent > 0.3) {
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return 0xfacc15; // Yellow - caution
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}
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else if (percent > 0.15) {
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return 0xfb923c; // Orange - danger
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}
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else {
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return 0xef4444; // Red - critical
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}
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});
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var drawShadow = function (g) {
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g.roundRect(0, 0, barWidth, barHeight, borderRadius);
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g.fill({ color: shadowColor, alpha: 0.3 });
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};
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var drawBackground = function (g) {
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g.roundRect(0, 0, barWidth, barHeight, borderRadius);
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g.fill({ color: bgColor, alpha: 0.9 });
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};
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var drawFill = function (g) {
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var width = fillWidth();
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if (width > 0) {
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g.roundRect(padding, padding, width, fillHeight, innerRadius);
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g.fill({ color: hpColorHex() });
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}
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};
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var drawHighlight = function (g) {
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var width = fillWidth();
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if (width > 0) {
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g.roundRect(padding, padding, width, highlightHeight, innerRadius);
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g.fill({ color: 0xffffff, alpha: 0.25 });
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}
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};
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var drawBorder = function (g) {
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g.roundRect(0, 0, barWidth, barHeight, borderRadius);
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g.stroke({
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color: borderColor,
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width: 1,
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alpha: 0.7
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});
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};
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let $this = [,h(Container, { x: computed(() => position().x), y: computed(() => position().y) }, [h(Graphics, { draw: drawShadow, x: 1, y: 1 }), h(Graphics, { draw: drawBackground }), h(Graphics, { draw: drawFill }), h(Graphics, { draw: drawHighlight }), h(Graphics, { draw: drawBorder })])];
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return $this
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}
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export {
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export { component as default };
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//# sourceMappingURL=index13.js.map
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package/dist/index13.js.map
CHANGED
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{"version":3,"file":"index13.js","sources":["../src/presets/index.ts"],"sourcesContent":["import { AnimationSpritesheetPreset } from \"./animation\";\nimport { LPCSpritesheetPreset } from \"./lpc\";\nimport { RMSpritesheet } from \"./rmspritesheet\";\nimport { FacesetPreset } from \"./faceset\";\n\nexport const Presets = {\n RMSpritesheet,\n LPCSpritesheetPreset,\n AnimationSpritesheetPreset,\n FacesetPreset\n}"],"names":[],"mappings":";;;;;AAKO,MAAM,OAAA,GAAU;AAAA,EACnB,aAAA;AAAA,EACA,oBAAA;AAAA,EACA,0BAAA;AAAA,EACA;AACJ;;;;"}
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{"version":3,"file":"index13.js","sources":["../src/components/prebuilt/hp-bar.ce"],"sourcesContent":["<!-- \n HP Bar Component\n \n A beautiful, animated health bar component for displaying player HP above sprites.\n Features a gradient color based on HP level, smooth animations, and modern styling.\n \n ## Design\n \n The bar changes color dynamically based on HP percentage:\n - Green (#4ade80) when HP > 60% - Healthy state\n - Yellow (#facc15) when HP 30-60% - Caution state \n - Orange (#fb923c) when HP 15-30% - Danger state\n - Red (#ef4444) when HP < 15% - Critical state\n \n @example\n ```ts\n import HpBar from './hp-bar.ce';\n \n // In module configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsInFront: [HpBar]\n }\n })\n ```\n-->\n\n<Container x={position.@x} y={position.@y}>\n <!-- Background shadow for depth effect -->\n <Graphics draw={drawShadow} x={1} y={1} />\n \n <!-- Main background -->\n <Graphics draw={drawBackground} />\n \n <!-- HP fill bar -->\n <Graphics draw={drawFill} />\n \n <!-- Highlight overlay for 3D effect -->\n <Graphics draw={drawHighlight} />\n \n <!-- Border frame -->\n <Graphics draw={drawBorder} />\n</Container>\n\n<script>\nimport { computed, animatedSignal, effect } from \"canvasengine\";\n\nconst { object } = defineProps();\n\n// ====================\n// Configuration\n// ====================\n\n/** Total width of the HP bar in pixels */\nconst barWidth = 50;\n\n/** Total height of the HP bar in pixels */\nconst barHeight = 8;\n\n/** Border radius for rounded corners */\nconst borderRadius = 4;\n\n/** Inner border radius for the fill bar */\nconst innerRadius = 3;\n\n/** Padding between background and fill */\nconst padding = 1;\n\n/** Background color (dark theme) */\nconst bgColor = 0x16213e;\n\n/** Shadow color */\nconst shadowColor = 0x000000;\n\n/** Border color */\nconst borderColor = 0x4a5568;\n\n// ====================\n// Calculated dimensions\n// ====================\n\n/** Maximum fill width */\nconst maxFillWidth = barWidth - (padding * 2);\n\n/** Fill height */\nconst fillHeight = barHeight - (padding * 2);\n\n/** Highlight height (half of fill) */\nconst highlightHeight = Math.floor(fillHeight / 2);\n\n// ====================\n// Reactive HP values\n// ====================\n\n/** Gets hitbox dimensions for positioning */\nconst hitbox = object.hitbox;\n\n/**\n * Gets the current HP value from the player object\n * Uses hpSignal which is synchronized from the server\n */\nconst currentHp = computed(() => {\n return object.hpSignal?.() ?? 0;\n});\n\n/**\n * Gets the maximum HP value from player parameters\n * Reads from _param.maxHp which contains calculated stats\n */\nconst maxHp = computed(() => {\n const params = object._param?.() ?? {};\n return params.maxHp ?? 100;\n});\n\n/**\n * Calculates HP percentage (0 to 1)\n */\nconst hpPercent = computed(() => {\n const max = maxHp();\n if (max <= 0) return 0;\n const percent = currentHp() / max;\n return Math.max(0, Math.min(1, percent));\n});\n\n// ====================\n// Animated values\n// ====================\n\n/**\n * Animated percentage for smooth bar transitions\n */\nconst animatedPercent = animatedSignal(hpPercent(), {\n duration: 300,\n easing: 'easeOutCubic'\n});\n\n// Update animated value when HP changes\neffect(() => {\n const newPercent = hpPercent();\n animatedPercent.set(newPercent);\n});\n\n// ====================\n// Visual calculations\n// ====================\n\n/**\n * Position of the bar relative to the sprite\n */\nconst position = computed(() => ({\n x: (hitbox().w / 2) - (barWidth / 2),\n y: -barHeight - 8\n}));\n\n/**\n * Current width of the HP fill based on animated percentage\n */\nconst fillWidth = computed(() => {\n const percent = animatedPercent();\n const width = maxFillWidth * percent;\n // Ensure minimum visible width when HP > 0\n if (percent > 0 && width < innerRadius * 2) {\n return innerRadius * 2;\n }\n return Math.max(0, width);\n});\n\n/**\n * Determines HP bar color based on current HP percentage\n * Returns hex color number for PixiJS\n * \n * ## Color Thresholds\n * - Green (0x4ade80): HP > 60% - Healthy\n * - Yellow (0xfacc15): HP 30-60% - Caution\n * - Orange (0xfb923c): HP 15-30% - Danger\n * - Red (0xef4444): HP < 15% - Critical\n */\nconst hpColorHex = computed(() => {\n const percent = hpPercent();\n \n if (percent > 0.6) {\n return 0x4ade80; // Green - healthy\n } else if (percent > 0.3) {\n return 0xfacc15; // Yellow - caution\n } else if (percent > 0.15) {\n return 0xfb923c; // Orange - danger\n } else {\n return 0xef4444; // Red - critical\n }\n});\n\n// ====================\n// Drawing functions\n// ====================\n\n/**\n * Draws the shadow behind the HP bar for depth effect\n */\nconst drawShadow = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: shadowColor, alpha: 0.3 });\n};\n\n/**\n * Draws the main background of the HP bar\n */\nconst drawBackground = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: bgColor, alpha: 0.9 });\n};\n\n/**\n * Draws the HP fill bar with dynamic color\n */\nconst drawFill = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, fillHeight, innerRadius);\n g.fill({ color: hpColorHex() });\n }\n};\n\n/**\n * Draws the highlight overlay for 3D effect\n */\nconst drawHighlight = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, highlightHeight, innerRadius);\n g.fill({ color: 0xffffff, alpha: 0.25 });\n }\n};\n\n/**\n * Draws the border frame around the HP bar\n * \n * Uses PixiJS Graphics API to create a rounded rectangle stroke\n * that serves as a visual border for the bar.\n * \n * @param g - PixiJS Graphics object\n * \n * @example\n * ```html\n * <Graphics draw={drawBorder} />\n * ```\n */\nconst drawBorder = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.stroke({ \n color: borderColor, \n width: 1,\n alpha: 0.7\n });\n};\n</script>\n"],"names":[],"mappings":";;AAOqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAAQ,MAAM,WAAW,GAAG,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,MAAM,GAAG,WAAW,EAAE,CAAC,MAAM;AACzC,IAAI,QAAQ,GAAG,EAAE;AACjB,IAAI,SAAS,GAAG,CAAC;AACjB,IAAI,YAAY,GAAG,CAAC;AACpB,IAAI,WAAW,GAAG,CAAC;AACnB,IAAI,OAAO,GAAG,CAAC;AACf,IAAI,OAAO,GAAG,QAAQ;AACtB,IAAI,WAAW,GAAG,QAAQ;AAC1B,IAAI,WAAW,GAAG,QAAQ;AAC1B,IAAI,YAAY,GAAG,QAAQ,IAAI,OAAO,GAAG,CAAC,CAAC;AAC3C,IAAI,UAAU,GAAG,SAAS,IAAI,OAAO,GAAG,CAAC,CAAC;AAC1C,IAAI,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,GAAG,CAAC,CAAC;AAChD,IAAI,MAAM,GAAG,MAAM,CAAC,MAAM;AAC1B,IAAI,SAAS,GAAG,QAAQ,CAAC,YAAY;AACrC,IAAI,IAAI,EAAE,EAAE,EAAE;AACd,IAAI,OAAO,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,QAAQ,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,EAAE,GAAG,CAAC;AAChI,CAAC,CAAC;AACF,IAAI,KAAK,GAAG,QAAQ,CAAC,YAAY;AACjC,IAAI,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE;AAClB,IAAI,IAAI,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,MAAM,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,EAAE,GAAG,EAAE;AACrI,IAAI,OAAO,CAAC,EAAE,GAAG,MAAM,CAAC,KAAK,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,EAAE,GAAG,GAAG;AACnE,CAAC,CAAC;AACF,IAAI,SAAS,GAAG,QAAQ,CAAC,YAAY;AACrC,IAAI,IAAI,GAAG,GAAG,KAAK,EAAE;AACrB,IAAI,IAAI,GAAG,IAAI,CAAC;AAChB,QAAQ,OAAO,CAAC;AAChB,IAAI,IAAI,OAAO,GAAG,SAAS,EAAE,GAAG,GAAG;AACnC,IAAI,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;AAC5C,CAAC,CAAC;AACF,IAAI,eAAe,GAAG,cAAc,CAAC,SAAS,EAAE,EAAE;AAClD,IAAI,QAAQ,EAAE,GAAG;AACjB,IAAI,MAAM,EAAE;AACZ,CAAC,CAAC;AACF,MAAM,CAAC,YAAY;AACnB,IAAI,IAAI,UAAU,GAAG,SAAS,EAAE;AAChC,IAAI,eAAe,CAAC,GAAG,CAAC,UAAU,CAAC;AACnC,CAAC,CAAC;AACF,IAAI,QAAQ,GAAG,QAAQ,CAAC,YAAY,EAAE,QAAQ;AAC9C,IAAI,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC,CAAC,GAAG,CAAC,KAAK,QAAQ,GAAG,CAAC,CAAC;AACxC,IAAI,CAAC,EAAE,CAAC,SAAS,GAAG;AACpB,CAAC,EAAE,CAAC,CAAC,CAAC;AACN,IAAI,SAAS,GAAG,QAAQ,CAAC,YAAY;AACrC,IAAI,IAAI,OAAO,GAAG,eAAe,EAAE;AACnC,IAAI,IAAI,KAAK,GAAG,YAAY,GAAG,OAAO;AACtC;AACA,IAAI,IAAI,OAAO,GAAG,CAAC,IAAI,KAAK,GAAG,WAAW,GAAG,CAAC,EAAE;AAChD,QAAQ,OAAO,WAAW,GAAG,CAAC;AAC9B,IAAI;AACJ,IAAI,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC;AAC7B,CAAC,CAAC;AACF,IAAI,UAAU,GAAG,QAAQ,CAAC,YAAY;AACtC,IAAI,IAAI,OAAO,GAAG,SAAS,EAAE;AAC7B,IAAI,IAAI,OAAO,GAAG,GAAG,EAAE;AACvB,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,SAAS,IAAI,OAAO,GAAG,GAAG,EAAE;AAC5B,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,SAAS,IAAI,OAAO,GAAG,IAAI,EAAE;AAC7B,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,SAAS;AACT,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,CAAC,CAAC;AACF,IAAI,UAAU,GAAG,UAAU,CAAC,EAAE;AAC9B,IAAI,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,YAAY,CAAC;AACxD,IAAI,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,WAAW,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AAC9C,CAAC;AACD,IAAI,cAAc,GAAG,UAAU,CAAC,EAAE;AAClC,IAAI,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,YAAY,CAAC;AACxD,IAAI,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AAC1C,CAAC;AACD,IAAI,QAAQ,GAAG,UAAU,CAAC,EAAE;AAC5B,IAAI,IAAI,KAAK,GAAG,SAAS,EAAE;AAC3B,IAAI,IAAI,KAAK,GAAG,CAAC,EAAE;AACnB,QAAQ,CAAC,CAAC,SAAS,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,UAAU,EAAE,WAAW,CAAC;AACrE,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,UAAU,EAAE,EAAE,CAAC;AACvC,IAAI;AACJ,CAAC;AACD,IAAI,aAAa,GAAG,UAAU,CAAC,EAAE;AACjC,IAAI,IAAI,KAAK,GAAG,SAAS,EAAE;AAC3B,IAAI,IAAI,KAAK,GAAG,CAAC,EAAE;AACnB,QAAQ,CAAC,CAAC,SAAS,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,eAAe,EAAE,WAAW,CAAC;AAC1E,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChD,IAAI;AACJ,CAAC;AACD,IAAI,UAAU,GAAG,UAAU,CAAC,EAAE;AAC9B,IAAI,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,YAAY,CAAC;AACxD,IAAI,CAAC,CAAC,MAAM,CAAC;AACb,QAAQ,KAAK,EAAE,WAAW;AAC1B,QAAQ,KAAK,EAAE,CAAC;AAChB,QAAQ,KAAK,EAAE;AACf,KAAK,CAAC;AACN,CAAC;AACD,QAAQ,IAAI,KAAK,GAAG,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,QAAQ,CAAC,MAAM,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,MAAM,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,aAAa,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;AAC1S,QAAQ,OAAO;AACf,MAAM;;;;"}
|
package/dist/index14.js
CHANGED
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@@ -1,16 +1,75 @@
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1
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-
import { useProps, useDefineProps, h, Container,
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import {
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import { RpgClientEngine } from './index2.js';
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4
|
-
import component$1 from './index15.js';
|
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1
|
+
import { useProps, useDefineProps, computed, signal, tick, h, Container, Graphics } from 'canvasengine';
|
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2
|
+
import { BlurFilter } from 'pixi.js';
|
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5
3
|
|
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6
4
|
function component($$props) {
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7
5
|
useProps($$props);
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8
6
|
const defineProps = useDefineProps($$props);
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var
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var
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var
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var
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-
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7
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var _a = defineProps(), object = _a.object, baseRadius = _a.baseRadius, radiusVariation = _a.radiusVariation, baseOpacity = _a.baseOpacity, opacityVariation = _a.opacityVariation, sizeSpeed = _a.sizeSpeed, opacitySpeed = _a.opacitySpeed, lightColor = _a.lightColor;
|
|
8
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+
var getBaseRadius = computed(function () { var _a; return (_a = baseRadius === null || baseRadius === void 0 ? void 0 : baseRadius()) !== null && _a !== void 0 ? _a : 30; });
|
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9
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+
var getRadiusVariation = computed(function () { var _a; return (_a = radiusVariation === null || radiusVariation === void 0 ? void 0 : radiusVariation()) !== null && _a !== void 0 ? _a : 10; });
|
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10
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+
var getBaseOpacity = computed(function () { var _a; return (_a = baseOpacity === null || baseOpacity === void 0 ? void 0 : baseOpacity()) !== null && _a !== void 0 ? _a : 0.6; });
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|
11
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var getOpacityVariation = computed(function () { var _a; return (_a = opacityVariation === null || opacityVariation === void 0 ? void 0 : opacityVariation()) !== null && _a !== void 0 ? _a : 0.3; });
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12
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var getSizeSpeed = computed(function () { var _a; return (_a = sizeSpeed === null || sizeSpeed === void 0 ? void 0 : sizeSpeed()) !== null && _a !== void 0 ? _a : 0.002; });
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13
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var getOpacitySpeed = computed(function () { var _a; return (_a = opacitySpeed === null || opacitySpeed === void 0 ? void 0 : opacitySpeed()) !== null && _a !== void 0 ? _a : 0.003; });
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14
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var getLightColor = computed(function () { var _a; return (_a = lightColor === null || lightColor === void 0 ? void 0 : lightColor()) !== null && _a !== void 0 ? _a : 0xffffaa; });
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15
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var time = signal(0);
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16
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var currentRadius = computed(function () {
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17
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var t = time();
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18
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var base = getBaseRadius();
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var variation = getRadiusVariation();
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var speed = getSizeSpeed();
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// Combine two sine waves for less predictable pulsing
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var pulse1 = Math.sin(t * speed);
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var pulse2 = Math.sin(t * speed * 1.5) * 0.5;
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var combinedPulse = (pulse1 + pulse2) / 1.5;
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25
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+
return base + (combinedPulse * variation);
|
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});
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27
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var currentOpacity = computed(function () {
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28
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var t = time();
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var base = getBaseOpacity();
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var variation = getOpacityVariation();
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var speed = getOpacitySpeed();
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// Main breathing cycle
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var fade = Math.sin(t * speed);
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// Subtle high-frequency flicker (candle-like)
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+
var flicker = (Math.random() - 0.5) * 0.1;
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return Math.max(0, Math.min(1, base + (fade * variation) + flicker));
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});
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var hitbox = object.hitbox;
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var position = computed(function () { return ({
|
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x: hitbox().w / 2,
|
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y: hitbox().h / 2
|
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}); });
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var blurFilter = new BlurFilter({ strength: 20, quality: 3 });
|
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44
|
+
var drawHalo = function (g) {
|
|
45
|
+
var radius = currentRadius();
|
|
46
|
+
var opacity = currentOpacity();
|
|
47
|
+
var color = getLightColor();
|
|
48
|
+
if (opacity <= 0 || radius <= 0)
|
|
49
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+
return;
|
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50
|
+
g.clear();
|
|
51
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+
// Set blend mode to ADD for glowing light effect
|
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|
+
g.blendMode = 'add';
|
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// Apply blur filter for soft light diffusion
|
|
54
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+
g.filters = [blurFilter];
|
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|
+
// Draw main light source
|
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56
|
+
// The blur filter will spread this out into a nice gradient
|
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57
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g.circle(0, 0, radius);
|
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g.fill({
|
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+
color: color,
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+
alpha: opacity
|
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+
});
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// Draw a smaller, brighter core
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|
+
g.circle(0, 0, radius * 0.4);
|
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g.fill({
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color: 0xffffff,
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alpha: opacity * 0.5
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});
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};
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+
tick(function () {
|
|
70
|
+
time.update(function (t) { return t + 1; });
|
|
71
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+
});
|
|
72
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+
let $this = [,h(Container, { x: computed(() => position().x), y: computed(() => position().y) }, h(Graphics, { draw: drawHalo }))];
|
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14
73
|
return $this
|
|
15
74
|
}
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package/dist/index14.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index14.js","sources":["../src/components/scenes/event-layer.ce"],"sourcesContent":["<Container sortableChildren={true}>\n @for ((event,id) of events) {\n <Character id={id} object={event} />\n }\n\n @for ((player,id) of players) {\n <Character id={id} object={player} />\n }\n\n @for (child of children) {\n <child />\n }\n</Container>\n\n<script>\n import { effect, signal } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import Character from \"../character.ce\";\n \n const engine = inject(RpgClientEngine);\n const { children } = defineProps()\n \n const players = engine.sceneMap.players\n const events = engine.sceneMap.events\n</script>"],"names":["Character"],"mappings":";;;;;AAQqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAAQ,MAAM,WAAW,GAAG,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,MAAM,GAAG,MAAM,CAAC,eAAe,CAAC;AAC5C,IAAI,QAAQ,GAAG,WAAW,EAAE,CAAC,QAAQ;AACrC,IAAI,OAAO,GAAG,MAAM,CAAC,QAAQ,CAAC,OAAO;AACrC,IAAI,MAAM,GAAG,MAAM,CAAC,QAAQ,CAAC;AAC7B,QAAQ,IAAI,KAAK,GAAG,CAAC,CAAC,SAAS,EAAE,EAAE,gBAAgB,EAAE,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC,KAAK,EAAE,EAAE,KAAK,CAAC,CAACA,WAAS,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,EAAE,CAAC,MAAM,EAAE,EAAE,KAAK,CAAC,CAACA,WAAS,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,MAAM,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,IAAI,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC;AAC/O,QAAQ,OAAO;AACf,MAAM;;;;"}
|
|
1
|
+
{"version":3,"file":"index14.js","sources":["../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<!-- \n Light Halo Component\n \n A beautiful animated light halo effect that pulses and moves around sprites.\n Creates a glowing light effect with smooth animations for size and opacity.\n \n ## Design\n \n The halo uses a radial gradient to create a soft light effect that:\n - Pulses in size (breathing effect)\n - Fades in and out (opacity animation)\n - Can be positioned relative to the sprite\n - Uses blur and alpha for realistic light diffusion\n \n ## Props\n \n All props are optional and have sensible defaults:\n - `baseRadius` (number, default: 30) - Base radius in pixels\n - `radiusVariation` (number, default: 10) - Pulse variation range\n - `baseOpacity` (number, default: 0.6) - Base opacity (0-1)\n - `opacityVariation` (number, default: 0.3) - Opacity fade range\n - `sizeSpeed` (number, default: 0.002) - Size animation speed\n - `opacitySpeed` (number, default: 0.003) - Opacity animation speed\n - `lightColor` (number, default: 0xffffaa) - Light color (hex)\n \n @example\n ```ts\n import LightHalo from './light-halo.ce';\n \n // Basic usage with defaults\n export default defineModule<RpgClient>({\n sprite: {\n componentsBehind: [LightHalo]\n }\n })\n \n // Custom configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsBehind: [{\n component: LightHalo,\n props: {\n baseRadius: 50,\n radiusVariation: 15,\n lightColor: 0xffaaaa,\n baseOpacity: 0.8\n }\n }]\n }\n })\n \n // Dynamic props based on sprite state\n export default defineModule<RpgClient>({\n sprite: {\n componentsBehind: [{\n component: LightHalo,\n props: (object: RpgClientObject) => ({\n baseRadius: 30 + (object.param.level() * 2),\n lightColor: object.param.level() > 10 ? 0xffaa00 : 0xffffaa\n })\n }]\n }\n })\n ```\n-->\n\n<Container x={position.@x} y={position.@y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 30);\nconst getRadiusVariation = computed(() => radiusVariation?.() ?? 10);\nconst getBaseOpacity = computed(() => baseOpacity?.() ?? 0.6);\nconst getOpacityVariation = computed(() => opacityVariation?.() ?? 0.3);\nconst getSizeSpeed = computed(() => sizeSpeed?.() ?? 0.002);\nconst getOpacitySpeed = computed(() => opacitySpeed?.() ?? 0.003);\nconst getLightColor = computed(() => lightColor?.() ?? 0xffffaa);\n\n// ====================\n// Animation state\n// ====================\n\n/** Time counter for animations */\nconst time = signal(0);\n\n/**\n * Current radius of the halo with pulsing animation\n * Uses multiple sine waves for more organic movement\n */\nconst currentRadius = computed(() => {\n const t = time();\n const base = getBaseRadius();\n const variation = getRadiusVariation();\n const speed = getSizeSpeed();\n \n // Combine two sine waves for less predictable pulsing\n const pulse1 = Math.sin(t * speed);\n const pulse2 = Math.sin(t * speed * 1.5) * 0.5;\n const combinedPulse = (pulse1 + pulse2) / 1.5;\n \n return base + (combinedPulse * variation);\n});\n\n/**\n * Current opacity of the halo with fading animation\n * Includes a subtle flicker effect\n */\nconst currentOpacity = computed(() => {\n const t = time();\n const base = getBaseOpacity();\n const variation = getOpacityVariation();\n const speed = getOpacitySpeed();\n \n // Main breathing cycle\n const fade = Math.sin(t * speed);\n \n // Subtle high-frequency flicker (candle-like)\n const flicker = (Math.random() - 0.5) * 0.1;\n \n return Math.max(0, Math.min(1, base + (fade * variation) + flicker));\n});\n\n// ====================\n// Position calculations\n// ====================\n\nconst hitbox = object.hitbox;\n\nconst position = computed(() => ({\n x: hitbox().w / 2,\n y: hitbox().h / 2\n}));\n\n// ====================\n// Drawing function\n// ====================\n\n// Create filters once to avoid recreation on every frame\nconst blurFilter = new BlurFilter({ strength: 20, quality: 3 });\n\n/**\n * Draws the light halo effect with realistic diffusion\n */\nconst drawHalo = (g) => {\n const radius = currentRadius();\n const opacity = currentOpacity();\n const color = getLightColor();\n \n if (opacity <= 0 || radius <= 0) return;\n \n g.clear();\n \n // Set blend mode to ADD for glowing light effect\n g.blendMode = 'add';\n \n // Apply blur filter for soft light diffusion\n g.filters = [blurFilter];\n \n // Draw main light source\n // The blur filter will spread this out into a nice gradient\n g.circle(0, 0, radius);\n g.fill({ \n color: color, \n alpha: opacity \n });\n \n // Draw a smaller, brighter core\n g.circle(0, 0, radius * 0.4);\n g.fill({ \n color: 0xffffff, \n alpha: opacity * 0.5 \n });\n};\n\n// ====================\n// Animation loop\n// ====================\n\ntick(() => {\n time.update(t => t + 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client.processInput({ input: Direction.Up });
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},
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},
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left: {
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repeat: true,
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bind: keyboardControls.left,
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keyDown: function () {
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client.processInput({ input: Direction.Left });
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keyDown: function () {
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action: {
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keyDown: function () {
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if (canControls()) {
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121
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client.processAction({ action: 'action' });
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// particleName.set('hit')
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// object.flash('red')
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}
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},
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});
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});
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var smoothY = animatedSignal(y(), {
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134
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});
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var realAnimationName = signal(animationName());
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var xSubscription = x.observable.subscribe(function (value) {
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smoothX.set(value);
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138
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});
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139
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var ySubscription = y.observable.subscribe(function (value) {
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smoothY.set(value);
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});
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142
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var sheet = function (graphicObject) {
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return {
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144
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definition: graphicObject,
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playing: realAnimationName,
|
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146
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params: {
|
|
147
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-
direction: direction
|
|
148
|
-
},
|
|
149
|
-
onFinish: function () {
|
|
150
|
-
animationCurrentIndex.update(function (index) { return index + 1; });
|
|
151
|
-
}
|
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152
|
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};
|
|
153
|
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};
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154
|
-
var movementAnimations = ['walk', 'stand'];
|
|
155
|
-
var epsilon = 0;
|
|
156
|
-
var stateX$ = smoothX.animatedState.observable;
|
|
157
|
-
var stateY$ = smoothY.animatedState.observable;
|
|
158
|
-
var animationName$ = animationName.observable;
|
|
159
|
-
var moving$ = combineLatest([stateX$, stateY$]).pipe(map(function (_a) {
|
|
160
|
-
var sx = _a[0], sy = _a[1];
|
|
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|
-
var xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;
|
|
162
|
-
var yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;
|
|
163
|
-
return !xFinished || !yFinished; // moving if X or Y is not finished
|
|
164
|
-
}), startWith(false));
|
|
165
|
-
var animationChange$ = animationName$.pipe(startWith(animationName()), pairwise(), filter(function (_a) {
|
|
166
|
-
var prev = _a[0], curr = _a[1];
|
|
167
|
-
return prev !== curr;
|
|
168
|
-
}));
|
|
169
|
-
var animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(function (_a) {
|
|
170
|
-
var _b = _a[0]; _b[0]; var curr = _b[1], isMoving = _a[1];
|
|
171
|
-
if (curr == 'stand' && !isMoving) {
|
|
172
|
-
realAnimationName.set(curr);
|
|
173
|
-
}
|
|
174
|
-
else if (curr == 'walk' && isMoving) {
|
|
175
|
-
realAnimationName.set(curr);
|
|
176
|
-
}
|
|
177
|
-
else if (!movementAnimations.includes(curr)) {
|
|
178
|
-
realAnimationName.set(curr);
|
|
179
|
-
}
|
|
180
|
-
if (!isMoving && object.animationIsPlaying && object.animationIsPlaying()) {
|
|
181
|
-
if (movementAnimations.includes(curr)) {
|
|
182
|
-
if (typeof object.resetAnimationState === 'function') {
|
|
183
|
-
object.resetAnimationState();
|
|
184
|
-
}
|
|
185
|
-
}
|
|
186
|
-
}
|
|
187
|
-
});
|
|
188
|
-
var onBeforeDestroy = function () { return __awaiter(void 0, void 0, void 0, function () {
|
|
189
|
-
return __generator(this, function (_a) {
|
|
190
|
-
switch (_a.label) {
|
|
191
|
-
case 0:
|
|
192
|
-
animationMovementSubscription.unsubscribe();
|
|
193
|
-
xSubscription.unsubscribe();
|
|
194
|
-
ySubscription.unsubscribe();
|
|
195
|
-
return [4 /*yield*/, lastValueFrom(hooks.callHooks("client-sprite-onDestroy", object))];
|
|
196
|
-
case 1:
|
|
197
|
-
_a.sent();
|
|
198
|
-
return [4 /*yield*/, lastValueFrom(hooks.callHooks("client-sceneMap-onRemoveSprite", client.sceneMap, object))];
|
|
199
|
-
case 2:
|
|
200
|
-
_a.sent();
|
|
201
|
-
return [2 /*return*/];
|
|
202
|
-
}
|
|
203
|
-
});
|
|
204
|
-
}); };
|
|
205
|
-
mount(function (element) {
|
|
206
|
-
hooks.callHooks("client-sprite-onAdd", object).subscribe();
|
|
207
|
-
hooks.callHooks("client-sceneMap-onAddSprite", client.sceneMap, object).subscribe();
|
|
208
|
-
client.setKeyboardControls(element.directives.controls);
|
|
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
|
-
};
|
|
216
|
-
tick(function () {
|
|
217
|
-
hooks.callHooks("client-sprite-onUpdate").subscribe();
|
|
218
|
-
});
|
|
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
|
-
} }))))]);
|
|
224
|
-
return $this
|
|
225
|
-
}
|
|
226
12
|
|
|
227
|
-
export {
|
|
13
|
+
export { Presets };
|
|
228
14
|
//# sourceMappingURL=index15.js.map
|
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 @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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{"version":3,"file":"index15.js","sources":["../src/presets/index.ts"],"sourcesContent":["import { AnimationSpritesheetPreset } from \"./animation\";\nimport { LPCSpritesheetPreset } from \"./lpc\";\nimport { RMSpritesheet } from \"./rmspritesheet\";\nimport { FacesetPreset } from \"./faceset\";\n\nexport const Presets = {\n RMSpritesheet,\n LPCSpritesheetPreset,\n AnimationSpritesheetPreset,\n FacesetPreset\n}"],"names":[],"mappings":";;;;;AAKO,MAAM,OAAA,GAAU;AAAA,EACnB,aAAA;AAAA,EACA,oBAAA;AAAA,EACA,0BAAA;AAAA,EACA;AACJ;;;;"}
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