@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/index16.js
CHANGED
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import { useProps, useDefineProps,
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import { useProps, useDefineProps, h, Container, loop } from 'canvasengine';
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import { inject } from './index6.js';
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import { RpgClientEngine } from './index2.js';
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import component$1 from './index17.js';
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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
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var
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var
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var
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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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var engine = inject(RpgClientEngine);
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var children = defineProps().children;
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var players = engine.sceneMap.players;
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var events = engine.sceneMap.events;
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let $this = h(Container, { sortableChildren: true }, [loop(events, (event, id) => h(component$1, { id: id, object: event })), loop(players, (player, id) => h(component$1, { id: id, object: player })), loop(children, child => h(child))]);
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return $this
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}
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package/dist/index16.js.map
CHANGED
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{"version":3,"file":"index16.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;;;;"}
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+
{"version":3,"file":"index16.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;;;;"}
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package/dist/index17.js
CHANGED
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@@ -1,97 +1,308 @@
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import {
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import { useProps, useDefineProps, computed, signal, on, animatedSignal, mount, tick, h, Container, loop, Sprite, cond } from 'canvasengine';
|
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2
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import { combineLatest, map, startWith, pairwise, filter, lastValueFrom } from 'rxjs';
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import { Particle } from '@canvasengine/presets';
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import { Direction, ModulesToken } from '@rpgjs/common';
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import { RpgClientEngine } from './index2.js';
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6
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import { inject } from './index6.js';
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import { RpgGui } from './index9.js';
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* // Chain methods
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* RpgSound.get('battle-theme')?.volume(0.8).play();
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* ```
|
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-
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static get(id) {
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if (!RpgSound.engine) {
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console.warn("RpgSound not initialized. Make sure the engine has started.");
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return __assign.apply(this, arguments);
|
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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
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function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
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return new (P || (P = Promise))(function (resolve, reject) {
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function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
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function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
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function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
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+
step((generator = generator.apply(thisArg, _arguments || [])).next());
|
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};
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var __generator = (this && this.__generator) || function (thisArg, body) {
|
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var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === "function" ? Iterator : Object).prototype);
|
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return g.next = verb(0), g["throw"] = verb(1), g["return"] = verb(2), typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
|
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function verb(n) { return function (v) { return step([n, v]); }; }
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|
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39
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+
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
|
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40
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if (y = 0, t) op = [op[0] & 2, t.value];
|
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switch (op[0]) {
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case 0: case 1: t = op; break;
|
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case 4: _.label++; return { value: op[1], done: false };
|
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+
case 5: _.label++; y = op[1]; op = [0]; continue;
|
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|
+
case 7: op = _.ops.pop(); _.trys.pop(); continue;
|
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46
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+
default:
|
|
47
|
+
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
|
|
48
|
+
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
|
|
49
|
+
if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
|
|
50
|
+
if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
|
|
51
|
+
if (t[2]) _.ops.pop();
|
|
52
|
+
_.trys.pop(); continue;
|
|
53
|
+
}
|
|
54
|
+
op = body.call(thisArg, _);
|
|
55
|
+
} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
|
|
56
|
+
if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
|
|
59
57
|
}
|
|
60
|
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|
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|
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+
};
|
|
59
|
+
var _a = defineProps(), object = _a.object, id = _a.id;
|
|
60
|
+
var client = inject(RpgClientEngine);
|
|
61
|
+
var hooks = inject(ModulesToken);
|
|
62
|
+
var guiService = inject(RpgGui);
|
|
63
|
+
client.spritesheets;
|
|
64
|
+
var playerId = client.playerId;
|
|
65
|
+
var componentsBehind = client.spriteComponentsBehind;
|
|
66
|
+
var componentsInFront = client.spriteComponentsInFront;
|
|
67
|
+
var isMe = computed(function () { return id() === playerId; });
|
|
68
|
+
var normalizeComponent = function (comp) {
|
|
69
|
+
var componentRef;
|
|
70
|
+
var propsValue;
|
|
71
|
+
var dependenciesFn;
|
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72
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+
// If it's a direct component reference
|
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73
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if (typeof comp === 'function' || (comp && typeof comp === 'object' && !comp.component)) {
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componentRef = comp;
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propsValue = undefined;
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dependenciesFn = undefined;
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}
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66
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// If it's a configuration object with component and props
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else if (comp && typeof comp === 'object' && comp.component) {
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componentRef = comp.component;
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// Support both "data" (legacy) and "props" (new) for backward compatibility
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propsValue = comp.props !== undefined ? comp.props : comp.data;
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dependenciesFn = comp.dependencies;
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84
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}
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68
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-
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69
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// Fallback: treat as direct component
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else {
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componentRef = comp;
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propsValue = undefined;
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dependenciesFn = undefined;
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90
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}
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71
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93
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94
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|
91
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// Return props directly (object or function), not as computed
|
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// The computed will be created in the template when needed
|
|
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return {
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component: componentRef,
|
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props: typeof propsValue === 'function' ? propsValue(object) : propsValue || {},
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dependencies: dependenciesFn ? dependenciesFn(object) : []
|
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};
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};
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var normalizeComponents = function (components) {
|
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return components.map(function (comp) { return normalizeComponent(comp); });
|
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};
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var normalizedComponentsBehind = computed(function () {
|
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return normalizeComponents(componentsBehind());
|
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});
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|
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var normalizedComponentsInFront = computed(function () {
|
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return normalizeComponents(componentsInFront());
|
|
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|
+
});
|
|
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|
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var shouldFollowCamera = computed(function () {
|
|
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|
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var cameraTargetId = client.cameraFollowTargetId();
|
|
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|
+
// If a target is explicitly set, only follow if this sprite is the target
|
|
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|
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|
|
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|
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return id() === cameraTargetId;
|
|
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|
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}
|
|
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|
+
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|
|
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|
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return isMe();
|
|
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|
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});
|
|
117
|
+
var attachedGuis = computed(function () {
|
|
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|
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return guiService.getAttachedGuis();
|
|
119
|
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});
|
|
120
|
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var shouldDisplayAttachedGui = computed(function () {
|
|
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|
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return guiService.shouldDisplayAttachedGui(id());
|
|
122
|
+
});
|
|
123
|
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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, flashTrigger = object.flashTrigger;
|
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124
|
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var flashType = signal('alpha');
|
|
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|
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var flashDuration = signal(300);
|
|
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|
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var flashCycles = signal(1);
|
|
127
|
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var flashAlpha = signal(0.3);
|
|
128
|
+
var flashTint = signal(0xffffff);
|
|
129
|
+
on(flashTrigger, function (data) {
|
|
130
|
+
if (data && typeof data === 'object') {
|
|
131
|
+
if (data.type !== undefined)
|
|
132
|
+
flashType.set(data.type);
|
|
133
|
+
if (data.duration !== undefined)
|
|
134
|
+
flashDuration.set(data.duration);
|
|
135
|
+
if (data.cycles !== undefined)
|
|
136
|
+
flashCycles.set(data.cycles);
|
|
137
|
+
if (data.alpha !== undefined)
|
|
138
|
+
flashAlpha.set(data.alpha);
|
|
139
|
+
if (data.tint !== undefined)
|
|
140
|
+
flashTint.set(data.tint);
|
|
141
|
+
}
|
|
142
|
+
});
|
|
143
|
+
var flashConfig = computed(function () { return ({
|
|
144
|
+
trigger: flashTrigger,
|
|
145
|
+
type: flashType(),
|
|
146
|
+
duration: flashDuration(),
|
|
147
|
+
cycles: flashCycles(),
|
|
148
|
+
alpha: flashAlpha(),
|
|
149
|
+
tint: flashTint(),
|
|
150
|
+
}); });
|
|
151
|
+
var particleSettings = client.particleSettings;
|
|
152
|
+
var canControls = function () { return isMe() && object.canMove(); };
|
|
153
|
+
var keyboardControls = client.globalConfig.keyboardControls;
|
|
154
|
+
var visible = computed(function () {
|
|
155
|
+
if (object.type === 'event') {
|
|
156
|
+
return true;
|
|
157
|
+
}
|
|
158
|
+
return isConnected();
|
|
159
|
+
});
|
|
160
|
+
var controls = signal({
|
|
161
|
+
down: {
|
|
162
|
+
repeat: true,
|
|
163
|
+
bind: keyboardControls.down,
|
|
164
|
+
keyDown: function () {
|
|
165
|
+
if (canControls())
|
|
166
|
+
client.processInput({ input: Direction.Down });
|
|
167
|
+
},
|
|
168
|
+
},
|
|
169
|
+
up: {
|
|
170
|
+
repeat: true,
|
|
171
|
+
bind: keyboardControls.up,
|
|
172
|
+
keyDown: function () {
|
|
173
|
+
if (canControls())
|
|
174
|
+
client.processInput({ input: Direction.Up });
|
|
175
|
+
},
|
|
176
|
+
},
|
|
177
|
+
left: {
|
|
178
|
+
repeat: true,
|
|
179
|
+
bind: keyboardControls.left,
|
|
180
|
+
keyDown: function () {
|
|
181
|
+
if (canControls())
|
|
182
|
+
client.processInput({ input: Direction.Left });
|
|
183
|
+
},
|
|
184
|
+
},
|
|
185
|
+
right: {
|
|
186
|
+
repeat: true,
|
|
187
|
+
bind: keyboardControls.right,
|
|
188
|
+
keyDown: function () {
|
|
189
|
+
if (canControls())
|
|
190
|
+
client.processInput({ input: Direction.Right });
|
|
191
|
+
},
|
|
192
|
+
},
|
|
193
|
+
action: {
|
|
194
|
+
bind: keyboardControls.action,
|
|
195
|
+
keyDown: function () {
|
|
196
|
+
if (canControls()) {
|
|
197
|
+
client.processAction({ action: 'action' });
|
|
198
|
+
// particleName.set('hit')
|
|
199
|
+
// emitParticleTrigger.start()
|
|
200
|
+
// object.flash('red')
|
|
201
|
+
}
|
|
202
|
+
},
|
|
203
|
+
},
|
|
204
|
+
gamepad: {
|
|
205
|
+
enabled: true
|
|
206
|
+
}
|
|
207
|
+
});
|
|
208
|
+
var smoothX = animatedSignal(x(), {
|
|
209
|
+
duration: isMe() ? 0 : 0
|
|
210
|
+
});
|
|
211
|
+
var smoothY = animatedSignal(y(), {
|
|
212
|
+
duration: isMe() ? 0 : 0,
|
|
213
|
+
});
|
|
214
|
+
var realAnimationName = signal(animationName());
|
|
215
|
+
var xSubscription = x.observable.subscribe(function (value) {
|
|
216
|
+
smoothX.set(value);
|
|
217
|
+
});
|
|
218
|
+
var ySubscription = y.observable.subscribe(function (value) {
|
|
219
|
+
smoothY.set(value);
|
|
220
|
+
});
|
|
221
|
+
var sheet = function (graphicObject) {
|
|
222
|
+
return {
|
|
223
|
+
definition: graphicObject,
|
|
224
|
+
playing: realAnimationName,
|
|
225
|
+
params: {
|
|
226
|
+
direction: direction
|
|
227
|
+
},
|
|
228
|
+
onFinish: function () {
|
|
229
|
+
animationCurrentIndex.update(function (index) { return index + 1; });
|
|
230
|
+
}
|
|
231
|
+
};
|
|
232
|
+
};
|
|
233
|
+
var movementAnimations = ['walk', 'stand'];
|
|
234
|
+
var epsilon = 0;
|
|
235
|
+
var stateX$ = smoothX.animatedState.observable;
|
|
236
|
+
var stateY$ = smoothY.animatedState.observable;
|
|
237
|
+
var animationName$ = animationName.observable;
|
|
238
|
+
var moving$ = combineLatest([stateX$, stateY$]).pipe(map(function (_a) {
|
|
239
|
+
var sx = _a[0], sy = _a[1];
|
|
240
|
+
var xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;
|
|
241
|
+
var yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;
|
|
242
|
+
return !xFinished || !yFinished; // moving if X or Y is not finished
|
|
243
|
+
}), startWith(false));
|
|
244
|
+
var animationChange$ = animationName$.pipe(startWith(animationName()), pairwise(), filter(function (_a) {
|
|
245
|
+
var prev = _a[0], curr = _a[1];
|
|
246
|
+
return prev !== curr;
|
|
247
|
+
}));
|
|
248
|
+
var animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(function (_a) {
|
|
249
|
+
var _b = _a[0]; _b[0]; var curr = _b[1], isMoving = _a[1];
|
|
250
|
+
if (curr == 'stand' && !isMoving) {
|
|
251
|
+
realAnimationName.set(curr);
|
|
252
|
+
}
|
|
253
|
+
else if (curr == 'walk' && isMoving) {
|
|
254
|
+
realAnimationName.set(curr);
|
|
255
|
+
}
|
|
256
|
+
else if (!movementAnimations.includes(curr)) {
|
|
257
|
+
realAnimationName.set(curr);
|
|
258
|
+
}
|
|
259
|
+
if (!isMoving && object.animationIsPlaying && object.animationIsPlaying()) {
|
|
260
|
+
if (movementAnimations.includes(curr)) {
|
|
261
|
+
if (typeof object.resetAnimationState === 'function') {
|
|
262
|
+
object.resetAnimationState();
|
|
263
|
+
}
|
|
264
|
+
}
|
|
265
|
+
}
|
|
266
|
+
});
|
|
267
|
+
var onBeforeDestroy = function () { return __awaiter(void 0, void 0, void 0, function () {
|
|
268
|
+
return __generator(this, function (_a) {
|
|
269
|
+
switch (_a.label) {
|
|
270
|
+
case 0:
|
|
271
|
+
animationMovementSubscription.unsubscribe();
|
|
272
|
+
xSubscription.unsubscribe();
|
|
273
|
+
ySubscription.unsubscribe();
|
|
274
|
+
return [4 /*yield*/, lastValueFrom(hooks.callHooks("client-sprite-onDestroy", object))];
|
|
275
|
+
case 1:
|
|
276
|
+
_a.sent();
|
|
277
|
+
return [4 /*yield*/, lastValueFrom(hooks.callHooks("client-sceneMap-onRemoveSprite", client.sceneMap, object))];
|
|
278
|
+
case 2:
|
|
279
|
+
_a.sent();
|
|
280
|
+
return [2 /*return*/];
|
|
281
|
+
}
|
|
282
|
+
});
|
|
283
|
+
}); };
|
|
284
|
+
mount(function (element) {
|
|
285
|
+
hooks.callHooks("client-sprite-onAdd", object).subscribe();
|
|
286
|
+
hooks.callHooks("client-sceneMap-onAddSprite", client.sceneMap, object).subscribe();
|
|
287
|
+
if (isMe())
|
|
288
|
+
client.setKeyboardControls(element.directives.controls);
|
|
289
|
+
});
|
|
290
|
+
var onAttachedGuiFinish = function (gui, data) {
|
|
291
|
+
guiService.guiClose(gui.name, data);
|
|
292
|
+
};
|
|
293
|
+
var onAttachedGuiInteraction = function (gui, name, data) {
|
|
294
|
+
guiService.guiInteraction(gui.name, name, data);
|
|
295
|
+
};
|
|
296
|
+
tick(function () {
|
|
297
|
+
hooks.callHooks("client-sprite-onUpdate").subscribe();
|
|
298
|
+
});
|
|
299
|
+
let $this = h(Container, { x: smoothX, y: smoothY, zIndex: y, viewportFollow: shouldFollowCamera, controls, onBeforeDestroy, visible }, [loop(normalizedComponentsBehind, compConfig => h(Container, null, h(compConfig.component, { object, ...compConfig.props }))), h(Particle, { emit: emitParticleTrigger, settings: particleSettings, zIndex: 1000, name: particleName }), h(Container, null, loop(graphicsSignals, graphicObj => h(Sprite, { sheet: sheet(graphicObj), direction, tint, hitbox, flash: flashConfig }))), loop(normalizedComponentsInFront, compConfig => h(Container, { dependencies: compConfig.dependencies }, h(compConfig.component, { object, ...compConfig.props }))), loop(attachedGuis, attachedGui => cond(shouldDisplayAttachedGui, () => h(Container, null, h(attachedGui.component, { ...attachedGui.data(), dependencies: attachedGui.dependencies, object: object, onFinish: (data) => {
|
|
300
|
+
onAttachedGuiFinish(attachedGui, data);
|
|
301
|
+
}, onInteraction: (name, data) => {
|
|
302
|
+
onAttachedGuiInteraction(attachedGui, name, data);
|
|
303
|
+
} }))))]);
|
|
304
|
+
return $this
|
|
305
|
+
}
|
|
95
306
|
|
|
96
|
-
export {
|
|
307
|
+
export { component as default };
|
|
97
308
|
//# sourceMappingURL=index17.js.map
|
package/dist/index17.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index17.js","sources":["../src/Sound.ts"],"sourcesContent":["import { Howler } from 'canvasengine';\nimport { RpgClientEngine } from './RpgClientEngine';\nimport { inject } from './core/inject';\n\n/**\n * Sound decorator options\n * \n * Defines the configuration for a sound that can be played in the game.\n * The sound can be a single file or multiple files (for different formats).\n * \n * @interface SoundOptions\n */\nexport interface SoundOptions {\n /**\n * Sound identifier. Used to retrieve the sound later with RpgSound.get()\n * \n * @type {string}\n */\n id?: string;\n\n /**\n * Single sound file path. Use require() to wrap the path.\n * \n * @type {string}\n * @example\n * sound: require('./assets/sound.ogg')\n */\n sound?: string;\n\n /**\n * Multiple sounds with different IDs. The key is the sound ID and the value is the file path.\n * Use require() to wrap each path.\n * \n * @type {{ [id: string]: string }}\n * @example\n * sounds: {\n * hero: require('./assets/hero.ogg'),\n * monster: require('./assets/monster.ogg')\n * }\n */\n sounds?: { [id: string]: string };\n\n /**\n * Whether the sound should loop when it finishes playing.\n * \n * @type {boolean}\n * @default false\n */\n loop?: boolean;\n\n /**\n * Volume level (0.0 to 1.0).\n * \n * @type {number}\n * @default 1.0\n */\n volume?: number;\n}\n\n/**\n * Metadata stored on the class decorated with @Sound\n * \n * @interface SoundMetadata\n */\ninterface SoundMetadata {\n id?: string;\n sound?: string;\n sounds?: { [id: string]: string };\n loop?: boolean;\n volume?: number;\n}\n\nconst SOUND_METADATA_KEY = Symbol('rpgjs:sound');\n\n/**\n * Sound decorator\n * \n * Decorates a class to define a sound configuration. The decorated class can be\n * added to the RpgClient module configuration, and the sound will be automatically\n * registered and available through RpgSound.get().\n * \n * ## Design\n * \n * The decorator stores metadata on the class that is later used by the module loader\n * to register sounds with the engine. The sound is created using Howler.js for\n * advanced audio features like looping, volume control, and cross-browser compatibility.\n * \n * @param options - Sound configuration options\n * \n * @example\n * ```ts\n * import { Sound } from '@rpgjs/client'\n * \n * @Sound({\n * id: 'town-music',\n * sound: require('./sound/town.ogg'),\n * loop: true,\n * volume: 0.5\n * })\n * export class TownMusic {}\n * \n * // Multiple sounds in one class\n * @Sound({\n * sounds: {\n * hero: require('./assets/hero.ogg'),\n * monster: require('./assets/monster.ogg')\n * },\n * loop: true\n * })\n * export class CharacterSounds {}\n * ```\n */\nexport function Sound(options: SoundOptions) {\n return function <T extends { new (...args: any[]): {} }>(constructor: T) {\n const metadata: SoundMetadata = {\n id: options.id,\n sound: options.sound,\n sounds: options.sounds,\n loop: options.loop,\n volume: options.volume,\n };\n\n // Store metadata on the class\n (constructor as any)[SOUND_METADATA_KEY] = metadata;\n\n return constructor;\n };\n}\n\n/**\n * Get sound metadata from a decorated class\n * \n * @param soundClass - The class decorated with @Sound\n * @returns The sound metadata or undefined\n */\nexport function getSoundMetadata(soundClass: any): SoundMetadata | undefined {\n return (soundClass as any)[SOUND_METADATA_KEY];\n}\n\n/**\n * RpgSound class\n * \n * Provides a unified API to manage sounds in the game. Uses Howler.js internally\n * for advanced audio features. Sounds can be retrieved by ID and controlled\n * using Howler.js methods.\n * \n * ## Design\n * \n * RpgSound acts as a facade over Howler.js, providing easy access to sounds\n * registered in the engine. It supports both individual sound control and\n * global sound management (volume, mute, etc.).\n * \n * @example\n * ```ts\n * import { RpgSound } from '@rpgjs/client'\n * \n * // Play a sound\n * RpgSound.get('town-music').play()\n * \n * // Control volume\n * RpgSound.get('town-music').volume(0.5)\n * \n * // Stop a sound\n * RpgSound.get('town-music').stop()\n * \n * // Global volume control\n * RpgSound.global.volume(0.2)\n * ```\n */\nexport class RpgSound {\n private static engine: RpgClientEngine | null = null;\n\n /**\n * Initialize RpgSound with the engine instance\n * \n * This is called automatically by the engine during initialization.\n * \n * @param engine - The RpgClientEngine instance\n */\n static init(engine: RpgClientEngine): void {\n RpgSound.engine = engine;\n }\n\n /**\n * Get a sound by its ID\n * \n * Retrieves a Howler sound instance from the engine's sound cache.\n * The sound must be registered beforehand (via @Sound decorator or manually).\n * \n * @param id - The sound identifier\n * @returns The Howler sound instance, or undefined if not found\n * \n * @example\n * ```ts\n * // Get and play a sound\n * const sound = RpgSound.get('town-music');\n * if (sound) {\n * sound.play();\n * }\n * \n * // Chain methods\n * RpgSound.get('battle-theme')?.volume(0.8).play();\n * ```\n */\n static get(id: string): any {\n if (!RpgSound.engine) {\n console.warn('RpgSound not initialized. 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{"version":3,"file":"index17.js","sources":["../src/components/character.ce"],"sourcesContent":["<Container x={smoothX} y={smoothY} zIndex={y} viewportFollow={shouldFollowCamera} controls onBeforeDestroy visible >\n @for (compConfig of normalizedComponentsBehind) {\n <Container>\n <compConfig.component object ...compConfig.props />\n </Container>\n } \n <Particle emit={@emitParticleTrigger} settings={@particleSettings} zIndex={1000} name={particleName} />\n <Container>\n @for (graphicObj of graphicsSignals) {\n <Sprite \n sheet={@sheet(@graphicObj)} \n direction \n tint \n hitbox \n flash={flashConfig}\n \n />\n }\n </Container>\n @for (compConfig of normalizedComponentsInFront) {\n <Container dependencies={@compConfig.@dependencies}>\n <compConfig.component object ...compConfig.props />\n </Container>\n } \n @for (attachedGui of attachedGuis) {\n @if (shouldDisplayAttachedGui) {\n <Container>\n <attachedGui.component ...attachedGui.data() dependencies={@attachedGui.@dependencies} 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, on } from \"canvasengine\";\n\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 * Normalize a single sprite component configuration\n * \n * Handles both direct component references and configuration objects with optional props and dependencies.\n * Extracts the component reference and creates a computed function that returns the props.\n * \n * ## Design\n * \n * Supports two formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...}, dependencies: (object) => [...] }`\n * \n * The normalization process:\n * - Extracts the actual component from either format\n * - Extracts dependencies function if provided\n * - Creates a computed function that returns props (static object or dynamic function result)\n * - Returns a normalized object with `component`, `props`, and `dependencies`\n * \n * @param comp - Component reference or configuration object\n * @returns Normalized component configuration with component, props, and dependencies\n * \n * @example\n * ```ts\n * // Direct component\n * normalizeComponent(ShadowComponent)\n * // => { component: ShadowComponent, props: {}, dependencies: undefined }\n * \n * // With static props\n * normalizeComponent({ component: LightHalo, props: { radius: 30 } })\n * // => { component: LightHalo, props: { radius: 30 }, dependencies: undefined }\n * \n * // With dynamic props and dependencies\n * normalizeComponent({ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * })\n * // => { component: HealthBar, props: {...}, dependencies: (object) => [...] }\n * ```\n */\n const normalizeComponent = (comp) => {\n let componentRef;\n let propsValue;\n let dependenciesFn;\n \n // If it's a direct component reference\n if (typeof comp === 'function' || (comp && typeof comp === 'object' && !comp.component)) {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n // If it's a configuration object with component and props\n else if (comp && typeof comp === 'object' && comp.component) {\n componentRef = comp.component;\n // Support both \"data\" (legacy) and \"props\" (new) for backward compatibility\n propsValue = comp.props !== undefined ? comp.props : comp.data;\n dependenciesFn = comp.dependencies;\n }\n // Fallback: treat as direct component\n else {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n \n // Return props directly (object or function), not as computed\n // The computed will be created in the template when needed\n return {\n component: componentRef,\n props: typeof propsValue === 'function' ? propsValue(object) : propsValue || {},\n dependencies: dependenciesFn ? dependenciesFn(object) : []\n };\n };\n\n /**\n * Normalize an array of sprite components\n * \n * Applies normalization to each component in the array using `normalizeComponent`.\n * \n * @param components - Array of component references or configuration objects\n * @returns Array of normalized component configurations\n */\n const normalizeComponents = (components) => {\n return components.map((comp) => normalizeComponent(comp));\n };\n\n\n /**\n * Normalized components to render behind sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * Supports multiple formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...} }`\n * 3. With dynamic props: `{ component: LightHalo, props: (object) => {...} }`\n * 4. With dependencies: `{ component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }`\n * \n * Components with dependencies will only be displayed when all dependencies are resolved (!= undefined).\n * The object is passed to the dependencies function to allow sprite-specific dependency resolution.\n * \n * @example\n * ```ts\n * // Direct component\n * componentsBehind: [ShadowComponent]\n * \n * // With static props\n * componentsBehind: [{ component: LightHalo, props: { radius: 30 } }]\n * \n * // With dynamic props and dependencies\n * componentsBehind: [{ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * }]\n * ```\n */\n const normalizedComponentsBehind = computed(() => {\n return normalizeComponents(componentsBehind());\n });\n\n /**\n * Normalized components to render in front of sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * See `normalizedComponentsBehind` for format details.\n * Components with dependencies will only be displayed when all dependencies are resolved.\n */\n const normalizedComponentsInFront = computed(() => {\n return normalizeComponents(componentsInFront());\n });\n \n /**\n * Determine if the camera should follow this sprite\n * \n * The camera follows this sprite if:\n * - It's explicitly set as the camera follow target, OR\n * - It's the current player and no explicit target is set (default behavior)\n */\n const shouldFollowCamera = computed(() => {\n const cameraTargetId = client.cameraFollowTargetId();\n // If a target is explicitly set, only follow if this sprite is the target\n if (cameraTargetId !== null) {\n return id() === cameraTargetId;\n }\n // Otherwise, follow the current player (default behavior)\n return isMe();\n });\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 flashTrigger\n } = object;\n\n /**\n * Flash configuration signals for dynamic options\n * These signals are updated when the flash trigger is activated with options\n */\n const flashType = signal<'alpha' | 'tint' | 'both'>('alpha');\n const flashDuration = signal(300);\n const flashCycles = signal(1);\n const flashAlpha = signal(0.3);\n const flashTint = signal(0xffffff);\n\n /**\n * Listen to flash trigger to update configuration dynamically\n * When flash is triggered with options, update the signals\n */\n on(flashTrigger, (data) => {\n if (data && typeof data === 'object') {\n if (data.type !== undefined) flashType.set(data.type);\n if (data.duration !== undefined) flashDuration.set(data.duration);\n if (data.cycles !== undefined) flashCycles.set(data.cycles);\n if (data.alpha !== undefined) flashAlpha.set(data.alpha);\n if (data.tint !== undefined) flashTint.set(data.tint);\n }\n });\n\n /**\n * Flash configuration for the sprite\n * \n * This configuration is used by the flash directive to create visual feedback effects.\n * The flash trigger is exposed through the object, allowing both server events and\n * client-side code to trigger flash animations. Options can be passed dynamically\n * through the trigger, which updates the reactive signals.\n */\n const flashConfig = computed(() => ({\n trigger: flashTrigger,\n type: flashType(),\n duration: flashDuration(),\n cycles: flashCycles(),\n alpha: flashAlpha(),\n tint: flashTint(),\n }));\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 gamepad: {\n enabled: true\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 if (isMe()) 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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