@rpgjs/client 5.0.0-alpha.22 → 5.0.0-alpha.24

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Files changed (134) hide show
  1. package/dist/Game/Object.d.ts +2 -0
  2. package/dist/RpgClientEngine.d.ts +115 -9
  3. package/dist/components/gui/mobile/index.d.ts +8 -0
  4. package/dist/components/prebuilt/index.d.ts +1 -0
  5. package/dist/index.d.ts +5 -0
  6. package/dist/index.js +13 -8
  7. package/dist/index.js.map +1 -1
  8. package/dist/index10.js +1 -1
  9. package/dist/index11.js +6 -5
  10. package/dist/index11.js.map +1 -1
  11. package/dist/index12.js +2 -2
  12. package/dist/index13.js +102 -10
  13. package/dist/index13.js.map +1 -1
  14. package/dist/index14.js +67 -9
  15. package/dist/index14.js.map +1 -1
  16. package/dist/index15.js +10 -263
  17. package/dist/index15.js.map +1 -1
  18. package/dist/index16.js +9 -97
  19. package/dist/index16.js.map +1 -1
  20. package/dist/index17.js +300 -89
  21. package/dist/index17.js.map +1 -1
  22. package/dist/index18.js +63 -80
  23. package/dist/index18.js.map +1 -1
  24. package/dist/index19.js +96 -348
  25. package/dist/index19.js.map +1 -1
  26. package/dist/index2.js +176 -24
  27. package/dist/index2.js.map +1 -1
  28. package/dist/index20.js +360 -17
  29. package/dist/index20.js.map +1 -1
  30. package/dist/index21.js +19 -50
  31. package/dist/index21.js.map +1 -1
  32. package/dist/index22.js +212 -5
  33. package/dist/index22.js.map +1 -1
  34. package/dist/index23.js +6 -395
  35. package/dist/index23.js.map +1 -1
  36. package/dist/index24.js +4 -39
  37. package/dist/index24.js.map +1 -1
  38. package/dist/index25.js +19 -20
  39. package/dist/index25.js.map +1 -1
  40. package/dist/index26.js +43 -2624
  41. package/dist/index26.js.map +1 -1
  42. package/dist/index27.js +5 -110
  43. package/dist/index27.js.map +1 -1
  44. package/dist/index28.js +394 -65
  45. package/dist/index28.js.map +1 -1
  46. package/dist/index29.js +40 -15
  47. package/dist/index29.js.map +1 -1
  48. package/dist/index3.js +3 -3
  49. package/dist/index30.js +21 -23
  50. package/dist/index30.js.map +1 -1
  51. package/dist/index31.js +2624 -86
  52. package/dist/index31.js.map +1 -1
  53. package/dist/index32.js +107 -34
  54. package/dist/index32.js.map +1 -1
  55. package/dist/index33.js +69 -22
  56. package/dist/index33.js.map +1 -1
  57. package/dist/index34.js +19 -3
  58. package/dist/index34.js.map +1 -1
  59. package/dist/index35.js +21 -329
  60. package/dist/index35.js.map +1 -1
  61. package/dist/index36.js +91 -30
  62. package/dist/index36.js.map +1 -1
  63. package/dist/index37.js +37 -7
  64. package/dist/index37.js.map +1 -1
  65. package/dist/index38.js +22 -9
  66. package/dist/index38.js.map +1 -1
  67. package/dist/index39.js +139 -10
  68. package/dist/index39.js.map +1 -1
  69. package/dist/index4.js +3 -3
  70. package/dist/index40.js +16 -6
  71. package/dist/index40.js.map +1 -1
  72. package/dist/index41.js +1 -325
  73. package/dist/index41.js.map +1 -1
  74. package/dist/index42.js +530 -3680
  75. package/dist/index42.js.map +1 -1
  76. package/dist/index43.js +24 -67
  77. package/dist/index43.js.map +1 -1
  78. package/dist/index44.js +9 -184
  79. package/dist/index44.js.map +1 -1
  80. package/dist/index45.js +6 -503
  81. package/dist/index45.js.map +1 -1
  82. package/dist/index46.js +325 -2
  83. package/dist/index46.js.map +1 -1
  84. package/dist/index47.js +3687 -17
  85. package/dist/index47.js.map +1 -1
  86. package/dist/index48.js +69 -202
  87. package/dist/index48.js.map +1 -1
  88. package/dist/index49.js +182 -7
  89. package/dist/index49.js.map +1 -1
  90. package/dist/index5.js +1 -1
  91. package/dist/index50.js +497 -106
  92. package/dist/index50.js.map +1 -1
  93. package/dist/index51.js +48 -130
  94. package/dist/index51.js.map +1 -1
  95. package/dist/index52.js +17 -134
  96. package/dist/index52.js.map +1 -1
  97. package/dist/index53.js +3 -109
  98. package/dist/index53.js.map +1 -1
  99. package/dist/index54.js +9 -138
  100. package/dist/index54.js.map +1 -1
  101. package/dist/index55.js +111 -7
  102. package/dist/index55.js.map +1 -1
  103. package/dist/index56.js +130 -48
  104. package/dist/index56.js.map +1 -1
  105. package/dist/index57.js +137 -0
  106. package/dist/index57.js.map +1 -0
  107. package/dist/index58.js +112 -0
  108. package/dist/index58.js.map +1 -0
  109. package/dist/index59.js +9 -0
  110. package/dist/index59.js.map +1 -0
  111. package/dist/index6.js +1 -1
  112. package/dist/index7.js +1 -1
  113. package/dist/index8.js +17 -2
  114. package/dist/index8.js.map +1 -1
  115. package/dist/index9.js +10 -27
  116. package/dist/index9.js.map +1 -1
  117. package/dist/services/keyboardControls.d.ts +1 -2
  118. package/dist/services/mmorpg.d.ts +1 -1
  119. package/dist/services/standalone.d.ts +1 -1
  120. package/package.json +9 -9
  121. package/src/Game/Object.ts +8 -0
  122. package/src/Gui/Gui.ts +4 -31
  123. package/src/RpgClientEngine.ts +193 -20
  124. package/src/components/character.ce +146 -9
  125. package/src/components/gui/mobile/index.ts +24 -0
  126. package/src/components/gui/mobile/mobile.ce +80 -0
  127. package/src/components/prebuilt/index.ts +1 -0
  128. package/src/components/prebuilt/light-halo.ce +148 -0
  129. package/src/components/scenes/canvas.ce +2 -2
  130. package/src/components/scenes/event-layer.ce +1 -0
  131. package/src/components/scenes/transition.ce +60 -0
  132. package/src/index.ts +6 -1
  133. package/src/module.ts +15 -0
  134. package/src/services/keyboardControls.ts +1 -1
@@ -106,4 +106,6 @@ export declare abstract class RpgClientObject extends RpgCommonPlayer {
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  */
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  setAnimation(animationName: string, nbTimes?: number): void;
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  showComponentAnimation(id: string, params: any): void;
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+ isEvent(): boolean;
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+ isPlayer(): boolean;
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  }
@@ -1,4 +1,3 @@
1
- import { Context } from '@signe/di';
2
1
  import { AbstractWebsocket } from './services/AbstractSocket';
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  import { Direction } from '@rpgjs/common';
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  import { RpgClientMap } from './Game/Map';
@@ -6,7 +5,7 @@ import { AnimationManager } from './Game/AnimationManager';
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  import { Observable } from 'rxjs';
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  import * as PIXI from "pixi.js";
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  export declare class RpgClientEngine<T = any> {
9
- context: Context;
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+ context: any;
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  private guiService;
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  private webSocket;
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  private loadMapService;
@@ -35,6 +34,7 @@ export declare class RpgClientEngine<T = any> {
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  cameraFollowTargetId: import('canvasengine').WritableSignal<string | null>;
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  /** Trigger for map shake animation */
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  mapShakeTrigger: import('canvasengine').Trigger<any>;
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+ controlsReady: import('canvasengine').WritableSignal<undefined>;
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  private predictionEnabled;
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  private prediction?;
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  private readonly SERVER_CORRECTION_THRESHOLD;
@@ -44,7 +44,12 @@ export declare class RpgClientEngine<T = any> {
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  private pingInterval;
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  private readonly PING_INTERVAL_MS;
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  private lastInputTime;
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- constructor(context: Context);
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+ private mapLoadCompleted$;
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+ private playerIdReceived$;
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+ private playersReceived$;
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+ private eventsReceived$;
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+ private onAfterLoadingSubscription?;
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+ constructor(context: any);
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  /**
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  * Assigns a CanvasEngine KeyboardControls instance to the dependency injection context
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  *
@@ -353,13 +358,38 @@ export declare class RpgClientEngine<T = any> {
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  * Add a component to render behind sprites
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  * Components added with this method will be displayed with a lower z-index than the sprite
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  *
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- * @param component - The component to add behind sprites
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- * @returns The added component
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+ * Supports multiple formats:
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+ * 1. Direct component: `ShadowComponent`
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+ * 2. Configuration object: `{ component: LightHalo, props: {...} }`
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+ * 3. With dynamic props: `{ component: LightHalo, props: (object) => {...} }`
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+ * 4. With dependencies: `{ component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }`
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+ *
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+ * Components with dependencies will only be displayed when all dependencies are resolved (!= undefined).
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+ * The object (sprite) is passed to the dependencies function to allow sprite-specific dependency resolution.
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+ *
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+ * @param component - The component to add behind sprites, or a configuration object
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+ * @param component.component - The component function to render
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+ * @param component.props - Static props object or function that receives the sprite object and returns props
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+ * @param component.dependencies - Function that receives the sprite object and returns an array of Signals
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+ * @returns The added component or configuration
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  *
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  * @example
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377
  * ```ts
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  * // Add a shadow component behind all sprites
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  * engine.addSpriteComponentBehind(ShadowComponent);
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+ *
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+ * // Add a component with static props
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+ * engine.addSpriteComponentBehind({
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+ * component: LightHalo,
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+ * props: { radius: 30 }
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+ * });
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+ *
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+ * // Add a component with dynamic props and dependencies
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+ * engine.addSpriteComponentBehind({
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+ * component: HealthBar,
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+ * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),
391
+ * dependencies: (object) => [object.hp, object.param.maxHp]
392
+ * });
363
393
  * ```
364
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  */
365
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  addSpriteComponentBehind(component: any): any;
@@ -367,16 +397,45 @@ export declare class RpgClientEngine<T = any> {
367
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  * Add a component to render in front of sprites
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398
  * Components added with this method will be displayed with a higher z-index than the sprite
369
399
  *
370
- * @param component - The component to add in front of sprites
371
- * @returns The added component
400
+ * Supports multiple formats:
401
+ * 1. Direct component: `HealthBarComponent`
402
+ * 2. Configuration object: `{ component: StatusIndicator, props: {...} }`
403
+ * 3. With dynamic props: `{ component: HealthBar, props: (object) => {...} }`
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+ * 4. With dependencies: `{ component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }`
405
+ *
406
+ * Components with dependencies will only be displayed when all dependencies are resolved (!= undefined).
407
+ * The object (sprite) is passed to the dependencies function to allow sprite-specific dependency resolution.
408
+ *
409
+ * @param component - The component to add in front of sprites, or a configuration object
410
+ * @param component.component - The component function to render
411
+ * @param component.props - Static props object or function that receives the sprite object and returns props
412
+ * @param component.dependencies - Function that receives the sprite object and returns an array of Signals
413
+ * @returns The added component or configuration
372
414
  *
373
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  * @example
374
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  * ```ts
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  * // Add a health bar component in front of all sprites
376
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  * engine.addSpriteComponentInFront(HealthBarComponent);
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+ *
420
+ * // Add a component with static props
421
+ * engine.addSpriteComponentInFront({
422
+ * component: StatusIndicator,
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+ * props: { type: 'poison' }
424
+ * });
425
+ *
426
+ * // Add a component with dynamic props and dependencies
427
+ * engine.addSpriteComponentInFront({
428
+ * component: HealthBar,
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+ * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),
430
+ * dependencies: (object) => [object.hp, object.param.maxHp]
431
+ * });
377
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  * ```
378
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  */
379
- addSpriteComponentInFront(component: any): any;
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+ addSpriteComponentInFront(component: any | {
435
+ component: any;
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+ props: (object: any) => any;
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+ dependencies?: (object: any) => any[];
438
+ }): any;
380
439
  /**
381
440
  * Add a component animation to the engine
382
441
  *
@@ -428,6 +487,27 @@ export declare class RpgClientEngine<T = any> {
428
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  * ```
429
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  */
430
489
  getComponentAnimation(id: string): AnimationManager;
490
+ /**
491
+ * Start a transition
492
+ *
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+ * Convenience method to display a transition by its ID using the GUI system.
494
+ *
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+ * @param id - The unique identifier of the transition to start
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+ * @param props - Props to pass to the transition component
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+ *
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+ * @example
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+ * ```ts
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+ * // Start a fade transition
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+ * engine.startTransition('fade', { duration: 1000, color: 'black' });
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+ *
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+ * // Start with onFinish callback
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+ * engine.startTransition('fade', {
505
+ * duration: 1000,
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+ * onFinish: () => console.log('Fade complete')
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+ * });
508
+ * ```
509
+ */
510
+ startTransition(id: string, props?: any): void;
431
511
  processInput({ input }: {
432
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  input: Direction;
433
513
  }): Promise<void>;
@@ -442,7 +522,33 @@ export declare class RpgClientEngine<T = any> {
442
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  private getLocalPlayerState;
443
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  private applyAuthoritativeState;
444
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  private initializePredictionController;
445
- getCurrentPlayer(): import('./Game/Player').RpgClientPlayer;
525
+ getCurrentPlayer(): import('.').RpgClientPlayer;
526
+ /**
527
+ * Setup RxJS observer to wait for all conditions before calling onAfterLoading hook
528
+ *
529
+ * This method uses RxJS `combineLatest` to wait for all conditions to be met,
530
+ * regardless of the order in which they arrive:
531
+ * 1. The map loading is completed (loadMapService.load is finished)
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+ * 2. We received a player ID (pId)
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+ * 3. Players array has at least one element
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+ * 4. Events property is present in the sync data
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+ *
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+ * Once all conditions are met, it uses `switchMap` to call the onAfterLoading hook once.
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+ *
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+ * ## Design
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+ *
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+ * Uses BehaviorSubjects to track each condition state, allowing events to arrive
541
+ * in any order. The `combineLatest` operator waits until all observables emit `true`,
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+ * then `take(1)` ensures the hook is called only once, and `switchMap` handles
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+ * the hook execution.
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+ *
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+ * @example
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+ * ```ts
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+ * // Called automatically in loadScene to setup the observer
548
+ * this.setupOnAfterLoadingObserver();
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+ * ```
550
+ */
551
+ private setupOnAfterLoadingObserver;
446
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  /**
447
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  * Clear client prediction states for cleanup
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  *
@@ -0,0 +1,8 @@
1
+ export declare const withMobile: () => {
2
+ gui: {
3
+ id: string;
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+ component: any;
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+ autoDisplay: boolean;
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+ dependencies: () => (import('canvasengine').WritableSignal<undefined> | import('canvasengine').WritableSignal<true | undefined>)[];
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+ }[];
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+ };
@@ -16,3 +16,4 @@
16
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  * ```
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  */
18
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  export { default as HpBar } from './hp-bar.ce';
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+ export { default as LightHalo } from './light-halo.ce';
package/dist/index.d.ts CHANGED
@@ -9,6 +9,7 @@ export * from './module';
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  export * from './Gui/Gui';
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  export * from './components/gui';
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  export * from './components/animations';
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+ export * from './components/prebuilt';
12
13
  export * from './presets';
13
14
  export * from './components';
14
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  export * from './components/gui';
@@ -17,3 +18,7 @@ export * from './Resource';
17
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  export { Context } from '@signe/di';
18
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  export { KeyboardControls, Input } from 'canvasengine';
19
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  export { Control } from './services/keyboardControls';
21
+ export { RpgClientObject } from './Game/Object';
22
+ export { RpgClientPlayer } from './Game/Player';
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+ export { RpgClientEvent } from './Game/Event';
24
+ export { withMobile } from './components/gui/mobile';
package/dist/index.js CHANGED
@@ -9,13 +9,18 @@ export { RpgGui } from './index9.js';
9
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  export { default as DialogboxComponent } from './index10.js';
10
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  export { default as BoxComponent } from './index11.js';
11
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  export { PrebuiltComponentAnimations } from './index12.js';
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- export { Presets } from './index13.js';
13
- export { default as EventLayerComponent } from './index14.js';
14
- export { default as CharacterComponent } from './index15.js';
15
- export { default as HpBar } from './index16.js';
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- export { RpgSound, Sound, getSoundMetadata } from './index17.js';
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- export { RpgResource } from './index18.js';
18
- export { Context } from './index19.js';
12
+ export { default as HpBar } from './index13.js';
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+ export { default as LightHalo } from './index14.js';
14
+ export { Presets } from './index15.js';
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+ export { default as EventLayerComponent } from './index16.js';
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+ export { default as CharacterComponent } from './index17.js';
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+ export { RpgSound, Sound, getSoundMetadata } from './index18.js';
18
+ export { RpgResource } from './index19.js';
19
+ export { Context } from './index20.js';
19
20
  export { Input, KeyboardControls } from 'canvasengine';
20
- export { Control } from './index20.js';
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+ export { Control } from './index21.js';
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+ export { RpgClientObject } from './index22.js';
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+ export { RpgClientPlayer } from './index23.js';
24
+ export { RpgClientEvent } from './index24.js';
25
+ export { withMobile } from './index25.js';
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  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;"}
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+ {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;"}
package/dist/index10.js CHANGED
@@ -1,5 +1,5 @@
1
1
  import { useProps, useDefineProps, signal, animatedSignal, computed, trigger, mount, effect, h, Container, Rect, cond, Text, Sprite } from 'canvasengine';
2
- import component$1 from './index43.js';
2
+ import component$1 from './index48.js';
3
3
  import { inject } from './index6.js';
4
4
  import { RpgClientEngine } from './index2.js';
5
5
 
package/dist/index11.js CHANGED
@@ -1,14 +1,15 @@
1
1
  import { useProps, useDefineProps, computed, h, Container, Rect } from 'canvasengine';
2
2
  import { RpgClientEngine } from './index2.js';
3
- import './index26.js';
3
+ import './index31.js';
4
4
  import '@rpgjs/common';
5
- import './index19.js';
5
+ import './index20.js';
6
6
  import { inject } from './index6.js';
7
7
  import 'rxjs';
8
- import './index27.js';
9
- import './index17.js';
10
- import '@canvasengine/presets';
8
+ import './index32.js';
11
9
  import './index18.js';
10
+ import 'pixi.js';
11
+ import '@canvasengine/presets';
12
+ import './index19.js';
12
13
 
13
14
  function component($$props) {
14
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  useProps($$props);
@@ -1 +1 @@
1
- {"version":3,"file":"index11.js","sources":["../src/components/gui/box.ce"],"sourcesContent":["<Container positionType=\"absolute\" top={top} left={left}>\n <Container\n anchor={[0.5, 0.5]}\n >\n <Rect width height color={_color} />\n <Container attach={child}></Container>\n </Container> \n</Container>\n\n<script>\n import { RpgClientEngine, inject } from \"../../index\";\n\n const { width, height, children, color, top, left } = defineProps();\n const engine = inject(RpgClientEngine)\n const child = children[0]\n const _color = computed(() => engine.globalConfig.gui?.windowColor || color?.() || \"#1a1a2e\")\n</script>"],"names":[],"mappings":";;;;;;;;;;;;AAOqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAAQ,MAAM,WAAW,GAAG,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,EAAE,GAAG,WAAW,EAAE,EAAE,KAAK,GAAG,EAAE,CAAC,KAAK,EAAE,MAAM,GAAG,EAAE,CAAC,MAAM,EAAE,QAAQ,GAAG,EAAE,CAAC,QAAQ,EAAE,KAAK,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,IAAI,GAAG,EAAE,CAAC,IAAI;AAC5I,IAAI,MAAM,GAAG,MAAM,CAAC,eAAe,CAAC;AACpC,IAAI,KAAK,GAAG,QAAQ,CAAC,CAAC,CAAC;AACvB,IAAI,MAAM,GAAG,QAAQ,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,GAAG,MAAM,CAAC,YAAY,CAAC,GAAG,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,WAAW,MAAM,KAAK,KAAK,IAAI,IAAI,KAAK,KAAK,MAAM,GAAG,MAAM,GAAG,KAAK,EAAE,CAAC,IAAI,SAAS,CAAC,CAAC,CAAC;AAClN,QAAQ,IAAI,KAAK,GAAG,CAAC,CAAC,SAAS,EAAE,EAAE,YAAY,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;AACvM,QAAQ,OAAO;AACf,MAAM;;;;"}
1
+ {"version":3,"file":"index11.js","sources":["../src/components/gui/box.ce"],"sourcesContent":["<Container positionType=\"absolute\" top={top} left={left}>\n <Container\n anchor={[0.5, 0.5]}\n >\n <Rect width height color={_color} />\n <Container attach={child}></Container>\n </Container> \n</Container>\n\n<script>\n import { RpgClientEngine, inject } from \"../../index\";\n\n const { width, height, children, color, top, left } = defineProps();\n const engine = inject(RpgClientEngine)\n const child = children[0]\n const _color = computed(() => engine.globalConfig.gui?.windowColor || color?.() || \"#1a1a2e\")\n</script>"],"names":[],"mappings":";;;;;;;;;;;;;AAOqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAAQ,MAAM,WAAW,GAAG,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,EAAE,GAAG,WAAW,EAAE,EAAE,KAAK,GAAG,EAAE,CAAC,KAAK,EAAE,MAAM,GAAG,EAAE,CAAC,MAAM,EAAE,QAAQ,GAAG,EAAE,CAAC,QAAQ,EAAE,KAAK,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,GAAG,EAAE,CAAC,GAAG,EAAE,IAAI,GAAG,EAAE,CAAC,IAAI;AAC5I,IAAI,MAAM,GAAG,MAAM,CAAC,eAAe,CAAC;AACpC,IAAI,KAAK,GAAG,QAAQ,CAAC,CAAC,CAAC;AACvB,IAAI,MAAM,GAAG,QAAQ,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,EAAE,GAAG,MAAM,CAAC,YAAY,CAAC,GAAG,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,WAAW,MAAM,KAAK,KAAK,IAAI,IAAI,KAAK,KAAK,MAAM,GAAG,MAAM,GAAG,KAAK,EAAE,CAAC,IAAI,SAAS,CAAC,CAAC,CAAC;AAClN,QAAQ,IAAI,KAAK,GAAG,CAAC,CAAC,SAAS,EAAE,EAAE,YAAY,EAAE,UAAU,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,EAAE,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;AACvM,QAAQ,OAAO;AACf,MAAM;;;;"}
package/dist/index12.js CHANGED
@@ -1,5 +1,5 @@
1
- import component$1 from './index28.js';
2
- import component from './index29.js';
1
+ import component$1 from './index33.js';
2
+ import component from './index34.js';
3
3
 
4
4
  const PrebuiltComponentAnimations = {
5
5
  Hit: component$1,
package/dist/index13.js CHANGED
@@ -1,14 +1,106 @@
1
- import { AnimationSpritesheetPreset } from './index30.js';
2
- import { LPCSpritesheetPreset } from './index31.js';
3
- import { RMSpritesheet } from './index32.js';
4
- import { FacesetPreset } from './index33.js';
1
+ import { useProps, useDefineProps, computed, animatedSignal, effect, h, Container, Graphics } from 'canvasengine';
5
2
 
6
- const Presets = {
7
- RMSpritesheet,
8
- LPCSpritesheetPreset,
9
- AnimationSpritesheetPreset,
10
- FacesetPreset
3
+ function component($$props) {
4
+ useProps($$props);
5
+ const defineProps = useDefineProps($$props);
6
+ var object = defineProps().object;
7
+ var barWidth = 50;
8
+ var barHeight = 8;
9
+ var borderRadius = 4;
10
+ var innerRadius = 3;
11
+ var padding = 1;
12
+ var bgColor = 0x16213e;
13
+ var shadowColor = 0x000000;
14
+ var borderColor = 0x4a5568;
15
+ var maxFillWidth = barWidth - (padding * 2);
16
+ var fillHeight = barHeight - (padding * 2);
17
+ var highlightHeight = Math.floor(fillHeight / 2);
18
+ var hitbox = object.hitbox;
19
+ var currentHp = computed(function () {
20
+ var _a, _b;
21
+ return (_b = (_a = object.hpSignal) === null || _a === void 0 ? void 0 : _a.call(object)) !== null && _b !== void 0 ? _b : 0;
22
+ });
23
+ var maxHp = computed(function () {
24
+ var _a, _b, _c;
25
+ var params = (_b = (_a = object._param) === null || _a === void 0 ? void 0 : _a.call(object)) !== null && _b !== void 0 ? _b : {};
26
+ return (_c = params.maxHp) !== null && _c !== void 0 ? _c : 100;
27
+ });
28
+ var hpPercent = computed(function () {
29
+ var max = maxHp();
30
+ if (max <= 0)
31
+ return 0;
32
+ var percent = currentHp() / max;
33
+ return Math.max(0, Math.min(1, percent));
34
+ });
35
+ var animatedPercent = animatedSignal(hpPercent(), {
36
+ duration: 300,
37
+ easing: 'easeOutCubic'
38
+ });
39
+ effect(function () {
40
+ var newPercent = hpPercent();
41
+ animatedPercent.set(newPercent);
42
+ });
43
+ var position = computed(function () { return ({
44
+ x: (hitbox().w / 2) - (barWidth / 2),
45
+ y: -barHeight - 8
46
+ }); });
47
+ var fillWidth = computed(function () {
48
+ var percent = animatedPercent();
49
+ var width = maxFillWidth * percent;
50
+ // Ensure minimum visible width when HP > 0
51
+ if (percent > 0 && width < innerRadius * 2) {
52
+ return innerRadius * 2;
53
+ }
54
+ return Math.max(0, width);
55
+ });
56
+ var hpColorHex = computed(function () {
57
+ var percent = hpPercent();
58
+ if (percent > 0.6) {
59
+ return 0x4ade80; // Green - healthy
60
+ }
61
+ else if (percent > 0.3) {
62
+ return 0xfacc15; // Yellow - caution
63
+ }
64
+ else if (percent > 0.15) {
65
+ return 0xfb923c; // Orange - danger
66
+ }
67
+ else {
68
+ return 0xef4444; // Red - critical
69
+ }
70
+ });
71
+ var drawShadow = function (g) {
72
+ g.roundRect(0, 0, barWidth, barHeight, borderRadius);
73
+ g.fill({ color: shadowColor, alpha: 0.3 });
11
74
  };
75
+ var drawBackground = function (g) {
76
+ g.roundRect(0, 0, barWidth, barHeight, borderRadius);
77
+ g.fill({ color: bgColor, alpha: 0.9 });
78
+ };
79
+ var drawFill = function (g) {
80
+ var width = fillWidth();
81
+ if (width > 0) {
82
+ g.roundRect(padding, padding, width, fillHeight, innerRadius);
83
+ g.fill({ color: hpColorHex() });
84
+ }
85
+ };
86
+ var drawHighlight = function (g) {
87
+ var width = fillWidth();
88
+ if (width > 0) {
89
+ g.roundRect(padding, padding, width, highlightHeight, innerRadius);
90
+ g.fill({ color: 0xffffff, alpha: 0.25 });
91
+ }
92
+ };
93
+ var drawBorder = function (g) {
94
+ g.roundRect(0, 0, barWidth, barHeight, borderRadius);
95
+ g.stroke({
96
+ color: borderColor,
97
+ width: 1,
98
+ alpha: 0.7
99
+ });
100
+ };
101
+ 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 })])];
102
+ return $this
103
+ }
12
104
 
13
- export { Presets };
105
+ export { component as default };
14
106
  //# sourceMappingURL=index13.js.map
@@ -1 +1 @@
1
- {"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;;;;"}
1
+ {"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 - 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package/dist/index14.js CHANGED
@@ -1,16 +1,74 @@
1
- import { useProps, useDefineProps, h, Container, loop } from 'canvasengine';
2
- import { inject } from './index6.js';
3
- import { RpgClientEngine } from './index2.js';
4
- import component$1 from './index15.js';
1
+ import { useProps, useDefineProps, computed, signal, tick, h, Container, Graphics } from 'canvasengine';
2
+ import { BlurFilter } from 'pixi.js';
5
3
 
6
4
  function component($$props) {
7
5
  useProps($$props);
8
6
  const defineProps = useDefineProps($$props);
9
- var engine = inject(RpgClientEngine);
10
- var children = defineProps().children;
11
- var players = engine.sceneMap.players;
12
- var events = engine.sceneMap.events;
13
- 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))]);
7
+ 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
+ var getBaseRadius = computed(function () { var _a; return (_a = baseRadius === null || baseRadius === void 0 ? void 0 : baseRadius()) !== null && _a !== void 0 ? _a : 30; });
9
+ var getRadiusVariation = computed(function () { var _a; return (_a = radiusVariation === null || radiusVariation === void 0 ? void 0 : radiusVariation()) !== null && _a !== void 0 ? _a : 10; });
10
+ var getBaseOpacity = computed(function () { var _a; return (_a = baseOpacity === null || baseOpacity === void 0 ? void 0 : baseOpacity()) !== null && _a !== void 0 ? _a : 0.6; });
11
+ var getOpacityVariation = computed(function () { var _a; return (_a = opacityVariation === null || opacityVariation === void 0 ? void 0 : opacityVariation()) !== null && _a !== void 0 ? _a : 0.3; });
12
+ var getSizeSpeed = computed(function () { var _a; return (_a = sizeSpeed === null || sizeSpeed === void 0 ? void 0 : sizeSpeed()) !== null && _a !== void 0 ? _a : 0.002; });
13
+ var getOpacitySpeed = computed(function () { var _a; return (_a = opacitySpeed === null || opacitySpeed === void 0 ? void 0 : opacitySpeed()) !== null && _a !== void 0 ? _a : 0.003; });
14
+ var getLightColor = computed(function () { var _a; return (_a = lightColor === null || lightColor === void 0 ? void 0 : lightColor()) !== null && _a !== void 0 ? _a : 0xffffaa; });
15
+ var time = signal(0);
16
+ var currentRadius = computed(function () {
17
+ var t = time();
18
+ var base = getBaseRadius();
19
+ var variation = getRadiusVariation();
20
+ var speed = getSizeSpeed();
21
+ // Combine two sine waves for less predictable pulsing
22
+ var pulse1 = Math.sin(t * speed);
23
+ var pulse2 = Math.sin(t * speed * 1.5) * 0.5;
24
+ var combinedPulse = (pulse1 + pulse2) / 1.5;
25
+ return base + (combinedPulse * variation);
26
+ });
27
+ var currentOpacity = computed(function () {
28
+ var t = time();
29
+ var base = getBaseOpacity();
30
+ var variation = getOpacityVariation();
31
+ var speed = getOpacitySpeed();
32
+ // Main breathing cycle
33
+ var fade = Math.sin(t * speed);
34
+ // Subtle high-frequency flicker (candle-like)
35
+ var flicker = (Math.random() - 0.5) * 0.1;
36
+ return Math.max(0, Math.min(1, base + (fade * variation) + flicker));
37
+ });
38
+ var hitbox = object.hitbox;
39
+ var position = computed(function () { return ({
40
+ x: hitbox().w / 2,
41
+ y: hitbox().h / 2
42
+ }); });
43
+ var blurFilter = new BlurFilter({ strength: 20, quality: 3 });
44
+ var drawHalo = function (g) {
45
+ var radius = currentRadius();
46
+ var opacity = currentOpacity();
47
+ var color = getLightColor();
48
+ if (opacity <= 0 || radius <= 0)
49
+ return;
50
+ // Set blend mode to ADD for glowing light effect
51
+ g.blendMode = 'add';
52
+ // Apply blur filter for soft light diffusion
53
+ g.filters = [blurFilter];
54
+ // Draw main light source
55
+ // The blur filter will spread this out into a nice gradient
56
+ g.circle(0, 0, radius);
57
+ g.fill({
58
+ color: color,
59
+ alpha: opacity
60
+ });
61
+ // Draw a smaller, brighter core
62
+ g.circle(0, 0, radius * 0.4);
63
+ g.fill({
64
+ color: 0xffffff,
65
+ alpha: opacity * 0.5
66
+ });
67
+ };
68
+ tick(function () {
69
+ time.update(function (t) { return t + 1; });
70
+ });
71
+ let $this = h(Container, { x: computed(() => position().x), y: computed(() => position().y) }, h(Graphics, { draw: drawHalo }));
14
72
  return $this
15
73
  }
16
74
 
@@ -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":["<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 // 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// ====================\ntick(() => {\n time.update(t => t + 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