@rpgjs/client 5.0.0-alpha.23 → 5.0.0-alpha.24
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/RpgClientEngine.d.ts +35 -115
- package/dist/components/gui/mobile/index.d.ts +1 -1
- package/dist/index10.js +1 -1
- package/dist/index11.js +2 -2
- package/dist/index12.js +2 -2
- package/dist/index14.js +1 -2
- package/dist/index14.js.map +1 -1
- package/dist/index15.js +4 -4
- package/dist/index16.js.map +1 -1
- package/dist/index17.js.map +1 -1
- package/dist/index2.js +85 -159
- package/dist/index2.js.map +1 -1
- package/dist/index20.js.map +1 -1
- package/dist/index22.js +1 -1
- package/dist/index25.js +2 -2
- package/dist/index25.js.map +1 -1
- package/dist/index26.js +2 -3
- package/dist/index26.js.map +1 -1
- package/dist/index28.js +2 -2
- package/dist/index28.js.map +1 -1
- package/dist/index3.js +1 -1
- package/dist/index31.js +2622 -42
- package/dist/index31.js.map +1 -1
- package/dist/index32.js +88 -2607
- package/dist/index32.js.map +1 -1
- package/dist/index33.js +64 -107
- package/dist/index33.js.map +1 -1
- package/dist/index34.js +12 -62
- package/dist/index34.js.map +1 -1
- package/dist/index35.js +24 -18
- package/dist/index35.js.map +1 -1
- package/dist/index36.js +87 -19
- package/dist/index36.js.map +1 -1
- package/dist/index37.js +20 -74
- package/dist/index37.js.map +1 -1
- package/dist/index38.js +18 -35
- package/dist/index38.js.map +1 -1
- package/dist/index39.js +137 -20
- package/dist/index39.js.map +1 -1
- package/dist/index4.js +1 -1
- package/dist/index40.js +9 -133
- package/dist/index40.js.map +1 -1
- package/dist/index41.js +3 -41
- package/dist/index41.js.map +1 -1
- package/dist/index42.js +536 -1
- package/dist/index42.js.map +1 -1
- package/dist/index43.js +30 -183
- package/dist/index43.js.map +1 -1
- package/dist/index44.js +9 -501
- package/dist/index44.js.map +1 -1
- package/dist/index45.js +6 -334
- package/dist/index45.js.map +1 -1
- package/dist/index46.js +325 -30
- package/dist/index46.js.map +1 -1
- package/dist/index47.js +3680 -67
- package/dist/index47.js.map +1 -1
- package/dist/index48.js +75 -10
- package/dist/index48.js.map +1 -1
- package/dist/index49.js +186 -6
- package/dist/index49.js.map +1 -1
- package/dist/index50.js +499 -3685
- package/dist/index50.js.map +1 -1
- package/dist/index53.js +1 -1
- package/dist/index8.js +6 -1
- package/dist/index8.js.map +1 -1
- package/dist/index9.js +1 -2
- package/dist/index9.js.map +1 -1
- package/package.json +9 -9
- package/src/Gui/Gui.ts +0 -1
- package/src/RpgClientEngine.ts +106 -176
- package/src/components/character.ce +2 -3
- package/src/components/gui/mobile/index.ts +1 -1
- package/src/components/gui/mobile/mobile.ce +73 -88
- package/src/components/prebuilt/light-halo.ce +2 -71
- package/src/components/scenes/canvas.ce +0 -10
- package/src/components/scenes/event-layer.ce +1 -0
- package/src/module.ts +6 -1
- package/dist/Game/TransitionManager.d.ts +0 -56
- package/src/Game/TransitionManager.ts +0 -75
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@@ -2,7 +2,6 @@ import { AbstractWebsocket } from './services/AbstractSocket';
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import { Direction } from '@rpgjs/common';
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import { RpgClientMap } from './Game/Map';
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import { AnimationManager } from './Game/AnimationManager';
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import { TransitionManager } from './Game/TransitionManager';
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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> {
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@@ -21,7 +20,6 @@ export declare class RpgClientEngine<T = any> {
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spritesheets: Map<string, any>;
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sounds: Map<string, any>;
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componentAnimations: any[];
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transitions: any[];
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private spritesheetResolver?;
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private soundResolver?;
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particleSettings: {
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@@ -36,6 +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;
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@@ -45,6 +44,11 @@ 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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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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@@ -483,123 +487,13 @@ export declare class RpgClientEngine<T = any> {
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* ```
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*/
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getComponentAnimation(id: string): AnimationManager;
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/**
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* Add a transition to the engine
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*
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* Transitions are screen effects that can be displayed during scene changes,
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* map loading, or any other moment where a visual transition is needed.
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* They are displayed on top of the entire canvas and can have custom props
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* that can be functions (similar to ComponentAnimation).
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*
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* @param transition - The transition configuration
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* @param transition.id - Unique identifier for the transition
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* @param transition.component - The component function to render
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* @param transition.props - Optional props to pass to the component (can be a function)
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* @returns The added transition configuration
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*
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* @example
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* ```ts
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* // Add a fade transition
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* engine.addTransition({
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* id: 'fade',
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* component: FadeComponent
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* });
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*
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* // Add a transition with props
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* engine.addTransition({
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* id: 'slide',
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* component: SlideComponent,
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* props: { direction: 'left', duration: 500 }
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* });
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*
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* // Add a transition with function props
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* engine.addTransition({
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* id: 'custom',
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* component: CustomTransition,
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* props: (engine) => ({ width: engine.width(), height: engine.height() })
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* });
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* ```
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*/
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addTransition(transition: {
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component: any;
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id: string;
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props?: any | ((engine: RpgClientEngine) => any);
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}): {
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component: any;
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id: string;
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props?: any | ((engine: RpgClientEngine) => any);
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};
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/**
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* Remove a transition from the engine
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*
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* Removes a transition by its ID. This will not affect any currently
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* running transitions, only prevent new ones from being started.
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*
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* @param id - The unique identifier of the transition to remove
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* @returns true if the transition was found and removed, false otherwise
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*
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* @example
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* ```ts
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* // Remove a transition
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* engine.removeTransition('fade');
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* ```
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*/
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removeTransition(id: string): boolean;
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/**
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* Modify an existing transition
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*
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* Updates the component or props of an existing transition. This will
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* not affect any currently running transitions, only future ones.
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*
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* @param id - The unique identifier of the transition to modify
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* @param updates - The updates to apply (component and/or props)
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* @returns true if the transition was found and modified, false otherwise
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*
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* @example
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* ```ts
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* // Update transition props
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* engine.modifyTransition('fade', {
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* props: { duration: 2000, color: 'white' }
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* });
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*
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* // Update transition component
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* engine.modifyTransition('fade', {
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* component: NewFadeComponent
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* });
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* ```
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*/
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modifyTransition(id: string, updates: {
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component?: any;
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props?: any | ((engine: RpgClientEngine) => any);
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}): boolean;
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/**
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* Get a transition by its ID
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*
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* Retrieves the TransitionManager instance for a specific transition,
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* which can be used to start the transition.
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*
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* @param id - The unique identifier of the transition
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* @returns The TransitionManager instance for the transition
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* @throws Error if the transition is not found
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*
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* @example
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* ```ts
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* // Get a transition and start it
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* const fadeTransition = engine.getTransition('fade');
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* fadeTransition.start({ duration: 1000 });
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* ```
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*/
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getTransition(id: string): TransitionManager;
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/**
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* Start a transition
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*
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* Convenience method to
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* getTransition and start into a single call. The transition will
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* automatically receive an onFinish callback to remove itself when done.
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* Convenience method to display a transition by its ID using the GUI system.
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*
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* @param id - The unique identifier of the transition to start
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* @returns The created transition object
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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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* });
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* ```
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*/
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startTransition(id: string, props?: any):
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startTransition(id: string, props?: any): void;
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processInput({ input }: {
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input: Direction;
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}): Promise<void>;
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private applyAuthoritativeState;
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private initializePredictionController;
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getCurrentPlayer(): import('.').RpgClientPlayer;
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/**
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* Setup RxJS observer to wait for all conditions before calling onAfterLoading hook
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*
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* This method uses RxJS `combineLatest` to wait for all conditions to be met,
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* regardless of the order in which they arrive:
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* 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
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* 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
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* this.setupOnAfterLoadingObserver();
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* ```
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*/
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private setupOnAfterLoadingObserver;
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*
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@@ -3,6 +3,6 @@ export declare const withMobile: () => {
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autoDisplay: boolean;
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dependencies: () => (import('canvasengine').
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dependencies: () => (import('canvasengine').WritableSignal<undefined> | import('canvasengine').WritableSignal<true | undefined>)[];
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}[];
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};
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package/dist/index10.js
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import { useProps, useDefineProps, signal, animatedSignal, computed, trigger, mount, effect, h, Container, Rect, cond, Text, Sprite } from 'canvasengine';
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import component$1 from './
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import component$1 from './index48.js';
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import { inject } from './index6.js';
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import { RpgClientEngine } from './index2.js';
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package/dist/index11.js
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import { useProps, useDefineProps, computed, h, Container, Rect } from 'canvasengine';
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import 'pixi.js';
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package/dist/index12.js
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package/dist/index14.js
CHANGED
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return;
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g.clear();
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tick(function () {
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let $this = h(Container, { x: computed(() => position().x), y: computed(() => position().y) }, h(Graphics, { draw: drawHalo }));
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package/dist/index14.js.map
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{"version":3,"file":"index14.js","sources":["../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<!-- \n Light Halo Component\n \n A beautiful animated light halo effect that pulses and moves around sprites.\n Creates a glowing light effect with smooth animations for size and opacity.\n \n ## Design\n \n The halo uses a radial gradient to create a soft light effect that:\n - Pulses in size (breathing effect)\n - Fades in and out (opacity animation)\n - Can be positioned relative to the sprite\n - Uses blur and alpha for realistic light diffusion\n \n ## Props\n \n All props are optional and have sensible defaults:\n - `baseRadius` (number, default: 30) - Base radius in pixels\n - `radiusVariation` (number, default: 10) - Pulse variation range\n - `baseOpacity` (number, default: 0.6) - Base opacity (0-1)\n - `opacityVariation` (number, default: 0.3) - Opacity fade range\n - `sizeSpeed` (number, default: 0.002) - Size animation speed\n - `opacitySpeed` (number, default: 0.003) - Opacity animation speed\n - `lightColor` (number, default: 0xffffaa) - Light color (hex)\n \n @example\n ```ts\n import LightHalo from './light-halo.ce';\n \n // Basic usage with defaults\n export default defineModule<RpgClient>({\n sprite: {\n componentsBehind: [LightHalo]\n }\n })\n \n // Custom configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsBehind: [{\n component: LightHalo,\n props: {\n baseRadius: 50,\n radiusVariation: 15,\n lightColor: 0xffaaaa,\n baseOpacity: 0.8\n }\n }]\n }\n })\n \n // Dynamic props based on sprite state\n export default defineModule<RpgClient>({\n sprite: {\n componentsBehind: [{\n component: LightHalo,\n props: (object: RpgClientObject) => ({\n baseRadius: 30 + (object.param.level() * 2),\n lightColor: object.param.level() > 10 ? 0xffaa00 : 0xffffaa\n })\n }]\n }\n })\n ```\n-->\n\n<Container x={position.@x} y={position.@y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 30);\nconst getRadiusVariation = computed(() => radiusVariation?.() ?? 10);\nconst getBaseOpacity = computed(() => baseOpacity?.() ?? 0.6);\nconst getOpacityVariation = computed(() => opacityVariation?.() ?? 0.3);\nconst getSizeSpeed = computed(() => sizeSpeed?.() ?? 0.002);\nconst getOpacitySpeed = computed(() => opacitySpeed?.() ?? 0.003);\nconst getLightColor = computed(() => lightColor?.() ?? 0xffffaa);\n\n// ====================\n// Animation state\n// ====================\n\n/** Time counter for animations */\nconst time = signal(0);\n\n/**\n * Current radius of the halo with pulsing animation\n * Uses multiple sine waves for more organic movement\n */\nconst currentRadius = computed(() => {\n const t = time();\n const base = getBaseRadius();\n const variation = getRadiusVariation();\n const speed = getSizeSpeed();\n \n // Combine two sine waves for less predictable pulsing\n const pulse1 = Math.sin(t * speed);\n const pulse2 = Math.sin(t * speed * 1.5) * 0.5;\n const combinedPulse = (pulse1 + pulse2) / 1.5;\n \n return base + (combinedPulse * variation);\n});\n\n/**\n * Current opacity of the halo with fading animation\n * Includes a subtle flicker effect\n */\nconst currentOpacity = computed(() => {\n const t = time();\n const base = getBaseOpacity();\n const variation = getOpacityVariation();\n const speed = getOpacitySpeed();\n \n // Main breathing cycle\n const fade = Math.sin(t * speed);\n \n // Subtle high-frequency flicker (candle-like)\n const flicker = (Math.random() - 0.5) * 0.1;\n \n return Math.max(0, Math.min(1, base + (fade * variation) + flicker));\n});\n\n// ====================\n// Position calculations\n// ====================\n\nconst hitbox = object.hitbox;\n\nconst position = computed(() => ({\n x: hitbox().w / 2,\n y: hitbox().h / 2\n}));\n\n// ====================\n// Drawing function\n// ====================\n\n// Create filters once to avoid recreation on every frame\nconst blurFilter = new BlurFilter({ strength: 20, quality: 3 });\n\n/**\n * Draws the light halo effect with realistic diffusion\n */\nconst drawHalo = (g) => {\n const radius = currentRadius();\n const opacity = currentOpacity();\n const color = getLightColor();\n \n if (opacity <= 0 || radius <= 0) return;\n \n g.clear();\n \n // Set blend mode to ADD for glowing light effect\n g.blendMode = 'add';\n \n // Apply blur filter for soft light diffusion\n g.filters = [blurFilter];\n \n // Draw main light source\n // The blur filter will spread this out into a nice gradient\n g.circle(0, 0, radius);\n g.fill({ \n color: color, \n alpha: opacity \n });\n \n // Draw a smaller, brighter core\n g.circle(0, 0, radius * 0.4);\n g.fill({ \n color: 0xffffff, \n alpha: opacity * 0.5 \n });\n};\n\n// ====================\n// Animation loop\n// ====================\n\ntick(() => {\n time.update(t => t + 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{"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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package/dist/index15.js
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import { AnimationSpritesheetPreset } from './
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import { LPCSpritesheetPreset } from './
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import { RMSpritesheet } from './
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import { FacesetPreset } from './
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import { AnimationSpritesheetPreset } from './index35.js';
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import { LPCSpritesheetPreset } from './index36.js';
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import { RMSpritesheet } from './index37.js';
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import { FacesetPreset } from './index38.js';
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const Presets = {
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package/dist/index16.js.map
CHANGED
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@@ -1 +1 @@
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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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1
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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 import LightHalo from \"../prebuilt/light-halo.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.map
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@@ -1 +1 @@
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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 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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 </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 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