@rpgjs/client 5.0.0-alpha.23 → 5.0.0-alpha.24

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Files changed (79) hide show
  1. package/dist/RpgClientEngine.d.ts +35 -115
  2. package/dist/components/gui/mobile/index.d.ts +1 -1
  3. package/dist/index10.js +1 -1
  4. package/dist/index11.js +2 -2
  5. package/dist/index12.js +2 -2
  6. package/dist/index14.js +1 -2
  7. package/dist/index14.js.map +1 -1
  8. package/dist/index15.js +4 -4
  9. package/dist/index16.js.map +1 -1
  10. package/dist/index17.js.map +1 -1
  11. package/dist/index2.js +85 -159
  12. package/dist/index2.js.map +1 -1
  13. package/dist/index20.js.map +1 -1
  14. package/dist/index22.js +1 -1
  15. package/dist/index25.js +2 -2
  16. package/dist/index25.js.map +1 -1
  17. package/dist/index26.js +2 -3
  18. package/dist/index26.js.map +1 -1
  19. package/dist/index28.js +2 -2
  20. package/dist/index28.js.map +1 -1
  21. package/dist/index3.js +1 -1
  22. package/dist/index31.js +2622 -42
  23. package/dist/index31.js.map +1 -1
  24. package/dist/index32.js +88 -2607
  25. package/dist/index32.js.map +1 -1
  26. package/dist/index33.js +64 -107
  27. package/dist/index33.js.map +1 -1
  28. package/dist/index34.js +12 -62
  29. package/dist/index34.js.map +1 -1
  30. package/dist/index35.js +24 -18
  31. package/dist/index35.js.map +1 -1
  32. package/dist/index36.js +87 -19
  33. package/dist/index36.js.map +1 -1
  34. package/dist/index37.js +20 -74
  35. package/dist/index37.js.map +1 -1
  36. package/dist/index38.js +18 -35
  37. package/dist/index38.js.map +1 -1
  38. package/dist/index39.js +137 -20
  39. package/dist/index39.js.map +1 -1
  40. package/dist/index4.js +1 -1
  41. package/dist/index40.js +9 -133
  42. package/dist/index40.js.map +1 -1
  43. package/dist/index41.js +3 -41
  44. package/dist/index41.js.map +1 -1
  45. package/dist/index42.js +536 -1
  46. package/dist/index42.js.map +1 -1
  47. package/dist/index43.js +30 -183
  48. package/dist/index43.js.map +1 -1
  49. package/dist/index44.js +9 -501
  50. package/dist/index44.js.map +1 -1
  51. package/dist/index45.js +6 -334
  52. package/dist/index45.js.map +1 -1
  53. package/dist/index46.js +325 -30
  54. package/dist/index46.js.map +1 -1
  55. package/dist/index47.js +3680 -67
  56. package/dist/index47.js.map +1 -1
  57. package/dist/index48.js +75 -10
  58. package/dist/index48.js.map +1 -1
  59. package/dist/index49.js +186 -6
  60. package/dist/index49.js.map +1 -1
  61. package/dist/index50.js +499 -3685
  62. package/dist/index50.js.map +1 -1
  63. package/dist/index53.js +1 -1
  64. package/dist/index8.js +6 -1
  65. package/dist/index8.js.map +1 -1
  66. package/dist/index9.js +1 -2
  67. package/dist/index9.js.map +1 -1
  68. package/package.json +9 -9
  69. package/src/Gui/Gui.ts +0 -1
  70. package/src/RpgClientEngine.ts +106 -176
  71. package/src/components/character.ce +2 -3
  72. package/src/components/gui/mobile/index.ts +1 -1
  73. package/src/components/gui/mobile/mobile.ce +73 -88
  74. package/src/components/prebuilt/light-halo.ce +2 -71
  75. package/src/components/scenes/canvas.ce +0 -10
  76. package/src/components/scenes/event-layer.ce +1 -0
  77. package/src/module.ts +6 -1
  78. package/dist/Game/TransitionManager.d.ts +0 -56
  79. package/src/Game/TransitionManager.ts +0 -75
@@ -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> {
@@ -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: {
@@ -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;
@@ -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
@@ -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 start a transition by its ID. This combines
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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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- * @param props - Additional props to pass to the transition component
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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
@@ -613,7 +507,7 @@ export declare class RpgClientEngine<T = any> {
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  * });
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  * ```
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  */
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- startTransition(id: string, props?: any): 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>;
@@ -629,6 +523,32 @@ export declare class RpgClientEngine<T = any> {
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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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  * Clear client prediction states for cleanup
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  *
@@ -3,6 +3,6 @@ export declare const withMobile: () => {
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  id: string;
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  component: any;
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  autoDisplay: boolean;
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- dependencies: () => (import('canvasengine').ComputedSignal<import('../../..').RpgClientPlayer> | import('canvasengine').WritableSignal<true | undefined>)[];
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+ dependencies: () => (import('canvasengine').WritableSignal<undefined> | import('canvasengine').WritableSignal<true | undefined>)[];
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  }[];
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  };
package/dist/index10.js CHANGED
@@ -1,5 +1,5 @@
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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 './index47.js';
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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 CHANGED
@@ -1,11 +1,11 @@
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  import { useProps, useDefineProps, computed, h, Container, Rect } from 'canvasengine';
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  import { RpgClientEngine } from './index2.js';
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- import './index32.js';
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+ import './index31.js';
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  import '@rpgjs/common';
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  import './index20.js';
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  import { inject } from './index6.js';
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  import 'rxjs';
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- import './index33.js';
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+ import './index32.js';
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  import './index18.js';
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  import 'pixi.js';
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  import '@canvasengine/presets';
package/dist/index12.js CHANGED
@@ -1,5 +1,5 @@
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- import component$1 from './index34.js';
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- import component from './index35.js';
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+ import component$1 from './index33.js';
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+ import component from './index34.js';
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  const PrebuiltComponentAnimations = {
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  Hit: component$1,
package/dist/index14.js CHANGED
@@ -47,7 +47,6 @@ var drawHalo = function (g) {
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  var color = getLightColor();
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  if (opacity <= 0 || radius <= 0)
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  return;
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- g.clear();
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  // Set blend mode to ADD for glowing light effect
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  g.blendMode = 'add';
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  // Apply blur filter for soft light diffusion
@@ -69,7 +68,7 @@ var drawHalo = function (g) {
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  tick(function () {
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  time.update(function (t) { return t + 1; });
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  });
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- let $this = [,h(Container, { x: computed(() => position().x), y: computed(() => position().y) }, h(Graphics, { draw: drawHalo }))];
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+ let $this = h(Container, { x: computed(() => position().x), y: computed(() => position().y) }, h(Graphics, { draw: drawHalo }));
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  return $this
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  }
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@@ -1 +1 @@
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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) 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package/dist/index15.js CHANGED
@@ -1,7 +1,7 @@
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- import { AnimationSpritesheetPreset } from './index36.js';
2
- import { LPCSpritesheetPreset } from './index37.js';
3
- import { RMSpritesheet } from './index38.js';
4
- import { FacesetPreset } from './index39.js';
1
+ import { AnimationSpritesheetPreset } from './index35.js';
2
+ import { LPCSpritesheetPreset } from './index36.js';
3
+ import { RMSpritesheet } from './index37.js';
4
+ import { FacesetPreset } from './index38.js';
5
5
 
6
6
  const Presets = {
7
7
  RMSpritesheet,
@@ -1 +1 @@
1
- {"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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+ {"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;;;;"}
@@ -1 +1 @@
1
- {"version":3,"file":"index17.js","sources":["../src/components/character.ce"],"sourcesContent":["<Container x={smoothX} y={smoothY} zIndex={y} viewportFollow={shouldFollowCamera} controls onBeforeDestroy visible >\n @for (compConfig of normalizedComponentsBehind) {\n <Container>\n <compConfig.component object ...compConfig.props />\n </Container>\n } \n <Particle emit={@emitParticleTrigger} settings={@particleSettings} zIndex={1000} name={particleName} />\n <Container>\n @for (graphicObj of graphicsSignals) {\n <Sprite \n sheet={@sheet(@graphicObj)} \n direction \n tint \n hitbox \n flash={flashConfig}\n \n />\n }\n </Container>\n @for (compConfig of normalizedComponentsInFront) {\n <Container dependencies={@compConfig.@dependencies}>\n <compConfig.component object ...compConfig.props />\n </Container>\n } \n @for (attachedGui of attachedGuis) {\n @if (shouldDisplayAttachedGui) {\n <Container>\n <attachedGui.component ...attachedGui.data() dependencies={@attachedGui.@dependencies} object={object} onFinish={(data) => {\n onAttachedGuiFinish(attachedGui, data)\n }} onInteraction={(name, data) => {\n onAttachedGuiInteraction(attachedGui, name, data)\n }} />\n </Container>\n }\n }\n</Container>\n\n<script>\n import { signal, effect, mount, computed, tick, animatedSignal, on } from \"canvasengine\";\n\n import { lastValueFrom, combineLatest, pairwise, filter, map, startWith } from \"rxjs\";\n import { Particle } from \"@canvasengine/presets\";\n import { GameEngineToken, ModulesToken } from \"@rpgjs/common\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\"; \n import { Direction } from \"@rpgjs/common\";\n import Hit from \"./effects/hit.ce\";\n import PlayerComponents from \"./player-components.ce\";\n import { RpgGui } from \"../Gui/Gui\";\n\n const { object, id } = defineProps();\n\n const client = inject(RpgClientEngine);\n const hooks = inject(ModulesToken);\n const guiService = inject(RpgGui);\n\n const spritesheets = client.spritesheets;\n const playerId = client.playerId;\n const componentsBehind = client.spriteComponentsBehind;\n const componentsInFront = client.spriteComponentsInFront;\n const isMe = computed(() => id() === playerId);\n\n /**\n * Normalize a single sprite component configuration\n * \n * Handles both direct component references and configuration objects with optional props and dependencies.\n * Extracts the component reference and creates a computed function that returns the props.\n * \n * ## Design\n * \n * Supports two formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...}, dependencies: (object) => [...] }`\n * \n * The normalization process:\n * - Extracts the actual component from either format\n * - Extracts dependencies function if provided\n * - Creates a computed function that returns props (static object or dynamic function result)\n * - Returns a normalized object with `component`, `props`, and `dependencies`\n * \n * @param comp - Component reference or configuration object\n * @returns Normalized component configuration with component, props, and dependencies\n * \n * @example\n * ```ts\n * // Direct component\n * normalizeComponent(ShadowComponent)\n * // => { component: ShadowComponent, props: {}, dependencies: undefined }\n * \n * // With static props\n * normalizeComponent({ component: LightHalo, props: { radius: 30 } })\n * // => { component: LightHalo, props: { radius: 30 }, dependencies: undefined }\n * \n * // With dynamic props and dependencies\n * normalizeComponent({ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * })\n * // => { component: HealthBar, props: {...}, dependencies: (object) => [...] }\n * ```\n */\n const normalizeComponent = (comp) => {\n let componentRef;\n let propsValue;\n let dependenciesFn;\n \n // If it's a direct component reference\n if (typeof comp === 'function' || (comp && typeof comp === 'object' && !comp.component)) {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n // If it's a configuration object with component and props\n else if (comp && typeof comp === 'object' && comp.component) {\n componentRef = comp.component;\n // Support both \"data\" (legacy) and \"props\" (new) for backward compatibility\n propsValue = comp.props !== undefined ? comp.props : comp.data;\n dependenciesFn = comp.dependencies;\n }\n // Fallback: treat as direct component\n else {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n \n // Return props directly (object or function), not as computed\n // The computed will be created in the template when needed\n return {\n component: componentRef,\n props: typeof propsValue === 'function' ? propsValue(object) : propsValue || {},\n dependencies: dependenciesFn ? dependenciesFn(object) : []\n };\n };\n\n /**\n * Normalize an array of sprite components\n * \n * Applies normalization to each component in the array using `normalizeComponent`.\n * \n * @param components - Array of component references or configuration objects\n * @returns Array of normalized component configurations\n */\n const normalizeComponents = (components) => {\n return components.map((comp) => normalizeComponent(comp));\n };\n\n\n /**\n * Normalized components to render behind sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * Supports multiple formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...} }`\n * 3. With dynamic props: `{ component: LightHalo, props: (object) => {...} }`\n * 4. With dependencies: `{ component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }`\n * \n * Components with dependencies will only be displayed when all dependencies are resolved (!= undefined).\n * The object is passed to the dependencies function to allow sprite-specific dependency resolution.\n * \n * @example\n * ```ts\n * // Direct component\n * componentsBehind: [ShadowComponent]\n * \n * // With static props\n * componentsBehind: [{ component: LightHalo, props: { radius: 30 } }]\n * \n * // With dynamic props and dependencies\n * componentsBehind: [{ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * }]\n * ```\n */\n const normalizedComponentsBehind = computed(() => {\n return normalizeComponents(componentsBehind());\n });\n\n /**\n * Normalized components to render in front of sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * See `normalizedComponentsBehind` for format details.\n * Components with dependencies will only be displayed when all dependencies are resolved.\n */\n const normalizedComponentsInFront = computed(() => {\n return normalizeComponents(componentsInFront());\n });\n \n /**\n * Determine if the camera should follow this sprite\n * \n * The camera follows this sprite if:\n * - It's explicitly set as the camera follow target, OR\n * - It's the current player and no explicit target is set (default behavior)\n */\n const shouldFollowCamera = computed(() => {\n const cameraTargetId = client.cameraFollowTargetId();\n // If a target is explicitly set, only follow if this sprite is the target\n if (cameraTargetId !== null) {\n return id() === cameraTargetId;\n }\n // Otherwise, follow the current player (default behavior)\n return isMe();\n });\n\n /**\n * Get all attached GUI components that should be rendered on sprites\n * These are GUIs with attachToSprite: true\n */\n const attachedGuis = computed(() => {\n return guiService.getAttachedGuis();\n });\n\n /**\n * Check if attached GUIs should be displayed for this sprite\n * This is controlled by showAttachedGui/hideAttachedGui on the server\n */\n const shouldDisplayAttachedGui = computed(() => {\n return guiService.shouldDisplayAttachedGui(id());\n });\n\n const { \n x, \n y, \n tint, \n direction, \n animationName, \n animationCurrentIndex,\n emitParticleTrigger, \n particleName, \n graphics, \n hitbox,\n isConnected,\n graphicsSignals,\n flashTrigger\n } = object;\n\n /**\n * Flash configuration signals for dynamic options\n * These signals are updated when the flash trigger is activated with options\n */\n const flashType = signal<'alpha' | 'tint' | 'both'>('alpha');\n const flashDuration = signal(300);\n const flashCycles = signal(1);\n const flashAlpha = signal(0.3);\n const flashTint = signal(0xffffff);\n\n /**\n * Listen to flash trigger to update configuration dynamically\n * When flash is triggered with options, update the signals\n */\n on(flashTrigger, (data) => {\n if (data && typeof data === 'object') {\n if (data.type !== undefined) flashType.set(data.type);\n if (data.duration !== undefined) flashDuration.set(data.duration);\n if (data.cycles !== undefined) flashCycles.set(data.cycles);\n if (data.alpha !== undefined) flashAlpha.set(data.alpha);\n if (data.tint !== undefined) flashTint.set(data.tint);\n }\n });\n\n /**\n * Flash configuration for the sprite\n * \n * This configuration is used by the flash directive to create visual feedback effects.\n * The flash trigger is exposed through the object, allowing both server events and\n * client-side code to trigger flash animations. Options can be passed dynamically\n * through the trigger, which updates the reactive signals.\n */\n const flashConfig = computed(() => ({\n trigger: flashTrigger,\n type: flashType(),\n duration: flashDuration(),\n cycles: flashCycles(),\n alpha: flashAlpha(),\n tint: flashTint(),\n }));\n\n const particleSettings = client.particleSettings;\n\n const canControls = () => isMe() && object.canMove()\n const keyboardControls = client.globalConfig.keyboardControls;\n\n const visible = computed(() => {\n if (object.type === 'event') {\n return true\n }\n return isConnected()\n });\n\n const controls = signal({\n down: {\n repeat: true,\n bind: keyboardControls.down,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Down })\n },\n },\n up: {\n repeat: true,\n bind: keyboardControls.up,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Up })\n },\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Left })\n },\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Right })\n },\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'action' })\n // particleName.set('hit') \n // emitParticleTrigger.start()\n // object.flash('red')\n }\n },\n },\n gamepad: {\n enabled: true\n }\n });\n\n const smoothX = animatedSignal(x(), {\n duration: isMe() ? 0 : 0\n });\n\n const smoothY = animatedSignal(y(), {\n duration: isMe() ? 0 : 0,\n });\n\n const realAnimationName = signal(animationName());\n\n const xSubscription = x.observable.subscribe((value) => {\n smoothX.set(value);\n });\n\n const ySubscription = y.observable.subscribe((value) => {\n smoothY.set(value);\n });\n \n const sheet = (graphicObject) => {\n return {\n definition: graphicObject,\n playing: realAnimationName,\n params: {\n direction\n },\n onFinish() {\n animationCurrentIndex.update(index => index + 1)\n }\n };\n }\n\n // Combine animation change detection with movement state from smoothX/smoothY\n const movementAnimations = ['walk', 'stand'];\n const epsilon = 0; // movement threshold to consider the easing still running\n\n const stateX$ = smoothX.animatedState.observable;\n const stateY$ = smoothY.animatedState.observable;\n const animationName$ = animationName.observable;\n\n const moving$ = combineLatest([stateX$, stateY$]).pipe(\n map(([sx, sy]) => {\n const xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;\n const yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;\n return !xFinished || !yFinished; // moving if X or Y is not finished\n }),\n startWith(false)\n );\n\n const animationChange$ = animationName$.pipe(\n startWith(animationName()),\n pairwise(),\n filter(([prev, curr]) => prev !== curr)\n );\n\n const animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(([[prev, curr], isMoving]) => {\n if (curr == 'stand' && !isMoving) {\n realAnimationName.set(curr);\n }\n else if (curr == 'walk' && isMoving) {\n realAnimationName.set(curr);\n }\n else if (!movementAnimations.includes(curr)) {\n realAnimationName.set(curr);\n }\n if (!isMoving && object.animationIsPlaying && object.animationIsPlaying()) {\n if (movementAnimations.includes(curr)) {\n if (typeof object.resetAnimationState === 'function') {\n object.resetAnimationState();\n }\n }\n }\n });\n\n /**\n * Cleanup subscriptions and call hooks before sprite destruction.\n *\n * # Design\n * - Prevent memory leaks by unsubscribing from all local subscriptions created in this component.\n * - Execute destruction hooks to notify modules and scene map of sprite removal.\n *\n * @example\n * await onBeforeDestroy();\n */\n const onBeforeDestroy = async () => {\n animationMovementSubscription.unsubscribe();\n xSubscription.unsubscribe();\n ySubscription.unsubscribe();\n await lastValueFrom(hooks.callHooks(\"client-sprite-onDestroy\", object)) \n await lastValueFrom(hooks.callHooks(\"client-sceneMap-onRemoveSprite\", client.sceneMap, object))\n }\n\n mount((element) => {\n hooks.callHooks(\"client-sprite-onAdd\", object).subscribe()\n hooks.callHooks(\"client-sceneMap-onAddSprite\", client.sceneMap, object).subscribe()\n if (isMe()) client.setKeyboardControls(element.directives.controls)\n })\n\n /**\n * Handle attached GUI finish event\n * \n * @param gui - The GUI instance\n * @param data - Data passed from the GUI component\n */\n const onAttachedGuiFinish = (gui, data) => {\n guiService.guiClose(gui.name, data);\n };\n\n /**\n * Handle attached GUI interaction event\n * \n * @param gui - The GUI instance\n * @param name - Interaction name\n * @param data - Interaction data\n */\n const onAttachedGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data);\n };\n\n tick(() => {\n hooks.callHooks(\"client-sprite-onUpdate\").subscribe()\n 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+ {"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. 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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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