@rpgjs/client 5.0.0-alpha.23 → 5.0.0-alpha.25

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.
Files changed (187) hide show
  1. package/dist/{index30.js → Game/AnimationManager.js} +1 -1
  2. package/dist/Game/AnimationManager.js.map +1 -0
  3. package/dist/{index24.js → Game/Event.js} +2 -2
  4. package/dist/Game/Event.js.map +1 -0
  5. package/dist/{index29.js → Game/Map.js} +6 -6
  6. package/dist/Game/Map.js.map +1 -0
  7. package/dist/{index22.js → Game/Object.js} +4 -4
  8. package/dist/Game/Object.js.map +1 -0
  9. package/dist/{index23.js → Game/Player.js} +2 -2
  10. package/dist/Game/Player.js.map +1 -0
  11. package/dist/{index9.js → Gui/Gui.js} +10 -11
  12. package/dist/{index9.js.map → Gui/Gui.js.map} +1 -1
  13. package/dist/{index19.js → Resource.js} +1 -1
  14. package/dist/Resource.js.map +1 -0
  15. package/dist/RpgClientEngine.d.ts +66 -115
  16. package/dist/{index2.js → RpgClientEngine.js} +234 -176
  17. package/dist/RpgClientEngine.js.map +1 -0
  18. package/dist/{index18.js → Sound.js} +1 -1
  19. package/dist/Sound.js.map +1 -0
  20. package/dist/{index35.js → components/animations/animation.ce.js} +3 -3
  21. package/dist/components/animations/animation.ce.js.map +1 -0
  22. package/dist/{index34.js → components/animations/hit.ce.js} +1 -1
  23. package/dist/components/animations/hit.ce.js.map +1 -0
  24. package/dist/{index12.js → components/animations/index.js} +3 -3
  25. package/dist/components/animations/index.js.map +1 -0
  26. package/dist/{index17.js → components/character.ce.js} +4 -4
  27. package/dist/components/character.ce.js.map +1 -0
  28. package/dist/{index51.js → components/dynamics/parse-value.js} +1 -1
  29. package/dist/components/dynamics/parse-value.js.map +1 -0
  30. package/dist/{index40.js → components/dynamics/text.ce.js} +2 -2
  31. package/dist/components/dynamics/text.ce.js.map +1 -0
  32. package/dist/{index11.js → components/gui/box.ce.js} +8 -8
  33. package/dist/components/gui/box.ce.js.map +1 -0
  34. package/dist/{index10.js → components/gui/dialogbox/index.ce.js} +4 -4
  35. package/dist/components/gui/dialogbox/index.ce.js.map +1 -0
  36. package/dist/{index52.js → components/gui/dialogbox/itemMenu.ce.js} +1 -1
  37. package/dist/components/gui/dialogbox/itemMenu.ce.js.map +1 -0
  38. package/dist/{index47.js → components/gui/dialogbox/selection.ce.js} +4 -4
  39. package/dist/components/gui/dialogbox/selection.ce.js.map +1 -0
  40. package/dist/components/gui/mobile/index.d.ts +1 -1
  41. package/dist/{index25.js → components/gui/mobile/index.js} +5 -5
  42. package/dist/components/gui/mobile/index.js.map +1 -0
  43. package/dist/components/gui/mobile/mobile.ce.js +17 -0
  44. package/dist/components/gui/mobile/mobile.ce.js.map +1 -0
  45. package/dist/{index13.js → components/prebuilt/hp-bar.ce.js} +1 -1
  46. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -0
  47. package/dist/{index14.js → components/prebuilt/light-halo.ce.js} +2 -3
  48. package/dist/components/prebuilt/light-halo.ce.js.map +1 -0
  49. package/dist/{index26.js → components/scenes/canvas.ce.js} +6 -7
  50. package/dist/components/scenes/canvas.ce.js.map +1 -0
  51. package/dist/{index46.js → components/scenes/draw-map.ce.js} +3 -3
  52. package/dist/components/scenes/draw-map.ce.js.map +1 -0
  53. package/dist/{index16.js → components/scenes/event-layer.ce.js} +4 -4
  54. package/dist/components/scenes/event-layer.ce.js.map +1 -0
  55. package/dist/{index6.js → core/inject.js} +2 -2
  56. package/dist/core/inject.js.map +1 -0
  57. package/dist/{index5.js → core/setup.js} +4 -4
  58. package/dist/core/setup.js.map +1 -0
  59. package/dist/index.d.ts +1 -0
  60. package/dist/index.js +25 -24
  61. package/dist/index.js.map +1 -1
  62. package/dist/{index8.js → module.js} +10 -5
  63. package/dist/module.js.map +1 -0
  64. package/dist/{index20.js → node_modules/.pnpm/@signe_di@2.6.0/node_modules/@signe/di/dist/index.js} +1 -1
  65. package/dist/node_modules/.pnpm/@signe_di@2.6.0/node_modules/@signe/di/dist/index.js.map +1 -0
  66. package/dist/{index45.js → node_modules/.pnpm/@signe_reactive@2.6.0/node_modules/@signe/reactive/dist/index.js} +216 -11
  67. package/dist/node_modules/.pnpm/@signe_reactive@2.6.0/node_modules/@signe/reactive/dist/index.js.map +1 -0
  68. package/dist/{index32.js → node_modules/.pnpm/@signe_room@2.6.0/node_modules/@signe/room/dist/index.js} +29 -30
  69. package/dist/node_modules/.pnpm/@signe_room@2.6.0/node_modules/@signe/room/dist/index.js.map +1 -0
  70. package/dist/{index42.js → node_modules/.pnpm/@signe_sync@2.6.0/node_modules/@signe/sync/dist/chunk-7QVYU63E.js} +1 -1
  71. package/dist/node_modules/.pnpm/@signe_sync@2.6.0/node_modules/@signe/sync/dist/chunk-7QVYU63E.js.map +1 -0
  72. package/dist/{index33.js → node_modules/.pnpm/@signe_sync@2.6.0/node_modules/@signe/sync/dist/client/index.js} +5 -5
  73. package/dist/node_modules/.pnpm/@signe_sync@2.6.0/node_modules/@signe/sync/dist/client/index.js.map +1 -0
  74. package/dist/{index28.js → node_modules/.pnpm/@signe_sync@2.6.0/node_modules/@signe/sync/dist/index.js} +3 -3
  75. package/dist/node_modules/.pnpm/@signe_sync@2.6.0/node_modules/@signe/sync/dist/index.js.map +1 -0
  76. package/dist/{index48.js → node_modules/.pnpm/dset@3.1.4/node_modules/dset/dist/index.js} +1 -1
  77. package/dist/node_modules/.pnpm/dset@3.1.4/node_modules/dset/dist/index.js.map +1 -0
  78. package/dist/{index43.js → node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js} +2 -15
  79. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js.map +1 -0
  80. package/dist/{index44.js → node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js} +2 -5
  81. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js.map +1 -0
  82. package/dist/{index50.js → node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js} +813 -100
  83. package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js.map +1 -0
  84. package/dist/{index36.js → presets/animation.js} +1 -1
  85. package/dist/presets/animation.js.map +1 -0
  86. package/dist/{index39.js → presets/faceset.js} +1 -1
  87. package/dist/presets/faceset.js.map +1 -0
  88. package/dist/presets/index.js +14 -0
  89. package/dist/presets/index.js.map +1 -0
  90. package/dist/{index37.js → presets/lpc.js} +1 -1
  91. package/dist/presets/lpc.js.map +1 -0
  92. package/dist/{index38.js → presets/rmspritesheet.js} +1 -1
  93. package/dist/presets/rmspritesheet.js.map +1 -0
  94. package/dist/{index27.js → services/AbstractSocket.js} +1 -1
  95. package/dist/services/AbstractSocket.js.map +1 -0
  96. package/dist/{index21.js → services/keyboardControls.js} +1 -1
  97. package/dist/services/keyboardControls.js.map +1 -0
  98. package/dist/{index7.js → services/loadMap.js} +2 -2
  99. package/dist/services/loadMap.js.map +1 -0
  100. package/dist/{index4.js → services/mmorpg.js} +6 -6
  101. package/dist/services/mmorpg.js.map +1 -0
  102. package/dist/services/standalone.d.ts +3 -0
  103. package/dist/{index3.js → services/standalone.js} +18 -12
  104. package/dist/services/standalone.js.map +1 -0
  105. package/package.json +9 -9
  106. package/src/Gui/Gui.ts +0 -1
  107. package/src/RpgClientEngine.ts +298 -182
  108. package/src/components/character.ce +2 -3
  109. package/src/components/gui/mobile/index.ts +1 -1
  110. package/src/components/gui/mobile/mobile.ce +73 -88
  111. package/src/components/prebuilt/light-halo.ce +2 -71
  112. package/src/components/scenes/canvas.ce +0 -10
  113. package/src/components/scenes/event-layer.ce +1 -0
  114. package/src/index.ts +2 -1
  115. package/src/module.ts +6 -1
  116. package/src/services/standalone.ts +16 -7
  117. package/vite.config.ts +4 -2
  118. package/dist/Game/TransitionManager.d.ts +0 -56
  119. package/dist/index10.js.map +0 -1
  120. package/dist/index11.js.map +0 -1
  121. package/dist/index12.js.map +0 -1
  122. package/dist/index13.js.map +0 -1
  123. package/dist/index14.js.map +0 -1
  124. package/dist/index15.js +0 -14
  125. package/dist/index15.js.map +0 -1
  126. package/dist/index16.js.map +0 -1
  127. package/dist/index17.js.map +0 -1
  128. package/dist/index18.js.map +0 -1
  129. package/dist/index19.js.map +0 -1
  130. package/dist/index2.js.map +0 -1
  131. package/dist/index20.js.map +0 -1
  132. package/dist/index21.js.map +0 -1
  133. package/dist/index22.js.map +0 -1
  134. package/dist/index23.js.map +0 -1
  135. package/dist/index24.js.map +0 -1
  136. package/dist/index25.js.map +0 -1
  137. package/dist/index26.js.map +0 -1
  138. package/dist/index27.js.map +0 -1
  139. package/dist/index28.js.map +0 -1
  140. package/dist/index29.js.map +0 -1
  141. package/dist/index3.js.map +0 -1
  142. package/dist/index30.js.map +0 -1
  143. package/dist/index31.js +0 -53
  144. package/dist/index31.js.map +0 -1
  145. package/dist/index32.js.map +0 -1
  146. package/dist/index33.js.map +0 -1
  147. package/dist/index34.js.map +0 -1
  148. package/dist/index35.js.map +0 -1
  149. package/dist/index36.js.map +0 -1
  150. package/dist/index37.js.map +0 -1
  151. package/dist/index38.js.map +0 -1
  152. package/dist/index39.js.map +0 -1
  153. package/dist/index4.js.map +0 -1
  154. package/dist/index40.js.map +0 -1
  155. package/dist/index41.js +0 -43
  156. package/dist/index41.js.map +0 -1
  157. package/dist/index42.js.map +0 -1
  158. package/dist/index43.js.map +0 -1
  159. package/dist/index44.js.map +0 -1
  160. package/dist/index45.js.map +0 -1
  161. package/dist/index46.js.map +0 -1
  162. package/dist/index47.js.map +0 -1
  163. package/dist/index48.js.map +0 -1
  164. package/dist/index49.js +0 -7
  165. package/dist/index49.js.map +0 -1
  166. package/dist/index5.js.map +0 -1
  167. package/dist/index50.js.map +0 -1
  168. package/dist/index51.js.map +0 -1
  169. package/dist/index52.js.map +0 -1
  170. package/dist/index53.js +0 -6
  171. package/dist/index53.js.map +0 -1
  172. package/dist/index54.js +0 -12
  173. package/dist/index54.js.map +0 -1
  174. package/dist/index55.js +0 -113
  175. package/dist/index55.js.map +0 -1
  176. package/dist/index56.js +0 -136
  177. package/dist/index56.js.map +0 -1
  178. package/dist/index57.js +0 -137
  179. package/dist/index57.js.map +0 -1
  180. package/dist/index58.js +0 -112
  181. package/dist/index58.js.map +0 -1
  182. package/dist/index59.js +0 -9
  183. package/dist/index59.js.map +0 -1
  184. package/dist/index6.js.map +0 -1
  185. package/dist/index7.js.map +0 -1
  186. package/dist/index8.js.map +0 -1
  187. package/src/Game/TransitionManager.ts +0 -75
@@ -22,4 +22,4 @@ class AnimationManager {
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  }
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  export { AnimationManager };
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- //# sourceMappingURL=index30.js.map
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+ //# sourceMappingURL=AnimationManager.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"AnimationManager.js","sources":["../../src/Game/AnimationManager.ts"],"sourcesContent":["import { generateUID, RpgCommonPlayer } from \"@rpgjs/common\";\nimport { signal } from \"canvasengine\";\n\nexport class AnimationManager {\n current = signal<any[]>([]);\n\n displayEffect(params: any, player: RpgCommonPlayer | { x: number, y: number }) {\n const id = generateUID();\n this.current().push({\n ...params,\n id,\n x: player.x,\n y: player.y,\n object: player,\n onFinish: () => {\n const index = this.current().findIndex((value) => value.id === id);\n this.current().splice(index, 1);\n },\n });\n }\n}\n"],"names":[],"mappings":";;;AAGO,MAAM,gBAAA,CAAiB;AAAA,EAAvB,WAAA,GAAA;AACL,IAAA,IAAA,CAAA,OAAA,GAAU,MAAA,CAAc,EAAE,CAAA;AAAA,EAAA;AAAA,EAE1B,aAAA,CAAc,QAAa,MAAA,EAAoD;AAC7E,IAAA,MAAM,KAAK,WAAA,EAAY;AACvB,IAAA,IAAA,CAAK,OAAA,GAAU,IAAA,CAAK;AAAA,MAClB,GAAG,MAAA;AAAA,MACH,EAAA;AAAA,MACA,GAAG,MAAA,CAAO,CAAA;AAAA,MACV,GAAG,MAAA,CAAO,CAAA;AAAA,MACV,MAAA,EAAQ,MAAA;AAAA,MACR,UAAU,MAAM;AACd,QAAA,MAAM,KAAA,GAAQ,KAAK,OAAA,EAAQ,CAAE,UAAU,CAAC,KAAA,KAAU,KAAA,CAAM,EAAA,KAAO,EAAE,CAAA;AACjE,QAAA,IAAA,CAAK,OAAA,EAAQ,CAAE,MAAA,CAAO,KAAA,EAAO,CAAC,CAAA;AAAA,MAChC;AAAA,KACD,CAAA;AAAA,EACH;AACF;;;;"}
@@ -1,4 +1,4 @@
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- import { RpgClientObject } from './index22.js';
1
+ import { RpgClientObject } from './Object.js';
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2
 
3
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  class RpgClientEvent extends RpgClientObject {
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  constructor() {
@@ -8,4 +8,4 @@ class RpgClientEvent extends RpgClientObject {
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  }
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  export { RpgClientEvent };
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- //# sourceMappingURL=index24.js.map
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+ //# sourceMappingURL=Event.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"Event.js","sources":["../../src/Game/Event.ts"],"sourcesContent":["import { RpgClientObject } from \"./Object\"; \n\nexport class RpgClientEvent extends RpgClientObject {\n type = 'event'\n} "],"names":[],"mappings":";;AAEO,MAAM,uBAAuB,eAAA,CAAgB;AAAA,EAA7C,WAAA,GAAA;AAAA,IAAA,KAAA,CAAA,GAAA,SAAA,CAAA;AACH,IAAA,IAAA,CAAA,IAAA,GAAO,OAAA;AAAA,EAAA;AACX;;;;"}
@@ -1,10 +1,10 @@
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  import { RpgCommonMap } from '@rpgjs/common';
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- import { sync, users } from './index28.js';
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- import { RpgClientPlayer } from './index23.js';
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+ import { sync, users } from '../node_modules/.pnpm/@signe_sync@2.6.0/node_modules/@signe/sync/dist/index.js';
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+ import { RpgClientPlayer } from './Player.js';
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  import { signal, computed } from 'canvasengine';
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- import { RpgClientEvent } from './index24.js';
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- import { RpgClientEngine } from './index2.js';
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- import { inject } from './index6.js';
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+ import { RpgClientEvent } from './Event.js';
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+ import { RpgClientEngine } from '../RpgClientEngine.js';
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+ import { inject } from '../core/inject.js';
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  var __defProp = Object.defineProperty;
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  var __decorateClass = (decorators, target, key, kind) => {
@@ -43,4 +43,4 @@ __decorateClass([
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  ], RpgClientMap.prototype, "events");
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  export { RpgClientMap };
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- //# sourceMappingURL=index29.js.map
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+ //# sourceMappingURL=Map.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"Map.js","sources":["../../src/Game/Map.ts"],"sourcesContent":["import { RpgCommonMap } from \"@rpgjs/common\";\nimport { sync, users } from \"@signe/sync\";\nimport { RpgClientPlayer } from \"./Player\";\nimport { Signal, signal, computed } from \"canvasengine\";\nimport { RpgClientEvent } from \"./Event\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\n\nexport class RpgClientMap extends RpgCommonMap<any> {\n engine: RpgClientEngine = inject(RpgClientEngine)\n @users(RpgClientPlayer) players = signal<Record<string, RpgClientPlayer>>({});\n @sync(RpgClientEvent) events = signal<Record<string, RpgClientEvent>>({});\n currentPlayer = computed(() => this.players()[this.engine.playerIdSignal()!])\n\n getCurrentPlayer() {\n return this.currentPlayer()\n }\n\n reset() {\n this.players.set({})\n this.events.set({})\n this.clearPhysic()\n }\n\n stepPredictionTick(): void {\n this.forceSingleTick();\n }\n}\n"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AAQO,MAAM,qBAAqB,YAAA,CAAkB;AAAA,EAA7C,WAAA,GAAA;AAAA,IAAA,KAAA,CAAA,GAAA,SAAA,CAAA;AACL,IAAA,IAAA,CAAA,MAAA,GAA0B,OAAO,eAAe,CAAA;AACxB,IAAA,IAAA,CAAA,OAAA,GAAU,MAAA,CAAwC,EAAE,CAAA;AACtD,IAAA,IAAA,CAAA,MAAA,GAAS,MAAA,CAAuC,EAAE,CAAA;AACxE,IAAA,IAAA,CAAA,aAAA,GAAgB,QAAA,CAAS,MAAM,IAAA,CAAK,OAAA,GAAU,IAAA,CAAK,MAAA,CAAO,cAAA,EAAiB,CAAC,CAAA;AAAA,EAAA;AAAA,EAE5E,gBAAA,GAAmB;AACjB,IAAA,OAAO,KAAK,aAAA,EAAc;AAAA,EAC5B;AAAA,EAEA,KAAA,GAAQ;AACN,IAAA,IAAA,CAAK,OAAA,CAAQ,GAAA,CAAI,EAAE,CAAA;AACnB,IAAA,IAAA,CAAK,MAAA,CAAO,GAAA,CAAI,EAAE,CAAA;AAClB,IAAA,IAAA,CAAK,WAAA,EAAY;AAAA,EACnB;AAAA,EAEA,kBAAA,GAA2B;AACzB,IAAA,IAAA,CAAK,eAAA,EAAgB;AAAA,EACvB;AACF;AAjB0B,eAAA,CAAA;AAAA,EAAvB,MAAM,eAAe;AAAA,CAAA,EAFX,YAAA,CAEa,SAAA,EAAA,SAAA,CAAA;AACF,eAAA,CAAA;AAAA,EAArB,KAAK,cAAc;AAAA,CAAA,EAHT,YAAA,CAGW,SAAA,EAAA,QAAA,CAAA;;;;"}
@@ -1,9 +1,9 @@
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  import { RpgCommonPlayer, ModulesToken } from '@rpgjs/common';
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  import { trigger, signal } from 'canvasengine';
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  import { map, filter, switchMap, from } from 'rxjs';
4
- import { inject } from './index6.js';
5
- import { RpgClientEngine } from './index2.js';
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- import component from './index40.js';
4
+ import { inject } from '../core/inject.js';
5
+ import { RpgClientEngine } from '../RpgClientEngine.js';
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+ import component from '../components/dynamics/text.ce.js';
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  const DYNAMIC_COMPONENTS = {
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  text: component
@@ -213,4 +213,4 @@ class RpgClientObject extends RpgCommonPlayer {
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  }
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  export { RpgClientObject };
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- //# sourceMappingURL=index22.js.map
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+ //# sourceMappingURL=Object.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Object.js","sources":["../../src/Game/Object.ts"],"sourcesContent":["import { Hooks, ModulesToken, RpgCommonPlayer } from \"@rpgjs/common\";\nimport { trigger, signal } from \"canvasengine\";\nimport { filter, from, map, Subscription, switchMap } from \"rxjs\";\nimport { inject } from \"../core/inject\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport TextComponent from \"../components/dynamics/text.ce\";\n\nconst DYNAMIC_COMPONENTS = {\n text: TextComponent,\n}\n\nexport abstract class RpgClientObject extends RpgCommonPlayer {\n abstract type: string;\n emitParticleTrigger = trigger();\n particleName = signal(\"\");\n animationCurrentIndex = signal(0);\n animationIsPlaying = signal(false);\n _param = signal({});\n frames: { x: number; y: number; ts: number }[] = [];\n graphicsSignals = signal<any[]>([]);\n _component = {} // temporary component memory\n flashTrigger = trigger();\n\n constructor() {\n super();\n this.hooks.callHooks(\"client-sprite-onInit\", this).subscribe();\n\n this._frames.observable.subscribe(({ items }) => {\n if (!this.id) return;\n //if (this.id == this.engine.playerIdSignal()!) return;\n this.frames = [...this.frames, ...items];\n });\n\n this.graphics.observable\n .pipe(\n map(({ items }) => items),\n filter(graphics => graphics.length > 0),\n switchMap(graphics => from(Promise.all(graphics.map(graphic => this.engine.getSpriteSheet(graphic)))))\n )\n .subscribe((sheets) => { \n this.graphicsSignals.set(sheets);\n });\n\n this.componentsTop.observable\n .pipe(\n filter(value => value !== null && value !== undefined),\n map((value) => typeof value === 'string' ? JSON.parse(value) : value),\n )\n .subscribe(({components}) => {\n for (const component of components) {\n for (const [key, value] of Object.entries(component)) {\n this._component = value as any; // temporary component memory\n console.log(value)\n const type = (value as any).type as keyof typeof DYNAMIC_COMPONENTS;\n if (DYNAMIC_COMPONENTS[type]) {\n this.engine.addSpriteComponentInFront(DYNAMIC_COMPONENTS[type]);\n }\n }\n }\n });\n\n this.engine.tick\n .pipe\n //throttleTime(10)\n ()\n .subscribe(() => {\n const frame = this.frames.shift();\n if (frame) {\n if (!frame.x || !frame.y) return;\n this.engine.scene.setBodyPosition(\n this.id,\n frame.x,\n frame.y,\n \"top-left\"\n );\n }\n });\n }\n\n get hooks() {\n return inject<Hooks>(ModulesToken);\n }\n\n get engine() {\n return inject(RpgClientEngine);\n }\n\n private animationSubscription?: Subscription;\n\n /**\n * Trigger a flash animation on this sprite\n * \n * This method triggers a flash effect using CanvasEngine's flash directive.\n * The flash can be configured with various options including type (alpha, tint, or both),\n * duration, cycles, and color.\n * \n * ## Design\n * \n * The flash uses a trigger system that is connected to the flash directive in the\n * character component. This allows for flexible configuration and can be triggered\n * from both server events and client-side code.\n * \n * @param options - Flash configuration options\n * @param options.type - Type of flash effect: 'alpha' (opacity), 'tint' (color), or 'both' (default: 'alpha')\n * @param options.duration - Duration of the flash animation in milliseconds (default: 300)\n * @param options.cycles - Number of flash cycles (flash on/off) (default: 1)\n * @param options.alpha - Alpha value when flashing, from 0 to 1 (default: 0.3)\n * @param options.tint - Tint color when flashing as hex value or color name (default: 0xffffff - white)\n * \n * @example\n * ```ts\n * // Simple flash with default settings (alpha flash)\n * player.flash();\n * \n * // Flash with red tint\n * player.flash({ type: 'tint', tint: 0xff0000 });\n * \n * // Flash with both alpha and tint\n * player.flash({ \n * type: 'both', \n * alpha: 0.5, \n * tint: 0xff0000,\n * duration: 200,\n * cycles: 2\n * });\n * \n * // Quick damage flash\n * player.flash({ \n * type: 'tint', \n * tint: 0xff0000, \n * duration: 150,\n * cycles: 1\n * });\n * ```\n */\n flash(options?: {\n type?: 'alpha' | 'tint' | 'both';\n duration?: number;\n cycles?: number;\n alpha?: number;\n tint?: number | string;\n }): void {\n const flashOptions = {\n type: options?.type || 'alpha',\n duration: options?.duration ?? 300,\n cycles: options?.cycles ?? 1,\n alpha: options?.alpha ?? 0.3,\n tint: options?.tint ?? 0xffffff,\n };\n \n // Convert color name to hex if needed\n let tintValue = flashOptions.tint;\n if (typeof tintValue === 'string') {\n // Common color name to hex mapping\n const colorMap: Record<string, number> = {\n 'white': 0xffffff,\n 'red': 0xff0000,\n 'green': 0x00ff00,\n 'blue': 0x0000ff,\n 'yellow': 0xffff00,\n 'cyan': 0x00ffff,\n 'magenta': 0xff00ff,\n 'black': 0x000000,\n };\n tintValue = colorMap[tintValue.toLowerCase()] ?? 0xffffff;\n }\n \n this.flashTrigger.start({\n ...flashOptions,\n tint: tintValue,\n });\n }\n\n /**\n * Reset animation state when animation changes externally\n *\n * This method should be called when the animation changes due to movement\n * or other external factors to ensure the animation system doesn't get stuck\n *\n * @example\n * ```ts\n * // Reset when player starts moving\n * player.resetAnimationState();\n * ```\n */\n resetAnimationState() {\n this.animationIsPlaying.set(false);\n this.animationCurrentIndex.set(0);\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n this.animationSubscription = undefined;\n }\n }\n\n /**\n * Set a custom animation for a specific number of times\n *\n * Plays a custom animation for the specified number of repetitions.\n * The animation system prevents overlapping animations and automatically\n * returns to the previous animation when complete.\n *\n * @param animationName - Name of the animation to play\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n *\n * @example\n * ```ts\n * // Play attack animation 3 times\n * player.setAnimation('attack', 3);\n *\n * // Play continuous spell animation\n * player.setAnimation('spell');\n * ```\n */\n setAnimation(animationName: string, nbTimes: number = Infinity) {\n if (this.animationIsPlaying()) return;\n this.animationIsPlaying.set(true);\n const previousAnimationName = this.animationName();\n this.animationCurrentIndex.set(0);\n\n // Clean up any existing subscription\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n }\n\n this.animationSubscription =\n this.animationCurrentIndex.observable.subscribe((index) => {\n if (index >= nbTimes) {\n this.animationCurrentIndex.set(0);\n this.animationName.set(previousAnimationName);\n this.animationIsPlaying.set(false);\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n this.animationSubscription = undefined;\n }\n }\n });\n this.animationName.set(animationName);\n }\n\n showComponentAnimation(id: string, params: any) {\n const engine = inject(RpgClientEngine);\n engine.getComponentAnimation(id).displayEffect(params, this);\n }\n \n isEvent(): boolean {\n return this.type === 'event';\n }\n\n isPlayer(): boolean {\n return this.type === 'player';\n 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@@ -1,4 +1,4 @@
1
- import { RpgClientObject } from './index22.js';
1
+ import { RpgClientObject } from './Object.js';
2
2
 
3
3
  class RpgClientPlayer extends RpgClientObject {
4
4
  constructor() {
@@ -8,4 +8,4 @@ class RpgClientPlayer extends RpgClientObject {
8
8
  }
9
9
 
10
10
  export { RpgClientPlayer };
11
- //# sourceMappingURL=index23.js.map
11
+ //# sourceMappingURL=Player.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Player.js","sources":["../../src/Game/Player.ts"],"sourcesContent":["import { RpgClientObject } from \"./Object\";\n\nexport class RpgClientPlayer extends RpgClientObject {\n type = 'player'\n} "],"names":[],"mappings":";;AAEO,MAAM,wBAAwB,eAAA,CAAgB;AAAA,EAA9C,WAAA,GAAA;AAAA,IAAA,KAAA,CAAA,GAAA,SAAA,CAAA;AACH,IAAA,IAAA,CAAA,IAAA,GAAO,QAAA;AAAA,EAAA;AACX;;;;"}
@@ -1,16 +1,16 @@
1
- import { inject } from './index20.js';
1
+ import { inject } from '../node_modules/.pnpm/@signe_di@2.6.0/node_modules/@signe/di/dist/index.js';
2
2
  import { signal } from 'canvasengine';
3
- import { WebSocketToken } from './index27.js';
4
- import component from './index10.js';
3
+ import { WebSocketToken } from '../services/AbstractSocket.js';
4
+ import component from '../components/gui/dialogbox/index.ce.js';
5
5
  import { combineLatest } from 'rxjs';
6
6
  import '@rpgjs/common';
7
- import './index18.js';
8
- import './index19.js';
9
- import './index28.js';
10
- import './index29.js';
7
+ import '../Sound.js';
8
+ import '../Resource.js';
9
+ import '../node_modules/.pnpm/@signe_sync@2.6.0/node_modules/@signe/sync/dist/index.js';
10
+ import '../Game/Map.js';
11
11
  import 'pixi.js';
12
- import './index32.js';
13
- import './index33.js';
12
+ import '../node_modules/.pnpm/@signe_room@2.6.0/node_modules/@signe/room/dist/index.js';
13
+ import '../node_modules/.pnpm/@signe_sync@2.6.0/node_modules/@signe/sync/dist/client/index.js';
14
14
  import '@canvasengine/presets';
15
15
 
16
16
  const throwError = (id) => {
@@ -246,7 +246,6 @@ class RpgGui {
246
246
  } else {
247
247
  guiInstance.data.set(data);
248
248
  guiInstance.display.set(true);
249
- console.log(guiInstance.dependencies);
250
249
  }
251
250
  }
252
251
  /**
@@ -320,4 +319,4 @@ class RpgGui {
320
319
  }
321
320
 
322
321
  export { RpgGui };
323
- //# sourceMappingURL=index9.js.map
322
+ //# sourceMappingURL=Gui.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index9.js","sources":["../src/Gui/Gui.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { signal, Signal, WritableSignal } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"../services/AbstractSocket\";\nimport { DialogboxComponent } from \"../components/gui\";\nimport { combineLatest, Subscription } from \"rxjs\";\n\ninterface GuiOptions {\n name?: string;\n id?: string;\n component: any;\n display?: boolean;\n data?: any;\n /**\n * Auto display the GUI when added to the system\n * @default false\n */\n autoDisplay?: boolean;\n /**\n * Function that returns an array of Signal dependencies\n * The GUI will only display when all dependencies are resolved (!= undefined)\n * @returns Array of Signal dependencies\n */\n dependencies?: () => Signal[];\n /**\n * Attach the GUI to sprites instead of displaying globally\n * When true, the GUI will be rendered in character.ce for each sprite\n * @default false\n */\n attachToSprite?: boolean;\n}\n\ninterface GuiInstance {\n name: string;\n component: any;\n display: WritableSignal<boolean>;\n data: WritableSignal<any>;\n autoDisplay: boolean;\n dependencies?: () => Signal[];\n subscription?: Subscription;\n attachToSprite?: boolean;\n}\n\nconst throwError = (id: string) => {\n throw `The GUI named ${id} is non-existent. Please add the component in the gui property of the decorator @RpgClient`;\n};\n\nexport class RpgGui {\n private webSocket: AbstractWebsocket;\n gui = signal<Record<string, GuiInstance>>({});\n extraGuis: GuiInstance[] = [];\n private vueGuiInstance: any = null; // Reference to VueGui instance\n /**\n * Signal tracking which player IDs should display attached GUIs\n * Key: player ID, Value: boolean (true = show, false = hide)\n */\n attachedGuiDisplayState = signal<Record<string, boolean>>({});\n\n constructor(private context: Context) {\n this.webSocket = inject(context, WebSocketToken);\n this.add({\n name: \"rpg-dialog\",\n component: DialogboxComponent,\n });\n }\n\n async _initialize() {\n this.webSocket.on(\"gui.open\", (data: { guiId: string; data: any }) => {\n this.display(data.guiId, data.data);\n });\n\n this.webSocket.on(\"gui.exit\", (guiId: string) => {\n this.hide(guiId);\n });\n\n /**\n * Listen for tooltip display state changes from server\n * This is triggered by showAttachedGui/hideAttachedGui on the server\n */\n this.webSocket.on(\"gui.tooltip\", (data: { players: string[]; display: boolean }) => {\n const currentState = { ...this.attachedGuiDisplayState() };\n data.players.forEach((playerId) => {\n currentState[playerId] = data.display;\n });\n this.attachedGuiDisplayState.set(currentState);\n });\n }\n\n /**\n * Set the VueGui instance reference for Vue component management\n * This is called by VueGui when it's initialized\n * \n * @param vueGuiInstance - The VueGui instance\n */\n _setVueGuiInstance(vueGuiInstance: any) {\n this.vueGuiInstance = vueGuiInstance;\n }\n\n /**\n * Notify VueGui about GUI state changes\n * This synchronizes the Vue component display state\n * \n * @param guiId - The GUI component ID\n * @param display - Display state\n * @param data - Component data\n */\n private _notifyVueGui(guiId: string, display: boolean, data: any = {}) {\n if (this.vueGuiInstance && this.vueGuiInstance.vm) {\n // Find the GUI in extraGuis\n const extraGui = this.extraGuis.find(gui => gui.name === guiId);\n if (extraGui) {\n // Update the Vue component's display state and data\n this.vueGuiInstance.vm.gui[guiId] = {\n name: guiId,\n display,\n data,\n attachToSprite: extraGui.attachToSprite || false\n };\n // Trigger Vue reactivity\n this.vueGuiInstance.vm.gui = Object.assign({}, this.vueGuiInstance.vm.gui);\n }\n }\n }\n\n /**\n * Initialize Vue components in the VueGui instance\n * This should be called after VueGui is mounted\n */\n _initializeVueComponents() {\n if (this.vueGuiInstance && this.vueGuiInstance.vm) {\n // Initialize all extraGuis in the Vue instance\n this.extraGuis.forEach(gui => {\n this.vueGuiInstance.vm.gui[gui.name] = {\n name: gui.name,\n display: gui.display(),\n data: gui.data(),\n attachToSprite: gui.attachToSprite || false\n };\n });\n \n // Trigger Vue reactivity\n this.vueGuiInstance.vm.gui = Object.assign({}, this.vueGuiInstance.vm.gui);\n }\n }\n\n guiInteraction(guiId: string, name: string, data: any) {\n this.webSocket.emit(\"gui.interaction\", {\n guiId,\n name,\n data,\n });\n }\n\n guiClose(guiId: string, data?: any) {\n this.webSocket.emit(\"gui.exit\", {\n guiId,\n data,\n });\n }\n\n /**\n * Add a GUI component to the system\n * \n * By default, only CanvasEngine components (.ce files) are accepted.\n * Vue components should be handled by the @rpgjs/vue package.\n * \n * @param gui - GUI configuration options\n * @param gui.name - Name or ID of the GUI component\n * @param gui.id - Alternative ID if name is not provided\n * @param gui.component - The component to render (must be a CanvasEngine component)\n * @param gui.display - Initial display state (default: false)\n * @param gui.data - Initial data for the component\n * @param gui.autoDisplay - Auto display when added (default: false)\n * @param gui.dependencies - Function returning Signal dependencies\n * @param gui.attachToSprite - Attach GUI to sprites instead of global display (default: false)\n * \n * @example\n * ```ts\n * gui.add({\n * name: 'inventory',\n * component: InventoryComponent, // Must be a .ce component\n * autoDisplay: true,\n * dependencies: () => [playerSignal, inventorySignal]\n * });\n * \n * // Attach to sprites\n * gui.add({\n * name: 'tooltip',\n * component: TooltipComponent,\n * attachToSprite: true\n * });\n * ```\n */\n add(gui: GuiOptions) {\n const guiId = gui.name || gui.id;\n if (!guiId) {\n throw new Error(\"GUI must have a name or id\");\n }\n const guiInstance: GuiInstance = {\n name: guiId,\n component: gui.component,\n display: signal(gui.display || false),\n data: signal(gui.data || {}),\n autoDisplay: gui.autoDisplay || false,\n dependencies: gui.dependencies ? gui.dependencies() : [],\n attachToSprite: gui.attachToSprite || false,\n };\n\n // Accept both CanvasEngine components (.ce) and Vue components\n // Vue components will be handled by VueGui if available\n if (typeof gui.component !== 'function') {\n guiInstance.component = gui;\n this.extraGuis.push(guiInstance);\n \n // Auto display Vue components if enabled\n if (guiInstance.autoDisplay) {\n this._notifyVueGui(guiId, true, gui.data || {});\n }\n return;\n }\n\n this.gui()[guiId] = guiInstance;\n\n // Auto display if enabled and it's a CanvasEngine component\n if (guiInstance.autoDisplay && typeof gui.component === 'function') {\n this.display(guiId);\n }\n }\n\n /**\n * Get all attached GUI components (attachToSprite: true)\n * \n * Returns all GUI instances that are configured to be attached to sprites.\n * These GUIs should be rendered in character.ce instead of canvas.ce.\n * \n * @returns Array of GUI instances with attachToSprite: true\n * \n * @example\n * ```ts\n * const attachedGuis = gui.getAttachedGuis();\n * // Use in character.ce to render tooltips\n * ```\n */\n getAttachedGuis(): GuiInstance[] {\n const allGuis = this.getAll();\n return Object.values(allGuis).filter(gui => gui.attachToSprite === true);\n }\n\n /**\n * Check if a player 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+ {"version":3,"file":"Gui.js","sources":["../../src/Gui/Gui.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { signal, Signal, WritableSignal } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"../services/AbstractSocket\";\nimport { DialogboxComponent } from \"../components/gui\";\nimport { combineLatest, Subscription } from \"rxjs\";\n\ninterface GuiOptions {\n name?: string;\n id?: string;\n component: any;\n display?: boolean;\n data?: any;\n /**\n * Auto display the GUI when added to the system\n * @default false\n */\n autoDisplay?: boolean;\n /**\n * Function that returns an array of Signal dependencies\n * The GUI will only display when all dependencies are resolved (!= undefined)\n * @returns Array of Signal dependencies\n */\n dependencies?: () => Signal[];\n /**\n * Attach the GUI to sprites instead of displaying globally\n * When true, the GUI will be rendered in character.ce for each sprite\n * @default false\n */\n attachToSprite?: boolean;\n}\n\ninterface GuiInstance {\n name: string;\n component: any;\n display: WritableSignal<boolean>;\n data: WritableSignal<any>;\n autoDisplay: boolean;\n dependencies?: () => Signal[];\n subscription?: Subscription;\n attachToSprite?: boolean;\n}\n\nconst throwError = (id: string) => {\n throw `The GUI named ${id} is non-existent. Please add the component in the gui property of the decorator @RpgClient`;\n};\n\nexport class RpgGui {\n private webSocket: AbstractWebsocket;\n gui = signal<Record<string, GuiInstance>>({});\n extraGuis: GuiInstance[] = [];\n private vueGuiInstance: any = null; // Reference to VueGui instance\n /**\n * Signal tracking which player IDs should display attached GUIs\n * Key: player ID, Value: boolean (true = show, false = hide)\n */\n attachedGuiDisplayState = signal<Record<string, boolean>>({});\n\n constructor(private context: Context) {\n this.webSocket = inject(context, WebSocketToken);\n this.add({\n name: \"rpg-dialog\",\n component: DialogboxComponent,\n });\n }\n\n async _initialize() {\n this.webSocket.on(\"gui.open\", (data: { guiId: string; data: any }) => {\n this.display(data.guiId, data.data);\n });\n\n this.webSocket.on(\"gui.exit\", (guiId: string) => {\n this.hide(guiId);\n });\n\n /**\n * Listen for tooltip display state changes from server\n * This is triggered by showAttachedGui/hideAttachedGui on the server\n */\n this.webSocket.on(\"gui.tooltip\", (data: { players: string[]; display: boolean }) => {\n const currentState = { ...this.attachedGuiDisplayState() };\n data.players.forEach((playerId) => {\n currentState[playerId] = data.display;\n });\n this.attachedGuiDisplayState.set(currentState);\n });\n }\n\n /**\n * Set the VueGui instance reference for Vue component management\n * This is called by VueGui when it's initialized\n * \n * @param vueGuiInstance - The VueGui instance\n */\n _setVueGuiInstance(vueGuiInstance: any) {\n this.vueGuiInstance = vueGuiInstance;\n }\n\n /**\n * Notify VueGui about GUI state changes\n * This synchronizes the Vue component display state\n * \n * @param guiId - The GUI component ID\n * @param display - Display state\n * @param data - Component data\n */\n private _notifyVueGui(guiId: string, display: boolean, data: any = {}) {\n if (this.vueGuiInstance && this.vueGuiInstance.vm) {\n // Find the GUI in extraGuis\n const extraGui = this.extraGuis.find(gui => gui.name === guiId);\n if (extraGui) {\n // Update the Vue component's display state and data\n this.vueGuiInstance.vm.gui[guiId] = {\n name: guiId,\n display,\n data,\n attachToSprite: extraGui.attachToSprite || false\n };\n // Trigger Vue reactivity\n this.vueGuiInstance.vm.gui = Object.assign({}, this.vueGuiInstance.vm.gui);\n }\n }\n }\n\n /**\n * Initialize Vue components in the VueGui instance\n * This should be called after VueGui is mounted\n */\n _initializeVueComponents() {\n if (this.vueGuiInstance && this.vueGuiInstance.vm) {\n // Initialize all extraGuis in the Vue instance\n this.extraGuis.forEach(gui => {\n this.vueGuiInstance.vm.gui[gui.name] = {\n name: gui.name,\n display: gui.display(),\n data: gui.data(),\n attachToSprite: gui.attachToSprite || false\n };\n });\n \n // Trigger Vue reactivity\n this.vueGuiInstance.vm.gui = Object.assign({}, this.vueGuiInstance.vm.gui);\n }\n }\n\n guiInteraction(guiId: string, name: string, data: any) {\n this.webSocket.emit(\"gui.interaction\", {\n guiId,\n name,\n data,\n });\n }\n\n guiClose(guiId: string, data?: any) {\n this.webSocket.emit(\"gui.exit\", {\n guiId,\n data,\n });\n }\n\n /**\n * Add a GUI component to the system\n * \n * By default, only CanvasEngine components (.ce files) are accepted.\n * Vue components should be handled by the @rpgjs/vue package.\n * \n * @param gui - GUI configuration options\n * @param gui.name - Name or ID of the GUI component\n * @param gui.id - Alternative ID if name is not provided\n * @param gui.component - The component to render (must be a CanvasEngine component)\n * @param gui.display - Initial display state (default: false)\n * @param gui.data - Initial data for the component\n * @param gui.autoDisplay - Auto display when added (default: false)\n * @param gui.dependencies - Function returning Signal dependencies\n * @param gui.attachToSprite - Attach GUI to sprites instead of global display (default: false)\n * \n * @example\n * ```ts\n * gui.add({\n * name: 'inventory',\n * component: InventoryComponent, // Must be a .ce component\n * autoDisplay: true,\n * dependencies: () => [playerSignal, inventorySignal]\n * });\n * \n * // Attach to sprites\n * gui.add({\n * name: 'tooltip',\n * component: TooltipComponent,\n * attachToSprite: true\n * });\n * ```\n */\n add(gui: GuiOptions) {\n const guiId = gui.name || gui.id;\n if (!guiId) {\n throw new Error(\"GUI must have a name or id\");\n }\n const guiInstance: GuiInstance = {\n name: guiId,\n component: gui.component,\n display: signal(gui.display || false),\n data: signal(gui.data || {}),\n autoDisplay: gui.autoDisplay || false,\n dependencies: gui.dependencies ? gui.dependencies() : [],\n attachToSprite: gui.attachToSprite || false,\n };\n\n // Accept both CanvasEngine components (.ce) and Vue components\n // Vue components will be handled by VueGui if available\n if (typeof gui.component !== 'function') {\n guiInstance.component = gui;\n this.extraGuis.push(guiInstance);\n \n // Auto display Vue components if enabled\n if (guiInstance.autoDisplay) {\n this._notifyVueGui(guiId, true, gui.data || {});\n }\n return;\n }\n\n this.gui()[guiId] = guiInstance;\n\n // Auto display if enabled and it's a CanvasEngine component\n if (guiInstance.autoDisplay && typeof gui.component === 'function') {\n this.display(guiId);\n }\n }\n\n /**\n * Get all attached GUI components (attachToSprite: true)\n * \n * Returns all GUI instances that are configured to be attached to sprites.\n * These GUIs should be rendered in character.ce instead of canvas.ce.\n * \n * @returns Array of GUI instances with attachToSprite: true\n * \n * @example\n * ```ts\n * const attachedGuis = gui.getAttachedGuis();\n * // Use in character.ce to render tooltips\n * ```\n */\n getAttachedGuis(): GuiInstance[] {\n const allGuis = this.getAll();\n return Object.values(allGuis).filter(gui => gui.attachToSprite === true);\n }\n\n /**\n * Check if a player should display attached GUIs\n * \n * @param playerId - The player ID to check\n * @returns true if attached GUIs should be displayed for this player\n */\n shouldDisplayAttachedGui(playerId: string): boolean {\n return this.attachedGuiDisplayState()[playerId] === true;\n }\n\n get(id: string): GuiInstance | undefined {\n // Check CanvasEngine GUIs first\n const canvasGui = this.gui()[id];\n if (canvasGui) {\n return canvasGui;\n }\n \n // Check Vue GUIs in extraGuis\n return this.extraGuis.find(gui => gui.name === id);\n }\n\n exists(id: string): boolean {\n return !!this.get(id);\n }\n\n getAll(): Record<string, GuiInstance> {\n const allGuis = { ...this.gui() };\n \n // Add extraGuis to the result\n this.extraGuis.forEach(gui => {\n allGuis[gui.name] = gui;\n });\n \n return allGuis;\n }\n\n /**\n * Display a GUI component\n * \n * Displays the GUI immediately if no dependencies are configured,\n * or waits for all dependencies to be resolved if dependencies are present.\n * Automatically manages subscriptions to prevent memory leaks.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * @param data - Data to pass to the component\n * @param dependencies - Optional runtime dependencies (overrides config dependencies)\n * \n * @example\n * ```ts\n * // Display immediately\n * gui.display('inventory', { items: [] });\n * \n * // Display with runtime dependencies\n * gui.display('shop', { shopId: 1 }, [playerSignal, shopSignal]);\n * ```\n */\n display(id: string, data = {}, dependencies: Signal[] = []) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n \n // Check if it's a Vue component (in extraGuis)\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n \n if (isVueComponent) {\n // Handle Vue component display\n this._handleVueComponentDisplay(id, data, dependencies, guiInstance);\n } else {\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n }\n }\n\n /**\n * Handle Vue component display logic\n * \n * @param id - GUI component ID\n * @param data - Component data\n * @param dependencies - Runtime dependencies\n * @param guiInstance - GUI instance\n */\n private _handleVueComponentDisplay(id: string, data: any, dependencies: Signal[], guiInstance: GuiInstance) {\n // Unsubscribe from previous subscription if exists\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n // Use runtime dependencies or config dependencies\n const deps = dependencies.length > 0 \n ? dependencies \n : (guiInstance.dependencies ? guiInstance.dependencies() : []);\n\n if (deps.length > 0) {\n // Subscribe to dependencies\n guiInstance.subscription = combineLatest(\n deps.map(dependency => dependency.observable)\n ).subscribe((values) => {\n if (values.every(value => value !== undefined)) {\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n });\n return;\n }\n\n // No dependencies, display immediately\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n\n /**\n * Handle CanvasEngine component display logic\n * \n * @param id - GUI component ID\n * @param data - Component data\n * @param dependencies - Runtime dependencies\n * @param guiInstance - GUI instance\n */\n private _handleCanvasComponentDisplay(id: string, data: any, dependencies: Signal[], guiInstance: GuiInstance) {\n \n }\n\n /**\n * Hide a GUI component\n * \n * Hides the GUI and cleans up any active subscriptions.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * \n * @example\n * ```ts\n * gui.hide('inventory');\n * ```\n */\n hide(id: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n \n // Unsubscribe if there's an 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@@ -111,4 +111,4 @@ class RpgResource {
111
111
  }
112
112
 
113
113
  export { RpgResource };
114
- //# sourceMappingURL=index19.js.map
114
+ //# sourceMappingURL=Resource.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Resource.js","sources":["../src/Resource.ts"],"sourcesContent":["import { RpgClientEngine } from './RpgClientEngine';\n\n/**\n * RpgResource class\n * \n * Provides a unified API to access resource file links (images and sounds) in the game.\n * Resources are stored as Maps of resource IDs to file paths/URLs.\n * \n * ## Design\n * \n * RpgResource acts as a facade over the engine's resource storage, providing\n * easy access to resource file links. It maintains Maps that are synchronized\n * with the engine's internal storage, but only stores the file paths/URLs,\n * not the full resource objects.\n * \n * @example\n * ```ts\n * import { RpgResource } from '@rpgjs/client'\n * \n * // Get spritesheet image link\n * const imageLink = RpgResource.spritesheets.get('hero')\n * \n * // Get sound file link\n * const soundLink = RpgResource.sounds.get('town-music')\n * \n * // Set a new resource link\n * RpgResource.spritesheets.set('new-sprite', './assets/new-sprite.png')\n * ```\n */\nexport class RpgResource {\n private static engine: RpgClientEngine | null = null;\n private static _spritesheets: Map<string, string> = new Map();\n private static _sounds: Map<string, string> = new Map();\n\n /**\n * Initialize RpgResource with the engine instance\n * \n * This is called automatically by the engine during initialization.\n * It synchronizes the resource Maps with the engine's internal storage.\n * \n * @param engine - The RpgClientEngine instance\n */\n static init(engine: RpgClientEngine): void {\n RpgResource.engine = engine;\n RpgResource.syncResources();\n }\n\n /**\n * Synchronize resource Maps with the engine's internal storage\n * \n * Extracts file links from spritesheets and sounds stored in the engine\n * and updates the Maps accordingly.\n * \n * @private\n */\n private static syncResources(): void {\n if (!RpgResource.engine) {\n return;\n }\n\n // Sync spritesheets\n RpgResource._spritesheets.clear();\n RpgResource.engine.spritesheets.forEach((spritesheet, id) => {\n // Extract image path from spritesheet\n const imageLink = spritesheet?.image || spritesheet?.imageSource || undefined;\n if (imageLink) {\n RpgResource._spritesheets.set(id, imageLink);\n }\n });\n\n // Sync sounds\n RpgResource._sounds.clear();\n RpgResource.engine.sounds.forEach((sound, id) => {\n // Extract src path from sound\n let soundLink: string | undefined;\n \n // If it's a Howler instance, try to get src from _src or src property\n if (sound && typeof sound === 'object') {\n if (sound._src && Array.isArray(sound._src) && sound._src.length > 0) {\n soundLink = sound._src[0];\n } else if (sound.src && typeof sound.src === 'string') {\n soundLink = sound.src;\n } else if (sound.src && Array.isArray(sound.src) && sound.src.length > 0) {\n soundLink = sound.src[0];\n }\n }\n \n if (soundLink) {\n RpgResource._sounds.set(id, soundLink);\n }\n });\n }\n\n /**\n * Get/Set image links for spritesheets\n * \n * Map of spritesheet IDs to their image file paths/URLs.\n * This Map is synchronized with the engine's spritesheet storage.\n * \n * @type {Map<string, string>}\n * \n * @example\n * ```ts\n * // Get an image link\n * const imageLink = RpgResource.spritesheets.get('hero')\n * \n * // Set a new image link\n * RpgResource.spritesheets.set('new-sprite', './assets/new-sprite.png')\n * \n * // Check if a spritesheet exists\n * if (RpgResource.spritesheets.has('monster')) {\n * const link = 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@@ -2,7 +2,6 @@ import { AbstractWebsocket } from './services/AbstractSocket';
2
2
  import { Direction } from '@rpgjs/common';
3
3
  import { RpgClientMap } from './Game/Map';
4
4
  import { AnimationManager } from './Game/AnimationManager';
5
- import { TransitionManager } from './Game/TransitionManager';
6
5
  import { Observable } from 'rxjs';
7
6
  import * as PIXI from "pixi.js";
8
7
  export declare class RpgClientEngine<T = any> {
@@ -21,7 +20,6 @@ export declare class RpgClientEngine<T = any> {
21
20
  spritesheets: Map<string, any>;
22
21
  sounds: Map<string, any>;
23
22
  componentAnimations: any[];
24
- transitions: any[];
25
23
  private spritesheetResolver?;
26
24
  private soundResolver?;
27
25
  particleSettings: {
@@ -29,6 +27,8 @@ export declare class RpgClientEngine<T = any> {
29
27
  };
30
28
  renderer: PIXI.Renderer;
31
29
  tick: Observable<number>;
30
+ private canvasApp?;
31
+ private canvasElement?;
32
32
  playerIdSignal: import('canvasengine').WritableSignal<string | null>;
33
33
  spriteComponentsBehind: import('canvasengine').WritableArraySignal<any[]>;
34
34
  spriteComponentsInFront: import('canvasengine').WritableArraySignal<any[]>;
@@ -36,6 +36,7 @@ export declare class RpgClientEngine<T = any> {
36
36
  cameraFollowTargetId: import('canvasengine').WritableSignal<string | null>;
37
37
  /** Trigger for map shake animation */
38
38
  mapShakeTrigger: import('canvasengine').Trigger<any>;
39
+ controlsReady: import('canvasengine').WritableSignal<undefined>;
39
40
  private predictionEnabled;
40
41
  private prediction?;
41
42
  private readonly SERVER_CORRECTION_THRESHOLD;
@@ -45,6 +46,13 @@ export declare class RpgClientEngine<T = any> {
45
46
  private pingInterval;
46
47
  private readonly PING_INTERVAL_MS;
47
48
  private lastInputTime;
49
+ private mapLoadCompleted$;
50
+ private playerIdReceived$;
51
+ private playersReceived$;
52
+ private eventsReceived$;
53
+ private onAfterLoadingSubscription?;
54
+ private tickSubscriptions;
55
+ private resizeHandler?;
48
56
  constructor(context: any);
49
57
  /**
50
58
  * Assigns a CanvasEngine KeyboardControls instance to the dependency injection context
@@ -483,123 +491,13 @@ export declare class RpgClientEngine<T = any> {
483
491
  * ```
484
492
  */
485
493
  getComponentAnimation(id: string): AnimationManager;
486
- /**
487
- * Add a transition to the engine
488
- *
489
- * Transitions are screen effects that can be displayed during scene changes,
490
- * map loading, or any other moment where a visual transition is needed.
491
- * They are displayed on top of the entire canvas and can have custom props
492
- * that can be functions (similar to ComponentAnimation).
493
- *
494
- * @param transition - The transition configuration
495
- * @param transition.id - Unique identifier for the transition
496
- * @param transition.component - The component function to render
497
- * @param transition.props - Optional props to pass to the component (can be a function)
498
- * @returns The added transition configuration
499
- *
500
- * @example
501
- * ```ts
502
- * // Add a fade transition
503
- * engine.addTransition({
504
- * id: 'fade',
505
- * component: FadeComponent
506
- * });
507
- *
508
- * // Add a transition with props
509
- * engine.addTransition({
510
- * id: 'slide',
511
- * component: SlideComponent,
512
- * props: { direction: 'left', duration: 500 }
513
- * });
514
- *
515
- * // Add a transition with function props
516
- * engine.addTransition({
517
- * id: 'custom',
518
- * component: CustomTransition,
519
- * props: (engine) => ({ width: engine.width(), height: engine.height() })
520
- * });
521
- * ```
522
- */
523
- addTransition(transition: {
524
- component: any;
525
- id: string;
526
- props?: any | ((engine: RpgClientEngine) => any);
527
- }): {
528
- component: any;
529
- id: string;
530
- props?: any | ((engine: RpgClientEngine) => any);
531
- };
532
- /**
533
- * Remove a transition from the engine
534
- *
535
- * Removes a transition by its ID. This will not affect any currently
536
- * running transitions, only prevent new ones from being started.
537
- *
538
- * @param id - The unique identifier of the transition to remove
539
- * @returns true if the transition was found and removed, false otherwise
540
- *
541
- * @example
542
- * ```ts
543
- * // Remove a transition
544
- * engine.removeTransition('fade');
545
- * ```
546
- */
547
- removeTransition(id: string): boolean;
548
- /**
549
- * Modify an existing transition
550
- *
551
- * Updates the component or props of an existing transition. This will
552
- * not affect any currently running transitions, only future ones.
553
- *
554
- * @param id - The unique identifier of the transition to modify
555
- * @param updates - The updates to apply (component and/or props)
556
- * @returns true if the transition was found and modified, false otherwise
557
- *
558
- * @example
559
- * ```ts
560
- * // Update transition props
561
- * engine.modifyTransition('fade', {
562
- * props: { duration: 2000, color: 'white' }
563
- * });
564
- *
565
- * // Update transition component
566
- * engine.modifyTransition('fade', {
567
- * component: NewFadeComponent
568
- * });
569
- * ```
570
- */
571
- modifyTransition(id: string, updates: {
572
- component?: any;
573
- props?: any | ((engine: RpgClientEngine) => any);
574
- }): boolean;
575
- /**
576
- * Get a transition by its ID
577
- *
578
- * Retrieves the TransitionManager instance for a specific transition,
579
- * which can be used to start the transition.
580
- *
581
- * @param id - The unique identifier of the transition
582
- * @returns The TransitionManager instance for the transition
583
- * @throws Error if the transition is not found
584
- *
585
- * @example
586
- * ```ts
587
- * // Get a transition and start it
588
- * const fadeTransition = engine.getTransition('fade');
589
- * fadeTransition.start({ duration: 1000 });
590
- * ```
591
- */
592
- getTransition(id: string): TransitionManager;
593
494
  /**
594
495
  * Start a transition
595
496
  *
596
- * Convenience method to start a transition by its ID. This combines
597
- * getTransition and start into a single call. The transition will
598
- * automatically receive an onFinish callback to remove itself when done.
497
+ * Convenience method to display a transition by its ID using the GUI system.
599
498
  *
600
499
  * @param id - The unique identifier of the transition to start
601
- * @param props - Additional props to pass to the transition component
602
- * @returns The created transition object
500
+ * @param props - Props to pass to the transition component
603
501
  *
604
502
  * @example
605
503
  * ```ts
@@ -613,7 +511,7 @@ export declare class RpgClientEngine<T = any> {
613
511
  * });
614
512
  * ```
615
513
  */
616
- startTransition(id: string, props?: any): any;
514
+ startTransition(id: string, props?: any): void;
617
515
  processInput({ input }: {
618
516
  input: Direction;
619
517
  }): Promise<void>;
@@ -629,6 +527,32 @@ export declare class RpgClientEngine<T = any> {
629
527
  private applyAuthoritativeState;
630
528
  private initializePredictionController;
631
529
  getCurrentPlayer(): import('.').RpgClientPlayer;
530
+ /**
531
+ * Setup RxJS observer to wait for all conditions before calling onAfterLoading hook
532
+ *
533
+ * This method uses RxJS `combineLatest` to wait for all conditions to be met,
534
+ * regardless of the order in which they arrive:
535
+ * 1. The map loading is completed (loadMapService.load is finished)
536
+ * 2. We received a player ID (pId)
537
+ * 3. Players array has at least one element
538
+ * 4. Events property is present in the sync data
539
+ *
540
+ * Once all conditions are met, it uses `switchMap` to call the onAfterLoading hook once.
541
+ *
542
+ * ## Design
543
+ *
544
+ * Uses BehaviorSubjects to track each condition state, allowing events to arrive
545
+ * in any order. The `combineLatest` operator waits until all observables emit `true`,
546
+ * then `take(1)` ensures the hook is called only once, and `switchMap` handles
547
+ * the hook execution.
548
+ *
549
+ * @example
550
+ * ```ts
551
+ * // Called automatically in loadScene to setup the observer
552
+ * this.setupOnAfterLoadingObserver();
553
+ * ```
554
+ */
555
+ private setupOnAfterLoadingObserver;
632
556
  /**
633
557
  * Clear client prediction states for cleanup
634
558
  *
@@ -710,4 +634,31 @@ export declare class RpgClientEngine<T = any> {
710
634
  * ```
711
635
  */
712
636
  private replayUnackedInputsFromFrame;
637
+ /**
638
+ * Clear all client resources and reset state
639
+ *
640
+ * This method should be called to clean up all client-side resources when
641
+ * shutting down or resetting the client engine. It:
642
+ * - Destroys the PIXI renderer
643
+ * - Stops all sounds
644
+ * - Cleans up subscriptions and event listeners
645
+ * - Resets scene map
646
+ * - Stops ping/pong interval
647
+ * - Clears prediction states
648
+ *
649
+ * ## Design
650
+ *
651
+ * This method is used primarily in testing environments to ensure clean
652
+ * state between tests. In production, the client engine typically persists
653
+ * for the lifetime of the application.
654
+ *
655
+ * @example
656
+ * ```ts
657
+ * // In test cleanup
658
+ * afterEach(() => {
659
+ * clientEngine.clear();
660
+ * });
661
+ * ```
662
+ */
663
+ clear(): void;
713
664
  }