@rpgjs/client 5.0.0-alpha.3 → 5.0.0-alpha.30

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 (275) hide show
  1. package/dist/Game/AnimationManager.d.ts +8 -0
  2. package/dist/{index19.js → Game/AnimationManager.js} +4 -3
  3. package/dist/Game/AnimationManager.js.map +1 -0
  4. package/dist/{index30.js → Game/Event.js} +2 -2
  5. package/dist/Game/Event.js.map +1 -0
  6. package/dist/Game/Map.d.ts +8 -1
  7. package/dist/Game/Map.js +54 -0
  8. package/dist/Game/Map.js.map +1 -0
  9. package/dist/Game/Object.d.ts +129 -0
  10. package/dist/Game/Object.js +218 -0
  11. package/dist/Game/Object.js.map +1 -0
  12. package/dist/{index29.js → Game/Player.js} +2 -2
  13. package/dist/Game/Player.js.map +1 -0
  14. package/dist/Gui/Gui.d.ts +177 -5
  15. package/dist/Gui/Gui.js +478 -0
  16. package/dist/Gui/Gui.js.map +1 -0
  17. package/dist/Gui/NotificationManager.d.ts +23 -0
  18. package/dist/Gui/NotificationManager.js +51 -0
  19. package/dist/Gui/NotificationManager.js.map +1 -0
  20. package/dist/Resource.d.ts +97 -0
  21. package/dist/Resource.js +114 -0
  22. package/dist/Resource.js.map +1 -0
  23. package/dist/RpgClient.d.ts +259 -59
  24. package/dist/RpgClientEngine.d.ts +632 -9
  25. package/dist/RpgClientEngine.js +1262 -0
  26. package/dist/RpgClientEngine.js.map +1 -0
  27. package/dist/Sound.d.ts +199 -0
  28. package/dist/Sound.js +97 -0
  29. package/dist/Sound.js.map +1 -0
  30. package/dist/components/animations/animation.ce.js +21 -0
  31. package/dist/components/animations/animation.ce.js.map +1 -0
  32. package/dist/{index23.js → components/animations/hit.ce.js} +3 -3
  33. package/dist/components/animations/hit.ce.js.map +1 -0
  34. package/dist/components/animations/index.d.ts +4 -0
  35. package/dist/components/animations/index.js +10 -0
  36. package/dist/components/animations/index.js.map +1 -0
  37. package/dist/components/character.ce.js +316 -0
  38. package/dist/components/character.ce.js.map +1 -0
  39. package/dist/components/dynamics/parse-value.d.ts +1 -0
  40. package/dist/components/dynamics/parse-value.js +54 -0
  41. package/dist/components/dynamics/parse-value.js.map +1 -0
  42. package/dist/components/dynamics/text.ce.js +141 -0
  43. package/dist/components/dynamics/text.ce.js.map +1 -0
  44. package/dist/components/gui/box.ce.js +27 -0
  45. package/dist/components/gui/box.ce.js.map +1 -0
  46. package/dist/components/gui/dialogbox/index.ce.js +152 -0
  47. package/dist/components/gui/dialogbox/index.ce.js.map +1 -0
  48. package/dist/components/gui/gameover.ce.js +141 -0
  49. package/dist/components/gui/gameover.ce.js.map +1 -0
  50. package/dist/components/gui/hud/hud.ce.js +35 -0
  51. package/dist/components/gui/hud/hud.ce.js.map +1 -0
  52. package/dist/components/gui/index.d.ts +15 -3
  53. package/dist/components/gui/menu/equip-menu.ce.js +349 -0
  54. package/dist/components/gui/menu/equip-menu.ce.js.map +1 -0
  55. package/dist/components/gui/menu/exit-menu.ce.js +35 -0
  56. package/dist/components/gui/menu/exit-menu.ce.js.map +1 -0
  57. package/dist/components/gui/menu/items-menu.ce.js +229 -0
  58. package/dist/components/gui/menu/items-menu.ce.js.map +1 -0
  59. package/dist/components/gui/menu/main-menu.ce.js +205 -0
  60. package/dist/components/gui/menu/main-menu.ce.js.map +1 -0
  61. package/dist/components/gui/menu/options-menu.ce.js +28 -0
  62. package/dist/components/gui/menu/options-menu.ce.js.map +1 -0
  63. package/dist/components/gui/menu/skills-menu.ce.js +53 -0
  64. package/dist/components/gui/menu/skills-menu.ce.js.map +1 -0
  65. package/dist/components/gui/mobile/index.d.ts +8 -0
  66. package/dist/components/gui/mobile/index.js +24 -0
  67. package/dist/components/gui/mobile/index.js.map +1 -0
  68. package/dist/components/gui/mobile/mobile.ce.js +17 -0
  69. package/dist/components/gui/mobile/mobile.ce.js.map +1 -0
  70. package/dist/components/gui/notification/notification.ce.js +38 -0
  71. package/dist/components/gui/notification/notification.ce.js.map +1 -0
  72. package/dist/components/gui/save-load.ce.js +242 -0
  73. package/dist/components/gui/save-load.ce.js.map +1 -0
  74. package/dist/components/gui/shop/shop.ce.js +322 -0
  75. package/dist/components/gui/shop/shop.ce.js.map +1 -0
  76. package/dist/components/gui/title-screen.ce.js +148 -0
  77. package/dist/components/gui/title-screen.ce.js.map +1 -0
  78. package/dist/components/index.d.ts +3 -1
  79. package/dist/components/prebuilt/hp-bar.ce.js +106 -0
  80. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -0
  81. package/dist/components/prebuilt/index.d.ts +19 -0
  82. package/dist/components/prebuilt/light-halo.ce.js +76 -0
  83. package/dist/components/prebuilt/light-halo.ce.js.map +1 -0
  84. package/dist/components/scenes/canvas.ce.js +44 -0
  85. package/dist/components/scenes/canvas.ce.js.map +1 -0
  86. package/dist/components/scenes/draw-map.ce.js +34 -0
  87. package/dist/components/scenes/draw-map.ce.js.map +1 -0
  88. package/dist/{index13.js → components/scenes/event-layer.ce.js} +7 -6
  89. package/dist/components/scenes/event-layer.ce.js.map +1 -0
  90. package/dist/{index6.js → core/inject.js} +2 -2
  91. package/dist/core/inject.js.map +1 -0
  92. package/dist/core/setup.js +16 -0
  93. package/dist/core/setup.js.map +1 -0
  94. package/dist/index.d.ts +15 -1
  95. package/dist/index.js +40 -12
  96. package/dist/index.js.map +1 -1
  97. package/dist/module.d.ts +43 -4
  98. package/dist/module.js +175 -0
  99. package/dist/module.js.map +1 -0
  100. package/dist/node_modules/.pnpm/@signe_di@2.8.2/node_modules/@signe/di/dist/index.js +366 -0
  101. package/dist/node_modules/.pnpm/@signe_di@2.8.2/node_modules/@signe/di/dist/index.js.map +1 -0
  102. package/dist/{index27.js → node_modules/.pnpm/@signe_reactive@2.8.2/node_modules/@signe/reactive/dist/index.js} +229 -11
  103. package/dist/node_modules/.pnpm/@signe_reactive@2.8.2/node_modules/@signe/reactive/dist/index.js.map +1 -0
  104. package/dist/{index20.js → node_modules/.pnpm/@signe_room@2.8.2/node_modules/@signe/room/dist/index.js} +308 -40
  105. package/dist/node_modules/.pnpm/@signe_room@2.8.2/node_modules/@signe/room/dist/index.js.map +1 -0
  106. package/dist/{index26.js → node_modules/.pnpm/@signe_sync@2.8.2/node_modules/@signe/sync/dist/chunk-7QVYU63E.js} +1 -1
  107. package/dist/node_modules/.pnpm/@signe_sync@2.8.2/node_modules/@signe/sync/dist/chunk-7QVYU63E.js.map +1 -0
  108. package/dist/{index21.js → node_modules/.pnpm/@signe_sync@2.8.2/node_modules/@signe/sync/dist/client/index.js} +5 -5
  109. package/dist/node_modules/.pnpm/@signe_sync@2.8.2/node_modules/@signe/sync/dist/client/index.js.map +1 -0
  110. package/dist/{index17.js → node_modules/.pnpm/@signe_sync@2.8.2/node_modules/@signe/sync/dist/index.js} +89 -12
  111. package/dist/node_modules/.pnpm/@signe_sync@2.8.2/node_modules/@signe/sync/dist/index.js.map +1 -0
  112. package/dist/{index33.js → node_modules/.pnpm/dset@3.1.4/node_modules/dset/dist/index.js} +1 -1
  113. package/dist/node_modules/.pnpm/dset@3.1.4/node_modules/dset/dist/index.js.map +1 -0
  114. package/dist/{index31.js → node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js} +2 -2
  115. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js.map +1 -0
  116. package/dist/{index32.js → node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js} +1 -1
  117. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js.map +1 -0
  118. package/dist/{index34.js → node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js} +1 -1
  119. package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js.map +1 -0
  120. package/dist/presets/animation.d.ts +31 -0
  121. package/dist/presets/animation.js +27 -0
  122. package/dist/presets/animation.js.map +1 -0
  123. package/dist/presets/faceset.d.ts +30 -0
  124. package/dist/presets/faceset.js +24 -0
  125. package/dist/presets/faceset.js.map +1 -0
  126. package/dist/presets/icon.d.ts +20 -0
  127. package/dist/presets/icon.js +15 -0
  128. package/dist/presets/icon.js.map +1 -0
  129. package/dist/presets/index.d.ts +123 -0
  130. package/dist/presets/index.js +16 -0
  131. package/dist/presets/index.js.map +1 -0
  132. package/dist/presets/lpc.d.ts +89 -0
  133. package/dist/presets/lpc.js +95 -0
  134. package/dist/presets/lpc.js.map +1 -0
  135. package/dist/{index25.js → presets/rmspritesheet.js} +1 -1
  136. package/dist/presets/rmspritesheet.js.map +1 -0
  137. package/dist/{index16.js → services/AbstractSocket.js} +1 -1
  138. package/dist/services/AbstractSocket.js.map +1 -0
  139. package/dist/services/keyboardControls.d.ts +15 -0
  140. package/dist/services/keyboardControls.js +21 -0
  141. package/dist/services/keyboardControls.js.map +1 -0
  142. package/dist/services/loadMap.d.ts +123 -2
  143. package/dist/{index7.js → services/loadMap.js} +12 -4
  144. package/dist/services/loadMap.js.map +1 -0
  145. package/dist/services/mmorpg.d.ts +16 -4
  146. package/dist/services/mmorpg.js +84 -0
  147. package/dist/services/mmorpg.js.map +1 -0
  148. package/dist/services/save.d.ts +19 -0
  149. package/dist/services/save.js +69 -0
  150. package/dist/services/save.js.map +1 -0
  151. package/dist/services/standalone.d.ts +65 -3
  152. package/dist/services/standalone.js +170 -0
  153. package/dist/services/standalone.js.map +1 -0
  154. package/dist/utils/getEntityProp.d.ts +39 -0
  155. package/dist/utils/getEntityProp.js +54 -0
  156. package/dist/utils/getEntityProp.js.map +1 -0
  157. package/package.json +24 -18
  158. package/src/Game/{EffectManager.ts → AnimationManager.ts} +3 -2
  159. package/src/Game/Map.ts +37 -2
  160. package/src/Game/Object.ts +296 -11
  161. package/src/Gui/Gui.ts +506 -18
  162. package/src/Gui/NotificationManager.ts +69 -0
  163. package/src/Resource.ts +150 -0
  164. package/src/RpgClient.ts +264 -58
  165. package/src/RpgClientEngine.ts +1421 -44
  166. package/src/Sound.ts +253 -0
  167. package/src/components/{effects → animations}/animation.ce +3 -6
  168. package/src/components/{effects → animations}/index.ts +1 -1
  169. package/src/components/character.ce +406 -40
  170. package/src/components/dynamics/parse-value.ts +80 -0
  171. package/src/components/dynamics/text.ce +183 -0
  172. package/src/components/gui/box.ce +17 -0
  173. package/src/components/gui/dialogbox/index.ce +204 -187
  174. package/src/components/gui/gameover.ce +158 -0
  175. package/src/components/gui/hud/hud.ce +56 -0
  176. package/src/components/gui/index.ts +30 -4
  177. package/src/components/gui/menu/equip-menu.ce +410 -0
  178. package/src/components/gui/menu/exit-menu.ce +41 -0
  179. package/src/components/gui/menu/items-menu.ce +317 -0
  180. package/src/components/gui/menu/main-menu.ce +291 -0
  181. package/src/components/gui/menu/options-menu.ce +35 -0
  182. package/src/components/gui/menu/skills-menu.ce +83 -0
  183. package/src/components/gui/mobile/index.ts +24 -0
  184. package/src/components/gui/mobile/mobile.ce +80 -0
  185. package/src/components/gui/notification/notification.ce +51 -0
  186. package/src/components/gui/save-load.ce +208 -0
  187. package/src/components/gui/shop/shop.ce +493 -0
  188. package/src/components/gui/title-screen.ce +163 -0
  189. package/src/components/index.ts +5 -1
  190. package/src/components/prebuilt/hp-bar.ce +255 -0
  191. package/src/components/prebuilt/index.ts +24 -0
  192. package/src/components/prebuilt/light-halo.ce +148 -0
  193. package/src/components/scenes/canvas.ce +19 -14
  194. package/src/components/scenes/draw-map.ce +21 -29
  195. package/src/components/scenes/event-layer.ce +10 -3
  196. package/src/components/scenes/transition.ce +60 -0
  197. package/src/core/setup.ts +2 -0
  198. package/src/index.ts +16 -2
  199. package/src/module.ts +145 -9
  200. package/src/presets/animation.ts +46 -0
  201. package/src/presets/faceset.ts +60 -0
  202. package/src/presets/icon.ts +17 -0
  203. package/src/presets/index.ts +9 -1
  204. package/src/presets/lpc.ts +108 -0
  205. package/src/services/keyboardControls.ts +20 -0
  206. package/src/services/loadMap.ts +132 -3
  207. package/src/services/mmorpg.ts +39 -5
  208. package/src/services/save.ts +103 -0
  209. package/src/services/standalone.ts +107 -15
  210. package/src/utils/getEntityProp.ts +87 -0
  211. package/tsconfig.json +1 -1
  212. package/vite.config.ts +5 -3
  213. package/CHANGELOG.md +0 -9
  214. package/dist/Game/EffectManager.d.ts +0 -5
  215. package/dist/components/effects/index.d.ts +0 -4
  216. package/dist/index10.js +0 -8
  217. package/dist/index10.js.map +0 -1
  218. package/dist/index11.js +0 -10
  219. package/dist/index11.js.map +0 -1
  220. package/dist/index12.js +0 -8
  221. package/dist/index12.js.map +0 -1
  222. package/dist/index13.js.map +0 -1
  223. package/dist/index14.js +0 -50
  224. package/dist/index14.js.map +0 -1
  225. package/dist/index15.js +0 -191
  226. package/dist/index15.js.map +0 -1
  227. package/dist/index16.js.map +0 -1
  228. package/dist/index17.js.map +0 -1
  229. package/dist/index18.js +0 -31
  230. package/dist/index18.js.map +0 -1
  231. package/dist/index19.js.map +0 -1
  232. package/dist/index2.js +0 -112
  233. package/dist/index2.js.map +0 -1
  234. package/dist/index20.js.map +0 -1
  235. package/dist/index21.js.map +0 -1
  236. package/dist/index22.js +0 -109
  237. package/dist/index22.js.map +0 -1
  238. package/dist/index23.js.map +0 -1
  239. package/dist/index24.js +0 -21
  240. package/dist/index24.js.map +0 -1
  241. package/dist/index25.js.map +0 -1
  242. package/dist/index26.js.map +0 -1
  243. package/dist/index27.js.map +0 -1
  244. package/dist/index28.js +0 -25
  245. package/dist/index28.js.map +0 -1
  246. package/dist/index29.js.map +0 -1
  247. package/dist/index3.js +0 -87
  248. package/dist/index3.js.map +0 -1
  249. package/dist/index30.js.map +0 -1
  250. package/dist/index31.js.map +0 -1
  251. package/dist/index32.js.map +0 -1
  252. package/dist/index33.js.map +0 -1
  253. package/dist/index34.js.map +0 -1
  254. package/dist/index35.js +0 -91
  255. package/dist/index35.js.map +0 -1
  256. package/dist/index36.js +0 -61
  257. package/dist/index36.js.map +0 -1
  258. package/dist/index37.js +0 -20
  259. package/dist/index37.js.map +0 -1
  260. package/dist/index38.js +0 -20
  261. package/dist/index38.js.map +0 -1
  262. package/dist/index4.js +0 -54
  263. package/dist/index4.js.map +0 -1
  264. package/dist/index5.js +0 -15
  265. package/dist/index5.js.map +0 -1
  266. package/dist/index6.js.map +0 -1
  267. package/dist/index7.js.map +0 -1
  268. package/dist/index8.js +0 -90
  269. package/dist/index8.js.map +0 -1
  270. package/dist/index9.js +0 -76
  271. package/dist/index9.js.map +0 -1
  272. package/src/components/gui/dialogbox/itemMenu.ce +0 -23
  273. package/src/components/gui/dialogbox/selection.ce +0 -67
  274. package/src/components/scenes/element-map.ce +0 -23
  275. /package/src/components/{effects → animations}/hit.ce +0 -0
@@ -0,0 +1,106 @@
1
+ import { useProps, useDefineProps, computed, animatedSignal, effect, h, Container, Graphics } from 'canvasengine';
2
+
3
+ function component($$props) {
4
+ useProps($$props);
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+ const defineProps = useDefineProps($$props);
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+ var object = defineProps().object;
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+ var barWidth = 50;
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+ var barHeight = 8;
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+ var borderRadius = 4;
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+ var innerRadius = 3;
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+ var padding = 1;
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+ var bgColor = 0x16213e;
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+ var shadowColor = 0x000000;
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+ var borderColor = 0x4a5568;
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+ var maxFillWidth = barWidth - (padding * 2);
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+ var fillHeight = barHeight - (padding * 2);
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+ var highlightHeight = Math.floor(fillHeight / 2);
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+ var hitbox = object.hitbox;
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+ var currentHp = computed(function () {
20
+ var _a, _b;
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+ return (_b = (_a = object.hpSignal) === null || _a === void 0 ? void 0 : _a.call(object)) !== null && _b !== void 0 ? _b : 0;
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+ });
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+ var maxHp = computed(function () {
24
+ var _a, _b, _c;
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+ var params = (_b = (_a = object._param) === null || _a === void 0 ? void 0 : _a.call(object)) !== null && _b !== void 0 ? _b : {};
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+ return (_c = params.maxHp) !== null && _c !== void 0 ? _c : 100;
27
+ });
28
+ var hpPercent = computed(function () {
29
+ var max = maxHp();
30
+ if (max <= 0)
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+ return 0;
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+ var percent = currentHp() / max;
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+ return Math.max(0, Math.min(1, percent));
34
+ });
35
+ var animatedPercent = animatedSignal(hpPercent(), {
36
+ duration: 300,
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+ easing: 'easeOutCubic'
38
+ });
39
+ effect(function () {
40
+ var newPercent = hpPercent();
41
+ animatedPercent.set(newPercent);
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+ });
43
+ var position = computed(function () { return ({
44
+ x: (hitbox().w / 2) - (barWidth / 2),
45
+ y: -barHeight - 8
46
+ }); });
47
+ var fillWidth = computed(function () {
48
+ var percent = animatedPercent();
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+ var width = maxFillWidth * percent;
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+ // Ensure minimum visible width when HP > 0
51
+ if (percent > 0 && width < innerRadius * 2) {
52
+ return innerRadius * 2;
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+ }
54
+ return Math.max(0, width);
55
+ });
56
+ var hpColorHex = computed(function () {
57
+ var percent = hpPercent();
58
+ if (percent > 0.6) {
59
+ return 0x4ade80; // Green - healthy
60
+ }
61
+ else if (percent > 0.3) {
62
+ return 0xfacc15; // Yellow - caution
63
+ }
64
+ else if (percent > 0.15) {
65
+ return 0xfb923c; // Orange - danger
66
+ }
67
+ else {
68
+ return 0xef4444; // Red - critical
69
+ }
70
+ });
71
+ var drawShadow = function (g) {
72
+ g.roundRect(0, 0, barWidth, barHeight, borderRadius);
73
+ g.fill({ color: shadowColor, alpha: 0.3 });
74
+ };
75
+ var drawBackground = function (g) {
76
+ g.roundRect(0, 0, barWidth, barHeight, borderRadius);
77
+ g.fill({ color: bgColor, alpha: 0.9 });
78
+ };
79
+ var drawFill = function (g) {
80
+ var width = fillWidth();
81
+ if (width > 0) {
82
+ g.roundRect(padding, padding, width, fillHeight, innerRadius);
83
+ g.fill({ color: hpColorHex() });
84
+ }
85
+ };
86
+ var drawHighlight = function (g) {
87
+ var width = fillWidth();
88
+ if (width > 0) {
89
+ g.roundRect(padding, padding, width, highlightHeight, innerRadius);
90
+ g.fill({ color: 0xffffff, alpha: 0.25 });
91
+ }
92
+ };
93
+ var drawBorder = function (g) {
94
+ g.roundRect(0, 0, barWidth, barHeight, borderRadius);
95
+ g.stroke({
96
+ color: borderColor,
97
+ width: 1,
98
+ alpha: 0.7
99
+ });
100
+ };
101
+ let $this = [,h(Container, { x: position.x, y: position.y }, [h(Graphics, { draw: drawShadow, x: 1, y: 1 }), h(Graphics, { draw: drawBackground }), h(Graphics, { draw: drawFill }), h(Graphics, { draw: drawHighlight }), h(Graphics, { draw: drawBorder })])];
102
+ return $this
103
+ }
104
+
105
+ export { component as default };
106
+ //# sourceMappingURL=hp-bar.ce.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"hp-bar.ce.js","sources":["../../../src/components/prebuilt/hp-bar.ce"],"sourcesContent":["<!-- \n HP Bar Component\n \n A beautiful, animated health bar component for displaying player HP above sprites.\n Features a gradient color based on HP level, smooth animations, and modern styling.\n \n ## Design\n \n The bar changes color dynamically based on HP percentage:\n - Green (#4ade80) when HP > 60% - Healthy state\n - Yellow (#facc15) when HP 30-60% - Caution state \n - Orange (#fb923c) when HP 15-30% - Danger state\n - Red (#ef4444) when HP < 15% - Critical state\n \n @example\n ```ts\n import HpBar from './hp-bar.ce';\n \n // In module configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsInFront: [HpBar]\n }\n })\n ```\n-->\n\n<Container x={position.x} y={position.y}>\n <!-- Background shadow for depth effect -->\n <Graphics draw={drawShadow} x={1} y={1} />\n \n <!-- Main background -->\n <Graphics draw={drawBackground} />\n \n <!-- HP fill bar -->\n <Graphics draw={drawFill} />\n \n <!-- Highlight overlay for 3D effect -->\n <Graphics draw={drawHighlight} />\n \n <!-- Border frame -->\n <Graphics draw={drawBorder} />\n</Container>\n\n<script>\nimport { computed, animatedSignal, effect } from \"canvasengine\";\n\nconst { object } = defineProps();\n\n// ====================\n// Configuration\n// ====================\n\n/** Total width of the HP bar in pixels */\nconst barWidth = 50;\n\n/** Total height of the HP bar in pixels */\nconst barHeight = 8;\n\n/** Border radius for rounded corners */\nconst borderRadius = 4;\n\n/** Inner border radius for the fill bar */\nconst innerRadius = 3;\n\n/** Padding between background and fill */\nconst padding = 1;\n\n/** Background color (dark theme) */\nconst bgColor = 0x16213e;\n\n/** Shadow color */\nconst shadowColor = 0x000000;\n\n/** Border color */\nconst borderColor = 0x4a5568;\n\n// ====================\n// Calculated dimensions\n// ====================\n\n/** Maximum fill width */\nconst maxFillWidth = barWidth - (padding * 2);\n\n/** Fill height */\nconst fillHeight = barHeight - (padding * 2);\n\n/** Highlight height (half of fill) */\nconst highlightHeight = Math.floor(fillHeight / 2);\n\n// ====================\n// Reactive HP values\n// ====================\n\n/** Gets hitbox dimensions for positioning */\nconst hitbox = object.hitbox;\n\n/**\n * Gets the current HP value from the player object\n * Uses hpSignal which is synchronized from the server\n */\nconst currentHp = computed(() => {\n return object.hpSignal?.() ?? 0;\n});\n\n/**\n * Gets the maximum HP value from player parameters\n * Reads from _param.maxHp which contains calculated stats\n */\nconst maxHp = computed(() => {\n const params = object._param?.() ?? {};\n return params.maxHp ?? 100;\n});\n\n/**\n * Calculates HP percentage (0 to 1)\n */\nconst hpPercent = computed(() => {\n const max = maxHp();\n if (max <= 0) return 0;\n const percent = currentHp() / max;\n return Math.max(0, Math.min(1, percent));\n});\n\n// ====================\n// Animated values\n// ====================\n\n/**\n * Animated percentage for smooth bar transitions\n */\nconst animatedPercent = animatedSignal(hpPercent(), {\n duration: 300,\n easing: 'easeOutCubic'\n});\n\n// Update animated value when HP changes\neffect(() => {\n const newPercent = hpPercent();\n animatedPercent.set(newPercent);\n});\n\n// ====================\n// Visual calculations\n// ====================\n\n/**\n * Position of the bar relative to the sprite\n */\nconst position = computed(() => ({\n x: (hitbox().w / 2) - (barWidth / 2),\n y: -barHeight - 8\n}));\n\n/**\n * Current width of the HP fill based on animated percentage\n */\nconst fillWidth = computed(() => {\n const percent = animatedPercent();\n const width = maxFillWidth * percent;\n // Ensure minimum visible width when HP > 0\n if (percent > 0 && width < innerRadius * 2) {\n return innerRadius * 2;\n }\n return Math.max(0, width);\n});\n\n/**\n * Determines HP bar color based on current HP percentage\n * Returns hex color number for PixiJS\n * \n * ## Color Thresholds\n * - Green (0x4ade80): HP > 60% - Healthy\n * - Yellow (0xfacc15): HP 30-60% - Caution\n * - Orange (0xfb923c): HP 15-30% - Danger\n * - Red (0xef4444): HP < 15% - Critical\n */\nconst hpColorHex = computed(() => {\n const percent = hpPercent();\n \n if (percent > 0.6) {\n return 0x4ade80; // Green - healthy\n } else if (percent > 0.3) {\n return 0xfacc15; // Yellow - caution\n } else if (percent > 0.15) {\n return 0xfb923c; // Orange - danger\n } else {\n return 0xef4444; // Red - critical\n }\n});\n\n// ====================\n// Drawing functions\n// ====================\n\n/**\n * Draws the shadow behind the HP bar for depth effect\n */\nconst drawShadow = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: shadowColor, alpha: 0.3 });\n};\n\n/**\n * Draws the main background of the HP bar\n */\nconst drawBackground = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: bgColor, alpha: 0.9 });\n};\n\n/**\n * Draws the HP fill bar with dynamic color\n */\nconst drawFill = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, fillHeight, innerRadius);\n g.fill({ color: hpColorHex() });\n }\n};\n\n/**\n * Draws the highlight overlay for 3D effect\n */\nconst drawHighlight = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, highlightHeight, innerRadius);\n g.fill({ color: 0xffffff, alpha: 0.25 });\n }\n};\n\n/**\n * Draws the border frame around the HP bar\n * \n * Uses PixiJS Graphics API to create a rounded rectangle stroke\n * that serves as a visual border for the bar.\n * \n * @param g - PixiJS Graphics object\n * \n * @example\n * ```html\n * <Graphics draw={drawBorder} />\n * ```\n */\nconst drawBorder = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.stroke({ \n color: borderColor, \n width: 1,\n alpha: 0.7\n });\n};\n</script>\n"],"names":[],"mappings":";;AAOqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAAQ,MAAM,WAAW,GAAG,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,MAAM,GAAG,WAAW,EAAE,CAAC,MAAM;AACzC,IAAI,QAAQ,GAAG,EAAE;AACjB,IAAI,SAAS,GAAG,CAAC;AACjB,IAAI,YAAY,GAAG,CAAC;AACpB,IAAI,WAAW,GAAG,CAAC;AACnB,IAAI,OAAO,GAAG,CAAC;AACf,IAAI,OAAO,GAAG,QAAQ;AACtB,IAAI,WAAW,GAAG,QAAQ;AAC1B,IAAI,WAAW,GAAG,QAAQ;AAC1B,IAAI,YAAY,GAAG,QAAQ,IAAI,OAAO,GAAG,CAAC,CAAC;AAC3C,IAAI,UAAU,GAAG,SAAS,IAAI,OAAO,GAAG,CAAC,CAAC;AAC1C,IAAI,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,GAAG,CAAC,CAAC;AAChD,IAAI,MAAM,GAAG,MAAM,CAAC,MAAM;AAC1B,IAAI,SAAS,GAAG,QAAQ,CAAC,YAAY;AACrC,IAAI,IAAI,EAAE,EAAE,EAAE;AACd,IAAI,OAAO,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,QAAQ,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,EAAE,GAAG,CAAC;AAChI,CAAC,CAAC;AACF,IAAI,KAAK,GAAG,QAAQ,CAAC,YAAY;AACjC,IAAI,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE;AAClB,IAAI,IAAI,MAAM,GAAG,CAAC,EAAE,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,MAAM,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,EAAE,GAAG,EAAE;AACrI,IAAI,OAAO,CAAC,EAAE,GAAG,MAAM,CAAC,KAAK,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,EAAE,GAAG,GAAG;AACnE,CAAC,CAAC;AACF,IAAI,SAAS,GAAG,QAAQ,CAAC,YAAY;AACrC,IAAI,IAAI,GAAG,GAAG,KAAK,EAAE;AACrB,IAAI,IAAI,GAAG,IAAI,CAAC;AAChB,QAAQ,OAAO,CAAC;AAChB,IAAI,IAAI,OAAO,GAAG,SAAS,EAAE,GAAG,GAAG;AACnC,IAAI,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC;AAC5C,CAAC,CAAC;AACF,IAAI,eAAe,GAAG,cAAc,CAAC,SAAS,EAAE,EAAE;AAClD,IAAI,QAAQ,EAAE,GAAG;AACjB,IAAI,MAAM,EAAE;AACZ,CAAC,CAAC;AACF,MAAM,CAAC,YAAY;AACnB,IAAI,IAAI,UAAU,GAAG,SAAS,EAAE;AAChC,IAAI,eAAe,CAAC,GAAG,CAAC,UAAU,CAAC;AACnC,CAAC,CAAC;AACF,IAAI,QAAQ,GAAG,QAAQ,CAAC,YAAY,EAAE,QAAQ;AAC9C,IAAI,CAAC,EAAE,CAAC,MAAM,EAAE,CAAC,CAAC,GAAG,CAAC,KAAK,QAAQ,GAAG,CAAC,CAAC;AACxC,IAAI,CAAC,EAAE,CAAC,SAAS,GAAG;AACpB,CAAC,EAAE,CAAC,CAAC,CAAC;AACN,IAAI,SAAS,GAAG,QAAQ,CAAC,YAAY;AACrC,IAAI,IAAI,OAAO,GAAG,eAAe,EAAE;AACnC,IAAI,IAAI,KAAK,GAAG,YAAY,GAAG,OAAO;AACtC;AACA,IAAI,IAAI,OAAO,GAAG,CAAC,IAAI,KAAK,GAAG,WAAW,GAAG,CAAC,EAAE;AAChD,QAAQ,OAAO,WAAW,GAAG,CAAC;AAC9B,IAAI;AACJ,IAAI,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC;AAC7B,CAAC,CAAC;AACF,IAAI,UAAU,GAAG,QAAQ,CAAC,YAAY;AACtC,IAAI,IAAI,OAAO,GAAG,SAAS,EAAE;AAC7B,IAAI,IAAI,OAAO,GAAG,GAAG,EAAE;AACvB,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,SAAS,IAAI,OAAO,GAAG,GAAG,EAAE;AAC5B,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,SAAS,IAAI,OAAO,GAAG,IAAI,EAAE;AAC7B,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,SAAS;AACT,QAAQ,OAAO,QAAQ,CAAC;AACxB,IAAI;AACJ,CAAC,CAAC;AACF,IAAI,UAAU,GAAG,UAAU,CAAC,EAAE;AAC9B,IAAI,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,YAAY,CAAC;AACxD,IAAI,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,WAAW,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AAC9C,CAAC;AACD,IAAI,cAAc,GAAG,UAAU,CAAC,EAAE;AAClC,IAAI,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,YAAY,CAAC;AACxD,IAAI,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,OAAO,EAAE,KAAK,EAAE,GAAG,EAAE,CAAC;AAC1C,CAAC;AACD,IAAI,QAAQ,GAAG,UAAU,CAAC,EAAE;AAC5B,IAAI,IAAI,KAAK,GAAG,SAAS,EAAE;AAC3B,IAAI,IAAI,KAAK,GAAG,CAAC,EAAE;AACnB,QAAQ,CAAC,CAAC,SAAS,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,UAAU,EAAE,WAAW,CAAC;AACrE,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,UAAU,EAAE,EAAE,CAAC;AACvC,IAAI;AACJ,CAAC;AACD,IAAI,aAAa,GAAG,UAAU,CAAC,EAAE;AACjC,IAAI,IAAI,KAAK,GAAG,SAAS,EAAE;AAC3B,IAAI,IAAI,KAAK,GAAG,CAAC,EAAE;AACnB,QAAQ,CAAC,CAAC,SAAS,CAAC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,eAAe,EAAE,WAAW,CAAC;AAC1E,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC;AAChD,IAAI;AACJ,CAAC;AACD,IAAI,UAAU,GAAG,UAAU,CAAC,EAAE;AAC9B,IAAI,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,SAAS,EAAE,YAAY,CAAC;AACxD,IAAI,CAAC,CAAC,MAAM,CAAC;AACb,QAAQ,KAAK,EAAE,WAAW;AAC1B,QAAQ,KAAK,EAAE,CAAC;AAChB,QAAQ,KAAK,EAAE;AACf,KAAK,CAAC;AACN,CAAC;AACD,QAAQ,IAAI,KAAK,GAAG,EAAE,CAAC,CAAC,SAAS,EAAE,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,aAAa,EAAE,CAAC,EAAE,CAAC,CAAC,QAAQ,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;AACtQ,QAAQ,OAAO;AACf,MAAM;;;;"}
@@ -0,0 +1,19 @@
1
+ /**
2
+ * Prebuilt sprite components for common UI elements
3
+ *
4
+ * This module exports ready-to-use components that can be attached
5
+ * to sprites using componentsInFront or componentsBehind configuration.
6
+ *
7
+ * @example
8
+ * ```ts
9
+ * import { HpBar } from '@rpgjs/client/components/prebuilt';
10
+ *
11
+ * export default defineModule<RpgClient>({
12
+ * sprite: {
13
+ * componentsInFront: [HpBar]
14
+ * }
15
+ * })
16
+ * ```
17
+ */
18
+ export { default as HpBar } from './hp-bar.ce';
19
+ export { default as LightHalo } from './light-halo.ce';
@@ -0,0 +1,76 @@
1
+ import { useProps, useDefineProps, computed, signal, tick, h, Container, Graphics } from 'canvasengine';
2
+ import { BlurFilter } from 'pixi.js';
3
+
4
+ function component($$props) {
5
+ useProps($$props);
6
+ const defineProps = useDefineProps($$props);
7
+ var _a = defineProps(), object = _a.object, baseRadius = _a.baseRadius, radiusVariation = _a.radiusVariation, baseOpacity = _a.baseOpacity, opacityVariation = _a.opacityVariation, sizeSpeed = _a.sizeSpeed, opacitySpeed = _a.opacitySpeed, lightColor = _a.lightColor;
8
+ var getBaseRadius = computed(function () { var _a; return (_a = baseRadius === null || baseRadius === void 0 ? void 0 : baseRadius()) !== null && _a !== void 0 ? _a : 30; });
9
+ var getRadiusVariation = computed(function () { var _a; return (_a = radiusVariation === null || radiusVariation === void 0 ? void 0 : radiusVariation()) !== null && _a !== void 0 ? _a : 10; });
10
+ var getBaseOpacity = computed(function () { var _a; return (_a = baseOpacity === null || baseOpacity === void 0 ? void 0 : baseOpacity()) !== null && _a !== void 0 ? _a : 0.6; });
11
+ var getOpacityVariation = computed(function () { var _a; return (_a = opacityVariation === null || opacityVariation === void 0 ? void 0 : opacityVariation()) !== null && _a !== void 0 ? _a : 0.3; });
12
+ var getSizeSpeed = computed(function () { var _a; return (_a = sizeSpeed === null || sizeSpeed === void 0 ? void 0 : sizeSpeed()) !== null && _a !== void 0 ? _a : 0.002; });
13
+ var getOpacitySpeed = computed(function () { var _a; return (_a = opacitySpeed === null || opacitySpeed === void 0 ? void 0 : opacitySpeed()) !== null && _a !== void 0 ? _a : 0.003; });
14
+ var getLightColor = computed(function () { var _a; return (_a = lightColor === null || lightColor === void 0 ? void 0 : lightColor()) !== null && _a !== void 0 ? _a : 0xffffaa; });
15
+ var time = signal(0);
16
+ var currentRadius = computed(function () {
17
+ var t = time();
18
+ var base = getBaseRadius();
19
+ var variation = getRadiusVariation();
20
+ var speed = getSizeSpeed();
21
+ // Combine two sine waves for less predictable pulsing
22
+ var pulse1 = Math.sin(t * speed);
23
+ var pulse2 = Math.sin(t * speed * 1.5) * 0.5;
24
+ var combinedPulse = (pulse1 + pulse2) / 1.5;
25
+ return base + (combinedPulse * variation);
26
+ });
27
+ var currentOpacity = computed(function () {
28
+ var t = time();
29
+ var base = getBaseOpacity();
30
+ var variation = getOpacityVariation();
31
+ var speed = getOpacitySpeed();
32
+ // Main breathing cycle
33
+ var fade = Math.sin(t * speed);
34
+ // Subtle high-frequency flicker (candle-like)
35
+ var flicker = (Math.random() - 0.5) * 0.1;
36
+ return Math.max(0, Math.min(1, base + (fade * variation) + flicker));
37
+ });
38
+ var hitbox = object.hitbox;
39
+ var position = computed(function () { return ({
40
+ x: hitbox().w / 2,
41
+ y: hitbox().h / 2
42
+ }); });
43
+ var blurFilter = new BlurFilter({ strength: 20, quality: 3 });
44
+ var drawHalo = function (g) {
45
+ var radius = currentRadius();
46
+ var opacity = currentOpacity();
47
+ var color = getLightColor();
48
+ if (opacity <= 0 || radius <= 0)
49
+ return;
50
+ // Set blend mode to ADD for glowing light effect
51
+ g.blendMode = 'add';
52
+ // Apply blur filter for soft light diffusion
53
+ g.filters = [blurFilter];
54
+ // Draw main light source
55
+ // The blur filter will spread this out into a nice gradient
56
+ g.circle(0, 0, radius);
57
+ g.fill({
58
+ color: color,
59
+ alpha: opacity
60
+ });
61
+ // Draw a smaller, brighter core
62
+ g.circle(0, 0, radius * 0.4);
63
+ g.fill({
64
+ color: 0xffffff,
65
+ alpha: opacity * 0.5
66
+ });
67
+ };
68
+ tick(function () {
69
+ time.update(function (t) { return t + 1; });
70
+ });
71
+ let $this = h(Container, { x: position.x, y: position.y }, h(Graphics, { draw: drawHalo }));
72
+ return $this
73
+ }
74
+
75
+ export { component as default };
76
+ //# sourceMappingURL=light-halo.ce.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"light-halo.ce.js","sources":["../../../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<Container x={position.x} y={position.y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 30);\nconst getRadiusVariation = computed(() => radiusVariation?.() ?? 10);\nconst getBaseOpacity = computed(() => baseOpacity?.() ?? 0.6);\nconst getOpacityVariation = computed(() => opacityVariation?.() ?? 0.3);\nconst getSizeSpeed = computed(() => sizeSpeed?.() ?? 0.002);\nconst getOpacitySpeed = computed(() => opacitySpeed?.() ?? 0.003);\nconst getLightColor = computed(() => lightColor?.() ?? 0xffffaa);\n\n// ====================\n// Animation state\n// ====================\n\n/** Time counter for animations */\nconst time = signal(0);\n\n/**\n * Current radius of the halo with pulsing animation\n * Uses multiple sine waves for more organic movement\n */\nconst currentRadius = computed(() => {\n const t = time();\n const base = getBaseRadius();\n const variation = getRadiusVariation();\n const speed = getSizeSpeed();\n \n // Combine two sine waves for less predictable pulsing\n const pulse1 = Math.sin(t * speed);\n const pulse2 = Math.sin(t * speed * 1.5) * 0.5;\n const combinedPulse = (pulse1 + pulse2) / 1.5;\n \n return base + (combinedPulse * variation);\n});\n\n/**\n * Current opacity of the halo with fading animation\n * Includes a subtle flicker effect\n */\nconst currentOpacity = computed(() => {\n const t = time();\n const base = getBaseOpacity();\n const variation = getOpacityVariation();\n const speed = getOpacitySpeed();\n \n // Main breathing cycle\n const fade = Math.sin(t * speed);\n \n // Subtle high-frequency flicker (candle-like)\n const flicker = (Math.random() - 0.5) * 0.1;\n \n return Math.max(0, Math.min(1, base + (fade * variation) + flicker));\n});\n\n// ====================\n// Position calculations\n// ====================\n\nconst hitbox = object.hitbox;\n\nconst position = computed(() => ({\n x: hitbox().w / 2,\n y: hitbox().h / 2\n}));\n\n// ====================\n// Drawing function\n// ====================\n\n// Create filters once to avoid recreation on every frame\nconst blurFilter = new BlurFilter({ strength: 20, quality: 3 });\n\n/**\n * Draws the light halo effect with realistic diffusion\n */\nconst drawHalo = (g) => {\n const radius = currentRadius();\n const opacity = currentOpacity();\n const color = getLightColor();\n \n if (opacity <= 0 || radius <= 0) return;\n\n // Set blend mode to ADD for glowing light effect\n g.blendMode = 'add';\n \n // Apply blur filter for soft light diffusion\n g.filters = [blurFilter];\n \n // Draw main light source\n // The blur filter will spread this out into a nice gradient\n g.circle(0, 0, radius);\n g.fill({ \n color: color, \n alpha: opacity \n });\n \n // Draw a smaller, brighter core\n g.circle(0, 0, radius * 0.4);\n g.fill({ \n color: 0xffffff, \n alpha: opacity * 0.5 \n });\n};\n\n// ====================\n// Animation loop\n// ====================\ntick(() => {\n time.update(t => t + 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@@ -0,0 +1,44 @@
1
+ import { useProps, useDefineProps, computed, effect, h, Canvas, loop, Viewport, cond, Container } from 'canvasengine';
2
+ import { inject } from '../../core/inject.js';
3
+ import { RpgClientEngine } from '../../RpgClientEngine.js';
4
+ import component$1 from './draw-map.ce.js';
5
+ import { RpgGui } from '../../Gui/Gui.js';
6
+ import { delay } from '@rpgjs/common';
7
+
8
+ function component($$props) {
9
+ useProps($$props);
10
+ useDefineProps($$props);
11
+ var engine = inject(RpgClientEngine);
12
+ var guiService = inject(RpgGui);
13
+ var sceneData = engine.sceneMap.data;
14
+ var guiList = computed(function () {
15
+ return Object.values(guiService.gui()).filter(function (gui) { return !gui.attachToSprite; });
16
+ });
17
+ var worldWidth = computed(function () { var _a; return (_a = sceneData()) === null || _a === void 0 ? void 0 : _a.width; });
18
+ var worldHeight = computed(function () { var _a; return (_a = sceneData()) === null || _a === void 0 ? void 0 : _a.height; });
19
+ effect(function () {
20
+ if (sceneData() && !sceneData().component) {
21
+ throw new Error("Warning ! You need to define a component for the scene. Use provideLoadMap() to define a component for the scene.");
22
+ }
23
+ });
24
+ var onGuiFinish = function (gui, data) {
25
+ delay(function () {
26
+ guiService.guiClose(gui.name, data);
27
+ });
28
+ };
29
+ var onGuiInteraction = function (gui, name, data) {
30
+ guiService.guiInteraction(gui.name, name, data);
31
+ };
32
+ var clamp = {
33
+ direction: "all"
34
+ };
35
+ let $this = h(Canvas, { width: engine.width, height: engine.height }, [h(Viewport, { worldWidth, worldHeight, clamp }, cond(sceneData, () => h(component$1))), loop(guiList, gui => h(Container, { display: 'flex' }, cond(gui.display, () => h(gui.component, { data: gui.data, dependencies: gui.dependencies, onFinish: (data) => {
36
+ onGuiFinish(gui, data);
37
+ }, onInteraction: (name, data) => {
38
+ onGuiInteraction(gui, name, data);
39
+ } }))))]);
40
+ return $this
41
+ }
42
+
43
+ export { component as default };
44
+ //# sourceMappingURL=canvas.ce.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"canvas.ce.js","sources":["../../../src/components/scenes/canvas.ce"],"sourcesContent":["<Canvas width={engine.width} height={engine.height}>\n <Viewport worldWidth worldHeight clamp>\n @if (sceneData) {\n <SceneMap />\n }\n </Viewport>\n @for (gui of guiList) {\n <Container display=\"flex\">\n @if (gui.display) {\n <gui.component data={gui.data} dependencies={gui.dependencies} onFinish={(data) => {\n onGuiFinish(gui, data)\n }} onInteraction={(name, data) => {\n onGuiInteraction(gui, name, data)\n }} /> \n }\n </Container>\n }\n</Canvas>\n\n<script>\n import { signal, computed, effect } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import SceneMap from './draw-map.ce'\n import { RpgGui } from \"../../Gui/Gui\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => sceneData()?.width)\n const worldHeight = computed(() => sceneData()?.height)\n\n effect(() => {\n if (sceneData() && !sceneData().component) {\n throw new Error(\"Warning ! You need to define a component for the scene. Use provideLoadMap() to define a component for the scene.\")\n }\n })\n\n const onGuiFinish = (gui, data) => {\n delay(() => {\n guiService.guiClose(gui.name, data)\n })\n }\n\n const onGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data)\n }\n \n const clamp = {\n direction: \"all\"\n }\n</script>\n"],"names":["SceneMap"],"mappings":";;;;;;;AAaqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAA4B,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,MAAM,GAAG,MAAM,CAAC,eAAe,CAAC;AAC5C,IAAI,UAAU,GAAG,MAAM,CAAC,MAAM,CAAC;AAC/B,IAAI,SAAS,GAAG,MAAM,CAAC,QAAQ,CAAC,IAAI;AACpC,IAAI,OAAO,GAAG,QAAQ,CAAC,YAAY;AACnC,IAAI,OAAO,MAAM,CAAC,MAAM,CAAC,UAAU,CAAC,GAAG,EAAE,CAAC,CAAC,MAAM,CAAC,UAAU,GAAG,EAAE,EAAE,OAAO,CAAC,GAAG,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;AACjG,CAAC,CAAC;AACF,IAAI,UAAU,GAAG,QAAQ,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,EAAE,GAAG,SAAS,EAAE,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;AAC3H,IAAI,WAAW,GAAG,QAAQ,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,EAAE,GAAG,SAAS,EAAE,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;AAC7H,MAAM,CAAC,YAAY;AACnB,IAAI,IAAI,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,SAAS,EAAE;AAC/C,QAAQ,MAAM,IAAI,KAAK,CAAC,mHAAmH,CAAC;AAC5I,IAAI;AACJ,CAAC,CAAC;AACF,IAAI,WAAW,GAAG,UAAU,GAAG,EAAE,IAAI,EAAE;AACvC,IAAI,KAAK,CAAC,YAAY;AACtB,QAAQ,UAAU,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC;AAC3C,IAAI,CAAC,CAAC;AACN,CAAC;AACD,IAAI,gBAAgB,GAAG,UAAU,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE;AAClD,IAAI,UAAU,CAAC,cAAc,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC;AACnD,CAAC;AACD,IAAI,KAAK,GAAG;AACZ,IAAI,SAAS,EAAE;AACf;AACA,QAAQ,IAAI,KAAK,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE,KAAK,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC,CAAC,QAAQ,EAAE,EAAE,UAAU,EAAE,WAAW,EAAE,KAAK,EAAE,EAAE,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,CAACA,WAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,EAAE,GAAG,IAAI,CAAC,CAAC,SAAS,EAAE,EAAE,OAAO,EAAE,MAAM,EAAE,EAAE,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC,GAAG,CAAC,SAAS,EAAE,EAAE,IAAI,EAAE,GAAG,CAAC,IAAI,EAAE,YAAY,EAAE,GAAG,CAAC,YAAY,EAAE,QAAQ,EAAE,CAAC,IAAI,KAAK;AAC1U,YAAY,WAAW,CAAC,GAAG,EAAE,IAAI;AACjC,UAAU,CAAC,EAAE,aAAa,EAAE,CAAC,IAAI,EAAE,IAAI,KAAK;AAC5C,YAAY,gBAAgB,CAAC,GAAG,EAAE,IAAI,EAAE,IAAI;AAC5C,UAAU,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;AAClB,QAAQ,OAAO;AACf,MAAM;;;;"}
@@ -0,0 +1,34 @@
1
+ import { useProps, useDefineProps, computed, signal, h, Container, loop } from 'canvasengine';
2
+ import { inject } from '../../core/inject.js';
3
+ import { RpgClientEngine } from '../../RpgClientEngine.js';
4
+
5
+ function component($$props) {
6
+ useProps($$props);
7
+ useDefineProps($$props);
8
+ var _a, _b, _c, _d;
9
+ var engine = inject(RpgClientEngine);
10
+ var componentAnimations = engine.componentAnimations;
11
+ var map = (_a = engine.sceneMap) === null || _a === void 0 ? void 0 : _a.data;
12
+ var sceneComponent = computed(function () { var _a; return (_a = map()) === null || _a === void 0 ? void 0 : _a.component; });
13
+ (_b = map()) === null || _b === void 0 ? void 0 : _b.params;
14
+ var mapParams = (_c = map()) === null || _c === void 0 ? void 0 : _c.params;
15
+ engine.sceneMap.animations;
16
+ var backgroundMusic = { src: mapParams === null || mapParams === void 0 ? void 0 : mapParams.backgroundMusic, autoplay: true, loop: true };
17
+ var backgroundAmbientSound = { src: mapParams === null || mapParams === void 0 ? void 0 : mapParams.backgroundAmbientSound, autoplay: true, loop: true };
18
+ signal((_d = map()) === null || _d === void 0 ? void 0 : _d.data);
19
+ var scale = (mapParams === null || mapParams === void 0 ? void 0 : mapParams.scale) || 1;
20
+ ((mapParams === null || mapParams === void 0 ? void 0 : mapParams.width) || 2048) * scale;
21
+ ((mapParams === null || mapParams === void 0 ? void 0 : mapParams.height) || 2048) * scale;
22
+ var shakeConfig = {
23
+ trigger: engine.mapShakeTrigger,
24
+ intensity: 10,
25
+ duration: 500,
26
+ frequency: 10,
27
+ direction: 'both'
28
+ };
29
+ let $this = h(Container, { sound: backgroundMusic, shake: shakeConfig }, [h(Container, { sound: backgroundAmbientSound }), h(sceneComponent(), { data: computed(() => map().data), params: computed(() => map().params) }), loop(componentAnimations, componentAnimation => h(Container, null, loop(componentAnimation.current, animation => h(componentAnimation.component, animation))))]);
30
+ return $this
31
+ }
32
+
33
+ export { component as default };
34
+ //# sourceMappingURL=draw-map.ce.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"draw-map.ce.js","sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container sound={backgroundMusic} shake={shakeConfig}>\n <Container sound={backgroundAmbientSound} />\n\n <sceneComponent() data={map().data} params={map().params} />\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n</Container>\n\n<script>\n import { NoiseFilter } from 'pixi-filters';\n import { effect, signal, computed, mount, on, tick } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const componentAnimations = engine.componentAnimations\n const map = engine.sceneMap?.data\n const sceneComponent = computed(() => map()?.component)\n const sceneParams = map()?.params\n const mapParams = map()?.params\n const animations = engine.sceneMap.animations\n const backgroundMusic = { src: mapParams?.backgroundMusic, autoplay: true, loop: true }\n const backgroundAmbientSound = { src: mapParams?.backgroundAmbientSound, autoplay: true, loop: true }\n\n const data = signal(map()?.data)\n\n const scale = mapParams?.scale || 1\n const worldWidth = (mapParams?.width || 2048) * scale\n const worldHeight = (mapParams?.height || 2048) * scale\n \n const clamp = {\n direction: \"all\"\n }\n\n const shakeConfig = {\n trigger: engine.mapShakeTrigger,\n intensity: 10,\n duration: 500,\n frequency: 10,\n direction: 'both'\n }\n</script>"],"names":[],"mappings":";;;;AAQqB,SAAS,SAAS,CAAC,OAAO,EAAE;AACjD,QAAuB,QAAQ,CAAC,OAAO;AACvC,QAA4B,cAAc,CAAC,OAAO;AAClD,QAAQ,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE;AAC1B,IAAI,MAAM,GAAG,MAAM,CAAC,eAAe,CAAC;AACpC,IAAI,mBAAmB,GAAG,MAAM,CAAC,mBAAmB;AACpD,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,MAAM,CAAC,QAAQ,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,IAAI;AAC7E,IAAI,cAAc,GAAG,QAAQ,CAAC,YAAY,EAAE,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,EAAE,GAAG,GAAG,EAAE,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;AAC3G,CAAC,EAAE,GAAG,GAAG,EAAE,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC;AACvE,IAAI,SAAS,GAAG,CAAC,EAAE,GAAG,GAAG,EAAE,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,MAAM;AAC1D,MAAM,CAAC,QAAQ,CAAC;AACjC,IAAI,eAAe,GAAG,EAAE,GAAG,EAAE,SAAS,KAAK,IAAI,IAAI,SAAS,KAAK,MAAM,GAAG,MAAM,GAAG,SAAS,CAAC,eAAe,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE;AAC1I,IAAI,sBAAsB,GAAG,EAAE,GAAG,EAAE,SAAS,KAAK,IAAI,IAAI,SAAS,KAAK,MAAM,GAAG,MAAM,GAAG,SAAS,CAAC,sBAAsB,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE;AAC7I,MAAM,CAAC,CAAC,EAAE,GAAG,GAAG,EAAE,MAAM,IAAI,IAAI,EAAE,KAAK,MAAM,GAAG,MAAM,GAAG,EAAE,CAAC,IAAI;AAC3E,IAAI,KAAK,GAAG,CAAC,SAAS,KAAK,IAAI,IAAI,SAAS,KAAK,MAAM,GAAG,MAAM,GAAG,SAAS,CAAC,KAAK,KAAK,CAAC;AACvE,CAAC,CAAC,SAAS,KAAK,IAAI,IAAI,SAAS,KAAK,MAAM,GAAG,MAAM,GAAG,SAAS,CAAC,KAAK,KAAK,IAAI,IAAI;AACnF,CAAC,CAAC,SAAS,KAAK,IAAI,IAAI,SAAS,KAAK,MAAM,GAAG,MAAM,GAAG,SAAS,CAAC,MAAM,KAAK,IAAI,IAAI;AAIvG,IAAI,WAAW,GAAG;AAClB,IAAI,OAAO,EAAE,MAAM,CAAC,eAAe;AACnC,IAAI,SAAS,EAAE,EAAE;AACjB,IAAI,QAAQ,EAAE,GAAG;AACjB,IAAI,SAAS,EAAE,EAAE;AACjB,IAAI,SAAS,EAAE;AACf;AACA,QAAQ,IAAI,KAAK,GAAG,CAAC,CAAC,SAAS,EAAE,EAAE,KAAK,EAAE,eAAe,EAAE,KAAK,EAAE,WAAW,EAAE,EAAE,CAAC,CAAC,CAAC,SAAS,EAAE,EAAE,KAAK,EAAE,sBAAsB,EAAE,CAAC,EAAE,CAAC,CAAC,cAAc,EAAE,EAAE,EAAE,IAAI,EAAE,QAAQ,CAAC,MAAM,GAAG,EAAE,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,QAAQ,CAAC,MAAM,GAAG,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,mBAAmB,EAAE,kBAAkB,IAAI,CAAC,CAAC,SAAS,EAAE,IAAI,EAAE,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,SAAS,IAAI,CAAC,CAAC,kBAAkB,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;AACnY,QAAQ,OAAO;AACf,MAAM;;;;"}
@@ -1,17 +1,18 @@
1
1
  import { useProps, useDefineProps, h, Container, loop } from 'canvasengine';
2
- import { inject } from './index6.js';
3
- import { RpgClientEngine } from './index2.js';
4
- import component$1 from './index35.js';
2
+ import { inject } from '../../core/inject.js';
3
+ import { RpgClientEngine } from '../../RpgClientEngine.js';
4
+ import component$1 from '../character.ce.js';
5
5
 
6
6
  function component($$props) {
7
7
  useProps($$props);
8
- useDefineProps($$props);
8
+ const defineProps = useDefineProps($$props);
9
9
  var engine = inject(RpgClientEngine);
10
+ var children = defineProps().children;
10
11
  var players = engine.sceneMap.players;
11
12
  var events = engine.sceneMap.events;
12
- let $this = h(Container, { sortableChildren: true }, [loop(events, (event, id) => h(component$1, { id: id, object: event, isMe: false })), loop(players, (player, id) => h(component$1, { id: id, object: player, isMe: true }))]);
13
+ let $this = h(Container, { sortableChildren: true }, [loop(events, (event, id) => h(component$1, { id: id, object: event })), loop(players, (player, id) => h(component$1, { id: id, object: player })), loop(children, child => h(child))]);
13
14
  return $this
14
15
  }
15
16
 
16
17
  export { component as default };
17
- //# sourceMappingURL=index13.js.map
18
+ //# sourceMappingURL=event-layer.ce.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"event-layer.ce.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;;;;"}
@@ -1,4 +1,4 @@
1
- import { inject as inject$1 } from './index15.js';
1
+ import { inject as inject$1 } from '../node_modules/.pnpm/@signe_di@2.8.2/node_modules/@signe/di/dist/index.js';
2
2
 
3
3
  let context = null;
4
4
  function inject(service, _context) {
@@ -14,4 +14,4 @@ function clearInject() {
14
14
  }
15
15
 
16
16
  export { clearInject, context, inject, setInject };
17
- //# sourceMappingURL=index6.js.map
17
+ //# sourceMappingURL=inject.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"inject.js","sources":["../../src/core/inject.ts"],"sourcesContent":["import { Context, inject as injector } from \"@signe/di\";\n\nexport let context: Context | null = null\n\nexport function inject<T>(service: (new (...args: any[]) => T) | string, _context?: Context): T {\n const c = _context ?? context\n if (!c) throw new Error(\"Context is not set. use setInject() to set the context\");\n return injector(c, service);\n}\n\nexport function setInject(_context: Context) {\n context = _context;\n}\n\nexport function clearInject() {\n context = null\n}"],"names":["injector"],"mappings":";;AAEO,IAAI,OAAA,GAA0B;AAE9B,SAAS,MAAA,CAAU,SAA+C,QAAA,EAAuB;AAC5F,EAAA,MAAM,IAAI,QAAA,IAAY,OAAA;AACtB,EAAA,IAAI,CAAC,CAAA,EAAG,MAAM,IAAI,MAAM,wDAAwD,CAAA;AAChF,EAAA,OAAOA,QAAA,CAAS,GAAG,OAAO,CAAA;AAC9B;AAEO,SAAS,UAAU,QAAA,EAAmB;AACzC,EAAA,OAAA,GAAU,QAAA;AACd;AAEO,SAAS,WAAA,GAAc;AAC1B,EAAA,OAAA,GAAU,IAAA;AACd;;;;"}
@@ -0,0 +1,16 @@
1
+ import { Context, injector, inject } from '../node_modules/.pnpm/@signe_di@2.8.2/node_modules/@signe/di/dist/index.js';
2
+ import { RpgClientEngine } from '../RpgClientEngine.js';
3
+ import { setInject } from './inject.js';
4
+
5
+ async function startGame(options) {
6
+ const context = new Context();
7
+ context["side"] = "client";
8
+ setInject(context);
9
+ await injector(context, options.providers);
10
+ const engine = inject(context, RpgClientEngine);
11
+ await engine.start();
12
+ return context;
13
+ }
14
+
15
+ export { startGame };
16
+ //# sourceMappingURL=setup.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"setup.js","sources":["../../src/core/setup.ts"],"sourcesContent":["import { Context, FactoryProvider, findProvider, findProviders, inject, injector, Providers } from \"@signe/di\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { setInject } from \"./inject\";\n\ninterface SetupOptions {\n providers: Providers;\n}\n\n\nexport async function startGame(options: SetupOptions) {\n const context = new Context();\n context['side'] = 'client'\n setInject(context);\n\n await injector(context, options.providers);\n\n const engine = inject(context, RpgClientEngine);\n await engine.start();\n return context;\n}"],"names":[],"mappings":";;;;AASA,eAAsB,UAAU,OAAA,EAAuB;AACrD,EAAA,MAAM,OAAA,GAAU,IAAI,OAAA,EAAQ;AAC5B,EAAA,OAAA,CAAQ,MAAM,CAAA,GAAI,QAAA;AAClB,EAAA,SAAA,CAAU,OAAO,CAAA;AAEjB,EAAA,MAAM,QAAA,CAAS,OAAA,EAAS,OAAA,CAAQ,SAAS,CAAA;AAEzC,EAAA,MAAM,MAAA,GAAS,MAAA,CAAO,OAAA,EAAS,eAAe,CAAA;AAC9C,EAAA,MAAM,OAAO,KAAA,EAAM;AACnB,EAAA,OAAO,OAAA;AACT;;;;"}
package/dist/index.d.ts CHANGED
@@ -2,12 +2,26 @@ export * from './RpgClientEngine';
2
2
  export type * from './RpgClient';
3
3
  export * from './services/standalone';
4
4
  export * from './services/mmorpg';
5
+ export * from './services/save';
5
6
  export * from './core/setup';
6
7
  export * from './core/inject';
7
8
  export * from './services/loadMap';
8
9
  export * from './module';
9
10
  export * from './Gui/Gui';
10
11
  export * from './components/gui';
11
- export * from './components/effects';
12
+ export * from './components/animations';
13
+ export * from './components/prebuilt';
12
14
  export * from './presets';
13
15
  export * from './components';
16
+ export * from './components/gui';
17
+ export * from './Sound';
18
+ export * from './Resource';
19
+ export * from './utils/getEntityProp';
20
+ export { Context } from '@signe/di';
21
+ export { KeyboardControls, Input } from 'canvasengine';
22
+ export { Control } from './services/keyboardControls';
23
+ export { RpgClientObject } from './Game/Object';
24
+ export { RpgClientPlayer } from './Game/Player';
25
+ export { RpgClientEvent } from './Game/Event';
26
+ export { withMobile } from './components/gui/mobile';
27
+ export * from './services/AbstractSocket';
package/dist/index.js CHANGED
@@ -1,13 +1,41 @@
1
- export { RpgClientEngine } from './index2.js';
2
- export { provideRpg } from './index3.js';
3
- export { provideMmorpg } from './index4.js';
4
- export { startGame } from './index5.js';
5
- export { clearInject, context, inject, setInject } from './index6.js';
6
- export { LoadMapService, LoadMapToken, provideLoadMap } from './index7.js';
7
- export { GlobalConfigToken, provideClientGlobalConfig, provideClientModules, provideGlobalConfig } from './index8.js';
8
- export { RpgGui } from './index9.js';
9
- export { PrebuiltGui } from './index10.js';
10
- export { PrebuiltEffects } from './index11.js';
11
- export { Presets } from './index12.js';
12
- export { default as EventLayerComponent } from './index13.js';
1
+ export { RpgClientEngine } from './RpgClientEngine.js';
2
+ export { provideRpg } from './services/standalone.js';
3
+ export { provideMmorpg } from './services/mmorpg.js';
4
+ export { SaveClientService, SaveClientToken, provideSaveClient } from './services/save.js';
5
+ export { startGame } from './core/setup.js';
6
+ export { clearInject, context, inject, setInject } from './core/inject.js';
7
+ export { LoadMapService, LoadMapToken, provideLoadMap } from './services/loadMap.js';
8
+ export { GlobalConfigToken, provideClientGlobalConfig, provideClientModules, provideGlobalConfig } from './module.js';
9
+ export { RpgGui } from './Gui/Gui.js';
10
+ export { default as DialogboxComponent } from './components/gui/dialogbox/index.ce.js';
11
+ export { default as BoxComponent } from './components/gui/box.ce.js';
12
+ export { default as ShopComponent } from './components/gui/shop/shop.ce.js';
13
+ export { default as HudComponent } from './components/gui/hud/hud.ce.js';
14
+ export { default as SaveLoadComponent } from './components/gui/save-load.ce.js';
15
+ export { default as MainMenuComponent } from './components/gui/menu/main-menu.ce.js';
16
+ export { default as ItemsMenuComponent } from './components/gui/menu/items-menu.ce.js';
17
+ export { default as SkillsMenuComponent } from './components/gui/menu/skills-menu.ce.js';
18
+ export { default as EquipMenuComponent } from './components/gui/menu/equip-menu.ce.js';
19
+ export { default as OptionsMenuComponent } from './components/gui/menu/options-menu.ce.js';
20
+ export { default as ExitMenuComponent } from './components/gui/menu/exit-menu.ce.js';
21
+ export { default as NotificationComponent } from './components/gui/notification/notification.ce.js';
22
+ export { default as TitleScreenComponent } from './components/gui/title-screen.ce.js';
23
+ export { default as GameoverComponent } from './components/gui/gameover.ce.js';
24
+ export { PrebuiltComponentAnimations } from './components/animations/index.js';
25
+ export { default as HpBar } from './components/prebuilt/hp-bar.ce.js';
26
+ export { default as LightHalo } from './components/prebuilt/light-halo.ce.js';
27
+ export { Presets } from './presets/index.js';
28
+ export { default as EventLayerComponent } from './components/scenes/event-layer.ce.js';
29
+ export { default as CharacterComponent } from './components/character.ce.js';
30
+ export { RpgSound, Sound, getSoundMetadata } from './Sound.js';
31
+ export { RpgResource } from './Resource.js';
32
+ export { getEntityProp } from './utils/getEntityProp.js';
33
+ export { Context } from './node_modules/.pnpm/@signe_di@2.8.2/node_modules/@signe/di/dist/index.js';
34
+ export { Input, KeyboardControls } from 'canvasengine';
35
+ export { Control } from './services/keyboardControls.js';
36
+ export { RpgClientObject } from './Game/Object.js';
37
+ export { RpgClientPlayer } from './Game/Player.js';
38
+ export { RpgClientEvent } from './Game/Event.js';
39
+ export { withMobile } from './components/gui/mobile/index.js';
40
+ export { AbstractWebsocket, WebSocketToken } from './services/AbstractSocket.js';
13
41
  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;"}
1
+ {"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
package/dist/module.d.ts CHANGED
@@ -1,8 +1,47 @@
1
+ import { FactoryProvider } from '@signe/di';
1
2
  import { RpgClient } from './RpgClient';
2
- export declare function provideClientModules(modules: RpgClient[]): {
3
- provide: string;
4
- useFactory: (context: import('@signe/di').Context) => import('@rpgjs/common').Hooks;
5
- };
3
+ /**
4
+ * Type for client modules that can be either:
5
+ * - An object implementing RpgClient interface
6
+ * - A class decorated with @RpgModule decorator
7
+ */
8
+ export type RpgClientModule = RpgClient | (new () => any);
9
+ /**
10
+ * Provides client modules configuration to Dependency Injection
11
+ *
12
+ * This function accepts an array of client modules that can be either:
13
+ * - Objects implementing the RpgClient interface
14
+ * - Classes decorated with the @RpgModule decorator (which will be instantiated)
15
+ *
16
+ * @param modules - Array of client modules (objects or classes)
17
+ * @returns FactoryProvider configuration for DI
18
+ * @example
19
+ * ```ts
20
+ * // Using an object
21
+ * provideClientModules([
22
+ * {
23
+ * engine: {
24
+ * onConnected(engine) {
25
+ * console.log('Client connected')
26
+ * }
27
+ * }
28
+ * }
29
+ * ])
30
+ *
31
+ * // Using a decorated class
32
+ * @RpgModule<RpgClient>({
33
+ * engine: {
34
+ * onStart(engine) {
35
+ * console.log('Client started')
36
+ * }
37
+ * }
38
+ * })
39
+ * class MyClientModule {}
40
+ *
41
+ * provideClientModules([MyClientModule])
42
+ * ```
43
+ */
44
+ export declare function provideClientModules(modules: RpgClientModule[]): FactoryProvider;
6
45
  export declare const GlobalConfigToken = "GlobalConfigToken";
7
46
  export declare function provideGlobalConfig(config: any): {
8
47
  provide: string;