@rpgjs/client 5.0.0-alpha.32 → 5.0.0-alpha.35
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/Game/Map.d.ts +11 -1
- package/dist/Game/Map.js +31 -1
- package/dist/Game/Map.js.map +1 -1
- package/dist/Game/Object.js +1 -1
- package/dist/Game/Object.js.map +1 -1
- package/dist/Gui/Gui.js +5 -5
- package/dist/RpgClientEngine.d.ts +15 -0
- package/dist/RpgClientEngine.js +241 -19
- package/dist/RpgClientEngine.js.map +1 -1
- package/dist/components/gui/box.ce.js +3 -3
- package/dist/components/scenes/canvas.ce.js +1 -1
- package/dist/components/scenes/canvas.ce.js.map +1 -1
- package/dist/components/scenes/draw-map.ce.js +34 -2
- package/dist/components/scenes/draw-map.ce.js.map +1 -1
- package/dist/core/inject.js +1 -1
- package/dist/core/setup.js +1 -1
- package/dist/index.js +1 -1
- package/dist/module.js +1 -1
- package/dist/node_modules/.pnpm/{@signe_di@2.8.2 → @signe_di@2.8.3}/node_modules/@signe/di/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/{@signe_reactive@2.8.2 → @signe_reactive@2.8.3}/node_modules/@signe/reactive/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/{@signe_room@2.8.2 → @signe_room@2.8.3}/node_modules/@signe/room/dist/index.js +4 -4
- package/dist/node_modules/.pnpm/@signe_room@2.8.3/node_modules/@signe/room/dist/index.js.map +1 -0
- package/dist/node_modules/.pnpm/{@signe_sync@2.8.2 → @signe_sync@2.8.3}/node_modules/@signe/sync/dist/chunk-7QVYU63E.js.map +1 -1
- package/dist/node_modules/.pnpm/{@signe_sync@2.8.2 → @signe_sync@2.8.3}/node_modules/@signe/sync/dist/client/index.js.map +1 -1
- package/dist/node_modules/.pnpm/{@signe_sync@2.8.2 → @signe_sync@2.8.3}/node_modules/@signe/sync/dist/index.js +1 -1
- package/dist/node_modules/.pnpm/{@signe_sync@2.8.2 → @signe_sync@2.8.3}/node_modules/@signe/sync/dist/index.js.map +1 -1
- package/dist/services/AbstractSocket.d.ts +9 -5
- package/dist/services/AbstractSocket.js.map +1 -1
- package/dist/services/loadMap.js +1 -1
- package/dist/services/mmorpg.d.ts +12 -8
- package/dist/services/mmorpg.js +68 -13
- package/dist/services/mmorpg.js.map +1 -1
- package/dist/services/standalone.d.ts +2 -4
- package/dist/services/standalone.js +2 -2
- package/dist/services/standalone.js.map +1 -1
- package/package.json +10 -10
- package/src/Game/Map.ts +38 -2
- package/src/Game/Object.ts +1 -1
- package/src/RpgClientEngine.ts +300 -20
- package/src/components/scenes/canvas.ce +1 -1
- package/src/components/scenes/draw-map.ce +37 -1
- package/src/services/AbstractSocket.ts +10 -2
- package/src/services/mmorpg.ts +84 -14
- package/src/services/standalone.ts +3 -3
- package/dist/node_modules/.pnpm/@signe_room@2.8.2/node_modules/@signe/room/dist/index.js.map +0 -1
- /package/dist/node_modules/.pnpm/{@signe_di@2.8.2 → @signe_di@2.8.3}/node_modules/@signe/di/dist/index.js +0 -0
- /package/dist/node_modules/.pnpm/{@signe_reactive@2.8.2 → @signe_reactive@2.8.3}/node_modules/@signe/reactive/dist/index.js +0 -0
- /package/dist/node_modules/.pnpm/{@signe_sync@2.8.2 → @signe_sync@2.8.3}/node_modules/@signe/sync/dist/chunk-7QVYU63E.js +0 -0
- /package/dist/node_modules/.pnpm/{@signe_sync@2.8.2 → @signe_sync@2.8.3}/node_modules/@signe/sync/dist/client/index.js +0 -0
package/dist/Game/Map.d.ts
CHANGED
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@@ -1,4 +1,4 @@
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-
import { RpgCommonMap } from '@rpgjs/common';
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import { RpgCommonMap, WeatherState } from '@rpgjs/common';
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import { RpgClientPlayer } from './Player';
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import { RpgClientEvent } from './Event';
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import { RpgClientEngine } from '../RpgClientEngine';
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@@ -7,8 +7,18 @@ export declare class RpgClientMap extends RpgCommonMap<any> {
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players: import('canvasengine').WritableObjectSignal<Record<string, RpgClientPlayer>>;
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events: import('canvasengine').WritableObjectSignal<Record<string, RpgClientEvent>>;
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currentPlayer: import('canvasengine').ComputedSignal<RpgClientPlayer>;
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weatherState: import('canvasengine').WritableSignal<WeatherState | null>;
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localWeatherOverride: import('canvasengine').WritableSignal<WeatherState | null>;
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weather: import('canvasengine').ComputedSignal<WeatherState | null>;
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private manualClientPhysicsTick;
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private readonly isTestEnvironment;
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constructor();
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configureClientPrediction(enabled: boolean): void;
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getCurrentPlayer(): RpgClientPlayer;
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reset(force?: boolean): void;
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getWeather(): WeatherState | null;
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setLocalWeather(next: WeatherState | null): void;
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clearLocalWeather(): void;
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stepClientPhysics(deltaMs: number): number;
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stepPredictionTick(): void;
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}
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package/dist/Game/Map.js
CHANGED
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@@ -1,5 +1,5 @@
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import { RpgCommonMap } from '@rpgjs/common';
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import { sync, users } from '../node_modules/.pnpm/@signe_sync@2.8.
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import { sync, users } from '../node_modules/.pnpm/@signe_sync@2.8.3/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 './Event.js';
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@@ -22,11 +22,24 @@ class RpgClientMap extends RpgCommonMap {
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this.players = signal({});
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this.events = signal({});
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this.currentPlayer = computed(() => this.players()[this.engine.playerIdSignal()]);
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this.weatherState = signal(null);
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this.localWeatherOverride = signal(null);
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this.weather = computed(() => {
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const local = this.localWeatherOverride();
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const state = this.weatherState();
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return local ?? state;
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});
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this.manualClientPhysicsTick = false;
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const isTest = typeof process !== "undefined" && process.env?.TEST === "true" || typeof window !== "undefined" && window.__RPGJS_TEST__ === true;
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this.isTestEnvironment = isTest;
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if (isTest) {
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this.autoTickEnabled = false;
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}
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}
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configureClientPrediction(enabled) {
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this.manualClientPhysicsTick = enabled;
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this.autoTickEnabled = enabled ? false : !this.isTestEnvironment;
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}
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getCurrentPlayer() {
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return this.currentPlayer();
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}
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@@ -37,8 +50,25 @@ class RpgClientMap extends RpgCommonMap {
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currentPlayerId && currentPlayer ? { [currentPlayerId]: currentPlayer } : {}
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);
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this.events.set({});
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this.weatherState.set(null);
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this.localWeatherOverride.set(null);
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this.clearPhysic();
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}
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getWeather() {
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return this.weather();
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}
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setLocalWeather(next) {
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this.localWeatherOverride.set(next);
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}
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clearLocalWeather() {
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this.localWeatherOverride.set(null);
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}
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stepClientPhysics(deltaMs) {
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if (!this.manualClientPhysicsTick) {
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return 0;
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}
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return this.nextTick(deltaMs);
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}
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stepPredictionTick() {
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this.forceSingleTick();
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}
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package/dist/Game/Map.js.map
CHANGED
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@@ -1 +1 @@
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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, effect } 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 constructor() {\n super();\n // Détecter l'environnement de test\n const isTest = (typeof process !== 'undefined' && process.env?.TEST === 'true')
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{"version":3,"file":"Map.js","sources":["../../src/Game/Map.ts"],"sourcesContent":["import { RpgCommonMap, type WeatherState } from \"@rpgjs/common\";\nimport { sync, users } from \"@signe/sync\";\nimport { RpgClientPlayer } from \"./Player\";\nimport { Signal, signal, computed, effect } 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 weatherState = signal<WeatherState | null>(null);\n localWeatherOverride = signal<WeatherState | null>(null);\n weather = computed<WeatherState | null>(() => {\n const local = this.localWeatherOverride() \n const state = this.weatherState()\n return local ?? state\n });\n private manualClientPhysicsTick = false;\n private readonly isTestEnvironment: boolean;\n\n constructor() {\n super();\n // Détecter l'environnement de test\n const isTest = (typeof process !== 'undefined' && process.env?.TEST === 'true')\n || (typeof window !== 'undefined' && (window as any).__RPGJS_TEST__ === true);\n this.isTestEnvironment = isTest;\n if (isTest) {\n this.autoTickEnabled = false;\n }\n }\n\n configureClientPrediction(enabled: boolean): void {\n this.manualClientPhysicsTick = enabled;\n this.autoTickEnabled = enabled ? false : !this.isTestEnvironment;\n }\n\n getCurrentPlayer() {\n return this.currentPlayer()\n }\n\n reset(force = false) {\n const currentPlayerId = this.engine.playerIdSignal();\n const currentPlayer = !force && currentPlayerId\n ? this.players()[currentPlayerId]\n : undefined;\n\n this.players.set(\n currentPlayerId && currentPlayer ? { [currentPlayerId]: currentPlayer } : {}\n );\n this.events.set({})\n this.weatherState.set(null);\n this.localWeatherOverride.set(null);\n this.clearPhysic()\n }\n\n getWeather(): WeatherState | null {\n return this.weather();\n }\n\n setLocalWeather(next: WeatherState | null): void {\n this.localWeatherOverride.set(next);\n }\n\n clearLocalWeather(): void {\n this.localWeatherOverride.set(null);\n }\n\n stepClientPhysics(deltaMs: number): number {\n if (!this.manualClientPhysicsTick) {\n return 0;\n }\n return this.nextTick(deltaMs);\n }\n\n stepPredictionTick(): void {\n this.forceSingleTick();\n }\n}\n"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AAQO,MAAM,qBAAqB,YAAA,CAAkB;AAAA,EAelD,WAAA,GAAc;AACZ,IAAA,KAAA,EAAM;AAfR,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;AAC5E,IAAA,IAAA,CAAA,YAAA,GAAe,OAA4B,IAAI,CAAA;AAC/C,IAAA,IAAA,CAAA,oBAAA,GAAuB,OAA4B,IAAI,CAAA;AACvD,IAAA,IAAA,CAAA,OAAA,GAAU,SAA8B,MAAM;AAC5C,MAAA,MAAM,KAAA,GAAQ,KAAK,oBAAA,EAAqB;AACxC,MAAA,MAAM,KAAA,GAAQ,KAAK,YAAA,EAAa;AAChC,MAAA,OAAO,KAAA,IAAS,KAAA;AAAA,IAClB,CAAC,CAAA;AACD,IAAA,IAAA,CAAQ,uBAAA,GAA0B,KAAA;AAMhC,IAAA,MAAM,MAAA,GAAU,OAAO,OAAA,KAAY,WAAA,IAAe,OAAA,CAAQ,GAAA,EAAK,IAAA,KAAS,MAAA,IAClE,OAAO,MAAA,KAAW,WAAA,IAAgB,MAAA,CAAe,cAAA,KAAmB,IAAA;AAC1E,IAAA,IAAA,CAAK,iBAAA,GAAoB,MAAA;AACzB,IAAA,IAAI,MAAA,EAAQ;AACV,MAAA,IAAA,CAAK,eAAA,GAAkB,KAAA;AAAA,IACzB;AAAA,EACF;AAAA,EAEA,0BAA0B,OAAA,EAAwB;AAChD,IAAA,IAAA,CAAK,uBAAA,GAA0B,OAAA;AAC/B,IAAA,IAAA,CAAK,eAAA,GAAkB,OAAA,GAAU,KAAA,GAAQ,CAAC,IAAA,CAAK,iBAAA;AAAA,EACjD;AAAA,EAEA,gBAAA,GAAmB;AACjB,IAAA,OAAO,KAAK,aAAA,EAAc;AAAA,EAC5B;AAAA,EAEA,KAAA,CAAM,QAAQ,KAAA,EAAO;AACnB,IAAA,MAAM,eAAA,GAAkB,IAAA,CAAK,MAAA,CAAO,cAAA,EAAe;AACnD,IAAA,MAAM,aAAA,GAAgB,CAAC,KAAA,IAAS,eAAA,GAC5B,KAAK,OAAA,EAAQ,CAAE,eAAe,CAAA,GAC9B,MAAA;AAEJ,IAAA,IAAA,CAAK,OAAA,CAAQ,GAAA;AAAA,MACX,eAAA,IAAmB,gBAAgB,EAAE,CAAC,eAAe,GAAG,aAAA,KAAkB;AAAC,KAC7E;AACA,IAAA,IAAA,CAAK,MAAA,CAAO,GAAA,CAAI,EAAE,CAAA;AAClB,IAAA,IAAA,CAAK,YAAA,CAAa,IAAI,IAAI,CAAA;AAC1B,IAAA,IAAA,CAAK,oBAAA,CAAqB,IAAI,IAAI,CAAA;AAClC,IAAA,IAAA,CAAK,WAAA,EAAY;AAAA,EACnB;AAAA,EAEA,UAAA,GAAkC;AAChC,IAAA,OAAO,KAAK,OAAA,EAAQ;AAAA,EACtB;AAAA,EAEA,gBAAgB,IAAA,EAAiC;AAC/C,IAAA,IAAA,CAAK,oBAAA,CAAqB,IAAI,IAAI,CAAA;AAAA,EACpC;AAAA,EAEA,iBAAA,GAA0B;AACxB,IAAA,IAAA,CAAK,oBAAA,CAAqB,IAAI,IAAI,CAAA;AAAA,EACpC;AAAA,EAEA,kBAAkB,OAAA,EAAyB;AACzC,IAAA,IAAI,CAAC,KAAK,uBAAA,EAAyB;AACjC,MAAA,OAAO,CAAA;AAAA,IACT;AACA,IAAA,OAAO,IAAA,CAAK,SAAS,OAAO,CAAA;AAAA,EAC9B;AAAA,EAEA,kBAAA,GAA2B;AACzB,IAAA,IAAA,CAAK,eAAA,EAAgB;AAAA,EACvB;AACF;AAtE0B,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;;;;"}
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package/dist/Game/Object.js
CHANGED
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this.engine.tick.pipe().subscribe(() => {
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if (
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package/dist/Game/Object.js.map
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{"version":3,"file":"Object.js","sources":["../../src/Game/Object.ts"],"sourcesContent":["import { Hooks, ModulesToken, RpgCommonPlayer } from \"@rpgjs/common\";\nimport { trigger, signal, effect } 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): void;\n /**\n * Set a custom animation with temporary graphic change\n *\n * Plays a custom animation for the specified number of repetitions and temporarily\n * changes the player's graphic (sprite sheet) during the animation. The graphic\n * is automatically reset when the animation finishes.\n *\n * @param animationName - Name of the animation to play\n * @param graphic - The graphic(s) to temporarily use during the animation\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n *\n * @example\n * ```ts\n * // Play attack animation with temporary graphic change\n * player.setAnimation('attack', 'hero_attack', 3);\n * ```\n */\n setAnimation(animationName: string, graphic?: string | string[], nbTimes?: number): void;\n setAnimation(animationName: string, graphicOrNbTimes?: string | string[] | number, nbTimes?: number): void {\n if (this.animationIsPlaying()) return;\n this.animationIsPlaying.set(true);\n const previousAnimationName = this.animationName();\n const previousGraphics = this.graphics();\n this.animationCurrentIndex.set(0);\n\n let graphic: string | string[] | undefined;\n let finalNbTimes: number = Infinity;\n\n // Handle overloads\n if (typeof graphicOrNbTimes === 'number') {\n // setAnimation(animationName, nbTimes)\n finalNbTimes = graphicOrNbTimes;\n } else if (graphicOrNbTimes !== undefined) {\n // setAnimation(animationName, graphic, nbTimes)\n graphic = graphicOrNbTimes;\n finalNbTimes = nbTimes ?? 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{"version":3,"file":"Object.js","sources":["../../src/Game/Object.ts"],"sourcesContent":["import { Hooks, ModulesToken, RpgCommonPlayer } from \"@rpgjs/common\";\nimport { trigger, signal, effect } 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 (typeof frame.x !== \"number\" || typeof frame.y !== \"number\") 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): void;\n /**\n * Set a custom animation with temporary graphic change\n *\n * Plays a custom animation for the specified number of repetitions and temporarily\n * changes the player's graphic (sprite sheet) during the animation. The graphic\n * is automatically reset when the animation finishes.\n *\n * @param animationName - Name of the animation to play\n * @param graphic - The graphic(s) to temporarily use during the animation\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n *\n * @example\n * ```ts\n * // Play attack animation with temporary graphic change\n * player.setAnimation('attack', 'hero_attack', 3);\n * ```\n */\n setAnimation(animationName: string, graphic?: string | string[], nbTimes?: number): void;\n setAnimation(animationName: string, graphicOrNbTimes?: string | string[] | number, nbTimes?: number): void {\n if (this.animationIsPlaying()) return;\n this.animationIsPlaying.set(true);\n const previousAnimationName = this.animationName();\n const previousGraphics = this.graphics();\n this.animationCurrentIndex.set(0);\n\n let graphic: string | string[] | undefined;\n let finalNbTimes: number = Infinity;\n\n // Handle overloads\n if (typeof graphicOrNbTimes === 'number') {\n // setAnimation(animationName, nbTimes)\n finalNbTimes = graphicOrNbTimes;\n } else if (graphicOrNbTimes !== undefined) {\n // setAnimation(animationName, graphic, nbTimes)\n graphic = graphicOrNbTimes;\n finalNbTimes = nbTimes ?? Infinity;\n } else {\n // setAnimation(animationName) - nbTimes remains Infinity\n finalNbTimes = Infinity;\n }\n\n // Temporarily change graphic if provided\n if (graphic !== undefined) {\n if (Array.isArray(graphic)) {\n this.graphics.set(graphic);\n } else {\n this.graphics.set([graphic]);\n }\n }\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 >= finalNbTimes) {\n this.animationCurrentIndex.set(0);\n this.animationName.set(previousAnimationName);\n // Reset graphic to previous value if it was changed\n if (graphic !== undefined) {\n this.graphics.set(previousGraphics);\n }\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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|
package/dist/Gui/Gui.js
CHANGED
|
@@ -1,17 +1,17 @@
|
|
|
1
|
-
import { inject } from '../node_modules/.pnpm/@signe_di@2.8.
|
|
1
|
+
import { inject } from '../node_modules/.pnpm/@signe_di@2.8.3/node_modules/@signe/di/dist/index.js';
|
|
2
2
|
import { signal } from 'canvasengine';
|
|
3
3
|
import { WebSocketToken } from '../services/AbstractSocket.js';
|
|
4
4
|
import component from '../components/gui/dialogbox/index.ce.js';
|
|
5
|
+
import '@canvasengine/presets';
|
|
5
6
|
import { combineLatest } from 'rxjs';
|
|
6
7
|
import { PrebuiltGui } from '@rpgjs/common';
|
|
7
8
|
import '../Sound.js';
|
|
8
9
|
import '../Resource.js';
|
|
9
|
-
import '../node_modules/.pnpm/@signe_sync@2.8.
|
|
10
|
+
import '../node_modules/.pnpm/@signe_sync@2.8.3/node_modules/@signe/sync/dist/index.js';
|
|
10
11
|
import '../Game/Map.js';
|
|
11
12
|
import 'pixi.js';
|
|
12
|
-
import '../node_modules/.pnpm/@signe_room@2.8.
|
|
13
|
-
import '../node_modules/.pnpm/@signe_sync@2.8.
|
|
14
|
-
import '@canvasengine/presets';
|
|
13
|
+
import '../node_modules/.pnpm/@signe_room@2.8.3/node_modules/@signe/room/dist/index.js';
|
|
14
|
+
import '../node_modules/.pnpm/@signe_sync@2.8.3/node_modules/@signe/sync/dist/client/index.js';
|
|
15
15
|
import component$2 from '../components/gui/shop/shop.ce.js';
|
|
16
16
|
import component$4 from '../components/gui/save-load.ce.js';
|
|
17
17
|
import component$1 from '../components/gui/menu/main-menu.ce.js';
|
|
@@ -42,11 +42,17 @@ export declare class RpgClientEngine<T = any> {
|
|
|
42
42
|
private prediction?;
|
|
43
43
|
private readonly SERVER_CORRECTION_THRESHOLD;
|
|
44
44
|
private inputFrameCounter;
|
|
45
|
+
private pendingPredictionFrames;
|
|
46
|
+
private lastClientPhysicsStepAt;
|
|
45
47
|
private frameOffset;
|
|
46
48
|
private rtt;
|
|
47
49
|
private pingInterval;
|
|
48
50
|
private readonly PING_INTERVAL_MS;
|
|
49
51
|
private lastInputTime;
|
|
52
|
+
private readonly MOVE_PATH_RESEND_INTERVAL_MS;
|
|
53
|
+
private readonly MAX_MOVE_TRAJECTORY_POINTS;
|
|
54
|
+
private lastMovePathSentAt;
|
|
55
|
+
private lastMovePathSentFrame;
|
|
50
56
|
private mapLoadCompleted$;
|
|
51
57
|
private playerIdReceived$;
|
|
52
58
|
private playersReceived$;
|
|
@@ -92,6 +98,8 @@ export declare class RpgClientEngine<T = any> {
|
|
|
92
98
|
*/
|
|
93
99
|
setKeyboardControls(controlInstance: any): void;
|
|
94
100
|
start(): Promise<void>;
|
|
101
|
+
private prepareSyncPayload;
|
|
102
|
+
private normalizeAckWithSyncState;
|
|
95
103
|
private initListeners;
|
|
96
104
|
/**
|
|
97
105
|
* Start periodic ping/pong for client-server synchronization
|
|
@@ -526,6 +534,12 @@ export declare class RpgClientEngine<T = any> {
|
|
|
526
534
|
get playerId(): string | null;
|
|
527
535
|
get scene(): RpgClientMap;
|
|
528
536
|
private getPhysicsTick;
|
|
537
|
+
private ensureCurrentPlayerBody;
|
|
538
|
+
private stepClientPhysicsTick;
|
|
539
|
+
private flushPendingPredictedStates;
|
|
540
|
+
private buildPendingMoveTrajectory;
|
|
541
|
+
private emitMovePacket;
|
|
542
|
+
private flushPendingMovePath;
|
|
529
543
|
private getLocalPlayerState;
|
|
530
544
|
private applyAuthoritativeState;
|
|
531
545
|
private initializePredictionController;
|
|
@@ -624,6 +638,7 @@ export declare class RpgClientEngine<T = any> {
|
|
|
624
638
|
tint?: number | string;
|
|
625
639
|
}): void;
|
|
626
640
|
private applyServerAck;
|
|
641
|
+
private reconcilePrediction;
|
|
627
642
|
/**
|
|
628
643
|
* Replay unacknowledged inputs from a given frame to resimulate client prediction
|
|
629
644
|
* after applying server authority at a certain frame.
|