@rpgjs/client 5.0.0-alpha.43 → 5.0.0-alpha.44
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/AnimationManager.js +25 -24
- package/dist/Game/AnimationManager.js.map +1 -1
- package/dist/Game/Event.js +11 -10
- package/dist/Game/Event.js.map +1 -1
- package/dist/Game/Map.js +78 -94
- package/dist/Game/Map.js.map +1 -1
- package/dist/Game/Object.js +182 -216
- package/dist/Game/Object.js.map +1 -1
- package/dist/Game/Player.js +11 -10
- package/dist/Game/Player.js.map +1 -1
- package/dist/Gui/Gui.js +440 -473
- package/dist/Gui/Gui.js.map +1 -1
- package/dist/Gui/NotificationManager.js +48 -50
- package/dist/Gui/NotificationManager.js.map +1 -1
- package/dist/Resource.js +132 -113
- package/dist/Resource.js.map +1 -1
- package/dist/RpgClientEngine.js +1333 -1486
- package/dist/RpgClientEngine.js.map +1 -1
- package/dist/Sound.js +162 -92
- package/dist/Sound.js.map +1 -1
- package/dist/_virtual/_@oxc-project_runtime@0.115.0/helpers/decorate.js +9 -0
- package/dist/_virtual/_@oxc-project_runtime@0.115.0/helpers/decorateMetadata.js +6 -0
- package/dist/components/animations/animation.ce.js +22 -19
- package/dist/components/animations/animation.ce.js.map +1 -1
- package/dist/components/animations/hit.ce.js +67 -68
- package/dist/components/animations/hit.ce.js.map +1 -1
- package/dist/components/animations/index.js +9 -8
- package/dist/components/animations/index.js.map +1 -1
- package/dist/components/character.ce.js +390 -314
- package/dist/components/character.ce.js.map +1 -1
- package/dist/components/dynamics/parse-value.js +42 -52
- package/dist/components/dynamics/parse-value.js.map +1 -1
- package/dist/components/dynamics/text.ce.js +71 -139
- package/dist/components/dynamics/text.ce.js.map +1 -1
- package/dist/components/gui/box.ce.js +26 -25
- package/dist/components/gui/box.ce.js.map +1 -1
- package/dist/components/gui/dialogbox/index.ce.js +202 -149
- package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
- package/dist/components/gui/gameover.ce.js +190 -138
- package/dist/components/gui/gameover.ce.js.map +1 -1
- package/dist/components/gui/hud/hud.ce.js +90 -33
- package/dist/components/gui/hud/hud.ce.js.map +1 -1
- package/dist/components/gui/index.js +14 -0
- package/dist/components/gui/menu/equip-menu.ce.js +478 -346
- package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/exit-menu.ce.js +52 -33
- package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/items-menu.ce.js +341 -226
- package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/main-menu.ce.js +414 -205
- package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/options-menu.ce.js +46 -26
- package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/skills-menu.ce.js +104 -50
- package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
- package/dist/components/gui/mobile/index.js +18 -21
- package/dist/components/gui/mobile/index.js.map +1 -1
- package/dist/components/gui/mobile/mobile.ce.js +76 -15
- package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
- package/dist/components/gui/notification/notification.ce.js +62 -36
- package/dist/components/gui/notification/notification.ce.js.map +1 -1
- package/dist/components/gui/save-load.ce.js +386 -239
- package/dist/components/gui/save-load.ce.js.map +1 -1
- package/dist/components/gui/shop/shop.ce.js +649 -319
- package/dist/components/gui/shop/shop.ce.js.map +1 -1
- package/dist/components/gui/title-screen.ce.js +187 -145
- package/dist/components/gui/title-screen.ce.js.map +1 -1
- package/dist/components/index.js +4 -0
- package/dist/components/prebuilt/hp-bar.ce.js +114 -104
- package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
- package/dist/components/prebuilt/index.js +2 -0
- package/dist/components/prebuilt/light-halo.ce.js +92 -74
- package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
- package/dist/components/scenes/canvas.ce.js +58 -42
- package/dist/components/scenes/canvas.ce.js.map +1 -1
- package/dist/components/scenes/draw-map.ce.js +87 -64
- package/dist/components/scenes/draw-map.ce.js.map +1 -1
- package/dist/components/scenes/event-layer.ce.js +26 -16
- package/dist/components/scenes/event-layer.ce.js.map +1 -1
- package/dist/core/inject.js +11 -10
- package/dist/core/inject.js.map +1 -1
- package/dist/core/setup.js +13 -13
- package/dist/core/setup.js.map +1 -1
- package/dist/index.js +44 -41
- package/dist/module.js +169 -168
- package/dist/module.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_di@2.8.3/node_modules/@signe/di/dist/index.js +209 -298
- package/dist/node_modules/.pnpm/@signe_di@2.8.3/node_modules/@signe/di/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_reactive@2.8.3/node_modules/@signe/reactive/dist/index.js +430 -507
- package/dist/node_modules/.pnpm/@signe_reactive@2.8.3/node_modules/@signe/reactive/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_room@2.8.3/node_modules/@signe/room/dist/index.js +2062 -2571
- package/dist/node_modules/.pnpm/@signe_room@2.8.3/node_modules/@signe/room/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@2.8.3/node_modules/@signe/sync/dist/chunk-7QVYU63E.js +8 -3
- package/dist/node_modules/.pnpm/@signe_sync@2.8.3/node_modules/@signe/sync/dist/chunk-7QVYU63E.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@2.8.3/node_modules/@signe/sync/dist/client/index.js +78 -101
- package/dist/node_modules/.pnpm/@signe_sync@2.8.3/node_modules/@signe/sync/dist/client/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@2.8.3/node_modules/@signe/sync/dist/index.js +264 -401
- package/dist/node_modules/.pnpm/@signe_sync@2.8.3/node_modules/@signe/sync/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/dset@3.1.4/node_modules/dset/dist/index.js +9 -7
- package/dist/node_modules/.pnpm/dset@3.1.4/node_modules/dset/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js +106 -165
- package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js.map +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js +361 -461
- package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js.map +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/index.js +2 -0
- package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js +3633 -4280
- package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js.map +1 -1
- package/dist/presets/animation.js +37 -25
- package/dist/presets/animation.js.map +1 -1
- package/dist/presets/faceset.js +49 -22
- package/dist/presets/faceset.js.map +1 -1
- package/dist/presets/icon.js +13 -13
- package/dist/presets/icon.js.map +1 -1
- package/dist/presets/index.js +15 -14
- package/dist/presets/index.js.map +1 -1
- package/dist/presets/lpc.js +96 -93
- package/dist/presets/lpc.js.map +1 -1
- package/dist/presets/rmspritesheet.js +40 -39
- package/dist/presets/rmspritesheet.js.map +1 -1
- package/dist/services/AbstractSocket.js +10 -8
- package/dist/services/AbstractSocket.js.map +1 -1
- package/dist/services/keyboardControls.js +20 -18
- package/dist/services/keyboardControls.js.map +1 -1
- package/dist/services/loadMap.js +120 -36
- package/dist/services/loadMap.js.map +1 -1
- package/dist/services/mmorpg.js +128 -136
- package/dist/services/mmorpg.js.map +1 -1
- package/dist/services/save.js +74 -66
- package/dist/services/save.js.map +1 -1
- package/dist/services/standalone.js +165 -167
- package/dist/services/standalone.js.map +1 -1
- package/dist/utils/getEntityProp.js +49 -51
- package/dist/utils/getEntityProp.js.map +1 -1
- package/package.json +8 -8
- package/src/components/character.ce +1 -1
- package/src/components/scenes/draw-map.ce +3 -1
- package/dist/index.js.map +0 -1
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//#region src/services/keyboardControls.ts
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var Control = /* @__PURE__ */ function(Control) {
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Control["Action"] = "action";
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Control["Attack"] = "attack";
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Control["Defense"] = "defense";
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Control["Skill"] = "skill";
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Control["Back"] = "back";
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Control[Control["Up"] = 1] = "Up";
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Control[Control["Down"] = 3] = "Down";
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Control[Control["Right"] = 2] = "Right";
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Control[Control["Left"] = 4] = "Left";
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}({});
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//#endregion
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export { Control, provideKeyboardControls };
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//# sourceMappingURL=keyboardControls.js.map
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{"version":3,"file":"keyboardControls.js","sources":["../../src/services/keyboardControls.ts"],"sourcesContent":["import { KeyboardControls } from \"canvasengine\";\n\nexport enum Control {\n Action = 'action',\n Attack = 'attack',\n Defense = 'defense',\n Skill = 'skill',\n Back = 'back',\n Up = 1,\n Down = 3,\n Right = 2,\n Left = 4\n}\n\nexport function provideKeyboardControls() {\n return {\n provide: 'KeyboardControls',\n useValue: null,\n };\n}"],"
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{"version":3,"file":"keyboardControls.js","names":[],"sources":["../../src/services/keyboardControls.ts"],"sourcesContent":["import { KeyboardControls } from \"canvasengine\";\n\nexport enum Control {\n Action = 'action',\n Attack = 'attack',\n Defense = 'defense',\n Skill = 'skill',\n Back = 'back',\n Up = 1,\n Down = 3,\n Right = 2,\n Left = 4\n}\n\nexport function provideKeyboardControls() {\n return {\n provide: 'KeyboardControls',\n useValue: null,\n };\n}"],"mappings":";AAEA,IAAY,UAAL,yBAAA,SAAA;AACL,SAAA,YAAA;AACA,SAAA,YAAA;AACA,SAAA,aAAA;AACA,SAAA,WAAA;AACA,SAAA,UAAA;AACA,SAAA,QAAA,QAAA,KAAA;AACA,SAAA,QAAA,UAAA,KAAA;AACA,SAAA,QAAA,WAAA,KAAA;AACA,SAAA,QAAA,UAAA,KAAA;;KACD;AAED,SAAgB,0BAA0B;AACxC,QAAO;EACL,SAAS;EACT,UAAU;EACX"}
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package/dist/services/loadMap.js
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import { inject } from
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import { UpdateMapToken } from
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import { inject } from "../node_modules/.pnpm/@signe_di@2.8.3/node_modules/@signe/di/dist/index.js";
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import { UpdateMapToken } from "@rpgjs/common";
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//#region src/services/loadMap.ts
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constructor(context, options) {
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};
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/**
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* Creates a dependency injection configuration for custom map loading on the client side.
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* This function allows you to customize how maps are loaded and displayed by providing
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* a callback that defines custom map data and rendering components. It's designed to work
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* like Tiled TMX files or any other map data structure.
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* The function sets up the necessary service providers for map loading, including:
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* - UpdateMapToken: Handles map updates in the client context
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* - LoadMapToken: Provides the LoadMapService with your custom loading logic
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* The function follows the provider pattern, creating a modular way to inject custom
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* map loading behavior into the RPG-JS client engine. It separates the concern of
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* map data fetching from map rendering, allowing developers to focus on their specific
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* map format while leveraging the engine's rendering capabilities.
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*
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* @example
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* ```typescript
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* import { provideLoadMap } from '@rpgjs/client'
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* // Basic usage with JSON map data
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* export function provideCustomMap() {
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* return createModule("CustomMap", [
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* provideLoadMap(async (mapId) => {
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* const mapData = await response.json()
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*
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* return {
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* width: mapData.width,
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* height: mapData.height,
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* events: mapData.events
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* }
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* })
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* ])
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* export function provideTiledMap() {
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* return createModule("TiledMap", [
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* provideLoadMap(async (mapId) => {
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*
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*
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* component: TiledMapRenderer,
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* width: parsedMap.width * parsedMap.tilewidth,
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* height: parsedMap.height * parsedMap.tileheight,
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* events: parsedMap.objectGroups?.find(g => g.name === 'events')?.objects
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* }
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* })
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* ])
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* // Synchronous usage for static maps
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* export function provideStaticMap() {
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* return createModule("StaticMap", [
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* provideLoadMap((mapId) => {
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* const staticMaps = {
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* 'town': { tiles: [...], npcs: [...] },
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* 'dungeon': { tiles: [...], monsters: [...] }
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* }
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*
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* return {
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* data: staticMaps[mapId],
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* component: StaticMapComponent,
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* width: 800,
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* height: 600
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* }
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* })
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* ])
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* }
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* ```
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*
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* @since 4.0.0
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* @see {@link LoadMapOptions} for callback function signature
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* @see {@link MapData} for return data structure
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*/
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return [{
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provide: UpdateMapToken,
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useFactory: (context) => {
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}];
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//#endregion
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{"version":3,"file":"loadMap.js","sources":["../../src/services/loadMap.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { UpdateMapToken, UpdateMapService } from \"@rpgjs/common\";\n\nexport const LoadMapToken = 'LoadMapToken'\n\n/**\n * Represents the structure of map data that should be returned by the load map callback.\n * This interface defines all the properties that can be provided when loading a custom map.\n * \n * @interface MapData\n */\ntype MapData = {\n /** Raw map data that will be passed to the map component */\n data: any;\n /** CanvasEngine component that will render the map */\n component: any;\n /** Optional map width in pixels, used for viewport calculations */\n width?: number;\n /** Optional map height in pixels, used for viewport calculations */\n height?: number;\n /** Optional map events data (NPCs, interactive objects, etc.) */\n events?: any;\n /** Optional map identifier, defaults to the mapId parameter if not provided */\n id?: string;\n}\n\n/**\n * Callback function type for loading map data.\n * This function receives a map ID and should return either a MapData object directly\n * or a Promise that resolves to a MapData object.\n * \n * @callback LoadMapOptions\n * @param {string} mapId - The identifier of the map to load\n * @returns {Promise<MapData> | MapData} The map data object or a promise resolving to it\n */\nexport type LoadMapOptions = (mapId: string) => Promise<MapData> | MapData \n\nexport class LoadMapService {\n private updateMapService: UpdateMapService;\n\n constructor(private context: Context, private options: LoadMapOptions) {\n if (context['side'] === 'server') {\n return\n }\n this.updateMapService = inject(context, UpdateMapToken);\n }\n\n async load(mapId: string) {\n const map = await this.options(mapId.replace('map-', ''))\n await this.updateMapService.update(map);\n return map;\n }\n}\n\n/**\n * Creates a dependency injection configuration for custom map loading on the client side.\n * \n * This function allows you to customize how maps are loaded and displayed by providing\n * a callback that defines custom map data and rendering components. It's designed to work\n * with the RPG-JS dependency injection system and enables integration of custom map formats\n * like Tiled TMX files or any other map data structure.\n * \n * The function sets up the necessary service providers for map loading, including:\n * - UpdateMapToken: Handles map updates in the client context\n * - LoadMapToken: Provides the LoadMapService with your custom loading logic\n * \n * **Design Concept:**\n * The function follows the provider pattern, creating a modular way to inject custom\n * map loading behavior into the RPG-JS client engine. It separates the concern of\n * map data fetching from map rendering, allowing developers to focus on their specific\n * map format while leveraging the engine's rendering capabilities.\n * \n * @param {LoadMapOptions} options - Callback function that handles map loading logic\n * @returns {Array<Object>} Array of dependency injection provider configurations\n * \n * @example\n * ```typescript\n * import { provideLoadMap } from '@rpgjs/client'\n * import { createModule } from '@rpgjs/common'\n * import MyTiledMapComponent from './MyTiledMapComponent.ce'\n * \n * // Basic usage with JSON map data\n * export function provideCustomMap() {\n * return createModule(\"CustomMap\", [\n * provideLoadMap(async (mapId) => {\n * const response = await fetch(`/maps/${mapId}.json`)\n * const mapData = await response.json()\n * \n * return {\n * data: mapData,\n * component: MyTiledMapComponent,\n * width: mapData.width,\n * height: mapData.height,\n * events: mapData.events\n * }\n * })\n * ])\n * }\n * \n * // Advanced usage with Tiled TMX files\n * export function provideTiledMap() {\n * return createModule(\"TiledMap\", [\n * provideLoadMap(async (mapId) => {\n * // Load TMX file\n * const tmxResponse = await fetch(`/tiled/${mapId}.tmx`)\n * const tmxData = await tmxResponse.text()\n * \n * // Parse TMX data (using a TMX parser)\n * const parsedMap = parseTMX(tmxData)\n * \n * return {\n * data: parsedMap,\n * component: TiledMapRenderer,\n * width: parsedMap.width * parsedMap.tilewidth,\n * height: parsedMap.height * parsedMap.tileheight,\n * events: parsedMap.objectGroups?.find(g => g.name === 'events')?.objects\n * }\n * })\n * ])\n * }\n * \n * // Synchronous usage for static maps\n * export function provideStaticMap() {\n * return createModule(\"StaticMap\", [\n * provideLoadMap((mapId) => {\n * const staticMaps = {\n * 'town': { tiles: [...], npcs: [...] },\n * 'dungeon': { tiles: [...], monsters: [...] }\n * }\n * \n * return {\n * data: staticMaps[mapId],\n * component: StaticMapComponent,\n * width: 800,\n * height: 600\n * }\n * })\n * ])\n * }\n * ```\n * \n * @since 4.0.0\n * @see {@link LoadMapOptions} for callback function signature\n * @see {@link MapData} for return data structure\n */\nexport function provideLoadMap(options: LoadMapOptions) {\n return [\n {\n provide: UpdateMapToken,\n useFactory: (context: Context) => {\n if (context['side'] === 'client') {\n console.warn('UpdateMapToken is not overridden')\n }\n return\n },\n },\n {\n provide: LoadMapToken,\n useFactory: (context: Context) => new LoadMapService(context, options),\n },\n ];\n}\n"],"
|
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{"version":3,"file":"loadMap.js","names":[],"sources":["../../src/services/loadMap.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { UpdateMapToken, UpdateMapService } from \"@rpgjs/common\";\n\nexport const LoadMapToken = 'LoadMapToken'\n\n/**\n * Represents the structure of map data that should be returned by the load map callback.\n * This interface defines all the properties that can be provided when loading a custom map.\n * \n * @interface MapData\n */\ntype MapData = {\n /** Raw map data that will be passed to the map component */\n data: any;\n /** CanvasEngine component that will render the map */\n component: any;\n /** Optional map width in pixels, used for viewport calculations */\n width?: number;\n /** Optional map height in pixels, used for viewport calculations */\n height?: number;\n /** Optional map events data (NPCs, interactive objects, etc.) */\n events?: any;\n /** Optional map identifier, defaults to the mapId parameter if not provided */\n id?: string;\n}\n\n/**\n * Callback function type for loading map data.\n * This function receives a map ID and should return either a MapData object directly\n * or a Promise that resolves to a MapData object.\n * \n * @callback LoadMapOptions\n * @param {string} mapId - The identifier of the map to load\n * @returns {Promise<MapData> | MapData} The map data object or a promise resolving to it\n */\nexport type LoadMapOptions = (mapId: string) => Promise<MapData> | MapData \n\nexport class LoadMapService {\n private updateMapService: UpdateMapService;\n\n constructor(private context: Context, private options: LoadMapOptions) {\n if (context['side'] === 'server') {\n return\n }\n this.updateMapService = inject(context, UpdateMapToken);\n }\n\n async load(mapId: string) {\n const map = await this.options(mapId.replace('map-', ''))\n await this.updateMapService.update(map);\n return map;\n }\n}\n\n/**\n * Creates a dependency injection configuration for custom map loading on the client side.\n * \n * This function allows you to customize how maps are loaded and displayed by providing\n * a callback that defines custom map data and rendering components. It's designed to work\n * with the RPG-JS dependency injection system and enables integration of custom map formats\n * like Tiled TMX files or any other map data structure.\n * \n * The function sets up the necessary service providers for map loading, including:\n * - UpdateMapToken: Handles map updates in the client context\n * - LoadMapToken: Provides the LoadMapService with your custom loading logic\n * \n * **Design Concept:**\n * The function follows the provider pattern, creating a modular way to inject custom\n * map loading behavior into the RPG-JS client engine. It separates the concern of\n * map data fetching from map rendering, allowing developers to focus on their specific\n * map format while leveraging the engine's rendering capabilities.\n * \n * @param {LoadMapOptions} options - Callback function that handles map loading logic\n * @returns {Array<Object>} Array of dependency injection provider configurations\n * \n * @example\n * ```typescript\n * import { provideLoadMap } from '@rpgjs/client'\n * import { createModule } from '@rpgjs/common'\n * import MyTiledMapComponent from './MyTiledMapComponent.ce'\n * \n * // Basic usage with JSON map data\n * export function provideCustomMap() {\n * return createModule(\"CustomMap\", [\n * provideLoadMap(async (mapId) => {\n * const response = await fetch(`/maps/${mapId}.json`)\n * const mapData = await response.json()\n * \n * return {\n * data: mapData,\n * component: MyTiledMapComponent,\n * width: mapData.width,\n * height: mapData.height,\n * events: mapData.events\n * }\n * })\n * ])\n * }\n * \n * // Advanced usage with Tiled TMX files\n * export function provideTiledMap() {\n * return createModule(\"TiledMap\", [\n * provideLoadMap(async (mapId) => {\n * // Load TMX file\n * const tmxResponse = await fetch(`/tiled/${mapId}.tmx`)\n * const tmxData = await tmxResponse.text()\n * \n * // Parse TMX data (using a TMX parser)\n * const parsedMap = parseTMX(tmxData)\n * \n * return {\n * data: parsedMap,\n * component: TiledMapRenderer,\n * width: parsedMap.width * parsedMap.tilewidth,\n * height: parsedMap.height * parsedMap.tileheight,\n * events: parsedMap.objectGroups?.find(g => g.name === 'events')?.objects\n * }\n * })\n * ])\n * }\n * \n * // Synchronous usage for static maps\n * export function provideStaticMap() {\n * return createModule(\"StaticMap\", [\n * provideLoadMap((mapId) => {\n * const staticMaps = {\n * 'town': { tiles: [...], npcs: [...] },\n * 'dungeon': { tiles: [...], monsters: [...] }\n * }\n * \n * return {\n * data: staticMaps[mapId],\n * component: StaticMapComponent,\n * width: 800,\n * height: 600\n * }\n * })\n * ])\n * }\n * ```\n * \n * @since 4.0.0\n * @see {@link LoadMapOptions} for callback function signature\n * @see {@link MapData} for return data structure\n */\nexport function provideLoadMap(options: LoadMapOptions) {\n return [\n {\n provide: UpdateMapToken,\n useFactory: (context: Context) => {\n if (context['side'] === 'client') {\n console.warn('UpdateMapToken is not overridden')\n }\n return\n },\n },\n {\n provide: LoadMapToken,\n useFactory: (context: Context) => new LoadMapService(context, options),\n },\n ];\n}\n"],"mappings":";;;AAGA,IAAa,eAAe;AAkC5B,IAAa,iBAAb,MAA4B;CAG1B,YAAY,SAA0B,SAAiC;AAAnD,OAAA,UAAA;AAA0B,OAAA,UAAA;AAC5C,MAAI,QAAQ,YAAY,SACtB;AAEF,OAAK,mBAAmB,OAAO,SAAS,eAAe;;CAGzD,MAAM,KAAK,OAAe;EACxB,MAAM,MAAM,MAAM,KAAK,QAAQ,MAAM,QAAQ,QAAQ,GAAG,CAAC;AACzD,QAAM,KAAK,iBAAiB,OAAO,IAAI;AACvC,SAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+FX,SAAgB,eAAe,SAAyB;AACtD,QAAO,CACL;EACE,SAAS;EACT,aAAa,YAAqB;AAChC,OAAI,QAAQ,YAAY,SACtB,SAAQ,KAAK,mCAAmC;;EAIrD,EACD;EACE,SAAS;EACT,aAAa,YAAqB,IAAI,eAAe,SAAS,QAAQ;EACvE,CACF"}
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getCurrentRoom() {
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{"version":3,"file":"mmorpg.js","sources":["../../src/services/mmorpg.ts"],"sourcesContent":["import { Context } from \"@signe/di\";\nimport { connectionRoom } from \"@signe/sync/client\";\nimport { RpgGui } from \"../Gui/Gui\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { AbstractWebsocket, SocketUpdateProperties, WebSocketToken } from \"./AbstractSocket\";\nimport { UpdateMapService, UpdateMapToken } from \"@rpgjs/common\";\nimport { provideKeyboardControls } from \"./keyboardControls\";\nimport { provideSaveClient } from \"./save\";\n\ninterface MmorpgOptions {\n host?: string;\n connectionId?: string;\n connectionIdScope?: \"local\" | \"session\" | \"ephemeral\";\n}\n\nclass BridgeWebsocket extends AbstractWebsocket {\n private socket: any;\n private privateId: string;\n private pendingOn: Array<{ event: string; callback: (data: any) => void }> = [];\n private targetRoom = \"lobby-1\";\n\n constructor(protected context: Context, private options: MmorpgOptions = {}) {\n super(context);\n this.privateId = this.resolveConnectionId();\n }\n\n private resolveConnectionId(): string {\n if (this.options.connectionId) {\n return this.options.connectionId;\n }\n\n const scope = this.options.connectionIdScope ?? \"local\";\n const key = \"rpgjs-user-id\";\n\n if (scope === \"ephemeral\") {\n return crypto.randomUUID();\n }\n\n const storage =\n scope === \"session\"\n ? window.sessionStorage\n : window.localStorage;\n\n const existing = storage.getItem(key);\n if (existing) {\n return existing;\n }\n\n const id = crypto.randomUUID();\n storage.setItem(key, id);\n return id;\n }\n\n async connection(listeners?: (data: any) => void) {\n // tmp\n class Room {\n \n }\n const instance = new Room()\n const host = this.options.host || window.location.host;\n this.socket = await connectionRoom({\n host,\n room: this.targetRoom,\n id: this.privateId\n }, instance)\n\n listeners?.(this.socket)\n this.pendingOn.forEach(({ event, callback }) => this.socket.on(event, callback));\n this.pendingOn = [];\n }\n\n on(key: string, callback: (data: any) => void) {\n if (!this.socket) {\n this.pendingOn.push({ event: key, callback });\n return;\n }\n this.socket.on(key, callback);\n }\n\n off(event: string, callback: (data: any) => void) {\n if (!this.socket) return;\n this.socket.off(event, callback);\n }\n\n emit(event: string, data: any) {\n this.socket.emit(event, data);\n }\n\n updateProperties({ room, host, query }: SocketUpdateProperties) {\n if (!this.socket?.conn) return;\n this.targetRoom = room;\n this.socket.conn.updateProperties({\n room,\n id: this.privateId,\n host: host || this.options.host || window.location.host,\n query,\n })\n }\n\n private waitForNextOpen(conn: any, timeoutMs = 10000): Promise<void> {\n return new Promise((resolve, reject) => {\n let timeoutId: number | undefined;\n const onOpen = () => {\n cleanup();\n resolve();\n };\n const onError = () => {\n cleanup();\n reject(new Error(\"WebSocket reconnect failed\"));\n };\n const cleanup = () => {\n conn.removeEventListener(\"open\", onOpen);\n conn.removeEventListener(\"error\", onError);\n if (timeoutId !== undefined) {\n window.clearTimeout(timeoutId);\n }\n };\n\n conn.addEventListener(\"open\", onOpen);\n conn.addEventListener(\"error\", onError);\n timeoutId = window.setTimeout(() => {\n cleanup();\n reject(new Error(\"WebSocket reconnect timeout\"));\n }, timeoutMs);\n });\n }\n\n async reconnect(_listeners?: (data: any) => void): Promise<void> {\n if (!this.socket?.conn) return;\n const conn = this.socket.conn;\n const opened = this.waitForNextOpen(conn);\n conn.reconnect();\n await opened;\n }\n\n getCurrentRoom(): string {\n return this.targetRoom || this.socket?.conn?.room || \"lobby-1\";\n }\n}\n\nclass UpdateMapStandaloneService extends UpdateMapService {\n constructor(protected context: Context, private _options: MmorpgOptions) {\n super(context);\n }\n\n async update(_map: any) {\n // In MMORPG mode, clients are untrusted and must not push map definitions.\n // Map bootstrap/update is handled server-side by @rpgjs/vite.\n return;\n }\n}\n\nexport function provideMmorpg(options: MmorpgOptions) {\n return [\n {\n provide: WebSocketToken,\n useFactory: (context: Context) => new BridgeWebsocket(context, options),\n },\n {\n provide: UpdateMapToken,\n useFactory: (context: Context) => new UpdateMapStandaloneService(context, options),\n },\n provideKeyboardControls(),\n provideSaveClient(),\n RpgGui,\n RpgClientEngine,\n ];\n}\n"],"
|
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1
|
+
{"version":3,"file":"mmorpg.js","names":[],"sources":["../../src/services/mmorpg.ts"],"sourcesContent":["import { Context } from \"@signe/di\";\nimport { connectionRoom } from \"@signe/sync/client\";\nimport { RpgGui } from \"../Gui/Gui\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { AbstractWebsocket, SocketUpdateProperties, WebSocketToken } from \"./AbstractSocket\";\nimport { UpdateMapService, UpdateMapToken } from \"@rpgjs/common\";\nimport { provideKeyboardControls } from \"./keyboardControls\";\nimport { provideSaveClient } from \"./save\";\n\ninterface MmorpgOptions {\n host?: string;\n connectionId?: string;\n connectionIdScope?: \"local\" | \"session\" | \"ephemeral\";\n}\n\nclass BridgeWebsocket extends AbstractWebsocket {\n private socket: any;\n private privateId: string;\n private pendingOn: Array<{ event: string; callback: (data: any) => void }> = [];\n private targetRoom = \"lobby-1\";\n\n constructor(protected context: Context, private options: MmorpgOptions = {}) {\n super(context);\n this.privateId = this.resolveConnectionId();\n }\n\n private resolveConnectionId(): string {\n if (this.options.connectionId) {\n return this.options.connectionId;\n }\n\n const scope = this.options.connectionIdScope ?? \"local\";\n const key = \"rpgjs-user-id\";\n\n if (scope === \"ephemeral\") {\n return crypto.randomUUID();\n }\n\n const storage =\n scope === \"session\"\n ? window.sessionStorage\n : window.localStorage;\n\n const existing = storage.getItem(key);\n if (existing) {\n return existing;\n }\n\n const id = crypto.randomUUID();\n storage.setItem(key, id);\n return id;\n }\n\n async connection(listeners?: (data: any) => void) {\n // tmp\n class Room {\n \n }\n const instance = new Room()\n const host = this.options.host || window.location.host;\n this.socket = await connectionRoom({\n host,\n room: this.targetRoom,\n id: this.privateId\n }, instance)\n\n listeners?.(this.socket)\n this.pendingOn.forEach(({ event, callback }) => this.socket.on(event, callback));\n this.pendingOn = [];\n }\n\n on(key: string, callback: (data: any) => void) {\n if (!this.socket) {\n this.pendingOn.push({ event: key, callback });\n return;\n }\n this.socket.on(key, callback);\n }\n\n off(event: string, callback: (data: any) => void) {\n if (!this.socket) return;\n this.socket.off(event, callback);\n }\n\n emit(event: string, data: any) {\n this.socket.emit(event, data);\n }\n\n updateProperties({ room, host, query }: SocketUpdateProperties) {\n if (!this.socket?.conn) return;\n this.targetRoom = room;\n this.socket.conn.updateProperties({\n room,\n id: this.privateId,\n host: host || this.options.host || window.location.host,\n query,\n })\n }\n\n private waitForNextOpen(conn: any, timeoutMs = 10000): Promise<void> {\n return new Promise((resolve, reject) => {\n let timeoutId: number | undefined;\n const onOpen = () => {\n cleanup();\n resolve();\n };\n const onError = () => {\n cleanup();\n reject(new Error(\"WebSocket reconnect failed\"));\n };\n const cleanup = () => {\n conn.removeEventListener(\"open\", onOpen);\n conn.removeEventListener(\"error\", onError);\n if (timeoutId !== undefined) {\n window.clearTimeout(timeoutId);\n }\n };\n\n conn.addEventListener(\"open\", onOpen);\n conn.addEventListener(\"error\", onError);\n timeoutId = window.setTimeout(() => {\n cleanup();\n reject(new Error(\"WebSocket reconnect timeout\"));\n }, timeoutMs);\n });\n }\n\n async reconnect(_listeners?: (data: any) => void): Promise<void> {\n if (!this.socket?.conn) return;\n const conn = this.socket.conn;\n const opened = this.waitForNextOpen(conn);\n conn.reconnect();\n await opened;\n }\n\n getCurrentRoom(): string {\n return this.targetRoom || this.socket?.conn?.room || \"lobby-1\";\n }\n}\n\nclass UpdateMapStandaloneService extends UpdateMapService {\n constructor(protected context: Context, private _options: MmorpgOptions) {\n super(context);\n }\n\n async update(_map: any) {\n // In MMORPG mode, clients are untrusted 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|