@rpgjs/client 5.0.0-beta.10 → 5.0.0-beta.11

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Files changed (118) hide show
  1. package/CHANGELOG.md +12 -0
  2. package/dist/Game/ProjectileManager.d.ts +89 -0
  3. package/dist/Game/ProjectileManager.js +179 -0
  4. package/dist/Game/ProjectileManager.js.map +1 -0
  5. package/dist/Game/ProjectileManager.spec.d.ts +1 -0
  6. package/dist/RpgClient.d.ts +53 -13
  7. package/dist/RpgClientEngine.d.ts +25 -4
  8. package/dist/RpgClientEngine.js +197 -48
  9. package/dist/RpgClientEngine.js.map +1 -1
  10. package/dist/components/animations/hit.ce.js.map +1 -1
  11. package/dist/components/character.ce.js +32 -30
  12. package/dist/components/character.ce.js.map +1 -1
  13. package/dist/components/dynamics/bar.ce.js +4 -3
  14. package/dist/components/dynamics/bar.ce.js.map +1 -1
  15. package/dist/components/dynamics/image.ce.js +2 -1
  16. package/dist/components/dynamics/image.ce.js.map +1 -1
  17. package/dist/components/dynamics/shape.ce.js +3 -2
  18. package/dist/components/dynamics/shape.ce.js.map +1 -1
  19. package/dist/components/dynamics/text.ce.js +9 -8
  20. package/dist/components/dynamics/text.ce.js.map +1 -1
  21. package/dist/components/gui/dialogbox/index.ce.js +3 -2
  22. package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
  23. package/dist/components/gui/gameover.ce.js +3 -2
  24. package/dist/components/gui/gameover.ce.js.map +1 -1
  25. package/dist/components/gui/hud/hud.ce.js.map +1 -1
  26. package/dist/components/gui/menu/equip-menu.ce.js +2 -1
  27. package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
  28. package/dist/components/gui/menu/exit-menu.ce.js +2 -1
  29. package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
  30. package/dist/components/gui/menu/items-menu.ce.js +3 -2
  31. package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
  32. package/dist/components/gui/menu/main-menu.ce.js +3 -2
  33. package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
  34. package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
  35. package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
  36. package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
  37. package/dist/components/gui/notification/notification.ce.js.map +1 -1
  38. package/dist/components/gui/save-load.ce.js +2 -1
  39. package/dist/components/gui/save-load.ce.js.map +1 -1
  40. package/dist/components/gui/shop/shop.ce.js +3 -2
  41. package/dist/components/gui/shop/shop.ce.js.map +1 -1
  42. package/dist/components/gui/title-screen.ce.js +3 -2
  43. package/dist/components/gui/title-screen.ce.js.map +1 -1
  44. package/dist/components/index.d.ts +2 -1
  45. package/dist/components/index.js +1 -0
  46. package/dist/components/player-components.ce.js +11 -10
  47. package/dist/components/player-components.ce.js.map +1 -1
  48. package/dist/components/prebuilt/hp-bar.ce.js +4 -3
  49. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
  50. package/dist/components/prebuilt/light-halo.ce.js +2 -1
  51. package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
  52. package/dist/components/scenes/canvas.ce.js +12 -4
  53. package/dist/components/scenes/canvas.ce.js.map +1 -1
  54. package/dist/components/scenes/draw-map.ce.js +6 -3
  55. package/dist/components/scenes/draw-map.ce.js.map +1 -1
  56. package/dist/components/scenes/event-layer.ce.js.map +1 -1
  57. package/dist/index.d.ts +3 -0
  58. package/dist/index.js +9 -5
  59. package/dist/module.js +11 -0
  60. package/dist/module.js.map +1 -1
  61. package/dist/services/actionInput.d.ts +12 -0
  62. package/dist/services/actionInput.js +27 -0
  63. package/dist/services/actionInput.js.map +1 -0
  64. package/dist/services/actionInput.spec.d.ts +1 -0
  65. package/dist/services/mmorpg-connection.d.ts +5 -0
  66. package/dist/services/mmorpg-connection.js +50 -0
  67. package/dist/services/mmorpg-connection.js.map +1 -0
  68. package/dist/services/mmorpg-connection.spec.d.ts +1 -0
  69. package/dist/services/mmorpg.d.ts +10 -4
  70. package/dist/services/mmorpg.js +48 -30
  71. package/dist/services/mmorpg.js.map +1 -1
  72. package/dist/services/pointerContext.d.ts +11 -0
  73. package/dist/services/pointerContext.js +48 -0
  74. package/dist/services/pointerContext.js.map +1 -0
  75. package/dist/services/pointerContext.spec.d.ts +1 -0
  76. package/dist/services/standalone-message.d.ts +1 -0
  77. package/dist/services/standalone-message.js +9 -0
  78. package/dist/services/standalone-message.js.map +1 -0
  79. package/dist/services/standalone.js +3 -2
  80. package/dist/services/standalone.js.map +1 -1
  81. package/dist/services/standalone.spec.d.ts +1 -0
  82. package/package.json +7 -7
  83. package/src/Game/ProjectileManager.spec.ts +338 -0
  84. package/src/Game/ProjectileManager.ts +324 -0
  85. package/src/RpgClient.ts +62 -15
  86. package/src/RpgClientEngine.ts +287 -65
  87. package/src/components/character.ce +34 -32
  88. package/src/components/dynamics/bar.ce +4 -3
  89. package/src/components/dynamics/image.ce +2 -1
  90. package/src/components/dynamics/shape.ce +3 -2
  91. package/src/components/dynamics/text.ce +9 -8
  92. package/src/components/gui/dialogbox/index.ce +3 -2
  93. package/src/components/gui/gameover.ce +2 -1
  94. package/src/components/gui/menu/equip-menu.ce +2 -1
  95. package/src/components/gui/menu/exit-menu.ce +2 -1
  96. package/src/components/gui/menu/items-menu.ce +3 -2
  97. package/src/components/gui/menu/main-menu.ce +2 -1
  98. package/src/components/gui/save-load.ce +2 -1
  99. package/src/components/gui/shop/shop.ce +3 -2
  100. package/src/components/gui/title-screen.ce +2 -1
  101. package/src/components/index.ts +2 -1
  102. package/src/components/player-components.ce +11 -10
  103. package/src/components/prebuilt/hp-bar.ce +4 -3
  104. package/src/components/prebuilt/light-halo.ce +2 -2
  105. package/src/components/scenes/canvas.ce +10 -2
  106. package/src/components/scenes/draw-map.ce +17 -3
  107. package/src/index.ts +3 -0
  108. package/src/module.ts +13 -0
  109. package/src/services/actionInput.spec.ts +101 -0
  110. package/src/services/actionInput.ts +53 -0
  111. package/src/services/mmorpg-connection.spec.ts +99 -0
  112. package/src/services/mmorpg-connection.ts +69 -0
  113. package/src/services/mmorpg.ts +60 -34
  114. package/src/services/pointerContext.spec.ts +36 -0
  115. package/src/services/pointerContext.ts +84 -0
  116. package/src/services/standalone-message.ts +7 -0
  117. package/src/services/standalone.spec.ts +34 -0
  118. package/src/services/standalone.ts +3 -2
@@ -1 +1 @@
1
- {"version":3,"file":"hp-bar.ce.js","names":[],"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"],"mappings":";;AAOC,SAAA,UAAA,SAAA;CACsB,SAAC,OAAY;CAEhC,MAAS,EAAA,WADe,eAAe,OACN,EAAC;CACtC,MAAI,WAAS;CACb,MAAI,YAAc;CAClB,MAAC,eAAA;CACD,MAAG,cAAA;CACH,MAAK,UAAA;CACL,MAAE,UAAa;CACf,MAAC,cAAA;CACD,MAAK,cAAU;CACf,MAAE,eAAe,WAAa,UAAW;CACzC,MAAI,aAAQ,YAAA,UAAA;CACZ,MAAM,kBAAkB,KAAE,MAAK,aAAA,CAAA;CAC/B,MAAI,SAAA,OAAA;CACJ,MAAG,YAAA,eAAA;EACC,OAAA,OAAA,WAAA,KAAA;CACJ,CAAC;;EAGG,QADU,OAAY,SAAG,KAAW,CAAA,GACtB,SAAO;CACzB,CAAC;CACD,MAAC,YAAA,eAAA;EACG,MAAG,MAAK,MAAU;EACnB,IAAA,OAAS,GACX,OAAA;EACG,MAAM,UAAU,UAAC,IAAA;EAClB,OAAQ,KAAK,IAAE,GAAA,KAAU,IAAC,GAAA,OAAA,CAAA;CAC7B,CAAC;CACD,MAAM,kBAAkB,eAAe,UAAE,GAAA;EACtC,UAAS;EACX,QAAA;CACD,CAAC;CACD,aAAY;EACV,MAAA,aAAS,UAAA;;CAEX,CAAC;CACD,MAAM,WAAW,gBAAgB;;EAEjC,GAAO,CAAC,YAAW;;CAEnB,MAAM,YAAY,eAAI;EACnB,MAAA,UAAA,gBAAA;EACC,MAAM,QAAQ,eAAI;EAElB,IAAA,UAAc,KAAK,QAAO,cAAW,GACnC,OAAS,cAAI;EAEf,OAAM,KAAM,IAAI,GAAG,KAAI;CAC3B,CAAA;;EAEI,MAAM,UAAQ,UAAY;EAC9B,IAAM,UAAY,IAAA,OAAA;OAGZ,IAAA,UAAe,IAAA,OAAA;OAGf,IAAO,UAAI,KAAA,OAAA;;CAMjB,CAAA;;EAEI,EAAA,UAAY,GAAE,GAAA,UAAA,WAAA,YAAA;EAClB,EAAM,KAAA;GAAA,OAAc;GAAQ,OAAA;EAAA,CAAA;;CAE5B,MAAM,kBAAgB,MAAA;EACnB,EAAA,UAAW,GAAA,GAAA,UAAA,WAAA,YAAA;EACV,EAAE,KAAK;GAAE,OAAO;GAAE,OAAA;EAAA,CAAA;;CAEtB,MAAI,YAAa,MAAO;EACxB,MAAM,QAAY,UAAG;;GAEb,EAAC,UAAQ,SAAA,SAAA,OAAA,YAAA,WAAA;GACX,EAAA,KAAA,EAAW,OAAE,WAAa,EAAA,CAAA;;CAEhC;CACA,MAAM,iBAAiB,MAAM;;EAEzB,IAAI,QAAQ,GAAG;GAChB,EAAA,UAAY,SAAA,SAAA,OAAA,iBAAA,WAAA;GACP,EAAE,KAAK;IAAE,OAAK;IAAA,OAAA;GAAA,CAAA;;CAEtB;CACA,MAAM,cAAS,MAAO;;EAEpB,EAAA,OAAA;GACM,OAAI;GACJ,OAAA;GACN,OAAA;EACF,CAAK;CACL;WACE,EAAA,WAAA;EAAA,GAAA,SAAA;EAAA,GAAA,SAAA;CAAA,GAAA;EAAA,EAAA,UAAA;GAAA,MAAA;GAAA,GAAA;GAAA,GAAA;EAAA,CAAA;EAAA,EAAA,UAAA,EAAA,MAAA,eAAA,CAAA;EAAA,EAAA,UAAA,EAAA,MAAA,SAAA,CAAA;EAAA,EAAA,UAAA,EAAA,MAAA,cAAA,CAAA;EAAA,EAAA,UAAA,EAAA,MAAA,WAAA,CAAA;CAAA,CAAA,CAAA;AAEA;AAEC,IAAM,iBAEH"}
1
+ {"version":3,"file":"hp-bar.ce.js","names":[],"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();\nconst sprite = object();\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 = sprite.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 sprite.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 = sprite._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"],"mappings":";;AAOC,SAAA,UAAA,SAAA;CACsB,SAAC,OAAY;CAEhC,MAAS,EAAA,WADe,eAAe,OACN,EAAC;CACtC,MAAI,SAAS,OAAQ;CACrB,MAAI,WAAa;CACjB,MAAC,YAAA;CACD,MAAG,eAAA;CACH,MAAK,cAAA;CACL,MAAE,UAAa;CACf,MAAC,UAAA;CACD,MAAK,cAAU;CACf,MAAE,cAAe;CACjB,MAAI,eAAQ,WAAA,UAAA;CACZ,MAAM,aAAA,YAAyB,UAAA;CAC/B,MAAI,kBAAA,KAAA,MAAA,aAAA,CAAA;CACJ,MAAG,SAAA,OAAA;CACH,MAAI,YAAA,eAAA;EACF,OAAA,OAAA,WAAA,KAAA;;CAEF,MAAC,QAAa,eAAe;EAE1B,QADe,OAAO,SAAU,KAAA,CAAM,GACvB,SAAA;CAClB,CAAC;CACD,MAAM,YAAM,eAAa;EACtB,MAAA,MAAa,MAAE;EACjB,IAAA,OAAA,GACM,OAAQ;EACZ,MAAA,UAAe,UAAW,IAAA;EAC5B,OAAA,KAAA,IAAA,GAAA,KAAA,IAAA,GAAA,OAAA,CAAA;CACD,CAAC;CACD,MAAG,kBAAe,eAAgB,UAAA,GAAA;EACjC,UAAA;EACG,QAAG;CACP,CAAC;CACD,aAAW;;EAEV,gBAAM,IAAA,UAAA;CACP,CAAA;;EAEA,GAAQ,OAAO,EAAE,IAAE,IAAA,WAAa;EAChC,GAAM,CAAA,YAAS;;CAEf,MAAM,YAAY,eAAI;EACnB,MAAA,UAAA,gBAAA;EACC,MAAM,QAAQ,eAAI;EAElB,IAAA,UAAc,KAAK,QAAO,cAAW,GACnC,OAAS,cAAI;EAEf,OAAM,KAAM,IAAI,GAAG,KAAI;CAC3B,CAAA;;EAEI,MAAM,UAAQ,UAAY;EAC9B,IAAM,UAAY,IAAA,OAAA;OAGZ,IAAA,UAAe,IAAA,OAAA;OAGf,IAAO,UAAI,KAAA,OAAA;;CAMjB,CAAA;;EAEI,EAAA,UAAY,GAAE,GAAA,UAAA,WAAA,YAAA;EAClB,EAAM,KAAA;GAAA,OAAc;GAAQ,OAAA;EAAA,CAAA;;CAE5B,MAAM,kBAAgB,MAAA;EACnB,EAAA,UAAW,GAAA,GAAA,UAAA,WAAA,YAAA;EACV,EAAE,KAAK;GAAE,OAAO;GAAE,OAAA;EAAA,CAAA;;CAEtB,MAAI,YAAa,MAAO;EACxB,MAAM,QAAY,UAAG;;GAEb,EAAC,UAAQ,SAAA,SAAA,OAAA,YAAA,WAAA;GACX,EAAA,KAAA,EAAW,OAAE,WAAa,EAAA,CAAA;;CAEhC;CACA,MAAM,iBAAiB,MAAM;;EAEzB,IAAI,QAAQ,GAAG;GAChB,EAAA,UAAY,SAAA,SAAA,OAAA,iBAAA,WAAA;GACP,EAAE,KAAK;IAAE,OAAK;IAAA,OAAA;GAAA,CAAA;;CAEtB;CACA,MAAM,cAAS,MAAO;;EAEpB,EAAA,OAAA;GACM,OAAI;GACJ,OAAA;GACN,OAAA;EACF,CAAK;CACL;WACE,EAAA,WAAA;EAAA,GAAA,SAAA;EAAA,GAAA,SAAA;CAAA,GAAA;EAAA,EAAA,UAAA;GAAA,MAAA;GAAA,GAAA;GAAA,GAAA;EAAA,CAAA;EAAA,EAAA,UAAA,EAAA,MAAA,eAAA,CAAA;EAAA,EAAA,UAAA,EAAA,MAAA,SAAA,CAAA;EAAA,EAAA,UAAA,EAAA,MAAA,cAAA,CAAA;EAAA,EAAA,UAAA,EAAA,MAAA,WAAA,CAAA;CAAA,CAAA,CAAA;AAEA;AAEC,IAAM,iBAAkB"}
@@ -4,6 +4,7 @@ import { BlurFilter } from "pixi.js";
4
4
  function component($$props) {
5
5
  useProps($$props);
6
6
  const { object, baseRadius, radiusVariation, baseOpacity, opacityVariation, sizeSpeed, opacitySpeed, lightColor } = useDefineProps($$props)();
7
+ const sprite = object();
7
8
  const getBaseRadius = computed(() => baseRadius?.() ?? 30);
8
9
  const getRadiusVariation = computed(() => radiusVariation?.() ?? 10);
9
10
  const getBaseOpacity = computed(() => baseOpacity?.() ?? .6);
@@ -28,7 +29,7 @@ function component($$props) {
28
29
  const flicker = (Math.random() - .5) * .1;
29
30
  return Math.max(0, Math.min(1, base + fade * variation + flicker));
30
31
  });
31
- const hitbox = object.hitbox;
32
+ const hitbox = sprite.hitbox;
32
33
  const position = computed(() => ({
33
34
  x: hitbox().w / 2,
34
35
  y: hitbox().h / 2
@@ -1 +1 @@
1
- {"version":3,"file":"light-halo.ce.js","names":[],"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?.() ?? 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1
+ {"version":3,"file":"light-halo.ce.js","names":[],"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();\nconst sprite = object();\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 = sprite.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 + 1);\n});\n</script>\n"],"mappings":";;;AAQE,SAAA,UAAA,SAAA;CACqB,SAAA,OAAA;CAEhB,MAAM,EAAG,QAAQ,YAAO,iBAAsB,aAAa,kBAAI,WAAA,cAAA,eADpE,eAAA,OACoE,EAAA;CACtE,MAAG,SAAU,OAAS;CACtB,MAAE,gBAAA,eAAA,aAAA,KAAA,EAAA;CACF,MAAI,qBAAkB,eAAoB,kBAAgB,KAAA,EAAA;CAC1D,MAAI,iBAAiB,eAAiB,cAAc,KAAK,EAAA;CACzD,MAAI,sBAAwB,eAAU,mBAAmB,KAAO,EAAA;CAChE,MAAI,eAAiB,eAAe,YAAE,KAAe,IAAK;CAC1D,MAAI,kBAAiB,eAAiB,eAAgB,KAAI,IAAA;CAC1D,MAAI,gBAAiB,eAAgB,aAAa,KAAC,QAAU;CAC7D,MAAI,OAAS,OAAO,CAAC;CACrB,MAAI,gBAAiB,eAAgB;EACnC,MAAA,IAAA,KAAA;EACF,MAAO,OAAA,cAAA;EACL,MAAO,YAAA,mBAAA;EACP,MAAA,QAAU,aAAA;EAKV,OAAA,QAHW,KAAA,IAAA,IAAA,KAEF,IADO,KAAA,IAAA,IAAA,QAAA,GAAA,IAAA,MACP,MACG;CACd,CAAC;CACD,MAAI,iBAAa,eAAA;EACjB,MAAM,IAAQ,KAAC;;EAEX,MAAM,YAAY,oBAAA;EACnB,MAAM,QAAK,gBAAQ;;EAItB,MAAM,WAAA,KAAoB,OAAC,IAAU,MAAK;EAC1C,OAAM,KAAA,IAAc,GAAG,KAAA,IAAS,GAAG,OAAG,OAAY,YAAW,OAAA,CAAA;CAC7D,CAAA;CACA,MAAM,SAAA,OAAe;CACrB,MAAM,WAAA,gBAA2B;EACjC,GAAM,OAAA,EAAA,IAAc;;CAEpB,EAAE;CACF,MAAG,aAAU,IAAA,WAAA;EAAA,UAAA;EAAA,SAAA;CAAA,CAAA;CACb,MAAM,YAAY,MAAI;;EAElB,MAAK,UAAW,eAAa;EACjC,MAAU,QAAG,cAAS;mCAEpB;EAEC,EAAA,YAAc;EAEjB,EAAM,UAAA,CAAA,UAAgB;EAGpB,EAAA,OAAM,GAAA,GAAW,MAAC;EAClB,EAAA,KAAM;GACP;GACI,OAAQ;EACX,CAAA;EAEA,EAAA,OAAM,GAAA,GAAA,SAAiB,EAAM;EAC9B,EAAA,KAAA;GACO,OAAO;GACb,OAAA,UAAA;;CAEF;CACA,WAAW;EACR,KAAA,QAAW,MAAO,IAAA,CAAA;CACrB,CAAC;CAEO,OADY,EAAE,WAAW;EAAE,GAAG,SAAA;EAAA,GAAA,SAAA;CAAA,GAAA,EAAA,UAAA,EAAA,MAAA,SAAA,CAAA,CACpB;AAChB;AAEA,IAAM,iBAAQ"}
@@ -1,15 +1,15 @@
1
1
  import { inject } from "../../core/inject.js";
2
- import __ce_component$1 from "./draw-map.ce.js";
3
2
  import { RpgGui } from "../../Gui/Gui.js";
4
3
  import { RpgClientEngine } from "../../RpgClientEngine.js";
5
4
  import { Canvas, Container, Viewport, computed, cond, effect, h, loop, useDefineProps, useProps } from "canvasengine";
6
- import { NightAmbiant, SpriteShadows } from "@canvasengine/presets";
7
5
  import { delay } from "@rpgjs/common";
6
+ import { NightAmbiant, SpriteShadows } from "@canvasengine/presets";
8
7
  //#region src/components/scenes/canvas.ce
9
8
  function component($$props) {
10
9
  useProps($$props);
11
10
  useDefineProps($$props);
12
11
  const engine = inject(RpgClientEngine);
12
+ const SceneMap = engine.sceneMapComponent;
13
13
  const guiService = inject(RpgGui);
14
14
  const sceneData = engine.sceneMap.data;
15
15
  const lighting = engine.sceneMap.lighting;
@@ -177,8 +177,16 @@ function component($$props) {
177
177
  cullToViewport: shadowCullToViewport,
178
178
  shadowColor
179
179
  })),
180
- h(__ce_component$1)
181
- ]), loop(guiList, (gui) => h(Container, { display: "flex" }, cond(gui.display, () => h(gui.component, {
180
+ h(SceneMap)
181
+ ]), loop(guiList, (gui) => h(Container, {
182
+ positionType: "absolute",
183
+ top: 0,
184
+ left: 0,
185
+ right: 0,
186
+ bottom: 0,
187
+ width: engine.width,
188
+ height: engine.height
189
+ }, cond(gui.display, () => h(gui.component, {
182
190
  data: gui.data,
183
191
  dependencies: gui.dependencies,
184
192
  onFinish: (data) => {
@@ -1 +1 @@
1
- {"version":3,"file":"canvas.ce.js","names":[],"sources":["../../../src/components/scenes/canvas.ce"],"sourcesContent":["<Canvas width={engine.width} height={engine.height}>\n <Viewport worldWidth worldHeight clamp sortableChildren={true}>\n @if (lightingAmbientEnabled()) {\n <NightAmbiant\n spots={nightLights}\n darkness={lightingDarknessProps}\n haze={lightingHaze}\n />\n }\n @if (shadowEnabled()) {\n <SpriteShadows\n lights={shadowLights}\n ambientLight={shadowAmbientLight}\n minInfluence={shadowMinInfluence}\n falloffPower={shadowFalloffPower}\n mode={shadowMode}\n updateHz={shadowUpdateHz}\n scanHz={shadowScanHz}\n cullToViewport={shadowCullToViewport}\n shadowColor={shadowColor}\n />\n }\n <SceneMap />\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 { 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 import { NightAmbiant, SpriteShadows } from '@canvasengine/presets'\n\n const engine = inject(RpgClientEngine);\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const lighting = engine.sceneMap.lighting\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.width ?? data?.params?.width ?? 2048) * scale\n })\n const worldHeight = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.height ?? data?.params?.height ?? 2048) * scale\n })\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 const NIGHT_SPOT_RADIUS_SCALE = 4.25\n const NIGHT_SPOT_MIN_RADIUS = 170\n const NIGHT_SPOT_MIN_INTENSITY = 1\n const SHADOW_SPOT_RADIUS_SCALE = 12\n const SHADOW_SPOT_MIN_RADIUS = 480\n const SHADOW_SPOT_MIN_INTENSITY = 1.35\n\n const nightSpotRadius = (radius) => Math.max(radius * NIGHT_SPOT_RADIUS_SCALE, NIGHT_SPOT_MIN_RADIUS)\n const shadowSpotRadius = (radius) => Math.max(radius * SHADOW_SPOT_RADIUS_SCALE, SHADOW_SPOT_MIN_RADIUS)\n const nightSpotIntensity = (intensity, fallback) => Math.max(intensity ?? fallback, NIGHT_SPOT_MIN_INTENSITY)\n const shadowSpotIntensity = (intensity) => Math.max(intensity ?? 1.3, SHADOW_SPOT_MIN_INTENSITY)\n\n const lightingAmbient = computed(() => {\n const state = lighting?.()\n return state?.ambient ?? {}\n })\n\n const nightLights = computed(() => {\n const state = lighting?.()\n return (state?.spots ?? []).map((spot, index) => {\n const radius = spot.radius ?? 180\n return {\n x: spot.x,\n y: spot.y,\n radius: nightSpotRadius(radius),\n intensity: nightSpotIntensity(spot.intensity, index === 0 ? 1 : 0.92),\n flicker: spot.flicker,\n flickerSpeed: spot.flickerSpeed ?? 14,\n pulse: spot.pulse,\n pulseSpeed: spot.pulseSpeed,\n phase: spot.phase,\n }\n })\n })\n const hasLightSpots = computed(() => {\n const state = lighting?.()\n return (state?.spots?.length ?? 0) > 0\n })\n\n const lightingDarkness = computed(() => {\n const darkness = lightingAmbient().darkness\n return typeof darkness === \"number\" ? darkness : 0\n })\n\n const lightingAmbientEnabled = computed(() => {\n const state = lighting?.()\n return Boolean(state && lightingDarkness() > 0)\n })\n\n const lightingDarknessProps = computed(() => ({\n opacity: lightingDarkness(),\n color: lightingAmbient().darkColor ?? \"#080a12\",\n }))\n const lightingHaze = computed(() => ({\n color: lightingAmbient().fogColor ?? \"#12182a\",\n radius: lightingAmbient().fogRadius ?? 0.44,\n softness: lightingAmbient().fogSoftness ?? 0.3,\n opacity: lightingAmbient().fogOpacity ?? 0.35,\n }))\n\n const defaultSunLight = () => {\n const data = sceneData?.()\n const width = Number(data?.width ?? data?.params?.width ?? 2048)\n const height = Number(data?.height ?? data?.params?.height ?? 2048)\n const scale = Number(data?.params?.scale ?? 1) || 1\n const mapWidth = width * scale\n const mapHeight = height * scale\n\n return {\n x: -mapWidth * 0.35,\n y: -mapHeight * 0.45,\n z: 520,\n radius: Math.max(mapWidth, mapHeight) * 2.5,\n intensity: 0.85,\n shadowWeight: lightingDarkness() > 0 ? 2.2 : 1,\n enabled: true,\n }\n }\n\n const shadowState = computed(() => {\n const state = lighting?.()\n return state?.shadows ?? null\n })\n\n const shadowLights = computed(() => {\n const state = lighting?.()\n const defaultSun = defaultSunLight()\n const sun = {\n ...defaultSun,\n ...(state?.sun ?? {}),\n shadowWeight: state?.sun?.shadowWeight ?? defaultSun.shadowWeight,\n }\n const spotLights = (state?.spots ?? 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1
+ {"version":3,"file":"canvas.ce.js","names":[],"sources":["../../../src/components/scenes/canvas.ce"],"sourcesContent":["<Canvas width={engine.width} height={engine.height}>\n <Viewport worldWidth worldHeight clamp sortableChildren={true}>\n @if (lightingAmbientEnabled()) {\n <NightAmbiant\n spots={nightLights}\n darkness={lightingDarknessProps}\n haze={lightingHaze}\n />\n }\n @if (shadowEnabled()) {\n <SpriteShadows\n lights={shadowLights}\n ambientLight={shadowAmbientLight}\n minInfluence={shadowMinInfluence}\n falloffPower={shadowFalloffPower}\n mode={shadowMode}\n updateHz={shadowUpdateHz}\n scanHz={shadowScanHz}\n cullToViewport={shadowCullToViewport}\n shadowColor={shadowColor}\n />\n }\n <SceneMap />\n </Viewport>\n @for (gui of guiList) {\n <Container\n positionType=\"absolute\"\n top={0}\n left={0}\n right={0}\n bottom={0}\n width={engine.width}\n height={engine.height}\n >\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 { computed, effect } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { delay } from \"@rpgjs/common\";\n import { NightAmbiant, SpriteShadows } from '@canvasengine/presets'\n\n const engine = inject(RpgClientEngine);\n const SceneMap = engine.sceneMapComponent;\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const lighting = engine.sceneMap.lighting\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.width ?? data?.params?.width ?? 2048) * scale\n })\n const worldHeight = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.height ?? data?.params?.height ?? 2048) * scale\n })\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 const NIGHT_SPOT_RADIUS_SCALE = 4.25\n const NIGHT_SPOT_MIN_RADIUS = 170\n const NIGHT_SPOT_MIN_INTENSITY = 1\n const SHADOW_SPOT_RADIUS_SCALE = 12\n const SHADOW_SPOT_MIN_RADIUS = 480\n const SHADOW_SPOT_MIN_INTENSITY = 1.35\n\n const nightSpotRadius = (radius) => Math.max(radius * NIGHT_SPOT_RADIUS_SCALE, NIGHT_SPOT_MIN_RADIUS)\n const shadowSpotRadius = (radius) => Math.max(radius * SHADOW_SPOT_RADIUS_SCALE, SHADOW_SPOT_MIN_RADIUS)\n const nightSpotIntensity = (intensity, fallback) => Math.max(intensity ?? fallback, NIGHT_SPOT_MIN_INTENSITY)\n const shadowSpotIntensity = (intensity) => Math.max(intensity ?? 1.3, SHADOW_SPOT_MIN_INTENSITY)\n\n const lightingAmbient = computed(() => {\n const state = lighting?.()\n return state?.ambient ?? {}\n })\n\n const nightLights = computed(() => {\n const state = lighting?.()\n return (state?.spots ?? []).map((spot, index) => {\n const radius = spot.radius ?? 180\n return {\n x: spot.x,\n y: spot.y,\n radius: nightSpotRadius(radius),\n intensity: nightSpotIntensity(spot.intensity, index === 0 ? 1 : 0.92),\n flicker: spot.flicker,\n flickerSpeed: spot.flickerSpeed ?? 14,\n pulse: spot.pulse,\n pulseSpeed: spot.pulseSpeed,\n phase: spot.phase,\n }\n })\n })\n const hasLightSpots = computed(() => {\n const state = lighting?.()\n return (state?.spots?.length ?? 0) > 0\n })\n\n const lightingDarkness = computed(() => {\n const darkness = lightingAmbient().darkness\n return typeof darkness === \"number\" ? darkness : 0\n })\n\n const lightingAmbientEnabled = computed(() => {\n const state = lighting?.()\n return Boolean(state && lightingDarkness() > 0)\n })\n\n const lightingDarknessProps = computed(() => ({\n opacity: lightingDarkness(),\n color: lightingAmbient().darkColor ?? \"#080a12\",\n }))\n const lightingHaze = computed(() => ({\n color: lightingAmbient().fogColor ?? \"#12182a\",\n radius: lightingAmbient().fogRadius ?? 0.44,\n softness: lightingAmbient().fogSoftness ?? 0.3,\n opacity: lightingAmbient().fogOpacity ?? 0.35,\n }))\n\n const defaultSunLight = () => {\n const data = sceneData?.()\n const width = Number(data?.width ?? data?.params?.width ?? 2048)\n const height = Number(data?.height ?? data?.params?.height ?? 2048)\n const scale = Number(data?.params?.scale ?? 1) || 1\n const mapWidth = width * scale\n const mapHeight = height * scale\n\n return {\n x: -mapWidth * 0.35,\n y: -mapHeight * 0.45,\n z: 520,\n radius: Math.max(mapWidth, mapHeight) * 2.5,\n intensity: 0.85,\n shadowWeight: lightingDarkness() > 0 ? 2.2 : 1,\n enabled: true,\n }\n }\n\n const shadowState = computed(() => {\n const state = lighting?.()\n return state?.shadows ?? null\n })\n\n const shadowLights = computed(() => {\n const state = lighting?.()\n const defaultSun = defaultSunLight()\n const sun = {\n ...defaultSun,\n ...(state?.sun ?? {}),\n shadowWeight: state?.sun?.shadowWeight ?? defaultSun.shadowWeight,\n }\n const spotLights = (state?.spots ?? []).map((spot) => {\n const radius = spot.radius ?? 180\n return {\n x: spot.x,\n y: spot.y,\n z: 170,\n radius: shadowSpotRadius(radius),\n intensity: shadowSpotIntensity(spot.intensity),\n shadowWeight: 2.4,\n enabled: true,\n }\n })\n\n return [\n ...((sun.enabled === false || sun.intensity <= 0) ? [] : [sun]),\n ...spotLights,\n ]\n })\n\n const shadowAmbientLight = computed(() => {\n const shadows = shadowState()\n if (shadows?.ambientLight === null || shadows?.ambientLight?.enabled === false) {\n return null\n }\n return shadows?.ambientLight ?? { x: -0.18, y: -1, z: 420, intensity: 0.32, shadowWeight: 1 }\n })\n\n const shadowEnabled = computed(() => {\n const shadows = shadowState()\n return Boolean((shadows?.enabled || hasLightSpots()) && (shadowLights().length > 0 || shadowAmbientLight()))\n })\n\n const shadowMode = computed(() => shadowState()?.mode ?? \"strongest\")\n const shadowUpdateHz = computed(() => shadowState()?.updateHz ?? 60)\n const shadowScanHz = computed(() => shadowState()?.scanHz ?? 8)\n const shadowCullToViewport = computed(() => shadowState()?.cullToViewport ?? true)\n const shadowMinInfluence = computed(() => shadowState()?.minInfluence ?? 0.24)\n const shadowFalloffPower = computed(() => shadowState()?.falloffPower ?? 0.85)\n const shadowColor = computed(() => shadowState()?.shadowColor ?? \"#05070d\")\n</script>\n"],"mappings":";;;;;;;AAcM,SAAE,UAAc,SAAA;CACR,SAAU,OAAA;CACN,eAAc,OAAA;CACxB,MAAM,SAAE,OAAY,eAAA;CAC5B,MAAM,WAAE,OAAgB;CACxB,MAAM,aAAa,OAAE,MAAW;CAChC,MAAM,YAAC,OAAA,SAAA;CACP,MAAI,WAAA,OAAA,SAAA;CACJ,MAAK,UAAU,eAAA;EACX,OAAA,OAAQ,OAAA,WAAA,IAAA,CAAA,EAAA,QAAA,QAAA,CAAA,IAAA,cAAA;CACZ,CAAC;CACD,MAAM,aAAC,eAAA;EACH,MAAI,OAAA,YAAc;EAClB,MAAI,QAAM,OAAA,MAAA,QAAA,SAAA,CAAA,KAAA;EACV,OAAI,OAAO,MAAA,SAAA,MAAA,QAAA,SAAA,IAAA,IAAA;CACf,CAAC;CACD,MAAM,cAAW,eAAA;EACb,MAAI,OAAO,YAAY;EACvB,MAAI,QAAQ,OAAO,MAAM,QAAA,SAAA,CAAA,KAAA;EACzB,OAAE,OAAA,MAAA,UAAA,MAAA,QAAA,UAAA,IAAA,IAAA;CACN,CAAC;CACD,aAAW;EACP,IAAI,UAAI,KAAW,CAAC,UAAS,EAAA,WACzB,MAAK,IAAA,MAAA,mHAA+B;CAE5C,CAAC;CACD,MAAM,eAAE,KAAA,SAAA;EACJ,YAAI;GACN,WAAA,SAAA,IAAA,MAAA,IAAA;EACA,CAAA;;CAEF,MAAC,oBAAM,KAAA,MAAA,SAAA;EACL,WAAS,eAAmB,IAAI,MAAE,MAAA,IAAa;CACjD;CACA,MAAE,QAAS,EACT,WAAS,MACX;CACA,MAAE,0BAAuB;;CAEzB,MAAE,2BAAsB;CACxB,MAAE,2BAAwB;CAC1B,MAAE,yBAA0B;CAC5B,MAAE,4BAAyB;CAC3B,MAAE,mBAAuB,WAAU,KAAA,IAAA,SAAA,yBAAA,qBAAA;CACnC,MAAE,oBAAwB,WAAO,KAAA,IAAA,SAAA,0BAAA,sBAAA;CACjC,MAAI,sBAAqB,WAAc,aAAY,KAAM,IAAG,aAAI,UAAc,wBAAA;CAC9E,MAAG,uBAAA,cAAA,KAAA,IAAA,aAAA,KAAA,yBAAA;CACH,MAAE,kBAAmB,eAAe;EAEhC,QADa,WAAY,IACX,WAAW,CAAC;CAC9B,CAAC;CACD,MAAG,cAAA,eAAA;EAEC,SADI,WAAc,IACL,SAAW,CAAC,GAAA,KAAA,MAAA,UAAA;GACzB,MAAM,SAAQ,KAAO,UAAa;GAClC,OAAO;IACR,GAAA,KAAA;;IAES,QAAG,gBAAA,MAAA;IACN,WAAc,mBAAc,KAAU,WAAC,UAAA,IAAA,IAAA,GAAA;IACpC,SAAK,KAAO;IACnB,cAAA,KAAA,gBAAA;IACF,OAAA,KAAA;;IAEK,OAAW,KAAI;GACnB;EACA,CAAC;CACL,CAAC;CACD,MAAE,gBAAA,eAAA;EAEA,SAAA,WAAA,IAAM,OAAkB,UAAO,KAAM;CACvC,CAAC;CACD,MAAE,mBAAA,eAAA;;EAEA,OAAM,OAAQ,aAAA,WAAA,WAAA;CAChB,CAAC;CACD,MAAE,yBAAA,eAAA;EACA,MAAM,QAAA,WAAA;EACN,OAAM,QAAA,SAAA,iBAAwB,IAAA,CAAA;CAChC,CAAC;CACD,MAAE,wBAAM,gBAA2B;EACjC,SAAM,iBAAsB;EAC5B,OAAM,gBAAA,EAAA,aAA8B;;CAEtC,MAAE,eAAM,gBAA6B;EACnC,OAAM,gBAAmB,EAAC,YAAW;EACrC,QAAM,gBAAoB,EAAE,aAAW;EACvC,UAAM,gBAAsB,EAAC,eAAc;;CAE7C,EAAE;CACF,MAAI,wBAAyB;EACzB,MAAM,OAAO,YAAY;EAC1B,MAAA,QAAA,OAAA,MAAA,SAAA,MAAA,QAAA,SAAA,IAAA;;EAED,MAAM,QAAA,OAAc,MAAS,QAAM,SAAA,CAAA,KAAA;EACjC,MAAM,WAAQ,QAAW;EACzB,MAAM,YAAS,SAAY;EAC3B,OAAO;GACL,GAAA,CAAM,WAAC;GACL,GAAG,CAAA,YAAM;GACT,GAAG;GACH,QAAQ,KAAA,IAAA,UAAgB,SAAO,IAAA;GAC/B,WAAW;GACX,cAAc,iBAAO,IAAA,IAAA,MAAA;GACrB,SAAA;EACJ;CACJ;CACA,MAAM,cAAc,eAAK;EAErB,QADE,WAAA,IACD,WAAA;CACL,CAAC;CACD,MAAE,eAAmB,eAAe;EAChC,MAAM,QAAQ,WAAW;EACzB,MAAM,aAAS,gBAAoB;EACpC,MAAA,MAAA;;GAEK,GAAA,OAAA,OAAkB,CAAC;GACvB,cAAiB,OAAA,KAAA,gBAAkB,WAAA;EACnC;EACD,MAAA,cAAA,OAAA,SAAA,CAAA,GAAA,KAAA,SAAA;;GAEK,OAAA;IACE,GAAK,KAAG;IACP,GAAA,KAAQ;IAChB,GAAA;;IAEK,WAAA,oBAAmC,KAAK,SAAA;IACpC,cAAC;IACF,SAAA;GACP;EACF,CAAA;EACE,OAAO,CACP,GAAQ,IAAA,YAAiB,SAAC,IAAY,aAAK,IAAA,CAAA,IAAA,CAAA,GAAA,GAC3C,GAAA,UACA;CACJ,CAAC;;EAEC,MAAM,UAAA,YAAwB;EAC5B,IAAA,SAAa,iBAAY,QAAA,SAAA,cAAA,YAAA,OACzB,OAAW;EAEX,OAAM,SAAQ,gBAAa;GAAO,GAAC;GAAS,GAAG;GAAG,GAAA;GAAA,WAAA;GAAA,cAAA;EAAA;CACtD,CAAC;CACD,MAAI,gBAAkB,eAAS;;EAE3B,OAAO,SAAA,SAAA,WAAA,cAAA,OAAA,aAAA,EAAA,SAAA,KAAA,mBAAA,EAAA;CACX,CAAC;CACD,MAAM,aAAa,eAAO,YAAA,GAAA,QAAA,WAAA;CAC1B,MAAM,iBAAM,eAAA,YAAA,GAAA,YAAA,EAAA;CACZ,MAAM,eAAa,eAAc,YAAe,GAAC,UAAA,CAAA;CACjD,MAAM,uBAAe,eAAA,YAAA,GAAA,kBAAA,IAAA;CACrB,MAAM,qBAAc,eAAsB,YAAU,GAAA,gBAAA,GAAA;CACpD,MAAM,qBAAa,eAAA,YAAA,GAAA,gBAAA,GAAA;CACnB,MAAI,cAAA,eAAA,YAAA,GAAA,eAAA,SAAA;CAMD,OALD,EAAA,QAAA;EAAA,OAAA,OAAA;EAAA,QAAA,OAAA;CAAA,GAAA,CAAA,EAAA,UAAA;EAAA;EAAA;EAAA;EAAA,kBAAA;CAAA,GAAA;EAAA,KAAA,eAAA,uBAAA,CAAA,SAAA,EAAA,cAAA;GAAA,OAAA;GAAA,UAAA;GAAA,MAAA;EAAA,CAAA,CAAA;EAAA,KAAA,eAAA,cAAA,CAAA,SAAA,EAAA,eAAA;GAAA,QAAA;GAAA,cAAA;GAAA,cAAA;GAAA,cAAA;GAAA,MAAA;GAAA,UAAA;GAAA,QAAA;GAAA,gBAAA;GAAA;EAAA,CAAA,CAAA;EAAA,EAAA,QAAA;CAAA,CAAA,GAAA,KAAA,UAAA,QAAA,EAAA,WAAA;EAAA,cAAA;EAAA,KAAA;EAAA,MAAA;EAAA,OAAA;EAAA,QAAA;EAAA,OAAA,OAAA;EAAA,QAAA,OAAA;CAAA,GAAA,KAAA,IAAA,eAAA,EAAA,IAAA,WAAA;EAAA,MAAA,IAAA;EAAA,cAAA,IAAA;EAAA,WAAA,SAAA;;EAEM;EAAA,gBAAc,MAAa,SAAE;GAC3B,iBAAmB,KAAA,MAAA,IAAA;EACnB;CAAC,CAAA,CAAA,CAAA,CAAK,CAAC,CACd;;AAGC,IAAM,iBAAmB"}
@@ -5,9 +5,10 @@ import { Weather } from "@canvasengine/presets";
5
5
  //#region src/components/scenes/draw-map.ce
6
6
  function component($$props) {
7
7
  useProps($$props);
8
- useDefineProps($$props);
8
+ const { children } = useDefineProps($$props)();
9
9
  const engine = inject(RpgClientEngine);
10
10
  const componentAnimations = engine.componentAnimations;
11
+ const projectiles = engine.projectiles.current;
11
12
  const map = engine.sceneMap?.data;
12
13
  const sceneComponent = computed(() => map()?.component);
13
14
  const mapParams = map()?.params;
@@ -64,11 +65,13 @@ function component($$props) {
64
65
  freeze: engine.gamePause
65
66
  }, [
66
67
  h(Container, { sound: backgroundAmbientSound }),
67
- cond(computed(() => map() && sceneComponent()), () => h(sceneComponent(), {
68
+ h(Container, null, cond(computed(() => map() && sceneComponent()), () => h(sceneComponent(), {
68
69
  data: computed(() => map().data),
69
70
  params: computed(() => map().params)
70
- })),
71
+ }))),
72
+ loop(children, (child) => h(child)),
71
73
  loop(componentAnimations, (componentAnimation) => h(Container, null, loop(componentAnimation.current, (animation) => h(componentAnimation.component, animation)))),
74
+ h(Container, { sortableChildren: true }, loop(computed(() => projectiles()), (projectile) => h(projectile.component, projectile.props), { track: (projectile) => projectile.props.id })),
72
75
  cond(computed(() => weatherProps()), () => h(Weather, weatherProps()))
73
76
  ]);
74
77
  }
@@ -1 +1 @@
1
- {"version":3,"file":"draw-map.ce.js","names":[],"sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container sound={backgroundMusic} shake={shakeConfig} freeze={engine.gamePause}>\n <Container sound={backgroundAmbientSound} />\n\n @if (map() && sceneComponent()) {\n <sceneComponent() data={map().data} params={map().params} />\n }\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n\n @if (weatherProps()) {\n <Weather ...weatherProps() />\n }\n</Container>\n\n<script>\n import { computed } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { Weather } from '@canvasengine/presets'\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 mapParams = map()?.params\n const weather = engine.sceneMap.weather\n const backgroundMusic = { src: mapParams?.backgroundMusic, autoplay: true, loop: true }\n const backgroundAmbientSound = { src: mapParams?.backgroundAmbientSound, autoplay: true, loop: true }\n\n const shakeConfig = {\n trigger: engine.mapShakeTrigger,\n intensity: 10,\n duration: 500,\n frequency: 10,\n direction: 'both'\n }\n\n const weatherProps = computed(() => {\n const state = weather?.()\n if (!state) {\n return null\n }\n const validEffects = ['rain', 'snow', 'fog', 'cloud']\n if (!validEffects.includes(state.effect)) {\n return null\n }\n const params = state.params ?? {}\n return {\n effect: state.effect,\n speed: params.speed,\n windDirection: params.windDirection,\n windStrength: params.windStrength,\n density: params.density,\n maxDrops: params.maxDrops,\n height: params.height,\n scale: params.scale,\n sunIntensity: params.sunIntensity,\n sunAngle: params.sunAngle,\n raySpread: params.raySpread,\n rayTwinkle: params.rayTwinkle,\n rayTwinkleSpeed: params.rayTwinkleSpeed,\n zIndex: params.zIndex ?? 1000,\n alpha: params.alpha,\n blendMode: params.blendMode,\n }\n })\n</script>\n"],"mappings":";;;;;AASM,SAAM,UAAa,SAAA;CAChB,SAAmB,OAAW;CACjC,eAAA,OAAA;CACA,MAAA,SAAS,OAAA,eAAA;CACf,MAAE,sBAAA,OAAA;;CAEF,MAAM,iBAAiB,eAAA,IAAA,GAAA,SAAA;CACvB,MAAK,YAAW,IAAA,GAAA;CAChB,MAAE,UAAA,OAAA,SAAA;CACF,MAAE,kBAAS;EAAA,KAAA,WAAA;EAAA,UAAA;EAAA,MAAA;CAAA;;;;;;CAEX,MAAC,cAAM;EACH,SAAS,OAAA;EACT,WAAS;EACT,UAAS;EACT,WAAS;;CAEb;CACA,MAAI,eAAM,eAAsB;EAC5B,MAAM,QAAM,UAAO;EACnB,IAAA,CAAK,OACL,OAAM;EAGN,IAAA,CAAK;GADiB;GAAQ;GAAC;GAAW;EACpC,EAAA,SAAA,MAA2B,MAAK,GAAA,OAAA;EAGtC,MAAE,SAAS,MAAO,UAAA,CAAA;EAClB,OAAE;GACA,QAAU,MAAG;GACb,OAAS,OAAI;GACb,eAAgB,OAAA;GAClB,cAAA,OAAA;;GAEA,UAAM,OAAe;GACnB,QAAM,OAAQ;GACZ,OAAG,OAAO;GACV,cAAO,OAAA;GACT,UAAA,OAAA;GACA,WAAM,OAAc;GAClB,YAAG,OAAa;GAChB,iBAAO,OAAA;GACT,QAAA,OAAA,UAAA;GACA,OAAM,OAAS;GACf,WAAO,OAAA;EACT;CACJ,CAAC;CAEO,OADA,EAAc,WAAQ;EAAA,OAAA;EAAa,OAAA;EAAA,QAAA,OAAA;CAAA,GAAA;EAAA,EAAA,WAAA,EAAA,OAAA,uBAAA,CAAA;EAAA,KAAA,eAAA,IAAA,KAAA,eAAA,CAAA,SAAA,EAAA,eAAA,GAAA;GAAA,MAAA,eAAA,IAAA,EAAA,IAAA;GAAA,QAAA,eAAA,IAAA,EAAA,MAAA;EAAA,CAAA,CAAA;EAAA,KAAA,sBAAA,uBAAA,EAAA,WAAA,MAAA,KAAA,mBAAA,UAAA,cAAA,EAAA,mBAAA,WAAA,SAAA,CAAA,CAAA,CAAA;EAAA,KAAA,eAAA,aAAA,CAAA,SAAA,EAAA,SAAA,aAAA,CAAA,CAAA;CAAA,CACnC;AACF;AAEA,IAAE,iBAEA"}
1
+ {"version":3,"file":"draw-map.ce.js","names":[],"sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container sound={backgroundMusic} shake={shakeConfig} freeze={engine.gamePause}>\n <Container sound={backgroundAmbientSound} />\n\n <Container>\n @if (map() && sceneComponent()) {\n <sceneComponent() data={map().data} params={map().params} />\n }\n </Container>\n\n @for (child of children) {\n <child />\n }\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n\n <Container sortableChildren={true}>\n @for (projectile of projectiles() ; track projectile.props.id) {\n <projectile.component ...projectile.props />\n }\n </Container>\n\n @if (weatherProps()) {\n <Weather ...weatherProps() />\n }\n</Container>\n\n<script>\n import { computed, effect } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { Weather } from '@canvasengine/presets'\n\n const { children } = defineProps()\n const engine = inject(RpgClientEngine);\n const componentAnimations = engine.componentAnimations\n const projectiles = engine.projectiles.current\n const map = engine.sceneMap?.data\n const sceneComponent = computed(() => map()?.component)\n const mapParams = map()?.params\n const weather = engine.sceneMap.weather\n const backgroundMusic = { src: mapParams?.backgroundMusic, autoplay: true, loop: true }\n const backgroundAmbientSound = { src: mapParams?.backgroundAmbientSound, autoplay: true, loop: true }\n\n const shakeConfig = {\n trigger: engine.mapShakeTrigger,\n intensity: 10,\n duration: 500,\n frequency: 10,\n direction: 'both'\n }\n\n const weatherProps = computed(() => {\n const state = weather?.()\n if (!state) {\n return null\n }\n const validEffects = ['rain', 'snow', 'fog', 'cloud']\n if (!validEffects.includes(state.effect)) {\n return null\n }\n const params = state.params ?? {}\n return {\n effect: state.effect,\n speed: params.speed,\n windDirection: params.windDirection,\n windStrength: params.windStrength,\n density: params.density,\n maxDrops: params.maxDrops,\n height: params.height,\n scale: params.scale,\n sunIntensity: params.sunIntensity,\n sunAngle: params.sunAngle,\n raySpread: params.raySpread,\n rayTwinkle: params.rayTwinkle,\n rayTwinkleSpeed: params.rayTwinkleSpeed,\n zIndex: params.zIndex ?? 1000,\n alpha: params.alpha,\n blendMode: params.blendMode,\n }\n })\n</script>\n"],"mappings":";;;;;AASM,SAAQ,UAAW,SAAE;CACf,SAAA,OAAA;sBACV,eAAA,OAAA,EAAA;CAEF,MAAM,SAAE,OAAA,eAAsB;CAC9B,MAAK,sBAAS,OAAA;CACd,MAAM,cAAM,OAAa,YAAA;CACzB,MAAM,MAAG,OAAA,UAAmB;CAC5B,MAAM,iBAAA,eAAA,IAAA,GAAA,SAAA;CACN,MAAM,YAAS,IAAA,GAAA;CACf,MAAE,UAAA,OAAA,SAAA;;;;;;CAEF,MAAG,yBAA4B;EAAA,KAAK,WAAA;EAAA,UAAA;EAAA,MAAA;CAAA;CACpC,MAAK,cAAe;EAChB,SAAG,OAAW;EACd,WAAA;EACA,UAAS;;EAEV,WAAI;CACP;CACA,MAAE,eAAA,eAAA;EACA,MAAA,QAAS,UAAA;cAEJ,OAAA;EAGH,IAAA,CAAA;GADsB;GAAQ;GAAK;GAAO;EACjC,EAAA,SAAkB,MAAM,MAAM,GACvC,OAAS;EAET,MAAM,SAAE,MAAa,UAAA,CAAW;EAChC,OAAM;GACN,QAAM,MAAA;GACN,OAAM,OAAY;GAClB,eAAmB,OAAA;GACnB,cAAM,OAAiB;GACvB,SAAM,OAAY;GAClB,UAAc,OAAE;GAChB,QAAM,OAAA;GACN,OAAM,OAAA;;GAEN,UAAM,OAAc;GAClB,WAAS,OAAO;GAChB,YAAa,OAAA;GACb,iBAAa,OAAA;GACb,QAAU,OAAG,UAAA;GACb,OAAS,OAAO;GAClB,WAAA,OAAA;;CAEJ,CAAC;CAEO,OADY,EAAA,WAAU;EAAA,OAAA;EAAA,OAAA;EAAA,QAAA,OAAA;CAAA,GAAA;EAAA,EAAA,WAAA,EAAA,OAAA,uBAAA,CAAA;EAAA,EAAA,WAAA,MAAA,KAAA,eAAA,IAAA,KAAA,eAAA,CAAA,SAAA,EAAA,eAAA,GAAA;GAAA,MAAA,eAAA,IAAA,EAAA,IAAA;GAAA,QAAA,eAAA,IAAA,EAAA,MAAA;EAAA,CAAA,CAAA,CAAA;EAAA,KAAA,WAAA,UAAA,EAAA,KAAA,CAAA;EAAA,KAAA,sBAAA,uBAAA,EAAA,WAAA,MAAA,KAAA,mBAAA,UAAA,cAAA,EAAA,mBAAA,WAAA,SAAA,CAAA,CAAA,CAAA;EAAA,EAAA,WAAA,EAAA,kBAAA,KAAA,GAAA,KAAA,eAAA,YAAA,CAAA,IAAA,eAAA,EAAA,WAAA,WAAA,WAAA,KAAA,GAAA,EAAA,QAAA,eAAA,WAAA,MAAA,GAAA,CAAA,CAAA;EAAA,KAAA,eAAA,aAAA,CAAA,SAAA,EAAA,SAAA,aAAA,CAAA,CAAA;CAAA,CACZ;AACZ;AAEA,IAAM,iBAAiB"}
@@ -1 +1 @@
1
- {"version":3,"file":"event-layer.ce.js","names":[],"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 { 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>\n"],"mappings":";;;;;;CASmB,SAAU,OAAA;CACrB,MAAM,cAAE,eAAA,OAAA;CACZ,MAAA,SAAA,OAAA,eAAA;CACJ,MAAE,EAAA,aAAS,YAAA;;CAEX,MAAC,SAAM,OAAA,SAAA;CAEH,OADgB,EAAE,WAAW,EAAC,kBAAY,KAAA,GAAA;EAAA,KAAA,SAAA,OAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;EAAA,CAAA,CAAA;EAAA,KAAA,UAAA,QAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;EAAA,CAAA,CAAA;EAAA,KAAA,WAAA,UAAA,EAAA,KAAA,CAAA;CAAA,CACjC;AACT;AAEF,IAAA,iBAEQ"}
1
+ {"version":3,"file":"event-layer.ce.js","names":[],"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 { 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>\n"],"mappings":";;;;;;CASmB,SAAU,OAAA;CACrB,MAAM,cAAE,eAAA,OAAA;CACZ,MAAA,SAAA,OAAA,eAAA;CACJ,MAAE,EAAA,aAAS,YAAA;;CAEX,MAAC,SAAM,OAAA,SAAA;CAEH,OADgB,EAAE,WAAW,EAAC,kBAAY,KAAA,GAAA;EAAA,KAAA,SAAA,OAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;EAAA,CAAA,CAAA;EAAA,KAAA,UAAA,QAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;EAAA,CAAA,CAAA;EAAA,KAAA,WAAA,UAAA,EAAA,KAAA,CAAA;CAAA,CACjC;AACT;AAEF,IAAA,iBAAA"}
package/dist/index.d.ts CHANGED
@@ -6,6 +6,8 @@ export * from './services/save';
6
6
  export * from './core/setup';
7
7
  export * from './core/inject';
8
8
  export * from './services/loadMap';
9
+ export * from './services/actionInput';
10
+ export * from './services/pointerContext';
9
11
  export * from './module';
10
12
  export * from './Gui/Gui';
11
13
  export * from './components/gui';
@@ -24,5 +26,6 @@ export { Control } from './services/keyboardControls';
24
26
  export { RpgClientObject } from './Game/Object';
25
27
  export { RpgClientPlayer } from './Game/Player';
26
28
  export { RpgClientEvent } from './Game/Event';
29
+ export * from './Game/ProjectileManager';
27
30
  export { withMobile } from './components/gui/mobile';
28
31
  export * from './services/AbstractSocket';
package/dist/index.js CHANGED
@@ -1,24 +1,26 @@
1
1
  import { Context } from "./node_modules/.pnpm/@signe_di@3.0.1/node_modules/@signe/di/dist/index.js";
2
2
  import { clearInject, context, inject, setInject } from "./core/inject.js";
3
3
  import { AbstractWebsocket, WebSocketToken } from "./services/AbstractSocket.js";
4
+ import { getKeyboardControlBind, isKeyboardActionConfig, normalizeActionInput, resolveKeyboardActionInput } from "./services/actionInput.js";
4
5
  import __ce_component$2 from "./components/gui/dialogbox/index.ce.js";
5
6
  import __ce_component from "./components/gui/box.ce.js";
6
- import __ce_component$15 from "./components/gui/shop/shop.ce.js";
7
+ import __ce_component$16 from "./components/gui/shop/shop.ce.js";
7
8
  import { getEntityProp } from "./utils/getEntityProp.js";
8
9
  import __ce_component$8 from "./components/gui/hud/hud.ce.js";
9
10
  import { SaveClientService, SaveClientToken, provideSaveClient } from "./services/save.js";
10
11
  import __ce_component$14 from "./components/gui/save-load.ce.js";
11
12
  import __ce_component$9 from "./components/gui/menu/items-menu.ce.js";
12
- import __ce_component$16 from "./components/gui/menu/skills-menu.ce.js";
13
+ import __ce_component$17 from "./components/gui/menu/skills-menu.ce.js";
13
14
  import __ce_component$3 from "./components/gui/menu/equip-menu.ce.js";
14
15
  import __ce_component$13 from "./components/gui/menu/options-menu.ce.js";
15
16
  import __ce_component$5 from "./components/gui/menu/exit-menu.ce.js";
16
17
  import __ce_component$11 from "./components/gui/menu/main-menu.ce.js";
17
18
  import __ce_component$12 from "./components/gui/notification/notification.ce.js";
18
- import __ce_component$17 from "./components/gui/title-screen.ce.js";
19
+ import __ce_component$18 from "./components/gui/title-screen.ce.js";
19
20
  import __ce_component$6 from "./components/gui/gameover.ce.js";
20
21
  import "./components/gui/index.js";
21
22
  import { RpgGui } from "./Gui/Gui.js";
23
+ import __ce_component$15 from "./components/scenes/draw-map.ce.js";
22
24
  import { LoadMapService, LoadMapToken, provideLoadMap } from "./services/loadMap.js";
23
25
  import { RpgSound, Sound, getSoundMetadata } from "./Sound.js";
24
26
  import { RpgResource } from "./Resource.js";
@@ -27,10 +29,12 @@ import { RpgClientPlayer } from "./Game/Player.js";
27
29
  import { RpgClientEvent } from "./Game/Event.js";
28
30
  import { GlobalConfigToken, provideClientGlobalConfig, provideClientModules, provideGlobalConfig } from "./module.js";
29
31
  import { PrebuiltComponentAnimations } from "./components/animations/index.js";
32
+ import { ProjectileManager } from "./Game/ProjectileManager.js";
33
+ import { createClientPointerContext } from "./services/pointerContext.js";
30
34
  import { RpgClientEngine } from "./RpgClientEngine.js";
31
35
  import { Control } from "./services/keyboardControls.js";
32
36
  import { provideRpg } from "./services/standalone.js";
33
- import { provideMmorpg } from "./services/mmorpg.js";
37
+ import { BridgeWebsocket, provideMmorpg } from "./services/mmorpg.js";
34
38
  import { startGame } from "./core/setup.js";
35
39
  import __ce_component$7 from "./components/prebuilt/hp-bar.ce.js";
36
40
  import __ce_component$10 from "./components/prebuilt/light-halo.ce.js";
@@ -42,4 +46,4 @@ import "./components/index.js";
42
46
  import { Spritesheet } from "./decorators/spritesheet.js";
43
47
  import { withMobile } from "./components/gui/mobile/index.js";
44
48
  import { Input, KeyboardControls } from "canvasengine";
45
- export { AbstractWebsocket, __ce_component as BoxComponent, __ce_component$1 as CharacterComponent, Context, Control, __ce_component$2 as DialogboxComponent, __ce_component$3 as EquipMenuComponent, __ce_component$4 as EventLayerComponent, __ce_component$5 as ExitMenuComponent, __ce_component$6 as GameoverComponent, GlobalConfigToken, __ce_component$7 as HpBar, __ce_component$8 as HudComponent, Input, __ce_component$9 as ItemsMenuComponent, KeyboardControls, __ce_component$10 as LightHalo, LoadMapService, LoadMapToken, __ce_component$11 as MainMenuComponent, __ce_component$12 as NotificationComponent, __ce_component$13 as OptionsMenuComponent, PrebuiltComponentAnimations, Presets, RpgClientEngine, RpgClientEvent, RpgClientObject, RpgClientPlayer, RpgGui, RpgResource, RpgSound, SaveClientService, SaveClientToken, __ce_component$14 as SaveLoadComponent, __ce_component$15 as ShopComponent, __ce_component$16 as SkillsMenuComponent, Sound, Spritesheet, __ce_component$17 as TitleScreenComponent, WebSocketToken, clearInject, context, getEntityProp, getSoundMetadata, inject, provideClientGlobalConfig, provideClientModules, provideGlobalConfig, provideLoadMap, provideMmorpg, provideRpg, provideSaveClient, setInject, startGame, withMobile };
49
+ export { AbstractWebsocket, __ce_component as BoxComponent, BridgeWebsocket, __ce_component$1 as CharacterComponent, Context, Control, __ce_component$2 as DialogboxComponent, __ce_component$3 as EquipMenuComponent, __ce_component$4 as EventLayerComponent, __ce_component$5 as ExitMenuComponent, __ce_component$6 as GameoverComponent, GlobalConfigToken, __ce_component$7 as HpBar, __ce_component$8 as HudComponent, Input, __ce_component$9 as ItemsMenuComponent, KeyboardControls, __ce_component$10 as LightHalo, LoadMapService, LoadMapToken, __ce_component$11 as MainMenuComponent, __ce_component$12 as NotificationComponent, __ce_component$13 as OptionsMenuComponent, PrebuiltComponentAnimations, Presets, ProjectileManager, RpgClientEngine, RpgClientEvent, RpgClientObject, RpgClientPlayer, RpgGui, RpgResource, RpgSound, SaveClientService, SaveClientToken, __ce_component$14 as SaveLoadComponent, __ce_component$15 as SceneMap, __ce_component$16 as ShopComponent, __ce_component$17 as SkillsMenuComponent, Sound, Spritesheet, __ce_component$18 as TitleScreenComponent, WebSocketToken, clearInject, context, createClientPointerContext, getEntityProp, getKeyboardControlBind, getSoundMetadata, inject, isKeyboardActionConfig, normalizeActionInput, provideClientGlobalConfig, provideClientModules, provideGlobalConfig, provideLoadMap, provideMmorpg, provideRpg, provideSaveClient, resolveKeyboardActionInput, setInject, startGame, withMobile };
package/dist/module.js CHANGED
@@ -112,6 +112,17 @@ function provideClientModules(modules) {
112
112
  });
113
113
  } };
114
114
  }
115
+ if (module.projectiles) {
116
+ const projectiles = { ...module.projectiles };
117
+ module.projectiles = {
118
+ ...projectiles,
119
+ load: (engine) => {
120
+ if (projectiles.components) Object.entries(projectiles.components).forEach(([type, component]) => {
121
+ engine.registerProjectileComponent(type, component);
122
+ });
123
+ }
124
+ };
125
+ }
115
126
  if (module.transitions) {
116
127
  const transitions = [...module.transitions];
117
128
  module.transitions = { load: (engine) => {
@@ -1 +1 @@
1
- {"version":3,"file":"module.js","names":[],"sources":["../src/module.ts"],"sourcesContent":["import { findModules, provideModules } from \"@rpgjs/common\";\nimport { FactoryProvider } from \"@signe/di\";\nimport { RpgClientEngine } from \"./RpgClientEngine\";\nimport { RpgClient } from \"./RpgClient\";\nimport { inject } from \"@signe/di\";\nimport { RpgGui } from \"./Gui/Gui\";\nimport { getSoundMetadata } from \"./Sound\";\n\n/**\n * Type for client modules that can be either:\n * - An object implementing RpgClient interface\n * - A class decorated with @RpgModule decorator\n */\nexport type RpgClientModule = RpgClient | (new () => any);\n\n/**\n * Provides client modules configuration to Dependency Injection\n * \n * This function accepts an array of client modules that can be either:\n * - Objects implementing the RpgClient interface\n * - Classes decorated with the @RpgModule decorator (which will be instantiated)\n * \n * @param modules - Array of client modules (objects or classes)\n * @returns FactoryProvider configuration for DI\n * @example\n * ```ts\n * // Using an object\n * provideClientModules([\n * {\n * engine: {\n * onConnected(engine) {\n * console.log('Client connected')\n * }\n * }\n * }\n * ])\n * \n * // Using a decorated class\n * @RpgModule<RpgClient>({\n * engine: {\n * onStart(engine) {\n * console.log('Client started')\n * }\n * }\n * })\n * class MyClientModule {}\n * \n * provideClientModules([MyClientModule])\n * ```\n */\nexport function provideClientModules(modules: RpgClientModule[]): FactoryProvider {\n return provideModules(modules, \"client\", (modules, context) => {\n const mainModuleClient = findModules(context, 'Client')\n modules = [...mainModuleClient, ...modules]\n modules = modules.map((module) => {\n // If module is a class (constructor function), instantiate it\n // The RpgModule decorator adds properties to the prototype, which will be accessible via the instance\n if (typeof module === 'function') {\n const instance = new module() as any;\n // Copy all enumerable properties (including from prototype) to a plain object\n const moduleObj: any = {};\n for (const key in instance) {\n moduleObj[key] = instance[key];\n }\n module = moduleObj;\n }\n if ('client' in module) {\n module = module.client as any;\n }\n if (module.spritesheets) {\n const spritesheets = [...module.spritesheets];\n module.spritesheets = {\n load: (engine: RpgClientEngine) => {\n spritesheets.forEach((spritesheet) => {\n engine.addSpriteSheet(spritesheet);\n });\n },\n };\n }\n if (module.spritesheetResolver) {\n const resolver = module.spritesheetResolver;\n module.spritesheetResolver = {\n load: (engine: RpgClientEngine) => {\n engine.setSpritesheetResolver(resolver);\n },\n };\n }\n if (module.sounds) {\n const sounds = [...module.sounds];\n module.sounds = {\n load: (engine: RpgClientEngine) => {\n sounds.forEach((sound) => {\n // Check if it's a class decorated with @Sound\n if (typeof sound === 'function' || (sound && sound.constructor && sound.constructor !== Object)) {\n const metadata = getSoundMetadata(sound);\n if (metadata) {\n // Handle single sound\n if (metadata.id && metadata.sound) {\n engine.addSound({\n id: metadata.id,\n src: metadata.sound,\n loop: metadata.loop,\n volume: metadata.volume,\n });\n }\n // Handle multiple sounds\n if (metadata.sounds) {\n Object.entries(metadata.sounds).forEach(([soundId, soundSrc]) => {\n engine.addSound({\n id: soundId,\n src: soundSrc,\n loop: metadata.loop,\n volume: metadata.volume,\n });\n });\n }\n } else {\n // Not a decorated class, treat as regular sound object\n engine.addSound(sound);\n }\n } else {\n // Regular sound object\n engine.addSound(sound);\n }\n });\n },\n };\n }\n if (module.soundResolver) {\n const resolver = module.soundResolver;\n module.soundResolver = {\n load: (engine: RpgClientEngine) => {\n engine.setSoundResolver(resolver);\n },\n };\n }\n if (module.gui) {\n const gui = [...module.gui];\n module.gui = {\n load: 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1
+ {"version":3,"file":"module.js","names":[],"sources":["../src/module.ts"],"sourcesContent":["import { findModules, provideModules } from \"@rpgjs/common\";\nimport { FactoryProvider } from \"@signe/di\";\nimport { RpgClientEngine } from \"./RpgClientEngine\";\nimport { RpgClient } from \"./RpgClient\";\nimport { inject } from \"@signe/di\";\nimport { RpgGui } from \"./Gui/Gui\";\nimport { getSoundMetadata } from \"./Sound\";\n\n/**\n * Type for client modules that can be either:\n * - An object implementing RpgClient interface\n * - A class decorated with @RpgModule decorator\n */\nexport type RpgClientModule = RpgClient | (new () => any);\n\n/**\n * Provides client modules configuration to Dependency Injection\n * \n * This function accepts an array of client modules that can be either:\n * - Objects implementing the RpgClient interface\n * - Classes decorated with the @RpgModule decorator (which will be instantiated)\n * \n * @param modules - Array of client modules (objects or classes)\n * @returns FactoryProvider configuration for DI\n * @example\n * ```ts\n * // Using an object\n * provideClientModules([\n * {\n * engine: {\n * onConnected(engine) {\n * console.log('Client connected')\n * }\n * }\n * }\n * ])\n * \n * // Using a decorated class\n * @RpgModule<RpgClient>({\n * engine: {\n * onStart(engine) {\n * console.log('Client started')\n * }\n * }\n * })\n * class MyClientModule {}\n * \n * provideClientModules([MyClientModule])\n * ```\n */\nexport function provideClientModules(modules: RpgClientModule[]): FactoryProvider {\n return provideModules(modules, \"client\", (modules, context) => {\n const mainModuleClient = findModules(context, 'Client')\n modules = [...mainModuleClient, ...modules]\n modules = modules.map((module) => {\n // If module is a class (constructor function), instantiate it\n // The RpgModule decorator adds properties to the prototype, which will be accessible via the instance\n if (typeof module === 'function') {\n const instance = new module() as any;\n // Copy all enumerable properties (including from prototype) to a plain object\n const moduleObj: any = {};\n for (const key in instance) {\n moduleObj[key] = instance[key];\n }\n module = moduleObj;\n }\n if ('client' in module) {\n module = module.client as any;\n }\n if (module.spritesheets) {\n const spritesheets = [...module.spritesheets];\n module.spritesheets = {\n load: (engine: RpgClientEngine) => {\n spritesheets.forEach((spritesheet) => {\n engine.addSpriteSheet(spritesheet);\n });\n },\n };\n }\n if (module.spritesheetResolver) {\n const resolver = module.spritesheetResolver;\n module.spritesheetResolver = {\n load: (engine: RpgClientEngine) => {\n engine.setSpritesheetResolver(resolver);\n },\n };\n }\n if (module.sounds) {\n const sounds = [...module.sounds];\n module.sounds = {\n load: (engine: RpgClientEngine) => {\n sounds.forEach((sound) => {\n // Check if it's a class decorated with @Sound\n if (typeof sound === 'function' || (sound && sound.constructor && sound.constructor !== Object)) {\n const metadata = getSoundMetadata(sound);\n if (metadata) {\n // Handle single sound\n if (metadata.id && metadata.sound) {\n engine.addSound({\n id: metadata.id,\n src: metadata.sound,\n loop: metadata.loop,\n volume: metadata.volume,\n });\n }\n // Handle multiple sounds\n if (metadata.sounds) {\n Object.entries(metadata.sounds).forEach(([soundId, soundSrc]) => {\n engine.addSound({\n id: soundId,\n src: soundSrc,\n loop: metadata.loop,\n volume: metadata.volume,\n });\n });\n }\n } else {\n // Not a decorated class, treat as regular sound object\n engine.addSound(sound);\n }\n } else {\n // Regular sound object\n engine.addSound(sound);\n }\n });\n },\n };\n }\n if (module.soundResolver) {\n const resolver = module.soundResolver;\n module.soundResolver = {\n load: (engine: RpgClientEngine) => {\n engine.setSoundResolver(resolver);\n },\n };\n }\n if (module.gui) {\n const gui = [...module.gui];\n module.gui = {\n load: (engine: RpgClientEngine) => {\n const guiService = inject(engine.context, RpgGui) as RpgGui;\n gui.forEach((gui) => {\n guiService.add(gui);\n });\n },\n };\n }\n if (module.componentAnimations) {\n const componentAnimations = [...module.componentAnimations];\n module.componentAnimations = {\n load: (engine: RpgClientEngine) => {\n componentAnimations.forEach((componentAnimation) => {\n engine.addComponentAnimation(componentAnimation);\n });\n },\n };\n }\n if (module.projectiles) {\n const projectiles = { ...module.projectiles };\n module.projectiles = {\n ...projectiles,\n load: (engine: RpgClientEngine) => {\n if (projectiles.components) {\n Object.entries(projectiles.components).forEach(([type, component]) => {\n engine.registerProjectileComponent(type, component);\n });\n }\n },\n };\n }\n if (module.transitions) {\n const transitions = [...module.transitions];\n module.transitions = {\n load: (engine: RpgClientEngine) => {\n const guiService = inject(engine.context, RpgGui) as RpgGui;\n transitions.forEach((transition) => {\n guiService.add({\n name: transition.id,\n component: transition.component,\n data: transition.props || {}\n });\n });\n },\n };\n }\n if (module.particles) {\n const particles = [...module.particles];\n module.particles = {\n load: (engine: RpgClientEngine) => {\n particles.forEach((particle) => {\n engine.addParticle(particle);\n });\n },\n };\n }\n if (module.sprite) {\n const sprite = {...module.sprite};\n module.sprite = {\n ...sprite,\n load: (engine: RpgClientEngine) => {\n if (sprite.componentsBehind) {\n sprite.componentsBehind.forEach((component) => {\n engine.addSpriteComponentBehind(component);\n });\n }\n if (sprite.componentsInFront) {\n sprite.componentsInFront.forEach((component) => {\n engine.addSpriteComponentInFront(component);\n });\n }\n if (sprite.components) {\n Object.entries(sprite.components).forEach(([id, component]) => {\n engine.registerSpriteComponent(id, component);\n });\n }\n },\n };\n }\n return 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@@ -0,0 +1,12 @@
1
+ import { RpgActionInput, RpgActionName } from '@rpgjs/common';
2
+ export type KeyboardActionDataResolver<TClient = any, TSprite = any> = (client: TClient, sprite: TSprite) => any;
3
+ export interface KeyboardActionConfig<TClient = any, TSprite = any> {
4
+ bind: any;
5
+ action?: RpgActionName;
6
+ data?: any | KeyboardActionDataResolver<TClient, TSprite>;
7
+ }
8
+ export declare function normalizeActionInput(action: RpgActionName, data?: any): RpgActionInput;
9
+ export declare function normalizeActionInput(action: RpgActionInput): RpgActionInput;
10
+ export declare function isKeyboardActionConfig(value: any): value is KeyboardActionConfig;
11
+ export declare function getKeyboardControlBind(control: any): any;
12
+ export declare function resolveKeyboardActionInput(control: any, client: any, sprite: any, defaultAction?: RpgActionName): RpgActionInput;
@@ -0,0 +1,27 @@
1
+ //#region src/services/actionInput.ts
2
+ function normalizeActionInput(action, data) {
3
+ if (typeof action === "object") return action;
4
+ return data === void 0 ? { action } : {
5
+ action,
6
+ data
7
+ };
8
+ }
9
+ function isKeyboardActionConfig(value) {
10
+ return value !== null && typeof value === "object" && Object.prototype.hasOwnProperty.call(value, "bind");
11
+ }
12
+ function getKeyboardControlBind(control) {
13
+ return isKeyboardActionConfig(control) ? control.bind : control;
14
+ }
15
+ function resolveKeyboardActionInput(control, client, sprite, defaultAction = "action") {
16
+ if (!isKeyboardActionConfig(control)) return { action: defaultAction };
17
+ const action = control.action ?? defaultAction;
18
+ const data = typeof control.data === "function" ? control.data(client, sprite) : control.data;
19
+ return data === void 0 ? { action } : {
20
+ action,
21
+ data
22
+ };
23
+ }
24
+ //#endregion
25
+ export { getKeyboardControlBind, isKeyboardActionConfig, normalizeActionInput, resolveKeyboardActionInput };
26
+
27
+ //# sourceMappingURL=actionInput.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"actionInput.js","names":[],"sources":["../../src/services/actionInput.ts"],"sourcesContent":["import type { RpgActionInput, RpgActionName } from \"@rpgjs/common\";\n\nexport type KeyboardActionDataResolver<TClient = any, TSprite = any> = (\n client: TClient,\n sprite: TSprite,\n) => any;\n\nexport interface KeyboardActionConfig<TClient = any, TSprite = any> {\n bind: any;\n action?: RpgActionName;\n data?: any | KeyboardActionDataResolver<TClient, TSprite>;\n}\n\nexport function normalizeActionInput(action: RpgActionName, data?: any): RpgActionInput;\nexport function normalizeActionInput(action: RpgActionInput): RpgActionInput;\nexport function normalizeActionInput(action: RpgActionName | RpgActionInput, data?: any): RpgActionInput {\n if (typeof action === \"object\") {\n return action;\n }\n return data === undefined\n ? { action }\n : { action, data };\n}\n\nexport function isKeyboardActionConfig(value: any): value is KeyboardActionConfig {\n return value !== null\n && typeof value === \"object\"\n && Object.prototype.hasOwnProperty.call(value, \"bind\");\n}\n\nexport function getKeyboardControlBind(control: any): any {\n return isKeyboardActionConfig(control) ? control.bind : control;\n}\n\nexport function resolveKeyboardActionInput(\n control: any,\n client: any,\n sprite: any,\n defaultAction: RpgActionName = \"action\",\n): RpgActionInput {\n if (!isKeyboardActionConfig(control)) {\n return { action: defaultAction };\n }\n\n const action = control.action ?? defaultAction;\n const data = typeof control.data === \"function\"\n ? control.data(client, sprite)\n : control.data;\n\n return data === undefined\n ? { action }\n : { action, data };\n}\n"],"mappings":";AAeA,SAAgB,qBAAqB,QAAwC,MAA4B;CACvG,IAAI,OAAO,WAAW,UACpB,OAAO;CAET,OAAO,SAAS,KAAA,IACZ,EAAE,OAAO,IACT;EAAE;EAAQ;CAAK;AACrB;AAEA,SAAgB,uBAAuB,OAA2C;CAChF,OAAO,UAAU,QACZ,OAAO,UAAU,YACjB,OAAO,UAAU,eAAe,KAAK,OAAO,MAAM;AACzD;AAEA,SAAgB,uBAAuB,SAAmB;CACxD,OAAO,uBAAuB,OAAO,IAAI,QAAQ,OAAO;AAC1D;AAEA,SAAgB,2BACd,SACA,QACA,QACA,gBAA+B,UACf;CAChB,IAAI,CAAC,uBAAuB,OAAO,GACjC,OAAO,EAAE,QAAQ,cAAc;CAGjC,MAAM,SAAS,QAAQ,UAAU;CACjC,MAAM,OAAO,OAAO,QAAQ,SAAS,aACjC,QAAQ,KAAK,QAAQ,MAAM,IAC3B,QAAQ;CAEZ,OAAO,SAAS,KAAA,IACZ,EAAE,OAAO,IACT;EAAE;EAAQ;CAAK;AACrB"}
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1,5 @@
1
+ export declare function parseSocketMessage(data: any): any;
2
+ export declare function isNativeSocketEvent(event: string): event is "error" | "open" | "close";
3
+ export declare function waitForRpgjsConnected(conn: any, timeoutMs?: number, options?: {
4
+ ignoreCleanClose?: boolean;
5
+ }): Promise<void>;
@@ -0,0 +1,50 @@
1
+ //#region src/services/mmorpg-connection.ts
2
+ function parseSocketMessage(data) {
3
+ if (typeof data !== "string") return data;
4
+ try {
5
+ return JSON.parse(data);
6
+ } catch {
7
+ return;
8
+ }
9
+ }
10
+ function isNativeSocketEvent(event) {
11
+ return event === "open" || event === "close" || event === "error";
12
+ }
13
+ function waitForRpgjsConnected(conn, timeoutMs = 1e4, options = {}) {
14
+ return new Promise((resolve, reject) => {
15
+ let timeoutId;
16
+ const cleanup = () => {
17
+ conn.removeEventListener("message", onMessage);
18
+ conn.removeEventListener("close", onClose);
19
+ conn.removeEventListener("error", onError);
20
+ if (timeoutId !== void 0) window.clearTimeout(timeoutId);
21
+ };
22
+ const rejectWith = (error) => {
23
+ cleanup();
24
+ reject(error);
25
+ };
26
+ const onMessage = (event) => {
27
+ if (parseSocketMessage(event.data)?.type !== "connected") return;
28
+ cleanup();
29
+ resolve();
30
+ };
31
+ const onClose = (event) => {
32
+ const rawReason = event.reason;
33
+ if (options.ignoreCleanClose && (event.code === 1e3 || rawReason instanceof Event || typeof rawReason !== "string")) return;
34
+ rejectWith(new Error(typeof rawReason === "string" && rawReason ? rawReason : "WebSocket closed before RPGJS connection was accepted"));
35
+ };
36
+ const onError = (event) => {
37
+ rejectWith(new Error(event.message || "WebSocket connection failed"));
38
+ };
39
+ conn.addEventListener("message", onMessage);
40
+ conn.addEventListener("close", onClose);
41
+ conn.addEventListener("error", onError);
42
+ timeoutId = window.setTimeout(() => {
43
+ rejectWith(/* @__PURE__ */ new Error("RPGJS connection timeout"));
44
+ }, timeoutMs);
45
+ });
46
+ }
47
+ //#endregion
48
+ export { isNativeSocketEvent, waitForRpgjsConnected };
49
+
50
+ //# sourceMappingURL=mmorpg-connection.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mmorpg-connection.js","names":[],"sources":["../../src/services/mmorpg-connection.ts"],"sourcesContent":["export function parseSocketMessage(data: any) {\n if (typeof data !== \"string\") {\n return data;\n }\n try {\n return JSON.parse(data);\n }\n catch {\n return undefined;\n }\n}\n\nexport function isNativeSocketEvent(event: string) {\n return event === \"open\" || event === \"close\" || event === \"error\";\n}\n\nexport function waitForRpgjsConnected(\n conn: any,\n timeoutMs = 10000,\n options: { ignoreCleanClose?: boolean } = {},\n): Promise<void> {\n return new Promise((resolve, reject) => {\n let timeoutId: number | undefined;\n\n const cleanup = () => {\n conn.removeEventListener(\"message\", onMessage);\n conn.removeEventListener(\"close\", onClose);\n conn.removeEventListener(\"error\", onError);\n if (timeoutId !== undefined) {\n window.clearTimeout(timeoutId);\n }\n };\n const rejectWith = (error: Error) => {\n cleanup();\n reject(error);\n };\n const onMessage = (event: MessageEvent) => {\n const data = parseSocketMessage(event.data);\n if (data?.type !== \"connected\") {\n return;\n }\n cleanup();\n resolve();\n };\n const onClose = (event: CloseEvent) => {\n const rawReason: unknown = (event as any).reason;\n if (\n options.ignoreCleanClose\n && (event.code === 1000 || rawReason instanceof Event || typeof rawReason !== \"string\")\n ) {\n return;\n }\n const reason = typeof rawReason === \"string\" && rawReason\n ? rawReason\n : \"WebSocket closed before RPGJS connection was accepted\";\n rejectWith(new Error(reason));\n };\n const onError = (event: ErrorEvent) => {\n rejectWith(new Error(event.message || \"WebSocket connection failed\"));\n };\n\n conn.addEventListener(\"message\", onMessage);\n conn.addEventListener(\"close\", onClose);\n conn.addEventListener(\"error\", onError);\n timeoutId = window.setTimeout(() => {\n rejectWith(new Error(\"RPGJS connection timeout\"));\n }, timeoutMs);\n });\n}\n"],"mappings":";AAAA,SAAgB,mBAAmB,MAAW;CAC5C,IAAI,OAAO,SAAS,UAClB,OAAO;CAET,IAAI;EACF,OAAO,KAAK,MAAM,IAAI;CACxB,QACM;EACJ;CACF;AACF;AAEA,SAAgB,oBAAoB,OAAe;CACjD,OAAO,UAAU,UAAU,UAAU,WAAW,UAAU;AAC5D;AAEA,SAAgB,sBACd,MACA,YAAY,KACZ,UAA0C,CAAC,GAC5B;CACf,OAAO,IAAI,SAAS,SAAS,WAAW;EACtC,IAAI;EAEJ,MAAM,gBAAgB;GACpB,KAAK,oBAAoB,WAAW,SAAS;GAC7C,KAAK,oBAAoB,SAAS,OAAO;GACzC,KAAK,oBAAoB,SAAS,OAAO;GACzC,IAAI,cAAc,KAAA,GAChB,OAAO,aAAa,SAAS;EAEjC;EACA,MAAM,cAAc,UAAiB;GACnC,QAAQ;GACR,OAAO,KAAK;EACd;EACA,MAAM,aAAa,UAAwB;GAEzC,IADa,mBAAmB,MAAM,IAClC,GAAM,SAAS,aACjB;GAEF,QAAQ;GACR,QAAQ;EACV;EACA,MAAM,WAAW,UAAsB;GACrC,MAAM,YAAsB,MAAc;GAC1C,IACE,QAAQ,qBACJ,MAAM,SAAS,OAAQ,qBAAqB,SAAS,OAAO,cAAc,WAE9E;GAKF,WAAW,IAAI,MAHA,OAAO,cAAc,YAAY,YAC5C,YACA,uDACuB,CAAC;EAC9B;EACA,MAAM,WAAW,UAAsB;GACrC,WAAW,IAAI,MAAM,MAAM,WAAW,6BAA6B,CAAC;EACtE;EAEA,KAAK,iBAAiB,WAAW,SAAS;EAC1C,KAAK,iBAAiB,SAAS,OAAO;EACtC,KAAK,iBAAiB,SAAS,OAAO;EACtC,YAAY,OAAO,iBAAiB;GAClC,2BAAW,IAAI,MAAM,0BAA0B,CAAC;EAClD,GAAG,SAAS;CACd,CAAC;AACH"}
@@ -0,0 +1 @@
1
+ export {};
@@ -1,28 +1,34 @@
1
1
  import { Context } from '@signe/di';
2
2
  import { RpgGui } from '../Gui/Gui';
3
3
  import { RpgClientEngine } from '../RpgClientEngine';
4
- import { AbstractWebsocket, SocketUpdateProperties } from './AbstractSocket';
4
+ import { AbstractWebsocket, SocketQuery, SocketUpdateProperties } from './AbstractSocket';
5
5
  import { UpdateMapService } from '@rpgjs/common';
6
- interface MmorpgOptions {
6
+ export interface MmorpgOptions {
7
7
  host?: string;
8
8
  connectionId?: string;
9
9
  connectionIdScope?: "local" | "session" | "ephemeral";
10
+ query?: SocketQuery | (() => SocketQuery | undefined);
11
+ socketOptions?: Record<string, any>;
10
12
  }
11
- declare class BridgeWebsocket extends AbstractWebsocket {
13
+ export declare class BridgeWebsocket extends AbstractWebsocket {
12
14
  protected context: Context;
13
15
  private options;
14
16
  private socket;
15
17
  private privateId;
16
18
  private pendingOn;
19
+ private acceptedOpenListeners;
17
20
  private targetRoom;
18
21
  constructor(context: Context, options?: MmorpgOptions);
19
22
  private resolveConnectionId;
23
+ private resolveQuery;
20
24
  connection(listeners?: (data: any) => void): Promise<void>;
21
25
  on(key: string, callback: (data: any) => void): void;
22
26
  off(event: string, callback: (data: any) => void): void;
23
27
  emit(event: string, data: any): void;
28
+ private attachEvent;
29
+ private emitAcceptedOpen;
24
30
  updateProperties({ room, host, query }: SocketUpdateProperties): void;
25
- private waitForNextOpen;
31
+ private isNativeSocketEvent;
26
32
  reconnect(_listeners?: (data: any) => void): Promise<void>;
27
33
  getCurrentRoom(): string;
28
34
  }