@rpgjs/client 5.0.0-beta.10 → 5.0.0-beta.12

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (154) hide show
  1. package/CHANGELOG.md +21 -0
  2. package/dist/Game/AnimationManager.d.ts +1 -0
  3. package/dist/Game/AnimationManager.js +3 -0
  4. package/dist/Game/AnimationManager.js.map +1 -1
  5. package/dist/Game/ClientVisuals.d.ts +61 -0
  6. package/dist/Game/ClientVisuals.js +96 -0
  7. package/dist/Game/ClientVisuals.js.map +1 -0
  8. package/dist/Game/ClientVisuals.spec.d.ts +1 -0
  9. package/dist/Game/EventComponentResolver.d.ts +16 -0
  10. package/dist/Game/EventComponentResolver.js +52 -0
  11. package/dist/Game/EventComponentResolver.js.map +1 -0
  12. package/dist/Game/EventComponentResolver.spec.d.ts +1 -0
  13. package/dist/Game/Map.js +9 -0
  14. package/dist/Game/Map.js.map +1 -1
  15. package/dist/Game/Object.js +2 -2
  16. package/dist/Game/Object.js.map +1 -1
  17. package/dist/Game/Object.spec.d.ts +1 -0
  18. package/dist/Game/ProjectileManager.d.ts +98 -0
  19. package/dist/Game/ProjectileManager.js +196 -0
  20. package/dist/Game/ProjectileManager.js.map +1 -0
  21. package/dist/Game/ProjectileManager.spec.d.ts +1 -0
  22. package/dist/RpgClient.d.ts +117 -13
  23. package/dist/RpgClientEngine.d.ts +82 -4
  24. package/dist/RpgClientEngine.js +296 -51
  25. package/dist/RpgClientEngine.js.map +1 -1
  26. package/dist/components/animations/fx.ce.js +58 -0
  27. package/dist/components/animations/fx.ce.js.map +1 -0
  28. package/dist/components/animations/hit.ce.js.map +1 -1
  29. package/dist/components/animations/index.d.ts +1 -0
  30. package/dist/components/animations/index.js +3 -1
  31. package/dist/components/animations/index.js.map +1 -1
  32. package/dist/components/character.ce.js +140 -40
  33. package/dist/components/character.ce.js.map +1 -1
  34. package/dist/components/dynamics/bar.ce.js +4 -3
  35. package/dist/components/dynamics/bar.ce.js.map +1 -1
  36. package/dist/components/dynamics/image.ce.js +2 -1
  37. package/dist/components/dynamics/image.ce.js.map +1 -1
  38. package/dist/components/dynamics/shape.ce.js +3 -2
  39. package/dist/components/dynamics/shape.ce.js.map +1 -1
  40. package/dist/components/dynamics/text.ce.js +9 -8
  41. package/dist/components/dynamics/text.ce.js.map +1 -1
  42. package/dist/components/gui/dialogbox/index.ce.js +3 -2
  43. package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
  44. package/dist/components/gui/gameover.ce.js +3 -2
  45. package/dist/components/gui/gameover.ce.js.map +1 -1
  46. package/dist/components/gui/hud/hud.ce.js.map +1 -1
  47. package/dist/components/gui/menu/equip-menu.ce.js +2 -1
  48. package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
  49. package/dist/components/gui/menu/exit-menu.ce.js +2 -1
  50. package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
  51. package/dist/components/gui/menu/items-menu.ce.js +3 -2
  52. package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
  53. package/dist/components/gui/menu/main-menu.ce.js +3 -2
  54. package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
  55. package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
  56. package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
  57. package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
  58. package/dist/components/gui/notification/notification.ce.js.map +1 -1
  59. package/dist/components/gui/save-load.ce.js +2 -1
  60. package/dist/components/gui/save-load.ce.js.map +1 -1
  61. package/dist/components/gui/shop/shop.ce.js +3 -2
  62. package/dist/components/gui/shop/shop.ce.js.map +1 -1
  63. package/dist/components/gui/title-screen.ce.js +3 -2
  64. package/dist/components/gui/title-screen.ce.js.map +1 -1
  65. package/dist/components/index.d.ts +2 -1
  66. package/dist/components/index.js +1 -0
  67. package/dist/components/player-components.ce.js +11 -10
  68. package/dist/components/player-components.ce.js.map +1 -1
  69. package/dist/components/prebuilt/hp-bar.ce.js +4 -3
  70. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
  71. package/dist/components/prebuilt/light-halo.ce.js +2 -1
  72. package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
  73. package/dist/components/scenes/canvas.ce.js +12 -4
  74. package/dist/components/scenes/canvas.ce.js.map +1 -1
  75. package/dist/components/scenes/draw-map.ce.js +6 -3
  76. package/dist/components/scenes/draw-map.ce.js.map +1 -1
  77. package/dist/components/scenes/event-layer.ce.js.map +1 -1
  78. package/dist/index.d.ts +4 -0
  79. package/dist/index.js +10 -5
  80. package/dist/module.js +18 -0
  81. package/dist/module.js.map +1 -1
  82. package/dist/services/actionInput.d.ts +14 -0
  83. package/dist/services/actionInput.js +59 -0
  84. package/dist/services/actionInput.js.map +1 -0
  85. package/dist/services/actionInput.spec.d.ts +1 -0
  86. package/dist/services/mmorpg-connection.d.ts +5 -0
  87. package/dist/services/mmorpg-connection.js +50 -0
  88. package/dist/services/mmorpg-connection.js.map +1 -0
  89. package/dist/services/mmorpg-connection.spec.d.ts +1 -0
  90. package/dist/services/mmorpg.d.ts +10 -4
  91. package/dist/services/mmorpg.js +48 -30
  92. package/dist/services/mmorpg.js.map +1 -1
  93. package/dist/services/pointerContext.d.ts +11 -0
  94. package/dist/services/pointerContext.js +48 -0
  95. package/dist/services/pointerContext.js.map +1 -0
  96. package/dist/services/pointerContext.spec.d.ts +1 -0
  97. package/dist/services/standalone-message.d.ts +1 -0
  98. package/dist/services/standalone-message.js +9 -0
  99. package/dist/services/standalone-message.js.map +1 -0
  100. package/dist/services/standalone.d.ts +3 -1
  101. package/dist/services/standalone.js +34 -15
  102. package/dist/services/standalone.js.map +1 -1
  103. package/dist/services/standalone.spec.d.ts +1 -0
  104. package/dist/utils/mapId.d.ts +1 -0
  105. package/dist/utils/mapId.js +6 -0
  106. package/dist/utils/mapId.js.map +1 -0
  107. package/package.json +7 -7
  108. package/src/Game/AnimationManager.ts +4 -0
  109. package/src/Game/ClientVisuals.spec.ts +56 -0
  110. package/src/Game/ClientVisuals.ts +184 -0
  111. package/src/Game/EventComponentResolver.spec.ts +84 -0
  112. package/src/Game/EventComponentResolver.ts +74 -0
  113. package/src/Game/Map.ts +10 -0
  114. package/src/Game/Object.spec.ts +46 -0
  115. package/src/Game/Object.ts +2 -2
  116. package/src/Game/ProjectileManager.spec.ts +449 -0
  117. package/src/Game/ProjectileManager.ts +346 -0
  118. package/src/RpgClient.ts +130 -15
  119. package/src/RpgClientEngine.ts +405 -69
  120. package/src/components/animations/fx.ce +101 -0
  121. package/src/components/animations/index.ts +4 -2
  122. package/src/components/character.ce +185 -40
  123. package/src/components/dynamics/bar.ce +4 -3
  124. package/src/components/dynamics/image.ce +2 -1
  125. package/src/components/dynamics/shape.ce +3 -2
  126. package/src/components/dynamics/text.ce +9 -8
  127. package/src/components/gui/dialogbox/index.ce +3 -2
  128. package/src/components/gui/gameover.ce +2 -1
  129. package/src/components/gui/menu/equip-menu.ce +2 -1
  130. package/src/components/gui/menu/exit-menu.ce +2 -1
  131. package/src/components/gui/menu/items-menu.ce +3 -2
  132. package/src/components/gui/menu/main-menu.ce +2 -1
  133. package/src/components/gui/save-load.ce +2 -1
  134. package/src/components/gui/shop/shop.ce +3 -2
  135. package/src/components/gui/title-screen.ce +2 -1
  136. package/src/components/index.ts +2 -1
  137. package/src/components/player-components.ce +11 -10
  138. package/src/components/prebuilt/hp-bar.ce +4 -3
  139. package/src/components/prebuilt/light-halo.ce +2 -2
  140. package/src/components/scenes/canvas.ce +10 -2
  141. package/src/components/scenes/draw-map.ce +17 -3
  142. package/src/index.ts +4 -0
  143. package/src/module.ts +24 -0
  144. package/src/services/actionInput.spec.ts +155 -0
  145. package/src/services/actionInput.ts +120 -0
  146. package/src/services/mmorpg-connection.spec.ts +99 -0
  147. package/src/services/mmorpg-connection.ts +69 -0
  148. package/src/services/mmorpg.ts +60 -34
  149. package/src/services/pointerContext.spec.ts +36 -0
  150. package/src/services/pointerContext.ts +84 -0
  151. package/src/services/standalone-message.ts +7 -0
  152. package/src/services/standalone.spec.ts +34 -0
  153. package/src/services/standalone.ts +42 -12
  154. package/src/utils/mapId.ts +2 -0
@@ -1 +1 @@
1
- {"version":3,"file":"items-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/items-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Items</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n @if (currentItem) {\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">{currentItem()?.name}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">{currentItem()?.description || \"\"}</div>\n </div>\n </div>\n </div>\n }\n </div>\n \n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of tabs) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((item,index) of filteredItems) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n class={{disabled: !item.usable}}\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n </div>\n <span>{item.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">x{item.quantity ?? 1}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n @if (confirmOpen) {\n <div class=\"rpg-ui-menu-confirm\">\n <div class=\"rpg-ui-menu-confirm-card\">\n <div class=\"rpg-ui-menu-confirm-title\">Use {confirmItem()?.name}?</div>\n <Navigation tabindex={selectedConfirm} controls={confirmControls}>\n <div class=\"rpg-ui-menu-confirm-actions\">\n @for ((option,index) of confirmOptions) {\n <button\n class=\"rpg-ui-menu-confirm-btn\"\n class={{\"rpg-ui-menu-confirm-btn-secondary\": option.id === \"cancel\"}}\n data-selected={selectedConfirm() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={confirmSelect(index)}\n >{option.label}</button>\n }\n </div>\n </Navigation>\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const selectedItem = signal(0);\n const selectedTab = signal(0);\n const selectedConfirm = signal(0);\n const confirmOpen = signal(false);\n const confirmItem = signal(null);\n\n const { data, onInteraction, onBack } = defineProps();\n\n const items = computed(() => data().items);\n\n const tabs = [\n { id: \"item\", label: \"Items\" },\n { id: \"weapon\", label: \"Weapons\" },\n { id: \"armor\", label: \"Armor\" }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeItems = computed(() => {\n const value = resolveProp(items);\n return Array.isArray(value) ? value : [];\n });\n\n const filteredItems = computed(() => {\n const items = safeItems();\n const tab = tabs[selectedTab()];\n if (!tab) return [];\n return items.filter((item) => item.type === tab.id && (item.quantity ?? 1) > 0);\n });\n\n const confirmOptions = [\n { id: \"use\", label: \"Use\" },\n { id: \"cancel\", label: \"Cancel\" }\n ];\n\n const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, \"wrap\");\n const navConfirm = createTabindexNavigator(selectedConfirm, { count: () => confirmOptions.length }, \"wrap\");\n const currentItem = computed(() => filteredItems()[selectedItem()]);\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId)\n });\n\n const clampSelection = () => {\n const count = filteredItems().length;\n if (count === 0) {\n selectedItem.set(0);\n return;\n }\n if (selectedItem() >= count) {\n selectedItem.set(count - 1);\n }\n };\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index);\n requestUseItem(index);\n }\n }\n\n function selectTab(index) {\n return function() {\n selectedItem.set(0);\n selectedTab.set(index);\n }\n }\n\n const useItem = (index) => {\n const item = filteredItems()[index];\n if (!item || !item.usable) return;\n if (onInteraction) onInteraction(\"useItem\", { id: item.id });\n };\n\n const requestUseItem = (index) => {\n const item = filteredItems()[index];\n if (!item || !item.usable) return;\n if (item.consumable) {\n confirmItem.set(item);\n confirmOpen.set(true);\n selectedConfirm.set(0);\n return;\n }\n useItem(index);\n };\n\n const confirmUse = () => {\n const item = confirmItem();\n if (!item) return;\n delay(() => {\n if (onInteraction) onInteraction(\"useItem\", { id: item.id });\n confirmOpen.set(false);\n confirmItem.set(null);\n });\n };\n\n const cancelConfirm = () => {\n delay(() => {\n confirmOpen.set(false);\n confirmItem.set(null);\n });\n };\n\n function confirmSelect(index) {\n return function() {\n selectedConfirm.set(index);\n if (index === 0) {\n confirmUse();\n return;\n }\n cancelConfirm();\n }\n }\n\n const confirmControls = signal({\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n if (!confirmOpen()) return;\n navConfirm.next(-1);\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n if (!confirmOpen()) return;\n navConfirm.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (!confirmOpen()) return;\n confirmSelect(selectedConfirm())();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (!confirmOpen()) return;\n cancelConfirm();\n }\n }\n });\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n nav.next(-1);\n }\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n selectedTab.update((value) => (value - 1 + tabs.length) % tabs.length);\n selectedItem.set(0);\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n selectedTab.update((value) => (value + 1) % tabs.length);\n selectedItem.set(0);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n nav.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (confirmOpen()) {\n confirmSelect(selectedConfirm())();\n return;\n }\n requestUseItem(selectedItem());\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (confirmOpen()) {\n cancelConfirm();\n return;\n }\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n\n 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keyboardControls = engine.globalConfig.keyboardControls;\n\n const selectedItem = signal(0);\n const selectedTab = signal(0);\n const selectedConfirm = signal(0);\n const confirmOpen = signal(false);\n const confirmItem = signal(null);\n\n const { data, onInteraction, onBack } = defineProps();\n\n const items = computed(() => data().items);\n\n const tabs = [\n { id: \"item\", label: \"Items\" },\n { id: \"weapon\", label: \"Weapons\" },\n { id: \"armor\", label: \"Armor\" }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeItems = computed(() => {\n const value = resolveProp(items);\n return Array.isArray(value) ? value : [];\n });\n\n const filteredItems = computed(() => {\n const items = safeItems();\n const tab = tabs[selectedTab()];\n if (!tab) return [];\n return items.filter((item) => item.type === tab.id && (item.quantity ?? 1) > 0);\n });\n\n const confirmOptions = [\n { id: \"use\", label: \"Use\" },\n { id: \"cancel\", label: \"Cancel\" }\n ];\n\n const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, \"wrap\");\n const navConfirm = createTabindexNavigator(selectedConfirm, { count: () => confirmOptions.length }, \"wrap\");\n const currentItem = computed(() => filteredItems()[selectedItem()]);\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId)\n });\n\n const clampSelection = () => {\n const count = filteredItems().length;\n if (count === 0) {\n selectedItem.set(0);\n return;\n }\n if (selectedItem() >= count) {\n selectedItem.set(count - 1);\n }\n };\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index);\n requestUseItem(index);\n }\n }\n\n function selectTab(index) {\n return function() {\n selectedItem.set(0);\n selectedTab.set(index);\n }\n }\n\n const useItem = (index) => {\n const item = filteredItems()[index];\n if (!item || !item.usable) return;\n if (onInteraction) onInteraction(\"useItem\", { id: 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@@ -1,4 +1,5 @@
1
1
  import { inject } from "../../../core/inject.js";
2
+ import { getKeyboardControlBind } from "../../../services/actionInput.js";
2
3
  import { getEntityProp } from "../../../utils/getEntityProp.js";
3
4
  import __ce_component$1 from "../save-load.ce.js";
4
5
  import __ce_component$2 from "./items-menu.ce.js";
@@ -186,7 +187,7 @@ function component($$props) {
186
187
  }
187
188
  },
188
189
  action: {
189
- bind: keyboardControls.action,
190
+ bind: getKeyboardControlBind(keyboardControls.action),
190
191
  keyDown() {
191
192
  if (saveOverlay()) return;
192
193
  if (view() !== "menu") return;
@@ -235,7 +236,7 @@ function component($$props) {
235
236
  }), h(DOMElement, {
236
237
  element: "div",
237
238
  attrs: { class: "rpg-ui-main-menu-list" }
238
- }, loop(menuEntries(), (entry, index) => h(DOMElement, {
239
+ }, loop(computed(() => menuEntries()), (entry, index) => h(DOMElement, {
239
240
  element: "div",
240
241
  attrs: {
241
242
  class: ["rpg-ui-menu-item", computed(() => ({ disabled: isMenuDisabled(entry) }))],
@@ -1 +1 @@
1
- {"version":3,"file":"main-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/main-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={menuControls}>\n <div class=\"rpg-ui-main-menu rpg-anim-fade-in\">\n <div class=\"rpg-ui-main-menu-layout\">\n <div class=\"rpg-ui-main-menu-left rpg-ui-menu rpg-ui-panel\">\n <div class=\"rpg-ui-menu-header\">Menu</div>\n <div class=\"rpg-ui-main-menu-list\">\n @for ((entry,index) of menuEntries()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isMenuDisabled(entry)}}\n data-selected={selectedMenu() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectMenu(index)}\n >{entry.label}</div>\n }\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-right\">\n @if (view() === \"menu\") {\n <div class=\"rpg-ui-panel\">\n <div class=\"rpg-ui-main-menu-section-title\">Status</div>\n <div class=\"rpg-ui-main-menu-status-card\">\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Level</div>\n <div class=\"rpg-ui-main-menu-status-value\">{level()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Gold</div>\n <div class=\"rpg-ui-main-menu-status-value\">{gold()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">HP {hp()}/{hpMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill hp\" style={{width: hpPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">SP {sp()}/{spMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill sp\" style={{width: spPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\" style={{gridColumn: \"span 2\"}}>\n <div class=\"rpg-ui-main-menu-status-label\">EXP {exp()}/{expForNextlevel()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill exp\" style={{width: expPercent}}></div>\n </div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-section-title\">Parameters</div>\n <div class=\"rpg-ui-main-menu-params\">\n @for ((param,index) of paramsList) {\n <div class=\"rpg-ui-main-menu-param\">\n <span>{param.label}</span>\n <span>{param.value}</span>\n </div>\n }\n </div>\n </div>\n }\n @if (view() === \"items\") {\n <ItemsMenu data={data} onInteraction={onInteraction} onBack={goBack} />\n }\n @if (view() === \"skills\") {\n <SkillsMenu data={data} onBack={goBack} />\n }\n @if (view() === \"equip\") {\n <EquipMenu data={data} onInteraction={onInteraction} onBack={goBack} />\n }\n @if (view() === \"options\") {\n <OptionsMenu onBack={goBack} />\n }\n @if (view() === \"exit\") {\n <ExitMenu onConfirm={confirmExit} onBack={goBack} />\n }\n </div>\n </div>\n @if (saveOverlay) {\n <div class=\"rpg-ui-main-menu-overlay\">\n <div class=\"rpg-ui-main-menu-overlay-backdrop\"></div>\n <div class=\"rpg-ui-main-menu-overlay-content\">\n <SaveLoadComponent\n data={saveLoadData}\n onFinish={closeSaveOverlay}\n />\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import SaveLoadComponent from \"../save-load.ce\";\n import ItemsMenu from \"./items-menu.ce\";\n import SkillsMenu from \"./skills-menu.ce\";\n import EquipMenu from \"./equip-menu.ce\";\n import OptionsMenu from \"./options-menu.ce\";\n import ExitMenu from \"./exit-menu.ce\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const currentPlayer = engine.scene.currentPlayer;\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { data, onFinish, onInteraction } = defineProps();\n const { menus, items, skills, equips, saveLoad } = data();\n\n const defaultMenus = [\n { id: \"items\", label: \"Items\" },\n { id: \"skills\", label: \"Skills\" },\n { id: \"equip\", label: \"Equip\" },\n { id: \"options\", label: \"Options\" },\n { id: \"save\", label: \"Save\" },\n { id: \"exit\", label: \"Exit\" }\n ];\n\n const menuEntries = computed(() => {\n if (menus && Array.isArray(menus) && menus.length) return menus;\n return defaultMenus;\n });\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const saveLoadData = computed(() => resolveProp(saveLoad) || {});\n const saveLoadMode = computed(() => saveLoadData().mode || \"load\");\n const saveLoadSlots = computed(() => saveLoadData().slots || []);\n const saveLoadCanSave = computed(() => saveLoadData().canSave !== false);\n\n const isMenuDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n if (entry.id === \"save\" && !saveLoadCanSave()) return true;\n return false;\n };\n\n const selectedMenu = signal(0);\n const view = signal(\"menu\");\n const saveOverlay = signal(false);\n\n const selectableIndexes = computed(() => {\n const entries = menuEntries();\n return entries\n .map((entry, index) => (isMenuDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n if (!available.includes(current)) {\n selectedMenu.set(available[0]);\n }\n });\n\n const moveMenu = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n selectedMenu.set(available[nextIndex]);\n };\n\n function selectMenu(index) {\n return function() {\n selectedMenu.set(index);\n openMenu();\n }\n }\n\n const openMenu = () => {\n const entry = menuEntries()[selectedMenu()];\n if (!entry || isMenuDisabled(entry)) return;\n if (entry.id === \"save\") {\n saveOverlay.set(true);\n return;\n }\n if (entry.id === \"exit\") {\n view.set(\"exit\");\n return;\n }\n view.set(entry.id);\n };\n\n const goBack = () => {\n delay(() => {\n view.set(\"menu\");\n });\n };\n\n const closeSaveOverlay = () => {\n delay(() => {\n saveOverlay.set(false);\n view.set(\"menu\");\n });\n };\n\n const confirmExit = () => {\n if (onInteraction) onInteraction(\"exit\");\n };\n\n const hp = getEntityProp(currentPlayer, \"hp\");\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\");\n const sp = getEntityProp(currentPlayer, \"sp\");\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\");\n const level = getEntityProp(currentPlayer, \"level\");\n 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- {"version":3,"file":"options-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/options-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={controls}>\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Options</div>\n <div class=\"rpg-ui-menu-panel-body\">\n <div class=\"rpg-ui-menu-panel-details\">\n <div class=\"rpg-ui-menu-panel-details-title\">Options</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n Configure your preferences here.\n </div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const { onBack } = defineProps();\n\n const controls = signal({\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;AASM,SAAQ,UAAG,SAAA;CACJ,SAAA,OAAA;CACP,MAAG,cAAA,eAAA,OAAA;0BACK,OAAA,eAAA,EAAA,aAAA;CAEd,MAAC,EAAM,WAAA,YAAA;CAcC,OADY,EAAA,cAAgB;EAAA,OAAA;EAAA,QAAA;EAAA,UAZvB,OAAS;GAClB,QAAQ;IACR,MAAS,iBAAkB;;KAErB,IAAM,QACN,OAAA;IACN;;GAEA,SAAM,EACF,SAAQ,KACZ;EACJ,CACoC;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,iCAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,2BAAA;EAAA,aAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,yBAAA;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,4BAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,aAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,iCAAA;EAAA,aAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACxB;AACN;AAEA,IAAM,iBAEN"}
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1
- {"version":3,"file":"mobile.ce.js","names":[],"sources":["../../../../src/components/gui/mobile/mobile.ce"],"sourcesContent":["<Container justifyContent=\"space-between\" alignItems=\"flex-end\" width=\"100%\" height=\"100%\">\n <!-- Gamepad buttons A and B (left side) -->\n <Container justifyContent=\"flex-start\" alignItems=\"flex-end\" gap={20}>\n <Container display=\"flex\" direction=\"column\" gap={20} margin={50}>\n <!-- Button B (top) -->\n \n <!-- Button A (bottom) -->\n <Button \n text=\"A\"\n shape=\"circle\"\n width={70}\n height={70}\n controls={controlsInstance}\n controlName=\"action\"\n style={{\n backgroundColor: {\n normal: \"#2ecc71\",\n hover: \"#27ae60\",\n pressed: \"#229954\",\n disabled: \"#7f8c8d\"\n },\n text: {\n fontSize: 24,\n fontFamily: \"Arial Bold\",\n color: \"#ffffff\"\n }\n }}\n />\n\n <Button \n text=\"B\"\n shape=\"circle\"\n width={70}\n height={70}\n controls={controlsInstance}\n controlName=\"back\"\n style={{\n backgroundColor: {\n normal: \"#e74c3c\",\n hover: \"#c0392b\",\n pressed: \"#a93226\",\n disabled: \"#7f8c8d\"\n },\n text: {\n fontSize: 24,\n fontFamily: \"Arial Bold\",\n color: \"#ffffff\"\n }\n }}\n />\n\n </Container>\n </Container>\n \n <Container margin={100} alignItems=\"flex-end\">\n <Container>\n <Joystick \n controls={controlsInstance}\n outerColor=\"#34495e\"\n innerColor=\"#3498db\"\n />\n </Container>\n </Container>\n</Container>\n\n<script>\n import { signal, mount } from 'canvasengine'\n import { Button } from 'canvasengine'\n import { inject } from '../../../core/inject'\n import { RpgClientEngine } from '../../../RpgClientEngine'\n import { Direction } from '@rpgjs/common'\n\n\n const controlsInstance = signal(null)\n\n mount((element) => {\n const control = inject('KeyboardControls')\n controlsInstance.set(control)\n })\n</script>"],"mappings":";;;AASM,SAAS,UAAQ,SAAM;CACN,SAAE,OAAA;CACC,eAAA,OAAA;CAClB,MAAM,mBAAY,OAAA,IAAgB;CAC1C,OAAO,YAAS;EACZ,MAAM,UAAM,OAAO,kBAAA;EACnB,iBAAgB,IAAA,OAAA;CACpB,CAAC;CAEO,OADY,EAAE,WAAW;EAAA,gBAAO;EAAA,YAAA;EAAA,OAAA;EAAA,QAAA;CAAA,GAAA,CAAA,EAAA,WAAA;EAAA,gBAAA;EAAA,YAAA;EAAA,KAAA;CAAA,GAAA,EAAA,WAAA;EAAA,SAAA;EAAA,WAAA;EAAA,KAAA;EAAA,QAAA;CAAA,GAAA,CAAA,EAAA,QAAA;EAAA,MAAA;EAAA,OAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAAA;EAAA,aAAA;EAAA,OAAA;GAAA,iBAAA;IAAA,QAAA;IAAA,OAAA;IAAA,SAAA;IAAA,UAAA;GAAA;GAAA,MAAA;IAAA,UAAA;IAAA,YAAA;IAAA,OAAA;GAAA;EAAA;CAAA,CAAA,GAAA,EAAA,QAAA;EAAA,MAAA;EAAA,OAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAAA;EAAA,aAAA;EAAA,OAAA;GAAA,iBAAA;IAAA,QAAA;IAAA,OAAA;IAAA,SAAA;IAAA,UAAA;GAAA;GAAA,MAAA;IAAA,UAAA;IAAA,YAAA;IAAA,OAAA;GAAA;EAAA;CAAA,CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,WAAA;EAAA,QAAA;EAAA,YAAA;CAAA,GAAA,EAAA,WAAA,MAAA,EAAA,UAAA;EAAA,UAAA;EAAA,YAAA;EAAA,YAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CACrB;AACb;AAEA,IAAM,iBAEF"}
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- {"version":3,"file":"notification.ce.js","names":[],"sources":["../../../../src/components/gui/notification/notification.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" zIndex={100} class=\"notification\">\n <div class=\"rpg-ui-notifications\">\n @for ((notif,index) of notifications) {\n <div\n class=\"rpg-ui-notification\"\n data-type={notif.type || \"info\"}\n style={notificationStyle(notif)}\n >\n @if (notif.icon) {\n <div class=\"rpg-ui-notification-icon\">\n <DOMSprite sheet={iconSheet(notif.icon)} />\n </div>\n }\n <div class=\"rpg-ui-notification-message\">{notif.message}</div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<style>\n .notification {\n pointer-events: none !important;\n }\n</style>\n\n<script>\n import { effect, computed } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const notifications = computed(() => engine.notificationManager.stack());\n\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId),\n playing: \"default\"\n });\n\n effect(() => {\n const list = notifications();\n const rowHeight = 68;\n list.forEach((notif, index) => {\n notif.layoutY.set(index * rowHeight);\n });\n });\n\n const notificationStyle = (notif) => ({\n opacity: notif.opacity(),\n transform: `translateY(${notif.layoutY() + notif.offset()}px)`\n });\n</script>\n"],"mappings":";;;;AAUA,IAAI,OAAO,aAAa,aAAW;CACjC,IAAI,eAAe,SAAI,eAAA,0GAAA;CACvB,IAAI,CAAC,cAAS;EACZ,eAAa,SAAW,cAAO,OAAa;EAC5C,aAAa,KAAA;EACb,SAAI,KAAA,YAAA,YAAA;CACN;CACA,aAAY,cAAA;;AAGT,SAAA,UAAa,SAAA;CACK,SAAO,OAAS;CACnC,eAAA,OAAA;CACG,MAAA,SAAA,OAAA,eAAA;;CAEP,MAAC,aAAM,YAAA;EACH,YAAS,OAAQ,eAAiB,MAAA;EAClC,SAAS;CACb;;EAEI,MAAM,OAAO,cAAS;EACtB,MAAM,YAAA;;GAEN,MAAM,QAAY,IAAC,QAAW,SAAC;EAC/B,CAAC;CACL,CAAC;CACD,MAAM,qBAAA,WAAA;;EAEF,WAAW,cAAE,MAAA,QAAA,IAAA,MAAA,OAAA,EAAA;CACjB;CAEQ,OADM,EAAA,cAAc;EAAA,OAAA;EAAA,QAAA;EAAA,QAAA;EAAA,OAAA,EAAA,OAAA,eAAA;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,uBAAA;CAAA,GAAA,KAAA,gBAAA,OAAA,UAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,aAAA,eAAA,MAAA,QAAA,MAAA;GAAA,OAAA,eAAA,kBAAA,KAAA,CAAA;EAAA;CAAA,GAAA,CAAA,KAAA,MAAA,YAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,2BAAA;CAAA,GAAA,EAAA,WAAA,EAAA,OAAA,eAAA,UAAA,MAAA,IAAA,CAAA,EAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,8BAAA;EAAA,aAAA,MAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACf;AACP;AAEA,IAAA,iBAEI"}
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+ {"version":3,"file":"notification.ce.js","names":[],"sources":["../../../../src/components/gui/notification/notification.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" zIndex={100} class=\"notification\">\n <div class=\"rpg-ui-notifications\">\n @for ((notif,index) of notifications) {\n <div\n class=\"rpg-ui-notification\"\n data-type={notif.type || \"info\"}\n style={notificationStyle(notif)}\n >\n @if (notif.icon) {\n <div class=\"rpg-ui-notification-icon\">\n <DOMSprite sheet={iconSheet(notif.icon)} />\n </div>\n }\n <div class=\"rpg-ui-notification-message\">{notif.message}</div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<style>\n .notification {\n pointer-events: none !important;\n }\n</style>\n\n<script>\n import { effect, computed } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const notifications = computed(() => engine.notificationManager.stack());\n\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId),\n playing: \"default\"\n });\n\n effect(() => {\n const list = notifications();\n const rowHeight = 68;\n list.forEach((notif, index) => {\n notif.layoutY.set(index * rowHeight);\n });\n });\n\n const notificationStyle = (notif) => ({\n opacity: notif.opacity(),\n transform: `translateY(${notif.layoutY() + notif.offset()}px)`\n });\n</script>\n"],"mappings":";;;;AAUA,IAAI,OAAO,aAAa,aAAW;CACjC,IAAI,eAAe,SAAI,eAAA,0GAAA;CACvB,IAAI,CAAC,cAAS;EACZ,eAAa,SAAW,cAAO,OAAa;EAC5C,aAAa,KAAA;EACb,SAAI,KAAA,YAAA,YAAA;CACN;CACA,aAAY,cAAA;;AAGT,SAAA,UAAa,SAAA;CACK,SAAO,OAAS;CACnC,eAAA,OAAA;CACG,MAAA,SAAA,OAAA,eAAA;;CAEP,MAAC,aAAM,YAAA;EACH,YAAS,OAAQ,eAAiB,MAAA;EAClC,SAAS;CACb;;EAEI,MAAM,OAAO,cAAS;EACtB,MAAM,YAAA;;GAEN,MAAM,QAAY,IAAC,QAAW,SAAC;EAC/B,CAAC;CACL,CAAC;CACD,MAAM,qBAAA,WAAA;;EAEF,WAAW,cAAE,MAAA,QAAA,IAAA,MAAA,OAAA,EAAA;CACjB;CAEQ,OADM,EAAA,cAAc;EAAA,OAAA;EAAA,QAAA;EAAA,QAAA;EAAA,OAAA,EAAA,OAAA,eAAA;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,uBAAA;CAAA,GAAA,KAAA,gBAAA,OAAA,UAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,aAAA,eAAA,MAAA,QAAA,MAAA;GAAA,OAAA,eAAA,kBAAA,KAAA,CAAA;EAAA;CAAA,GAAA,CAAA,KAAA,MAAA,YAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,2BAAA;CAAA,GAAA,EAAA,WAAA,EAAA,OAAA,eAAA,UAAA,MAAA,IAAA,CAAA,EAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,8BAAA;EAAA,aAAA,MAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACf;AACP;AAEA,IAAA,iBAAA"}
@@ -1,4 +1,5 @@
1
1
  import { inject } from "../../core/inject.js";
2
+ import { getKeyboardControlBind } from "../../services/actionInput.js";
2
3
  import { SaveClientService } from "../../services/save.js";
3
4
  import { RpgGui } from "../../Gui/Gui.js";
4
5
  import { RpgClientEngine } from "../../RpgClientEngine.js";
@@ -122,7 +123,7 @@ function component($$props) {
122
123
  }
123
124
  },
124
125
  action: {
125
- bind: keyboardControls.action,
126
+ bind: getKeyboardControlBind(keyboardControls.action),
126
127
  keyDown() {
127
128
  triggerSelect(selectedSlot());
128
129
  }
@@ -1 +1 @@
1
- {"version":3,"file":"save-load.ce.js","names":[],"sources":["../../../src/components/gui/save-load.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-save-load rpg-anim-fade-in\">\n <div class=\"rpg-ui-save-load-header\">\n <div class=\"rpg-ui-save-load-title\">{title()}</div>\n <div class=\"rpg-ui-save-load-subtitle\">{subtitle()}</div>\n </div>\n <Navigation tabindex={selectedSlot} controls={controls}>\n <div class=\"rpg-ui-save-load-list\">\n @for ((item,displayIndex) of displaySlots) {\n <div\n class=\"rpg-ui-save-load-slot\"\n class={{active: selectedSlot() === displayIndex}}\n tabindex={displayIndex}\n data-slot-index={displayIndex}\n click={selectSlot(displayIndex)}\n >\n <div class=\"rpg-ui-save-load-slot-index\">{item.label}</div>\n @if (item.slot) {\n <div class=\"rpg-ui-save-load-slot-meta\">\n <div class=\"rpg-ui-save-load-slot-line\">Level: {item.slot.level ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Exp: {item.slot.exp ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Map: {item.slot.map ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Date: {item.slot.date ?? \"-\"}</div>\n </div>\n }\n @else {\n <div class=\"rpg-ui-save-load-slot-empty\">Empty Slot</div>\n }\n </div>\n }\n </div>\n </Navigation>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect, createTabindexNavigator, mount } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { SaveClientService } from \"../../services/save\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { RpgGui } from \"../../Gui/Gui\";\n\n const engine = inject(RpgClientEngine);\n const saveClient = inject(SaveClientService);\n const gui = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const selectedSlot = signal(0);\n const DEFAULT_SLOTS = 4;\n const defaultSlots = () => Array.from({ length: DEFAULT_SLOTS }, () => null);\n const localSlots = signal(defaultSlots());\n\n const { data, onFinish } = defineProps();\n\n const title = computed(() => data().mode === \"save\" ? \"Save Game\" : \"Load Game\");\n const subtitle = computed(() => data().mode === \"save\"\n ? \"Choose a slot to overwrite or create.\"\n : \"Select a slot to load your progress.\"\n );\n\n const slotsValue = computed(() => localSlots());\n const displaySlots = computed(() => {\n const slots = slotsValue();\n const items = slots.map((slot, index) => ({\n kind: \"slot\",\n slot,\n slotIndex: index,\n label: `Slot ${index + 1}`,\n readonly: false\n }));\n if (!data().showAutoSlot) return items;\n const index = typeof data().autoSlotIndex === \"number\" ? data().autoSlotIndex : 0;\n const autoSlot = slots[index] ?? null;\n const readonly = data().mode === \"save\";\n return [\n {\n kind: \"auto\",\n slot: autoSlot,\n slotIndex: index,\n label: data().autoSlotLabel || \"Auto Save\",\n readonly\n },\n ...items\n ];\n });\n const nav = createTabindexNavigator(selectedSlot, { count: () => displaySlots().length }, \"wrap\");\n\n const canSelect = (item) => {\n if (item.readonly) return false;\n if (data().mode === \"load\" && !item.slot) return false;\n return true;\n };\n\n const normalizeSlotValue = (value) => {\n if (!value) return null;\n if (typeof value === \"string\") {\n try {\n return JSON.parse(value);\n } catch {\n return null;\n }\n }\n return value;\n };\n\n const normalizeSlots = (list) => {\n if (Array.isArray(list)) {\n const length = Math.max(list.length, DEFAULT_SLOTS);\n return Array.from({ length }, (_, index) => normalizeSlotValue(list[index]));\n }\n if (!list || typeof list !== \"object\") {\n return defaultSlots();\n }\n const keys = Object.keys(list).filter((key) => /^\\d+$/.test(key));\n const indices = keys.map((key) => Number(key)).filter((index) => index >= 0);\n const maxIndex = indices.length ? 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+ {"version":3,"file":"save-load.ce.js","names":[],"sources":["../../../src/components/gui/save-load.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-save-load rpg-anim-fade-in\">\n <div class=\"rpg-ui-save-load-header\">\n <div class=\"rpg-ui-save-load-title\">{title()}</div>\n <div class=\"rpg-ui-save-load-subtitle\">{subtitle()}</div>\n </div>\n <Navigation tabindex={selectedSlot} controls={controls}>\n <div class=\"rpg-ui-save-load-list\">\n @for ((item,displayIndex) of displaySlots) {\n <div\n class=\"rpg-ui-save-load-slot\"\n class={{active: selectedSlot() === displayIndex}}\n tabindex={displayIndex}\n data-slot-index={displayIndex}\n click={selectSlot(displayIndex)}\n >\n <div class=\"rpg-ui-save-load-slot-index\">{item.label}</div>\n @if (item.slot) {\n <div class=\"rpg-ui-save-load-slot-meta\">\n <div class=\"rpg-ui-save-load-slot-line\">Level: {item.slot.level ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Exp: {item.slot.exp ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Map: {item.slot.map ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Date: {item.slot.date ?? \"-\"}</div>\n </div>\n }\n @else {\n <div class=\"rpg-ui-save-load-slot-empty\">Empty Slot</div>\n }\n </div>\n }\n </div>\n </Navigation>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect, createTabindexNavigator, mount } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { SaveClientService } from \"../../services/save\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { getKeyboardControlBind } from \"../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const saveClient = inject(SaveClientService);\n const gui = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const selectedSlot = signal(0);\n const DEFAULT_SLOTS = 4;\n const defaultSlots = () => Array.from({ length: DEFAULT_SLOTS }, () => null);\n const localSlots = signal(defaultSlots());\n\n const { data, onFinish } = defineProps();\n\n const title = computed(() => data().mode === \"save\" ? \"Save Game\" : \"Load Game\");\n const subtitle = computed(() => data().mode === \"save\"\n ? \"Choose a slot to overwrite or create.\"\n : \"Select a slot to load your progress.\"\n );\n\n const slotsValue = computed(() => localSlots());\n const displaySlots = computed(() => {\n const slots = slotsValue();\n const items = slots.map((slot, index) => ({\n kind: \"slot\",\n slot,\n slotIndex: index,\n label: `Slot ${index + 1}`,\n readonly: false\n }));\n if (!data().showAutoSlot) return items;\n const index = typeof data().autoSlotIndex === \"number\" ? data().autoSlotIndex : 0;\n const autoSlot = slots[index] ?? null;\n const readonly = data().mode === \"save\";\n return [\n {\n kind: \"auto\",\n slot: autoSlot,\n slotIndex: index,\n label: data().autoSlotLabel || \"Auto Save\",\n readonly\n },\n ...items\n ];\n });\n const nav = createTabindexNavigator(selectedSlot, { count: () => displaySlots().length }, \"wrap\");\n\n const canSelect = (item) => {\n if (item.readonly) return false;\n if (data().mode === \"load\" && !item.slot) return false;\n return true;\n };\n\n const normalizeSlotValue = (value) => {\n if (!value) return null;\n if (typeof value === \"string\") {\n try {\n return JSON.parse(value);\n } catch {\n return null;\n }\n }\n return value;\n };\n\n const normalizeSlots = (list) => {\n if (Array.isArray(list)) {\n const length = Math.max(list.length, DEFAULT_SLOTS);\n return Array.from({ length }, (_, index) => normalizeSlotValue(list[index]));\n }\n if (!list || typeof list !== \"object\") {\n return defaultSlots();\n }\n const keys = Object.keys(list).filter((key) => /^\\d+$/.test(key));\n const indices = keys.map((key) => Number(key)).filter((index) => index >= 0);\n const maxIndex = indices.length ? 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@@ -1,4 +1,5 @@
1
1
  import { inject } from "../../../core/inject.js";
2
+ import { getKeyboardControlBind } from "../../../services/actionInput.js";
2
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
3
4
  import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, effect, h, loop, signal, useDefineProps, useProps } from "canvasengine";
4
5
  //#region src/components/gui/shop/shop.ce
@@ -210,7 +211,7 @@ function component($$props) {
210
211
  }
211
212
  },
212
213
  action: {
213
- bind: keyboardControls.action,
214
+ bind: getKeyboardControlBind(keyboardControls.action),
214
215
  keyDown() {
215
216
  const mode = selectedModeIndex() === 0 ? "buy" : "sell";
216
217
  tradeMode.set(mode);
@@ -253,7 +254,7 @@ function component($$props) {
253
254
  }
254
255
  },
255
256
  action: {
256
- bind: keyboardControls.action,
257
+ bind: getKeyboardControlBind(keyboardControls.action),
257
258
  keyDown() {
258
259
  if (quantityDialogOpen()) {
259
260
  const item = currentItem();
@@ -1 +1 @@
1
- {"version":3,"file":"shop.ce.js","names":[],"sources":["../../../../src/components/gui/shop/shop.ce"],"sourcesContent":[" <DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-shop-container rpg-anim-fade-in\">\n <div class=\"rpg-shop-header\">\n <div class=\"rpg-shop-merchant\">\n <div>\n @if (hasFace) {\n <div class=\"rpg-shop-merchant-avatar\">\n <DOMSprite \n sheet={faceSheet(face().id, face().expression)} \n width=\"50px\"\n height=\"50px\"\n objectFit=\"contain\"\n /> \n </div>\n }\n </div>\n <div class=\"rpg-shop-merchant-info\">\n <p>{{ shopMessage() }}</p>\n </div>\n </div>\n <div class=\"rpg-shop-gold\">\n {{ gold() }} {{ goldTerm }}\n </div>\n </div>\n\n <div class=\"rpg-shop-body\">\n <div class=\"rpg-shop-left\">\n @if (tradeView() === 'mode') {\n <div class=\"rpg-shop-content rpg-shop-content-mode\">\n <div class=\"rpg-shop-details rpg-shop-details-mode\">\n <div class=\"rpg-shop-details-header\">\n <div class=\"rpg-shop-details-icon\">🛒</div>\n <h2 style=\"margin: 0;\">Choose an action</h2>\n </div>\n <div class=\"rpg-shop-trade\">\n <Navigation tabindex={selectedModeIndex} controls={modeControls}>\n <div class=\"rpg-shop-tabs rpg-shop-trade-tabs\">\n <div\n class=\"rpg-shop-tab\"\n class={{active: selectedModeIndex() === 0}}\n click={selectMode('buy')}\n >Buy</div>\n <div\n class=\"rpg-shop-tab\"\n class={{active: selectedModeIndex() === 1}}\n click={selectMode('sell')}\n >Sell</div>\n </div>\n </Navigation>\n </div>\n </div>\n </div>\n }\n @else {\n <div>\n <Navigation tabindex={selectedTab} controls={tabControls}> \n <div class=\"rpg-shop-tabs\">\n @for ((tab,index) of tabs) {\n <div \n class=\"rpg-shop-tab\" \n class={{active: selectedTab() === index}} \n tabindex={index} \n click={selectTab(index)}\n >{{ tab.label }}</div>\n }\n </div>\n </Navigation>\n\n <div class=\"rpg-shop-content\">\n <div class=\"rpg-shop-grid\">\n <Navigation tabindex={selectedItem} controls={itemControls}> \n @for ((item,index) of filteredItems) { \n <div class=\"rpg-shop-card\" class={{disabled: isItemDisabled(item), selected: selectedItem() === index}} tabindex={index} click={selectItem(index)}>\n <div class=\"rpg-shop-card-icon\">\n @if (item.icon) {\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <div class=\"rpg-shop-card-name\">{{ item.name }}</div>\n <div class=\"rpg-shop-card-price\">{{ item.price }} {{ goldTerm }}</div>\n @if (item.quantity !== undefined) {\n <div class=\"rpg-shop-card-qty\">x{{ item.quantity }}</div>\n }\n @if (item.equipped) {\n <div class=\"rpg-shop-card-tag\">Equipped</div>\n }\n </div>\n }\n </Navigation>\n </div>\n\n <div class=\"rpg-shop-details\">\n <div class=\"rpg-shop-details-header\">\n <div class=\"rpg-shop-details-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"80px\"\n height=\"80px\"\n objectFit=\"contain\"\n />\n </div>\n <h2 style=\"margin: 0;\">{{ currentItem()?.name || \"\" }}</h2>\n <p style=\"color: #ffd700; font-weight: bold; margin: 8px 0;\">{{ currentItem()?.price ?? 0 }} {{ goldTerm }}</p>\n @if (currentItem()?.quantity !== undefined) {\n <div class=\"rpg-shop-details-qty\">Qty: x{{ currentItem()?.quantity }}</div>\n }\n </div>\n <div>\n @if (currentItem()?.equipped) {\n <div class=\"rpg-shop-equipped\">Already equipped</div>\n }\n </div>\n <div class=\"rpg-shop-details-desc\">\n {{ currentItem()?.description || \"\" }}\n </div>\n <div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-shop-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-shop-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-shop-stat-key\">{{ stat.label }}</div>\n <div class=\"rpg-shop-stat-value\">\n {{ stat.delta > 0 ? '+' : '' }}{{ stat.delta }}\n </div>\n @if (stat.current !== undefined) {\n <div class=\"rpg-shop-stat-current\">{{ stat.current }} → {{ stat.next }}</div>\n }\n </div>\n }\n </div>\n }\n </div>\n <button class=\"rpg-shop-btn\" click={backToMode()}>Back</button>\n </div>\n </div>\n </div>\n }\n @if (quantityDialogOpen) {\n <div class=\"rpg-shop-modal\">\n <div class=\"rpg-shop-modal-card\">\n <div class=\"rpg-shop-modal-title\">{{ actionLabel }}</div>\n <div class=\"rpg-shop-modal-item\">{{ currentItem()?.name || \"\" }}</div>\n @if (currentItem()?.quantity !== undefined) {\n <div class=\"rpg-shop-modal-qty\">Available: x{{ currentItem()?.quantity }}</div>\n }\n <div class=\"rpg-shop-quantity\">\n <div class=\"rpg-shop-quantity-label\">Quantity</div>\n <div class=\"rpg-shop-quantity-controls\">\n <button class=\"rpg-shop-btn\" click={changeQuantity(-1)}>-</button>\n <div class=\"rpg-shop-quantity-value\">{{ quantity }}</div>\n <button class=\"rpg-shop-btn\" click={changeQuantity(1)}>+</button>\n </div>\n </div>\n <div class=\"rpg-shop-modal-total\">\n <span>Total</span>\n <span>{{ totalPrice() }} {{ goldTerm }}</span>\n </div>\n <div class=\"rpg-shop-modal-actions\">\n <button class=\"rpg-shop-btn rpg-shop-btn-secondary\" click={closeQuantityDialog()}>Cancel</button>\n <button class=\"rpg-shop-btn\" click={confirmTrade()}>\n {{ actionLabel() }} x{{ quantity() }}\n </button>\n </div>\n </div>\n </div>\n }\n </div>\n </div>\n </div>\n </DOMContainer>\n\n<script>\n import { mount, signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine)\n const currentPlayer = engine.scene.currentPlayer\n const keyboardControls = engine.globalConfig.keyboardControls\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId),\n playing: \"default\"\n })\n const goldTerm = engine.globalConfig.goldTerm || 'G'\n\n const selectedItem = signal(0)\n const selectedTab = signal(0)\n const tradeMode = signal('buy')\n const tradeView = signal('mode')\n const selectedModeIndex = signal(0)\n const quantity = signal(1)\n const quantityDialogOpen = signal(false)\n const defaultMessage = 'Welcome to my shop!'\n const tabs = [\n { id: 'item', label: 'Items' },\n { id: 'weapon', label: 'Weapons' },\n { id: 'armor', label: 'Armor' }\n ]\n\n const { data, onInteraction , onFinish } = defineProps()\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value\n const guiData = computed(() => resolveProp(data) || {})\n const shopMessage = computed(() => {\n const message = resolveProp(guiData().message)\n return message ? String(message) : defaultMessage\n })\n const face = computed(() => resolveProp(guiData().face))\n const hasFace = computed(() => {\n const value = face()\n return value && value.id\n })\n const buyItems = computed(() => guiData().items || [])\n const sellItems = computed(() => guiData().sellItems || [])\n const activeItems = computed(() => tradeMode() === 'buy' ? buyItems() : sellItems())\n const filteredItems = computed(() => {\n const tab = tabs[selectedTab()]\n const items = activeItems()\n if (!tab) return []\n return items.filter((item) => item?.type === tab.id)\n })\n const currentItem = computed(() => filteredItems()[selectedItem()])\n const gold = computed(() => currentPlayer()._gold())\n const actionLabel = computed(() => tradeMode() === 'buy' ? 'Buy' : 'Sell')\n const faceSheet = (graphicId, animationName) => ({\n definition: engine.getSpriteSheet(graphicId),\n playing: animationName || \"default\"\n })\n const maxQuantity = computed(() => {\n const item = currentItem()\n if (!item) return 0\n const price = item?.price || 0\n if (price <= 0) return 0\n if (tradeMode() === 'sell') {\n const qty = item?.quantity ?? 0\n return Math.max(0, qty)\n }\n return Math.max(1, Math.floor(gold() / price))\n })\n const totalPrice = computed(() => {\n const price = currentItem()?.price || 0\n return price * quantity()\n })\n const displayStats = computed(() => {\n const stats = currentItem()?.stats || {}\n const params = guiData().playerParams || {}\n const order = ['atk', 'def', 'pdef', 'sdef', 'str', 'dex', 'int', 'agi', 'maxHp', 'maxSp']\n const labels = {\n atk: 'ATK',\n def: 'DEF',\n pdef: 'PDEF',\n sdef: 'SDEF',\n str: 'STR',\n dex: 'DEX',\n int: 'INT',\n agi: 'AGI',\n maxHp: 'MAX HP',\n maxSp: 'MAX SP'\n }\n const orderedKeys = order.filter((key) => stats[key] !== undefined)\n const extraKeys = Object.keys(stats).filter((key) => !order.includes(key))\n const keys = orderedKeys.concat(extraKeys)\n const list = []\n for (const key of keys) {\n const delta = stats[key]\n if (delta === undefined || delta === 0) continue\n let current = params[key]\n if (current === undefined && key === 'def') current = params.pdef\n const next = current !== undefined ? current + delta : undefined\n list.push({\n key,\n label: labels[key] || key.toUpperCase(),\n delta,\n current,\n next\n })\n }\n return list\n })\n const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, 'wrap')\n const navTab = createTabindexNavigator(selectedTab, { count: () => tabs.length }, 'wrap')\n const navMode = createTabindexNavigator(selectedModeIndex, { count: () => 2 }, 'wrap')\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index)\n quantity.set(1)\n if (!isItemDisabled(filteredItems()[index])) {\n quantityDialogOpen.set(true)\n }\n }\n }\n\n function selectTab(index) {\n return function() {\n selectedTab.set(index)\n selectedItem.set(0)\n }\n }\n\n function selectMode(mode) {\n return function() {\n tradeMode.set(mode)\n selectedModeIndex.set(mode === 'buy' ? 0 : 1)\n selectedItem.set(0)\n quantity.set(1)\n tradeView.set('items')\n }\n }\n\n function isItemDisabled(item) {\n if (!item) return true\n const price = item?.price || 0\n if (price <= 0) return true\n if (tradeMode() === 'sell') {\n const qty = item?.quantity ?? 0\n return qty <= 0\n }\n return gold() < price\n }\n\n function backToMode() {\n return function() {\n tradeView.set('mode')\n }\n }\n\n function changeQuantity(delta) {\n return function() {\n const limit = maxQuantity()\n if (limit <= 0) return\n const nextValue = Math.max(1, Math.min(limit, quantity() + delta))\n if (nextValue !== quantity()) {\n quantity.set(nextValue)\n }\n }\n }\n\n function closeQuantityDialog() {\n return function() {\n quantityDialogOpen.set(false)\n }\n }\n\n function confirmTrade() {\n return function() {\n const item = currentItem()\n if (!item || isItemDisabled(item)) {\n quantityDialogOpen.set(false)\n return\n }\n const action = tradeMode() === 'buy' ? 'buyItem' : 'sellItem'\n onInteraction(action, { id: item.id, nb: quantity() })\n quantityDialogOpen.set(false)\n }\n }\n\n effect(() => {\n const count = filteredItems().length\n if (selectedItem() >= count) {\n selectedItem.set(Math.max(0, count - 1))\n }\n })\n\n const modeControls = signal({\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n navMode.next(-1)\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n navMode.next(1)\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n const mode = selectedModeIndex() === 0 ? 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+ {"version":3,"file":"shop.ce.js","names":[],"sources":["../../../../src/components/gui/shop/shop.ce"],"sourcesContent":[" <DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-shop-container rpg-anim-fade-in\">\n <div class=\"rpg-shop-header\">\n <div class=\"rpg-shop-merchant\">\n <div>\n @if (hasFace) {\n <div class=\"rpg-shop-merchant-avatar\">\n <DOMSprite \n sheet={faceSheet(face().id, face().expression)} \n width=\"50px\"\n height=\"50px\"\n objectFit=\"contain\"\n /> \n </div>\n }\n </div>\n <div class=\"rpg-shop-merchant-info\">\n <p>{{ shopMessage() }}</p>\n </div>\n </div>\n <div class=\"rpg-shop-gold\">\n {{ gold() }} {{ goldTerm }}\n </div>\n </div>\n\n <div class=\"rpg-shop-body\">\n <div class=\"rpg-shop-left\">\n @if (tradeView() === 'mode') {\n <div class=\"rpg-shop-content rpg-shop-content-mode\">\n <div class=\"rpg-shop-details rpg-shop-details-mode\">\n <div class=\"rpg-shop-details-header\">\n <div class=\"rpg-shop-details-icon\">🛒</div>\n <h2 style=\"margin: 0;\">Choose an action</h2>\n </div>\n <div class=\"rpg-shop-trade\">\n <Navigation tabindex={selectedModeIndex} controls={modeControls}>\n <div class=\"rpg-shop-tabs rpg-shop-trade-tabs\">\n <div\n class=\"rpg-shop-tab\"\n class={{active: selectedModeIndex() === 0}}\n click={selectMode('buy')}\n >Buy</div>\n <div\n class=\"rpg-shop-tab\"\n class={{active: selectedModeIndex() === 1}}\n click={selectMode('sell')}\n >Sell</div>\n </div>\n </Navigation>\n </div>\n </div>\n </div>\n }\n @else {\n <div>\n <Navigation tabindex={selectedTab} controls={tabControls}> \n <div class=\"rpg-shop-tabs\">\n @for ((tab,index) of tabs) {\n <div \n class=\"rpg-shop-tab\" \n class={{active: selectedTab() === index}} \n tabindex={index} \n click={selectTab(index)}\n >{{ tab.label }}</div>\n }\n </div>\n </Navigation>\n\n <div class=\"rpg-shop-content\">\n <div class=\"rpg-shop-grid\">\n <Navigation tabindex={selectedItem} controls={itemControls}> \n @for ((item,index) of filteredItems) { \n <div class=\"rpg-shop-card\" class={{disabled: isItemDisabled(item), selected: selectedItem() === index}} tabindex={index} click={selectItem(index)}>\n <div class=\"rpg-shop-card-icon\">\n @if (item.icon) {\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <div class=\"rpg-shop-card-name\">{{ item.name }}</div>\n <div class=\"rpg-shop-card-price\">{{ item.price }} {{ goldTerm }}</div>\n @if (item.quantity !== undefined) {\n <div class=\"rpg-shop-card-qty\">x{{ item.quantity }}</div>\n }\n @if (item.equipped) {\n <div class=\"rpg-shop-card-tag\">Equipped</div>\n }\n </div>\n }\n </Navigation>\n </div>\n\n <div class=\"rpg-shop-details\">\n <div class=\"rpg-shop-details-header\">\n <div class=\"rpg-shop-details-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"80px\"\n height=\"80px\"\n objectFit=\"contain\"\n />\n </div>\n <h2 style=\"margin: 0;\">{{ currentItem()?.name || \"\" }}</h2>\n <p style=\"color: #ffd700; font-weight: bold; margin: 8px 0;\">{{ currentItem()?.price ?? 0 }} {{ goldTerm }}</p>\n @if (currentItem()?.quantity !== undefined) {\n <div class=\"rpg-shop-details-qty\">Qty: x{{ currentItem()?.quantity }}</div>\n }\n </div>\n <div>\n @if (currentItem()?.equipped) {\n <div class=\"rpg-shop-equipped\">Already equipped</div>\n }\n </div>\n <div class=\"rpg-shop-details-desc\">\n {{ currentItem()?.description || \"\" }}\n </div>\n <div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-shop-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-shop-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-shop-stat-key\">{{ stat.label }}</div>\n <div class=\"rpg-shop-stat-value\">\n {{ stat.delta > 0 ? '+' : '' }}{{ stat.delta }}\n </div>\n @if (stat.current !== undefined) {\n <div class=\"rpg-shop-stat-current\">{{ stat.current }} → {{ stat.next }}</div>\n }\n </div>\n }\n </div>\n }\n </div>\n <button class=\"rpg-shop-btn\" click={backToMode()}>Back</button>\n </div>\n </div>\n </div>\n }\n @if (quantityDialogOpen) {\n <div class=\"rpg-shop-modal\">\n <div class=\"rpg-shop-modal-card\">\n <div class=\"rpg-shop-modal-title\">{{ actionLabel }}</div>\n <div class=\"rpg-shop-modal-item\">{{ currentItem()?.name || \"\" }}</div>\n @if (currentItem()?.quantity !== undefined) {\n <div class=\"rpg-shop-modal-qty\">Available: x{{ currentItem()?.quantity }}</div>\n }\n <div class=\"rpg-shop-quantity\">\n <div class=\"rpg-shop-quantity-label\">Quantity</div>\n <div class=\"rpg-shop-quantity-controls\">\n <button class=\"rpg-shop-btn\" click={changeQuantity(-1)}>-</button>\n <div class=\"rpg-shop-quantity-value\">{{ quantity }}</div>\n <button class=\"rpg-shop-btn\" click={changeQuantity(1)}>+</button>\n </div>\n </div>\n <div class=\"rpg-shop-modal-total\">\n <span>Total</span>\n <span>{{ totalPrice() }} {{ goldTerm }}</span>\n </div>\n <div class=\"rpg-shop-modal-actions\">\n <button class=\"rpg-shop-btn rpg-shop-btn-secondary\" click={closeQuantityDialog()}>Cancel</button>\n <button class=\"rpg-shop-btn\" click={confirmTrade()}>\n {{ actionLabel() }} x{{ quantity() }}\n </button>\n </div>\n </div>\n </div>\n }\n </div>\n </div>\n </div>\n </DOMContainer>\n\n<script>\n import { mount, signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine)\n const currentPlayer = engine.scene.currentPlayer\n const keyboardControls = engine.globalConfig.keyboardControls\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId),\n playing: \"default\"\n })\n const goldTerm = engine.globalConfig.goldTerm || 'G'\n\n const selectedItem = signal(0)\n const selectedTab = signal(0)\n const tradeMode = signal('buy')\n const tradeView = signal('mode')\n const selectedModeIndex = signal(0)\n const quantity = signal(1)\n const quantityDialogOpen = signal(false)\n const defaultMessage = 'Welcome to my shop!'\n const tabs = [\n { id: 'item', label: 'Items' },\n { id: 'weapon', label: 'Weapons' },\n { id: 'armor', label: 'Armor' }\n ]\n\n const { data, onInteraction , onFinish } = defineProps()\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value\n const guiData = computed(() => resolveProp(data) || {})\n const shopMessage = computed(() => {\n const message = resolveProp(guiData().message)\n return message ? String(message) : defaultMessage\n })\n const face = computed(() => resolveProp(guiData().face))\n const hasFace = computed(() => {\n const value = face()\n return value && value.id\n })\n const buyItems = computed(() => guiData().items || [])\n const sellItems = computed(() => guiData().sellItems || [])\n const activeItems = computed(() => tradeMode() === 'buy' ? buyItems() : sellItems())\n const filteredItems = computed(() => {\n const tab = tabs[selectedTab()]\n const items = activeItems()\n if (!tab) return []\n return items.filter((item) => item?.type === tab.id)\n })\n const currentItem = computed(() => filteredItems()[selectedItem()])\n const gold = computed(() => currentPlayer()._gold())\n const actionLabel = computed(() => tradeMode() === 'buy' ? 'Buy' : 'Sell')\n const faceSheet = (graphicId, animationName) => ({\n definition: engine.getSpriteSheet(graphicId),\n playing: animationName || \"default\"\n })\n const maxQuantity = computed(() => {\n const item = currentItem()\n if (!item) return 0\n const price = item?.price || 0\n if (price <= 0) return 0\n if (tradeMode() === 'sell') {\n const qty = item?.quantity ?? 0\n return Math.max(0, qty)\n }\n return Math.max(1, Math.floor(gold() / price))\n })\n const totalPrice = computed(() => {\n const price = currentItem()?.price || 0\n return price * quantity()\n })\n const displayStats = computed(() => {\n const stats = currentItem()?.stats || {}\n const params = guiData().playerParams || {}\n const order = ['atk', 'def', 'pdef', 'sdef', 'str', 'dex', 'int', 'agi', 'maxHp', 'maxSp']\n const labels = {\n atk: 'ATK',\n def: 'DEF',\n pdef: 'PDEF',\n sdef: 'SDEF',\n str: 'STR',\n dex: 'DEX',\n int: 'INT',\n agi: 'AGI',\n maxHp: 'MAX HP',\n maxSp: 'MAX SP'\n }\n const orderedKeys = order.filter((key) => stats[key] !== undefined)\n const extraKeys = Object.keys(stats).filter((key) => !order.includes(key))\n const keys = orderedKeys.concat(extraKeys)\n const list = []\n for (const key of keys) {\n const delta = stats[key]\n if (delta === undefined || delta === 0) continue\n let current = params[key]\n if (current === undefined && key === 'def') current = params.pdef\n const next = current !== undefined ? current + delta : undefined\n list.push({\n key,\n label: labels[key] || key.toUpperCase(),\n delta,\n current,\n next\n })\n }\n return list\n })\n const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, 'wrap')\n const navTab = createTabindexNavigator(selectedTab, { count: () => tabs.length }, 'wrap')\n const navMode = createTabindexNavigator(selectedModeIndex, { count: () => 2 }, 'wrap')\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index)\n quantity.set(1)\n if (!isItemDisabled(filteredItems()[index])) {\n quantityDialogOpen.set(true)\n }\n }\n }\n\n function selectTab(index) {\n return function() {\n selectedTab.set(index)\n selectedItem.set(0)\n }\n }\n\n function selectMode(mode) {\n return function() {\n tradeMode.set(mode)\n selectedModeIndex.set(mode === 'buy' ? 0 : 1)\n selectedItem.set(0)\n quantity.set(1)\n tradeView.set('items')\n }\n }\n\n function isItemDisabled(item) {\n if (!item) return true\n const price = item?.price || 0\n if (price <= 0) return true\n if (tradeMode() === 'sell') {\n const qty = item?.quantity ?? 0\n return qty <= 0\n }\n return gold() < price\n }\n\n function backToMode() {\n return function() {\n tradeView.set('mode')\n }\n }\n\n function changeQuantity(delta) {\n return function() {\n const limit = maxQuantity()\n if (limit <= 0) return\n const nextValue = Math.max(1, Math.min(limit, quantity() + delta))\n if (nextValue !== quantity()) {\n quantity.set(nextValue)\n }\n }\n }\n\n function closeQuantityDialog() {\n return function() {\n quantityDialogOpen.set(false)\n }\n }\n\n function confirmTrade() {\n return function() {\n const item = currentItem()\n if (!item || isItemDisabled(item)) {\n quantityDialogOpen.set(false)\n return\n }\n const action = tradeMode() === 'buy' ? 'buyItem' : 'sellItem'\n onInteraction(action, { id: item.id, nb: quantity() })\n quantityDialogOpen.set(false)\n }\n }\n\n effect(() => {\n const count = filteredItems().length\n if (selectedItem() >= count) {\n selectedItem.set(Math.max(0, count - 1))\n }\n })\n\n const modeControls = signal({\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n navMode.next(-1)\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n navMode.next(1)\n }\n },\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n const mode = selectedModeIndex() === 0 ? 'buy' : 'sell'\n tradeMode.set(mode)\n selectedItem.set(0)\n quantity.set(1)\n tradeView.set('items')\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n onFinish()\n }\n },\n gamepad: {\n enabled: true\n }\n });\n\n const itemControls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (quantityDialogOpen()) {\n changeQuantity(1)()\n return\n }\n nav.next(-1)\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (quantityDialogOpen()) {\n changeQuantity(-1)()\n return\n }\n nav.next(1)\n }\n },\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (quantityDialogOpen()) {\n const item = currentItem()\n if (!item || isItemDisabled(item)) {\n quantityDialogOpen.set(false)\n return\n }\n const action = tradeMode() === 'buy' ? 'buyItem' : 'sellItem'\n onInteraction(action, { id: item.id, nb: quantity() })\n quantityDialogOpen.set(false)\n return\n }\n const item = currentItem()\n if (!isItemDisabled(item)) {\n quantityDialogOpen.set(true)\n }\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (quantityDialogOpen()) {\n quantityDialogOpen.set(false)\n return\n }\n tradeView.set('mode')\n }\n },\n gamepad: {\n enabled: true\n }\n });\n\n const tabControls = signal({\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n if (quantityDialogOpen()) return\n navTab.next(-1)\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n if (quantityDialogOpen()) return\n navTab.next(1)\n }\n },\n gamepad: {\n enabled: true\n }\n 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@@ -1,4 +1,5 @@
1
1
  import { inject } from "../../core/inject.js";
2
+ import { getKeyboardControlBind } from "../../services/actionInput.js";
2
3
  import { RpgGui } from "../../Gui/Gui.js";
3
4
  import { RpgClientEngine } from "../../RpgClientEngine.js";
4
5
  import { DOMContainer, DOMElement, Navigation, computed, cond, effect, h, loop, signal, useDefineProps, useProps } from "canvasengine";
@@ -107,7 +108,7 @@ function component($$props) {
107
108
  }
108
109
  },
109
110
  action: {
110
- bind: keyboardControls.action,
111
+ bind: getKeyboardControlBind(keyboardControls.action),
111
112
  keyDown() {
112
113
  if (guiService.isDisplaying(PrebuiltGui.Save)) return;
113
114
  triggerSelect(selectedEntry());
@@ -140,7 +141,7 @@ function component($$props) {
140
141
  }, h(DOMElement, {
141
142
  element: "div",
142
143
  attrs: { class: "rpg-ui-menu rpg-ui-title-screen-menu rpg-anim-slide-up" }
143
- }, loop(entryList(), (entry, index) => h(DOMElement, {
144
+ }, loop(computed(() => entryList()), (entry, index) => h(DOMElement, {
144
145
  element: "div",
145
146
  attrs: {
146
147
  class: ["rpg-ui-menu-item", computed(() => ({ disabled: isEntryDisabled(entry) }))],