@rpgjs/client 5.0.0-beta.13 → 5.0.0-beta.15

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -1,5 +1,20 @@
1
1
  # @rpgjs/client
2
2
 
3
+ ## 5.0.0-beta.15
4
+
5
+ ### Patch Changes
6
+
7
+ - dba133e: Queue early changeMap packets until the client has finished loading modules and GUI definitions.
8
+ - @rpgjs/server@5.0.0-beta.15
9
+
10
+ ## 5.0.0-beta.14
11
+
12
+ ### Patch Changes
13
+
14
+ - Updated dependencies [c96b31a]
15
+ - @rpgjs/common@5.0.0-beta.14
16
+ - @rpgjs/server@5.0.0-beta.14
17
+
3
18
  ## 5.0.0-beta.13
4
19
 
5
20
  ### Patch Changes
package/dist/Game/Map.js CHANGED
@@ -8,6 +8,14 @@ import { RpgClientEngine } from "../RpgClientEngine.js";
8
8
  import { computed, signal } from "canvasengine";
9
9
  import { RpgCommonMap, cloneLightingState, normalizeLightingState } from "@rpgjs/common";
10
10
  //#region src/Game/Map.ts
11
+ var lightingColorsEqual = (left, right) => {
12
+ if (Array.isArray(left) || Array.isArray(right)) return Array.isArray(left) && Array.isArray(right) && left.length === right.length && left.every((value, index) => value === right[index]);
13
+ return left === right;
14
+ };
15
+ var lightSpotsEqual = (left, right) => {
16
+ if (!left) return false;
17
+ return left.id === right.id && left.x === right.x && left.y === right.y && left.radius === right.radius && left.intensity === right.intensity && lightingColorsEqual(left.color, right.color) && left.flicker === right.flicker && left.flickerSpeed === right.flickerSpeed && left.pulse === right.pulse && left.pulseSpeed === right.pulseSpeed && left.phase === right.phase;
18
+ };
11
19
  var RpgClientMap = class extends RpgCommonMap {
12
20
  constructor() {
13
21
  super();
@@ -87,10 +95,13 @@ var RpgClientMap = class extends RpgCommonMap {
87
95
  id
88
96
  }] })?.spots?.[0];
89
97
  if (!nextSpot) return;
90
- this.localLightSpots.update((spots) => ({
91
- ...spots,
92
- [id]: nextSpot
93
- }));
98
+ this.localLightSpots.update((spots) => {
99
+ if (lightSpotsEqual(spots[id], nextSpot)) return spots;
100
+ return {
101
+ ...spots,
102
+ [id]: nextSpot
103
+ };
104
+ });
94
105
  }
95
106
  patchLightSpot(id, patch) {
96
107
  this.localLightSpots.update((spots) => {
@@ -1 +1 @@
1
- {"version":3,"file":"Map.js","names":[],"sources":["../../src/Game/Map.ts"],"sourcesContent":["import {\n RpgCommonMap,\n cloneLightingState,\n normalizeLightingState,\n type LightSpot,\n type LightingState,\n type WeatherState,\n type MapPhysicsInitContext,\n type MapPhysicsEntityContext,\n} from \"@rpgjs/common\";\nimport { sync, users } from \"@signe/sync\";\nimport { RpgClientPlayer } from \"./Player\";\nimport { Signal, signal, computed, effect } from \"canvasengine\";\nimport { RpgClientEvent } from \"./Event\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\n\ntype TestGlobalScope = typeof globalThis & {\n process?: {\n env?: {\n TEST?: string;\n };\n };\n __RPGJS_TEST__?: boolean;\n};\n\nexport class RpgClientMap extends RpgCommonMap<any> {\n engine: RpgClientEngine = inject(RpgClientEngine)\n @users(RpgClientPlayer) players = signal<Record<string, RpgClientPlayer>>({});\n @sync(RpgClientEvent) events = signal<Record<string, RpgClientEvent>>({});\n currentPlayer = computed(() => this.players()[this.engine.playerIdSignal()!])\n weatherState = signal<WeatherState | null>(null);\n localWeatherOverride = signal<WeatherState | null>(null);\n lightingState = signal<LightingState | null>(null);\n localLightSpots = signal<Record<string, LightSpot>>({});\n weather = computed<WeatherState | null>(() => {\n const local = this.localWeatherOverride() \n const state = this.weatherState()\n return local ?? state\n });\n lighting = computed<LightingState | null>(() => {\n const state = cloneLightingState(this.lightingState());\n const localSpots = Object.entries(this.localLightSpots()).map(([id, spot]) => ({\n ...spot,\n id: spot.id ?? id,\n }));\n\n if (!state && localSpots.length === 0) {\n return null;\n }\n\n const next: LightingState = { ...(state ?? {}) };\n if (!state?.ambient) {\n delete next.ambient;\n }\n next.spots = [\n ...(state?.spots ?? []),\n ...localSpots,\n ];\n return next;\n });\n private manualClientPhysicsTick = false;\n private readonly isTestEnvironment: boolean;\n\n constructor() {\n super();\n // Détecter l'environnement de test\n const testGlobal = globalThis as TestGlobalScope;\n const isTest = testGlobal.process?.env?.TEST === 'true'\n || testGlobal.__RPGJS_TEST__ === true;\n this.isTestEnvironment = isTest;\n if (isTest) {\n this.autoTickEnabled = false;\n }\n }\n\n configureClientPrediction(enabled: boolean): void {\n this.manualClientPhysicsTick = enabled;\n this.autoTickEnabled = enabled ? false : !this.isTestEnvironment;\n }\n\n getCurrentPlayer() {\n return this.currentPlayer()\n }\n\n reset(force = false) {\n const currentPlayerId = this.engine.playerIdSignal();\n const currentPlayer = !force && currentPlayerId\n ? this.players()[currentPlayerId]\n : undefined;\n const players = this.players();\n const events = this.events();\n\n Object.entries(players).forEach(([id, player]) => {\n if (!player || (!force && id === currentPlayerId)) return;\n (player as any).resetAnimationState?.();\n });\n Object.values(events).forEach((event) => {\n (event as any)?.resetAnimationState?.();\n });\n\n this.players.set(\n currentPlayerId && currentPlayer ? { [currentPlayerId]: currentPlayer } : {}\n );\n this.events.set({})\n this.weatherState.set(null);\n this.localWeatherOverride.set(null);\n this.lightingState.set(null);\n this.localLightSpots.set({});\n this.clearPhysic()\n }\n\n getWeather(): WeatherState | null {\n return this.weather();\n }\n\n setLocalWeather(next: WeatherState | null): void {\n this.localWeatherOverride.set(next);\n }\n\n clearLocalWeather(): void {\n this.localWeatherOverride.set(null);\n }\n\n getLighting(): LightingState | null {\n return this.lighting();\n }\n\n addLightSpot(id: string, spot: LightSpot): void {\n const normalized = normalizeLightingState({ spots: [{ ...spot, id }] });\n const nextSpot = normalized?.spots?.[0];\n if (!nextSpot) {\n return;\n }\n this.localLightSpots.update((spots) => ({\n ...spots,\n [id]: nextSpot,\n }));\n }\n\n patchLightSpot(id: string, patch: Partial<LightSpot>): void {\n this.localLightSpots.update((spots) => {\n const current = spots[id];\n if (!current) {\n return spots;\n }\n return {\n ...spots,\n [id]: {\n ...current,\n ...patch,\n id,\n x: patch.x ?? current.x,\n y: patch.y ?? current.y,\n },\n };\n });\n }\n\n removeLightSpot(id: string): void {\n this.localLightSpots.update((spots) => {\n if (!(id in spots)) {\n return spots;\n }\n const next = { ...spots };\n delete next[id];\n return next;\n });\n }\n\n clearLightSpots(): void {\n this.localLightSpots.set({});\n }\n\n stepClientPhysics(deltaMs: number): number {\n if (!this.manualClientPhysicsTick) {\n return 0;\n }\n return this.nextTick(deltaMs);\n }\n\n stepPredictionTick(): void {\n this.forceSingleTick();\n }\n\n protected emitPhysicsInit(context: MapPhysicsInitContext): void {\n this.engine?.emitSceneMapHook?.(\"onPhysicsInit\", this, context);\n }\n\n protected emitPhysicsEntityAdd(context: MapPhysicsEntityContext): void {\n this.engine?.emitSceneMapHook?.(\"onPhysicsEntityAdd\", this, context);\n }\n\n protected emitPhysicsEntityRemove(context: MapPhysicsEntityContext): void {\n this.engine?.emitSceneMapHook?.(\"onPhysicsEntityRemove\", this, context);\n }\n\n protected emitPhysicsReset(): void {\n this.engine?.emitSceneMapHook?.(\"onPhysicsReset\", this);\n }\n}\n"],"mappings":";;;;;;;;;;AA0BA,IAAa,eAAb,cAAkC,aAAkB;CAsClD,cAAc;EACZ,MAAM;gBAtCkB,OAAO,eAAe;iBACd,OAAwC,CAAC,CAAC;gBAC7C,OAAuC,CAAC,CAAC;uBACxD,eAAe,KAAK,QAAQ,EAAE,KAAK,OAAO,eAAe,EAAG;sBAC7D,OAA4B,IAAI;8BACxB,OAA4B,IAAI;uBACvC,OAA6B,IAAI;yBAC/B,OAAkC,CAAC,CAAC;iBAC5C,eAAoC;GAC5C,MAAM,QAAQ,KAAK,qBAAqB;GACxC,MAAM,QAAQ,KAAK,aAAa;GAChC,OAAO,SAAS;EAClB,CAAC;kBACU,eAAqC;GAC9C,MAAM,QAAQ,mBAAmB,KAAK,cAAc,CAAC;GACrD,MAAM,aAAa,OAAO,QAAQ,KAAK,gBAAgB,CAAC,EAAE,KAAK,CAAC,IAAI,WAAW;IAC7E,GAAG;IACH,IAAI,KAAK,MAAM;GACjB,EAAE;GAEF,IAAI,CAAC,SAAS,WAAW,WAAW,GAClC,OAAO;GAGT,MAAM,OAAsB,EAAE,GAAI,SAAS,CAAC,EAAG;GAC/C,IAAI,CAAC,OAAO,SACV,OAAO,KAAK;GAEd,KAAK,QAAQ,CACX,GAAI,OAAO,SAAS,CAAC,GACrB,GAAG,UACL;GACA,OAAO;EACT,CAAC;iCACiC;EAMhC,MAAM,aAAa;EACnB,MAAM,SAAS,WAAW,SAAS,KAAK,SAAS,UAC5C,WAAW,mBAAmB;EACnC,KAAK,oBAAoB;EACzB,IAAI,QACF,KAAK,kBAAkB;CAE3B;CAEA,0BAA0B,SAAwB;EAChD,KAAK,0BAA0B;EAC/B,KAAK,kBAAkB,UAAU,QAAQ,CAAC,KAAK;CACjD;CAEA,mBAAmB;EACjB,OAAO,KAAK,cAAc;CAC5B;CAEA,MAAM,QAAQ,OAAO;EACnB,MAAM,kBAAkB,KAAK,OAAO,eAAe;EACnD,MAAM,gBAAgB,CAAC,SAAS,kBAC5B,KAAK,QAAQ,EAAE,mBACf,KAAA;EACJ,MAAM,UAAU,KAAK,QAAQ;EAC7B,MAAM,SAAS,KAAK,OAAO;EAE3B,OAAO,QAAQ,OAAO,EAAE,SAAS,CAAC,IAAI,YAAY;GAChD,IAAI,CAAC,UAAW,CAAC,SAAS,OAAO,iBAAkB;GACnD,OAAgB,sBAAsB;EACxC,CAAC;EACD,OAAO,OAAO,MAAM,EAAE,SAAS,UAAU;GACvC,OAAgB,sBAAsB;EACxC,CAAC;EAED,KAAK,QAAQ,IACX,mBAAmB,gBAAgB,GAAG,kBAAkB,cAAc,IAAI,CAAC,CAC7E;EACA,KAAK,OAAO,IAAI,CAAC,CAAC;EAClB,KAAK,aAAa,IAAI,IAAI;EAC1B,KAAK,qBAAqB,IAAI,IAAI;EAClC,KAAK,cAAc,IAAI,IAAI;EAC3B,KAAK,gBAAgB,IAAI,CAAC,CAAC;EAC3B,KAAK,YAAY;CACnB;CAEA,aAAkC;EAChC,OAAO,KAAK,QAAQ;CACtB;CAEA,gBAAgB,MAAiC;EAC/C,KAAK,qBAAqB,IAAI,IAAI;CACpC;CAEA,oBAA0B;EACxB,KAAK,qBAAqB,IAAI,IAAI;CACpC;CAEA,cAAoC;EAClC,OAAO,KAAK,SAAS;CACvB;CAEA,aAAa,IAAY,MAAuB;EAE9C,MAAM,WADa,uBAAuB,EAAE,OAAO,CAAC;GAAE,GAAG;GAAM;EAAG,CAAC,EAAE,CACpD,GAAY,QAAQ;EACrC,IAAI,CAAC,UACH;EAEF,KAAK,gBAAgB,QAAQ,WAAW;GACtC,GAAG;IACF,KAAK;EACR,EAAE;CACJ;CAEA,eAAe,IAAY,OAAiC;EAC1D,KAAK,gBAAgB,QAAQ,UAAU;GACrC,MAAM,UAAU,MAAM;GACtB,IAAI,CAAC,SACH,OAAO;GAET,OAAO;IACL,GAAG;KACF,KAAK;KACJ,GAAG;KACH,GAAG;KACH;KACA,GAAG,MAAM,KAAK,QAAQ;KACtB,GAAG,MAAM,KAAK,QAAQ;IACxB;GACF;EACF,CAAC;CACH;CAEA,gBAAgB,IAAkB;EAChC,KAAK,gBAAgB,QAAQ,UAAU;GACrC,IAAI,EAAE,MAAM,QACV,OAAO;GAET,MAAM,OAAO,EAAE,GAAG,MAAM;GACxB,OAAO,KAAK;GACZ,OAAO;EACT,CAAC;CACH;CAEA,kBAAwB;EACtB,KAAK,gBAAgB,IAAI,CAAC,CAAC;CAC7B;CAEA,kBAAkB,SAAyB;EACzC,IAAI,CAAC,KAAK,yBACR,OAAO;EAET,OAAO,KAAK,SAAS,OAAO;CAC9B;CAEA,qBAA2B;EACzB,KAAK,gBAAgB;CACvB;CAEA,gBAA0B,SAAsC;EAC9D,KAAK,QAAQ,mBAAmB,iBAAiB,MAAM,OAAO;CAChE;CAEA,qBAA+B,SAAwC;EACrE,KAAK,QAAQ,mBAAmB,sBAAsB,MAAM,OAAO;CACrE;CAEA,wBAAkC,SAAwC;EACxE,KAAK,QAAQ,mBAAmB,yBAAyB,MAAM,OAAO;CACxE;CAEA,mBAAmC;EACjC,KAAK,QAAQ,mBAAmB,kBAAkB,IAAI;CACxD;AACF;YA5KG,MAAM,eAAe,GAAA,mBAAA,eAAA,MAAA,CAAA,GAAA,aAAA,WAAA,WAAA,KAAA,CAAA;YACrB,KAAK,cAAc,GAAA,mBAAA,eAAA,MAAA,CAAA,GAAA,aAAA,WAAA,UAAA,KAAA,CAAA"}
1
+ {"version":3,"file":"Map.js","names":[],"sources":["../../src/Game/Map.ts"],"sourcesContent":["import {\n RpgCommonMap,\n cloneLightingState,\n normalizeLightingState,\n type LightSpot,\n type LightingState,\n type WeatherState,\n type MapPhysicsInitContext,\n type MapPhysicsEntityContext,\n} from \"@rpgjs/common\";\nimport { sync, users } from \"@signe/sync\";\nimport { RpgClientPlayer } from \"./Player\";\nimport { Signal, signal, computed, effect } from \"canvasengine\";\nimport { RpgClientEvent } from \"./Event\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\n\ntype TestGlobalScope = typeof globalThis & {\n process?: {\n env?: {\n TEST?: string;\n };\n };\n __RPGJS_TEST__?: boolean;\n};\n\nconst lightingColorsEqual = (\n left: LightSpot[\"color\"],\n right: LightSpot[\"color\"],\n): boolean => {\n if (Array.isArray(left) || Array.isArray(right)) {\n return Array.isArray(left)\n && Array.isArray(right)\n && left.length === right.length\n && left.every((value, index) => value === right[index]);\n }\n return left === right;\n};\n\nconst lightSpotsEqual = (left: LightSpot | undefined, right: LightSpot): boolean => {\n if (!left) return false;\n return left.id === right.id\n && left.x === right.x\n && left.y === right.y\n && left.radius === right.radius\n && left.intensity === right.intensity\n && lightingColorsEqual(left.color, right.color)\n && left.flicker === right.flicker\n && left.flickerSpeed === right.flickerSpeed\n && left.pulse === right.pulse\n && left.pulseSpeed === right.pulseSpeed\n && left.phase === right.phase;\n};\n\nexport class RpgClientMap extends RpgCommonMap<any> {\n engine: RpgClientEngine = inject(RpgClientEngine)\n @users(RpgClientPlayer) players = signal<Record<string, RpgClientPlayer>>({});\n @sync(RpgClientEvent) events = signal<Record<string, RpgClientEvent>>({});\n currentPlayer = computed(() => this.players()[this.engine.playerIdSignal()!])\n weatherState = signal<WeatherState | null>(null);\n localWeatherOverride = signal<WeatherState | null>(null);\n lightingState = signal<LightingState | null>(null);\n localLightSpots = signal<Record<string, LightSpot>>({});\n weather = computed<WeatherState | null>(() => {\n const local = this.localWeatherOverride() \n const state = this.weatherState()\n return local ?? state\n });\n lighting = computed<LightingState | null>(() => {\n const state = cloneLightingState(this.lightingState());\n const localSpots = Object.entries(this.localLightSpots()).map(([id, spot]) => ({\n ...spot,\n id: spot.id ?? id,\n }));\n\n if (!state && localSpots.length === 0) {\n return null;\n }\n\n const next: LightingState = { ...(state ?? {}) };\n if (!state?.ambient) {\n delete next.ambient;\n }\n next.spots = [\n ...(state?.spots ?? []),\n ...localSpots,\n ];\n return next;\n });\n private manualClientPhysicsTick = false;\n private readonly isTestEnvironment: boolean;\n\n constructor() {\n super();\n // Détecter l'environnement de test\n const testGlobal = globalThis as TestGlobalScope;\n const isTest = testGlobal.process?.env?.TEST === 'true'\n || testGlobal.__RPGJS_TEST__ === true;\n this.isTestEnvironment = isTest;\n if (isTest) {\n this.autoTickEnabled = false;\n }\n }\n\n configureClientPrediction(enabled: boolean): void {\n this.manualClientPhysicsTick = enabled;\n this.autoTickEnabled = enabled ? false : !this.isTestEnvironment;\n }\n\n getCurrentPlayer() {\n return this.currentPlayer()\n }\n\n reset(force = false) {\n const currentPlayerId = this.engine.playerIdSignal();\n const currentPlayer = !force && currentPlayerId\n ? this.players()[currentPlayerId]\n : undefined;\n const players = this.players();\n const events = this.events();\n\n Object.entries(players).forEach(([id, player]) => {\n if (!player || (!force && id === currentPlayerId)) return;\n (player as any).resetAnimationState?.();\n });\n Object.values(events).forEach((event) => {\n (event as any)?.resetAnimationState?.();\n });\n\n this.players.set(\n currentPlayerId && currentPlayer ? { [currentPlayerId]: currentPlayer } : {}\n );\n this.events.set({})\n this.weatherState.set(null);\n this.localWeatherOverride.set(null);\n this.lightingState.set(null);\n this.localLightSpots.set({});\n this.clearPhysic()\n }\n\n getWeather(): WeatherState | null {\n return this.weather();\n }\n\n setLocalWeather(next: WeatherState | null): void {\n this.localWeatherOverride.set(next);\n }\n\n clearLocalWeather(): void {\n this.localWeatherOverride.set(null);\n }\n\n getLighting(): LightingState | null {\n return this.lighting();\n }\n\n addLightSpot(id: string, spot: LightSpot): void {\n const normalized = normalizeLightingState({ spots: [{ ...spot, id }] });\n const nextSpot = normalized?.spots?.[0];\n if (!nextSpot) {\n return;\n }\n this.localLightSpots.update((spots) => {\n if (lightSpotsEqual(spots[id], nextSpot)) {\n return spots;\n }\n return {\n ...spots,\n [id]: nextSpot,\n };\n });\n }\n\n patchLightSpot(id: string, patch: Partial<LightSpot>): void {\n this.localLightSpots.update((spots) => {\n const current = spots[id];\n if (!current) {\n return spots;\n }\n return {\n ...spots,\n [id]: {\n ...current,\n ...patch,\n id,\n x: patch.x ?? current.x,\n y: patch.y ?? current.y,\n },\n };\n });\n }\n\n removeLightSpot(id: string): void {\n this.localLightSpots.update((spots) => {\n if (!(id in spots)) {\n return spots;\n }\n const next = { ...spots };\n delete next[id];\n return next;\n });\n }\n\n clearLightSpots(): void {\n this.localLightSpots.set({});\n }\n\n stepClientPhysics(deltaMs: number): number {\n if (!this.manualClientPhysicsTick) {\n return 0;\n }\n return this.nextTick(deltaMs);\n }\n\n stepPredictionTick(): void {\n this.forceSingleTick();\n }\n\n protected emitPhysicsInit(context: MapPhysicsInitContext): void {\n this.engine?.emitSceneMapHook?.(\"onPhysicsInit\", this, context);\n }\n\n protected emitPhysicsEntityAdd(context: MapPhysicsEntityContext): void {\n this.engine?.emitSceneMapHook?.(\"onPhysicsEntityAdd\", this, context);\n }\n\n protected emitPhysicsEntityRemove(context: MapPhysicsEntityContext): void {\n this.engine?.emitSceneMapHook?.(\"onPhysicsEntityRemove\", this, context);\n }\n\n protected emitPhysicsReset(): void {\n this.engine?.emitSceneMapHook?.(\"onPhysicsReset\", this);\n }\n}\n"],"mappings":";;;;;;;;;;AA0BA,IAAM,uBACJ,MACA,UACY;CACZ,IAAI,MAAM,QAAQ,IAAI,KAAK,MAAM,QAAQ,KAAK,GAC5C,OAAO,MAAM,QAAQ,IAAI,KACpB,MAAM,QAAQ,KAAK,KACnB,KAAK,WAAW,MAAM,UACtB,KAAK,OAAO,OAAO,UAAU,UAAU,MAAM,MAAM;CAE1D,OAAO,SAAS;AAClB;AAEA,IAAM,mBAAmB,MAA6B,UAA8B;CAClF,IAAI,CAAC,MAAM,OAAO;CAClB,OAAO,KAAK,OAAO,MAAM,MACpB,KAAK,MAAM,MAAM,KACjB,KAAK,MAAM,MAAM,KACjB,KAAK,WAAW,MAAM,UACtB,KAAK,cAAc,MAAM,aACzB,oBAAoB,KAAK,OAAO,MAAM,KAAK,KAC3C,KAAK,YAAY,MAAM,WACvB,KAAK,iBAAiB,MAAM,gBAC5B,KAAK,UAAU,MAAM,SACrB,KAAK,eAAe,MAAM,cAC1B,KAAK,UAAU,MAAM;AAC5B;AAEA,IAAa,eAAb,cAAkC,aAAkB;CAsClD,cAAc;EACZ,MAAM;gBAtCkB,OAAO,eAAe;iBACd,OAAwC,CAAC,CAAC;gBAC7C,OAAuC,CAAC,CAAC;uBACxD,eAAe,KAAK,QAAQ,EAAE,KAAK,OAAO,eAAe,EAAG;sBAC7D,OAA4B,IAAI;8BACxB,OAA4B,IAAI;uBACvC,OAA6B,IAAI;yBAC/B,OAAkC,CAAC,CAAC;iBAC5C,eAAoC;GAC5C,MAAM,QAAQ,KAAK,qBAAqB;GACxC,MAAM,QAAQ,KAAK,aAAa;GAChC,OAAO,SAAS;EAClB,CAAC;kBACU,eAAqC;GAC9C,MAAM,QAAQ,mBAAmB,KAAK,cAAc,CAAC;GACrD,MAAM,aAAa,OAAO,QAAQ,KAAK,gBAAgB,CAAC,EAAE,KAAK,CAAC,IAAI,WAAW;IAC7E,GAAG;IACH,IAAI,KAAK,MAAM;GACjB,EAAE;GAEF,IAAI,CAAC,SAAS,WAAW,WAAW,GAClC,OAAO;GAGT,MAAM,OAAsB,EAAE,GAAI,SAAS,CAAC,EAAG;GAC/C,IAAI,CAAC,OAAO,SACV,OAAO,KAAK;GAEd,KAAK,QAAQ,CACX,GAAI,OAAO,SAAS,CAAC,GACrB,GAAG,UACL;GACA,OAAO;EACT,CAAC;iCACiC;EAMhC,MAAM,aAAa;EACnB,MAAM,SAAS,WAAW,SAAS,KAAK,SAAS,UAC5C,WAAW,mBAAmB;EACnC,KAAK,oBAAoB;EACzB,IAAI,QACF,KAAK,kBAAkB;CAE3B;CAEA,0BAA0B,SAAwB;EAChD,KAAK,0BAA0B;EAC/B,KAAK,kBAAkB,UAAU,QAAQ,CAAC,KAAK;CACjD;CAEA,mBAAmB;EACjB,OAAO,KAAK,cAAc;CAC5B;CAEA,MAAM,QAAQ,OAAO;EACnB,MAAM,kBAAkB,KAAK,OAAO,eAAe;EACnD,MAAM,gBAAgB,CAAC,SAAS,kBAC5B,KAAK,QAAQ,EAAE,mBACf,KAAA;EACJ,MAAM,UAAU,KAAK,QAAQ;EAC7B,MAAM,SAAS,KAAK,OAAO;EAE3B,OAAO,QAAQ,OAAO,EAAE,SAAS,CAAC,IAAI,YAAY;GAChD,IAAI,CAAC,UAAW,CAAC,SAAS,OAAO,iBAAkB;GACnD,OAAgB,sBAAsB;EACxC,CAAC;EACD,OAAO,OAAO,MAAM,EAAE,SAAS,UAAU;GACvC,OAAgB,sBAAsB;EACxC,CAAC;EAED,KAAK,QAAQ,IACX,mBAAmB,gBAAgB,GAAG,kBAAkB,cAAc,IAAI,CAAC,CAC7E;EACA,KAAK,OAAO,IAAI,CAAC,CAAC;EAClB,KAAK,aAAa,IAAI,IAAI;EAC1B,KAAK,qBAAqB,IAAI,IAAI;EAClC,KAAK,cAAc,IAAI,IAAI;EAC3B,KAAK,gBAAgB,IAAI,CAAC,CAAC;EAC3B,KAAK,YAAY;CACnB;CAEA,aAAkC;EAChC,OAAO,KAAK,QAAQ;CACtB;CAEA,gBAAgB,MAAiC;EAC/C,KAAK,qBAAqB,IAAI,IAAI;CACpC;CAEA,oBAA0B;EACxB,KAAK,qBAAqB,IAAI,IAAI;CACpC;CAEA,cAAoC;EAClC,OAAO,KAAK,SAAS;CACvB;CAEA,aAAa,IAAY,MAAuB;EAE9C,MAAM,WADa,uBAAuB,EAAE,OAAO,CAAC;GAAE,GAAG;GAAM;EAAG,CAAC,EAAE,CACpD,GAAY,QAAQ;EACrC,IAAI,CAAC,UACH;EAEF,KAAK,gBAAgB,QAAQ,UAAU;GACrC,IAAI,gBAAgB,MAAM,KAAK,QAAQ,GACrC,OAAO;GAET,OAAO;IACL,GAAG;KACF,KAAK;GACR;EACF,CAAC;CACH;CAEA,eAAe,IAAY,OAAiC;EAC1D,KAAK,gBAAgB,QAAQ,UAAU;GACrC,MAAM,UAAU,MAAM;GACtB,IAAI,CAAC,SACH,OAAO;GAET,OAAO;IACL,GAAG;KACF,KAAK;KACJ,GAAG;KACH,GAAG;KACH;KACA,GAAG,MAAM,KAAK,QAAQ;KACtB,GAAG,MAAM,KAAK,QAAQ;IACxB;GACF;EACF,CAAC;CACH;CAEA,gBAAgB,IAAkB;EAChC,KAAK,gBAAgB,QAAQ,UAAU;GACrC,IAAI,EAAE,MAAM,QACV,OAAO;GAET,MAAM,OAAO,EAAE,GAAG,MAAM;GACxB,OAAO,KAAK;GACZ,OAAO;EACT,CAAC;CACH;CAEA,kBAAwB;EACtB,KAAK,gBAAgB,IAAI,CAAC,CAAC;CAC7B;CAEA,kBAAkB,SAAyB;EACzC,IAAI,CAAC,KAAK,yBACR,OAAO;EAET,OAAO,KAAK,SAAS,OAAO;CAC9B;CAEA,qBAA2B;EACzB,KAAK,gBAAgB;CACvB;CAEA,gBAA0B,SAAsC;EAC9D,KAAK,QAAQ,mBAAmB,iBAAiB,MAAM,OAAO;CAChE;CAEA,qBAA+B,SAAwC;EACrE,KAAK,QAAQ,mBAAmB,sBAAsB,MAAM,OAAO;CACrE;CAEA,wBAAkC,SAAwC;EACxE,KAAK,QAAQ,mBAAmB,yBAAyB,MAAM,OAAO;CACxE;CAEA,mBAAmC;EACjC,KAAK,QAAQ,mBAAmB,kBAAkB,IAAI;CACxD;AACF;YAjLG,MAAM,eAAe,GAAA,mBAAA,eAAA,MAAA,CAAA,GAAA,aAAA,WAAA,WAAA,KAAA,CAAA;YACrB,KAAK,cAAc,GAAA,mBAAA,eAAA,MAAA,CAAA,GAAA,aAAA,WAAA,UAAA,KAAA,CAAA"}
@@ -27,6 +27,7 @@ var RpgClientObject = class extends RpgCommonPlayer {
27
27
  this.frames = [];
28
28
  this.graphicsSignals = signal([]);
29
29
  this.flashTrigger = trigger();
30
+ const engine = this.engine;
30
31
  this.hooks.callHooks("client-sprite-onInit", this).subscribe();
31
32
  this._frames.observable.subscribe(({ items }) => {
32
33
  if (!this.id) return;
@@ -36,16 +37,16 @@ var RpgClientObject = class extends RpgCommonPlayer {
36
37
  const graphicRefs = Array.isArray(graphics) ? graphics : [];
37
38
  if (graphicRefs.length === 0) return of([]);
38
39
  return from(Promise.all(graphicRefs.map(async (graphic) => {
39
- return withGraphicDisplayScale(await this.engine.getSpriteSheet(graphic), scale);
40
+ return withGraphicDisplayScale(await engine.getSpriteSheet(graphic), scale);
40
41
  })));
41
42
  })).subscribe((sheets) => {
42
43
  this.graphicsSignals.set(sheets);
43
44
  });
44
- this.engine.tick.pipe().subscribe(() => {
45
+ engine.tick.pipe().subscribe(() => {
45
46
  const frame = this.frames.shift();
46
47
  if (frame) {
47
48
  if (typeof frame.x !== "number" || typeof frame.y !== "number") return;
48
- this.engine.scene.setBodyPosition(this.id, frame.x, frame.y, "top-left");
49
+ engine.scene.setBodyPosition(this.id, frame.x, frame.y, "top-left");
49
50
  }
50
51
  });
51
52
  }
@@ -1 +1 @@
1
- {"version":3,"file":"Object.js","names":[],"sources":["../../src/Game/Object.ts"],"sourcesContent":["import { Hooks, ModulesToken, RpgCommonPlayer } from \"@rpgjs/common\";\nimport { trigger, signal, type Trigger } from \"canvasengine\";\nimport { combineLatest, from, map, of, startWith, Subscription, switchMap } from \"rxjs\";\nimport { inject } from \"../core/inject\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\ntype Frame = { x: number; y: number; ts: number };\n\ntype AnimationRestoreOptions = {\n restoreAnimationName?: string;\n restoreGraphics?: any[];\n timeoutMs?: number;\n};\n\ntype FlashType = 'alpha' | 'tint' | 'both';\n\ntype FlashOptions = {\n type?: FlashType;\n duration?: number;\n cycles?: number;\n alpha?: number;\n tint?: number | string;\n};\n\ntype FlashTriggerOptions = Omit<FlashOptions, \"tint\"> & {\n tint: number;\n};\n\ntype ConfigurableTrigger<T> = Omit<Trigger<T>, \"start\"> & {\n start(config?: T): Promise<void>;\n};\n\nexport const withGraphicDisplayScale = (spritesheet: any, scale: unknown): any => {\n if (!spritesheet || typeof spritesheet !== \"object\") return spritesheet;\n if (scale === undefined || scale === null) return spritesheet;\n return {\n ...spritesheet,\n displayScale: scale,\n };\n};\n\nexport const appendFramePayload = (current: unknown, items: unknown): Frame[] => {\n const frameItems = Array.isArray(items) ? items : items ? [items] : [];\n const nextFrames = frameItems.flatMap((item): Frame[] =>\n Array.isArray(item) ? item : [item as Frame]\n );\n const currentFrames = Array.isArray(current) ? current as Frame[] : [];\n return currentFrames.concat(nextFrames);\n};\n\nexport abstract class RpgClientObject extends RpgCommonPlayer {\n abstract _type: string;\n emitParticleTrigger = trigger();\n particleName = signal(\"\");\n animationCurrentIndex = signal(0);\n animationIsPlaying = signal(false);\n _param = signal({});\n frames: Frame[] = [];\n graphicsSignals = signal<any[]>([]);\n flashTrigger: ConfigurableTrigger<FlashTriggerOptions> = trigger<FlashTriggerOptions>();\n private animationRestoreState?: {\n animationName: string;\n graphics: any[];\n };\n\n constructor() {\n super();\n this.hooks.callHooks(\"client-sprite-onInit\", this).subscribe();\n\n this._frames.observable.subscribe(({ items }) => {\n if (!this.id) return;\n //if (this.id == this.engine.playerIdSignal()!) return;\n this.frames = appendFramePayload(this.frames, items);\n });\n\n const graphics$ = this.graphics.observable.pipe(map(({ items }) => items));\n const graphicScale$ = this._graphicScale.observable.pipe(\n startWith({ value: this._graphicScale() }),\n map((payload: any) => payload?.value ?? payload),\n );\n\n combineLatest([graphics$, graphicScale$])\n .pipe(\n switchMap(([graphics, scale]) => {\n const graphicRefs = Array.isArray(graphics) ? graphics : [];\n if (graphicRefs.length === 0) return of([]);\n return from(Promise.all(graphicRefs.map(async (graphic) => {\n const spritesheet = await this.engine.getSpriteSheet(graphic);\n return withGraphicDisplayScale(spritesheet, scale);\n })));\n })\n )\n .subscribe((sheets) => { \n this.graphicsSignals.set(sheets);\n });\n\n this.engine.tick\n .pipe\n //throttleTime(10)\n ()\n .subscribe(() => {\n const frame = this.frames.shift();\n if (frame) {\n if (typeof frame.x !== \"number\" || typeof frame.y !== \"number\") return;\n this.engine.scene.setBodyPosition(\n this.id,\n frame.x,\n frame.y,\n \"top-left\"\n );\n }\n });\n }\n\n /**\n * Access the shared client hook registry.\n *\n * @returns The hook service used to register and trigger client-side hooks.\n */\n get hooks() {\n return inject<Hooks>(ModulesToken);\n }\n\n /**\n * Access the current client engine instance.\n *\n * @returns The active {@link RpgClientEngine} instance.\n */\n get engine() {\n return inject(RpgClientEngine);\n }\n\n private animationSubscription?: Subscription;\n private animationResetTimeout?: ReturnType<typeof setTimeout>;\n private animationWaitResolve?: () => void;\n\n private clearAnimationControls() {\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n this.animationSubscription = undefined;\n }\n if (this.animationResetTimeout) {\n clearTimeout(this.animationResetTimeout);\n this.animationResetTimeout = undefined;\n }\n }\n\n private resolveAnimationWait() {\n const resolve = this.animationWaitResolve;\n this.animationWaitResolve = undefined;\n resolve?.();\n }\n\n private finishTemporaryAnimation() {\n const restoreState = this.animationRestoreState;\n this.clearAnimationControls();\n this.animationCurrentIndex.set(0);\n this.animationRestoreState = undefined;\n this.animationIsPlaying.set(false);\n if (restoreState) {\n this.animationName.set(restoreState.animationName);\n this.graphics.set([...restoreState.graphics]);\n }\n this.resolveAnimationWait();\n }\n\n /**\n * Trigger a flash animation on this sprite\n * \n * This method triggers a flash effect using CanvasEngine's flash directive.\n * The flash can be configured with various options including type (alpha, tint, or both),\n * duration, cycles, and color.\n * \n * ## Design\n * \n * The flash uses a trigger system that is connected to the flash directive in the\n * character component. This allows for flexible configuration and can be triggered\n * from both server events and client-side code.\n * \n * @param options - Flash configuration options\n * @param options.type - Type of flash effect: 'alpha' (opacity), 'tint' (color), or 'both' (default: 'alpha')\n * @param options.duration - Duration of the flash animation in milliseconds (default: 300)\n * @param options.cycles - Number of flash cycles (flash on/off) (default: 1)\n * @param options.alpha - Alpha value when flashing, from 0 to 1 (default: 0.3)\n * @param options.tint - Tint color when flashing as hex value or color name (default: 0xffffff - white)\n * \n * @example\n * ```ts\n * // Simple flash with default settings (alpha flash)\n * player.flash();\n * \n * // Flash with red tint\n * player.flash({ type: 'tint', tint: 0xff0000 });\n * \n * // Flash with both alpha and tint\n * player.flash({ \n * type: 'both', \n * alpha: 0.5, \n * tint: 0xff0000,\n * duration: 200,\n * cycles: 2\n * });\n * \n * // Quick damage flash\n * player.flash({ \n * type: 'tint', \n * tint: 0xff0000, \n * duration: 150,\n * cycles: 1\n * });\n * ```\n */\n flash(options?: FlashOptions): void {\n const flashOptions = {\n type: options?.type || 'alpha',\n duration: options?.duration ?? 300,\n cycles: options?.cycles ?? 1,\n alpha: options?.alpha ?? 0.3,\n tint: options?.tint ?? 0xffffff,\n };\n \n // Convert color name to hex if needed\n let tintValue = flashOptions.tint;\n if (typeof tintValue === 'string') {\n // Common color name to hex mapping\n const colorMap: Record<string, number> = {\n 'white': 0xffffff,\n 'red': 0xff0000,\n 'green': 0x00ff00,\n 'blue': 0x0000ff,\n 'yellow': 0xffff00,\n 'cyan': 0x00ffff,\n 'magenta': 0xff00ff,\n 'black': 0x000000,\n };\n tintValue = colorMap[tintValue.toLowerCase()] ?? 0xffffff;\n }\n \n this.flashTrigger.start({\n ...flashOptions,\n tint: tintValue,\n });\n }\n\n /**\n * Reset animation state when animation changes externally\n *\n * This method should be called when the animation changes due to movement\n * or other external factors to ensure the animation system doesn't get stuck\n *\n * @example\n * ```ts\n * // Reset when player starts moving\n * player.resetAnimationState();\n * ```\n */\n resetAnimationState() {\n if (this.animationRestoreState) {\n this.finishTemporaryAnimation();\n return;\n }\n this.animationIsPlaying.set(false);\n this.animationCurrentIndex.set(0);\n this.clearAnimationControls();\n this.resolveAnimationWait();\n }\n\n /**\n * Set a custom animation for a specific number of times\n *\n * Plays a custom animation for the specified number of repetitions.\n * The animation system prevents overlapping animations and automatically\n * returns to the previous animation when complete.\n *\n * @param animationName - Name of the animation to play\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n * @param options - Restore and timeout options\n * @returns A promise resolved when a finite animation finishes, is interrupted, or times out\n *\n * @example\n * ```ts\n * // Play attack animation 3 times\n * await player.setAnimation('attack', 3);\n *\n * // Play continuous spell animation\n * player.setAnimation('spell');\n * ```\n */\n setAnimation(animationName: string, nbTimes?: number, options?: AnimationRestoreOptions): Promise<void>;\n /**\n * Set a custom animation with temporary graphic change\n *\n * Plays a custom animation for the specified number of repetitions and temporarily\n * changes the player's graphic (sprite sheet) during the animation. The graphic\n * is automatically reset when the animation finishes.\n *\n * @param animationName - Name of the animation to play\n * @param graphic - The graphic(s) to temporarily use during the animation\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n * @param options - Restore and timeout options\n * @returns A promise resolved when a finite animation finishes, is interrupted, or times out\n *\n * @example\n * ```ts\n * // Play attack animation with temporary graphic change\n * await player.setAnimation('attack', 'hero_attack', 3);\n * ```\n */\n setAnimation(animationName: string, graphic?: string | string[], nbTimes?: number, options?: AnimationRestoreOptions): Promise<void>;\n setAnimation(\n animationName: string,\n graphicOrNbTimes?: string | string[] | number,\n nbTimesOrOptions?: number | AnimationRestoreOptions,\n options?: AnimationRestoreOptions\n ): Promise<void> {\n let graphic: string | string[] | undefined;\n let finalNbTimes: number = Infinity;\n let restoreOptions: AnimationRestoreOptions | undefined = options;\n\n // Handle overloads\n if (typeof graphicOrNbTimes === 'number') {\n // setAnimation(animationName, nbTimes)\n finalNbTimes = graphicOrNbTimes;\n restoreOptions = typeof nbTimesOrOptions === 'object' ? nbTimesOrOptions : options;\n } else if (graphicOrNbTimes !== undefined) {\n // setAnimation(animationName, graphic, nbTimes)\n graphic = graphicOrNbTimes;\n if (typeof nbTimesOrOptions === 'number') {\n finalNbTimes = nbTimesOrOptions;\n } else {\n finalNbTimes = Infinity;\n restoreOptions = nbTimesOrOptions ?? options;\n }\n } else {\n // setAnimation(animationName) - nbTimes remains Infinity\n finalNbTimes = Infinity;\n }\n\n if (this.animationIsPlaying()) {\n this.finishTemporaryAnimation();\n }\n\n const waitPromise =\n finalNbTimes === Infinity\n ? Promise.resolve()\n : new Promise<void>((resolve) => {\n this.animationWaitResolve = resolve;\n });\n\n this.animationIsPlaying.set(true);\n const previousAnimationName =\n restoreOptions?.restoreAnimationName ?? this.animationName();\n const previousGraphics = restoreOptions?.restoreGraphics\n ? [...restoreOptions.restoreGraphics]\n : [...this.graphics()];\n this.animationRestoreState = {\n animationName: previousAnimationName,\n graphics: previousGraphics,\n };\n this.animationCurrentIndex.set(0);\n\n // Temporarily change graphic if provided\n if (graphic !== undefined) {\n if (Array.isArray(graphic)) {\n this.graphics.set(graphic);\n } else {\n this.graphics.set([graphic]);\n }\n }\n\n this.clearAnimationControls();\n\n this.animationSubscription =\n this.animationCurrentIndex.observable.subscribe((index) => {\n if (index >= finalNbTimes) {\n this.finishTemporaryAnimation();\n }\n });\n\n if (finalNbTimes !== Infinity) {\n this.animationResetTimeout = setTimeout(() => {\n if (this.animationIsPlaying()) {\n this.finishTemporaryAnimation();\n }\n }, restoreOptions?.timeoutMs ?? Math.max(1000, finalNbTimes * 1000));\n }\n\n this.animationName.set(animationName);\n\n return waitPromise;\n }\n\n /**\n * Display a registered component animation effect on this object.\n *\n * @param id - Identifier of the component animation to play.\n * @param params - Parameters forwarded to the animation effect.\n * @returns A promise resolved when the animation component calls `onFinish`.\n */\n showComponentAnimation(id: string, params: any): Promise<void> {\n const engine = inject(RpgClientEngine);\n return engine.getComponentAnimation(id).displayEffect(params, this);\n }\n\n /**\n * Display a registered spritesheet animation effect on this object.\n *\n * @param graphic - Identifier of the spritesheet to use.\n * @param animationName - Name of the animation inside the spritesheet.\n * @returns A promise resolved when the animation component calls `onFinish`.\n */\n showAnimation(graphic: string, animationName: string = 'default'): Promise<void> {\n return this.showComponentAnimation('animation', {\n graphic,\n animationName,\n });\n }\n \n /**\n * Check whether this client object represents an event.\n *\n * @returns `true` if the object type is `event`, otherwise `false`.\n */\n isEvent(): boolean {\n return this._type === 'event';\n }\n\n /**\n * Check whether this client object represents a player.\n *\n * @returns `true` if the object type is `player`, otherwise `false`.\n */\n isPlayer(): boolean {\n return this._type === 'player';\n }\n}\n"],"mappings":";;;;;;AA+BA,IAAa,2BAA2B,aAAkB,UAAwB;CAChF,IAAI,CAAC,eAAe,OAAO,gBAAgB,UAAU,OAAO;CAC5D,IAAI,UAAU,KAAA,KAAa,UAAU,MAAM,OAAO;CAClD,OAAO;EACL,GAAG;EACH,cAAc;CAChB;AACF;AAEA,IAAa,sBAAsB,SAAkB,UAA4B;CAE/E,MAAM,cADa,MAAM,QAAQ,KAAK,IAAI,QAAQ,QAAQ,CAAC,KAAK,IAAI,CAAC,GACvC,SAAS,SACrC,MAAM,QAAQ,IAAI,IAAI,OAAO,CAAC,IAAa,CAC7C;CAEA,QADsB,MAAM,QAAQ,OAAO,IAAI,UAAqB,CAAC,GAChD,OAAO,UAAU;AACxC;AAEA,IAAsB,kBAAtB,cAA8C,gBAAgB;CAe5D,cAAc;EACZ,MAAM;6BAdc,QAAQ;sBACf,OAAO,EAAE;+BACA,OAAO,CAAC;4BACX,OAAO,KAAK;gBACxB,OAAO,CAAC,CAAC;gBACA,CAAC;yBACD,OAAc,CAAC,CAAC;sBACuB,QAA6B;EAQpF,KAAK,MAAM,UAAU,wBAAwB,IAAI,EAAE,UAAU;EAE7D,KAAK,QAAQ,WAAW,WAAW,EAAE,YAAY;GAC/C,IAAI,CAAC,KAAK,IAAI;GAEd,KAAK,SAAS,mBAAmB,KAAK,QAAQ,KAAK;EACrD,CAAC;EAQD,cAAc,CANI,KAAK,SAAS,WAAW,KAAK,KAAK,EAAE,YAAY,KAAK,CAMzD,GALO,KAAK,cAAc,WAAW,KAClD,UAAU,EAAE,OAAO,KAAK,cAAc,EAAE,CAAC,GACzC,KAAK,YAAiB,SAAS,SAAS,OAAO,CAGvB,CAAa,CAAC,EACvC,KACC,WAAW,CAAC,UAAU,WAAW;GAC/B,MAAM,cAAc,MAAM,QAAQ,QAAQ,IAAI,WAAW,CAAC;GAC1D,IAAI,YAAY,WAAW,GAAG,OAAO,GAAG,CAAC,CAAC;GAC1C,OAAO,KAAK,QAAQ,IAAI,YAAY,IAAI,OAAO,YAAY;IAEzD,OAAO,wBAAwB,MADL,KAAK,OAAO,eAAe,OAAO,GAChB,KAAK;GACnD,CAAC,CAAC,CAAC;EACL,CAAC,CACH,EACC,WAAW,WAAW;GACrB,KAAK,gBAAgB,IAAI,MAAM;EACjC,CAAC;EAED,KAAK,OAAO,KACT,KAEA,EACA,gBAAgB;GACf,MAAM,QAAQ,KAAK,OAAO,MAAM;GAChC,IAAI,OAAO;IACT,IAAI,OAAO,MAAM,MAAM,YAAY,OAAO,MAAM,MAAM,UAAU;IAChE,KAAK,OAAO,MAAM,gBAChB,KAAK,IACL,MAAM,GACN,MAAM,GACN,UACF;GACF;EACF,CAAC;CACL;;;;;;CAOA,IAAI,QAAQ;EACV,OAAO,OAAc,YAAY;CACnC;;;;;;CAOA,IAAI,SAAS;EACX,OAAO,OAAO,eAAe;CAC/B;CAMA,yBAAiC;EAC/B,IAAI,KAAK,uBAAuB;GAC9B,KAAK,sBAAsB,YAAY;GACvC,KAAK,wBAAwB,KAAA;EAC/B;EACA,IAAI,KAAK,uBAAuB;GAC9B,aAAa,KAAK,qBAAqB;GACvC,KAAK,wBAAwB,KAAA;EAC/B;CACF;CAEA,uBAA+B;EAC7B,MAAM,UAAU,KAAK;EACrB,KAAK,uBAAuB,KAAA;EAC5B,UAAU;CACZ;CAEA,2BAAmC;EACjC,MAAM,eAAe,KAAK;EAC1B,KAAK,uBAAuB;EAC5B,KAAK,sBAAsB,IAAI,CAAC;EAChC,KAAK,wBAAwB,KAAA;EAC7B,KAAK,mBAAmB,IAAI,KAAK;EACjC,IAAI,cAAc;GAChB,KAAK,cAAc,IAAI,aAAa,aAAa;GACjD,KAAK,SAAS,IAAI,CAAC,GAAG,aAAa,QAAQ,CAAC;EAC9C;EACA,KAAK,qBAAqB;CAC5B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDA,MAAM,SAA8B;EAClC,MAAM,eAAe;GACnB,MAAM,SAAS,QAAQ;GACvB,UAAU,SAAS,YAAY;GAC/B,QAAQ,SAAS,UAAU;GAC3B,OAAO,SAAS,SAAS;GACzB,MAAM,SAAS,QAAQ;EACzB;EAGA,IAAI,YAAY,aAAa;EAC7B,IAAI,OAAO,cAAc,UAYvB,YAAY;GATV,SAAS;GACT,OAAO;GACP,SAAS;GACT,QAAQ;GACR,UAAU;GACV,QAAQ;GACR,WAAW;GACX,SAAS;EAEC,EAAS,UAAU,YAAY,MAAM;EAGnD,KAAK,aAAa,MAAM;GACtB,GAAG;GACH,MAAM;EACR,CAAC;CACH;;;;;;;;;;;;;CAcA,sBAAsB;EACpB,IAAI,KAAK,uBAAuB;GAC9B,KAAK,yBAAyB;GAC9B;EACF;EACA,KAAK,mBAAmB,IAAI,KAAK;EACjC,KAAK,sBAAsB,IAAI,CAAC;EAChC,KAAK,uBAAuB;EAC5B,KAAK,qBAAqB;CAC5B;CA4CA,aACE,eACA,kBACA,kBACA,SACe;EACf,IAAI;EACJ,IAAI,eAAuB;EAC3B,IAAI,iBAAsD;EAG1D,IAAI,OAAO,qBAAqB,UAAU;GAExC,eAAe;GACf,iBAAiB,OAAO,qBAAqB,WAAW,mBAAmB;EAC7E,OAAO,IAAI,qBAAqB,KAAA,GAAW;GAEzC,UAAU;GACV,IAAI,OAAO,qBAAqB,UAC9B,eAAe;QACV;IACL,eAAe;IACf,iBAAiB,oBAAoB;GACvC;EACF,OAEE,eAAe;EAGjB,IAAI,KAAK,mBAAmB,GAC1B,KAAK,yBAAyB;EAGhC,MAAM,cACJ,iBAAiB,WACb,QAAQ,QAAQ,IAChB,IAAI,SAAe,YAAY;GAC7B,KAAK,uBAAuB;EAC9B,CAAC;EAEP,KAAK,mBAAmB,IAAI,IAAI;EAChC,MAAM,wBACJ,gBAAgB,wBAAwB,KAAK,cAAc;EAC7D,MAAM,mBAAmB,gBAAgB,kBACrC,CAAC,GAAG,eAAe,eAAe,IAClC,CAAC,GAAG,KAAK,SAAS,CAAC;EACvB,KAAK,wBAAwB;GAC3B,eAAe;GACf,UAAU;EACZ;EACA,KAAK,sBAAsB,IAAI,CAAC;EAGhC,IAAI,YAAY,KAAA,GACd,IAAI,MAAM,QAAQ,OAAO,GACvB,KAAK,SAAS,IAAI,OAAO;OAEzB,KAAK,SAAS,IAAI,CAAC,OAAO,CAAC;EAI/B,KAAK,uBAAuB;EAE5B,KAAK,wBACH,KAAK,sBAAsB,WAAW,WAAW,UAAU;GACzD,IAAI,SAAS,cACX,KAAK,yBAAyB;EAElC,CAAC;EAEH,IAAI,iBAAiB,UACnB,KAAK,wBAAwB,iBAAiB;GAC5C,IAAI,KAAK,mBAAmB,GAC1B,KAAK,yBAAyB;EAElC,GAAG,gBAAgB,aAAa,KAAK,IAAI,KAAM,eAAe,GAAI,CAAC;EAGrE,KAAK,cAAc,IAAI,aAAa;EAEpC,OAAO;CACT;;;;;;;;CASA,uBAAuB,IAAY,QAA4B;EAE7D,OADe,OAAO,eACf,EAAO,sBAAsB,EAAE,EAAE,cAAc,QAAQ,IAAI;CACpE;;;;;;;;CASA,cAAc,SAAiB,gBAAwB,WAA0B;EAC/E,OAAO,KAAK,uBAAuB,aAAa;GAC9C;GACA;EACF,CAAC;CACH;;;;;;CAOA,UAAmB;EACjB,OAAO,KAAK,UAAU;CACxB;;;;;;CAOA,WAAoB;EAClB,OAAO,KAAK,UAAU;CACxB;AACF"}
1
+ {"version":3,"file":"Object.js","names":[],"sources":["../../src/Game/Object.ts"],"sourcesContent":["import { Hooks, ModulesToken, RpgCommonPlayer } from \"@rpgjs/common\";\nimport { trigger, signal, type Trigger } from \"canvasengine\";\nimport { combineLatest, from, map, of, startWith, Subscription, switchMap } from \"rxjs\";\nimport { inject } from \"../core/inject\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\ntype Frame = { x: number; y: number; ts: number };\n\ntype AnimationRestoreOptions = {\n restoreAnimationName?: string;\n restoreGraphics?: any[];\n timeoutMs?: number;\n};\n\ntype FlashType = 'alpha' | 'tint' | 'both';\n\ntype FlashOptions = {\n type?: FlashType;\n duration?: number;\n cycles?: number;\n alpha?: number;\n tint?: number | string;\n};\n\ntype FlashTriggerOptions = Omit<FlashOptions, \"tint\"> & {\n tint: number;\n};\n\ntype ConfigurableTrigger<T> = Omit<Trigger<T>, \"start\"> & {\n start(config?: T): Promise<void>;\n};\n\nexport const withGraphicDisplayScale = (spritesheet: any, scale: unknown): any => {\n if (!spritesheet || typeof spritesheet !== \"object\") return spritesheet;\n if (scale === undefined || scale === null) return spritesheet;\n return {\n ...spritesheet,\n displayScale: scale,\n };\n};\n\nexport const appendFramePayload = (current: unknown, items: unknown): Frame[] => {\n const frameItems = Array.isArray(items) ? items : items ? [items] : [];\n const nextFrames = frameItems.flatMap((item): Frame[] =>\n Array.isArray(item) ? item : [item as Frame]\n );\n const currentFrames = Array.isArray(current) ? current as Frame[] : [];\n return currentFrames.concat(nextFrames);\n};\n\nexport abstract class RpgClientObject extends RpgCommonPlayer {\n abstract _type: string;\n emitParticleTrigger = trigger();\n particleName = signal(\"\");\n animationCurrentIndex = signal(0);\n animationIsPlaying = signal(false);\n _param = signal({});\n frames: Frame[] = [];\n graphicsSignals = signal<any[]>([]);\n flashTrigger: ConfigurableTrigger<FlashTriggerOptions> = trigger<FlashTriggerOptions>();\n private animationRestoreState?: {\n animationName: string;\n graphics: any[];\n };\n\n constructor() {\n super();\n const engine = this.engine;\n this.hooks.callHooks(\"client-sprite-onInit\", this).subscribe();\n\n this._frames.observable.subscribe(({ items }) => {\n if (!this.id) return;\n //if (this.id == this.engine.playerIdSignal()!) return;\n this.frames = appendFramePayload(this.frames, items);\n });\n\n const graphics$ = this.graphics.observable.pipe(map(({ items }) => items));\n const graphicScale$ = this._graphicScale.observable.pipe(\n startWith({ value: this._graphicScale() }),\n map((payload: any) => payload?.value ?? payload),\n );\n\n combineLatest([graphics$, graphicScale$])\n .pipe(\n switchMap(([graphics, scale]) => {\n const graphicRefs = Array.isArray(graphics) ? graphics : [];\n if (graphicRefs.length === 0) return of([]);\n return from(Promise.all(graphicRefs.map(async (graphic) => {\n const spritesheet = await engine.getSpriteSheet(graphic);\n return withGraphicDisplayScale(spritesheet, scale);\n })));\n })\n )\n .subscribe((sheets) => { \n this.graphicsSignals.set(sheets);\n });\n\n engine.tick\n .pipe\n //throttleTime(10)\n ()\n .subscribe(() => {\n const frame = this.frames.shift();\n if (frame) {\n if (typeof frame.x !== \"number\" || typeof frame.y !== \"number\") return;\n engine.scene.setBodyPosition(\n this.id,\n frame.x,\n frame.y,\n \"top-left\"\n );\n }\n });\n }\n\n /**\n * Access the shared client hook registry.\n *\n * @returns The hook service used to register and trigger client-side hooks.\n */\n get hooks() {\n return inject<Hooks>(ModulesToken);\n }\n\n /**\n * Access the current client engine instance.\n *\n * @returns The active {@link RpgClientEngine} instance.\n */\n get engine() {\n return inject(RpgClientEngine);\n }\n\n private animationSubscription?: Subscription;\n private animationResetTimeout?: ReturnType<typeof setTimeout>;\n private animationWaitResolve?: () => void;\n\n private clearAnimationControls() {\n if (this.animationSubscription) {\n this.animationSubscription.unsubscribe();\n this.animationSubscription = undefined;\n }\n if (this.animationResetTimeout) {\n clearTimeout(this.animationResetTimeout);\n this.animationResetTimeout = undefined;\n }\n }\n\n private resolveAnimationWait() {\n const resolve = this.animationWaitResolve;\n this.animationWaitResolve = undefined;\n resolve?.();\n }\n\n private finishTemporaryAnimation() {\n const restoreState = this.animationRestoreState;\n this.clearAnimationControls();\n this.animationCurrentIndex.set(0);\n this.animationRestoreState = undefined;\n this.animationIsPlaying.set(false);\n if (restoreState) {\n this.animationName.set(restoreState.animationName);\n this.graphics.set([...restoreState.graphics]);\n }\n this.resolveAnimationWait();\n }\n\n /**\n * Trigger a flash animation on this sprite\n * \n * This method triggers a flash effect using CanvasEngine's flash directive.\n * The flash can be configured with various options including type (alpha, tint, or both),\n * duration, cycles, and color.\n * \n * ## Design\n * \n * The flash uses a trigger system that is connected to the flash directive in the\n * character component. This allows for flexible configuration and can be triggered\n * from both server events and client-side code.\n * \n * @param options - Flash configuration options\n * @param options.type - Type of flash effect: 'alpha' (opacity), 'tint' (color), or 'both' (default: 'alpha')\n * @param options.duration - Duration of the flash animation in milliseconds (default: 300)\n * @param options.cycles - Number of flash cycles (flash on/off) (default: 1)\n * @param options.alpha - Alpha value when flashing, from 0 to 1 (default: 0.3)\n * @param options.tint - Tint color when flashing as hex value or color name (default: 0xffffff - white)\n * \n * @example\n * ```ts\n * // Simple flash with default settings (alpha flash)\n * player.flash();\n * \n * // Flash with red tint\n * player.flash({ type: 'tint', tint: 0xff0000 });\n * \n * // Flash with both alpha and tint\n * player.flash({ \n * type: 'both', \n * alpha: 0.5, \n * tint: 0xff0000,\n * duration: 200,\n * cycles: 2\n * });\n * \n * // Quick damage flash\n * player.flash({ \n * type: 'tint', \n * tint: 0xff0000, \n * duration: 150,\n * cycles: 1\n * });\n * ```\n */\n flash(options?: FlashOptions): void {\n const flashOptions = {\n type: options?.type || 'alpha',\n duration: options?.duration ?? 300,\n cycles: options?.cycles ?? 1,\n alpha: options?.alpha ?? 0.3,\n tint: options?.tint ?? 0xffffff,\n };\n \n // Convert color name to hex if needed\n let tintValue = flashOptions.tint;\n if (typeof tintValue === 'string') {\n // Common color name to hex mapping\n const colorMap: Record<string, number> = {\n 'white': 0xffffff,\n 'red': 0xff0000,\n 'green': 0x00ff00,\n 'blue': 0x0000ff,\n 'yellow': 0xffff00,\n 'cyan': 0x00ffff,\n 'magenta': 0xff00ff,\n 'black': 0x000000,\n };\n tintValue = colorMap[tintValue.toLowerCase()] ?? 0xffffff;\n }\n \n this.flashTrigger.start({\n ...flashOptions,\n tint: tintValue,\n });\n }\n\n /**\n * Reset animation state when animation changes externally\n *\n * This method should be called when the animation changes due to movement\n * or other external factors to ensure the animation system doesn't get stuck\n *\n * @example\n * ```ts\n * // Reset when player starts moving\n * player.resetAnimationState();\n * ```\n */\n resetAnimationState() {\n if (this.animationRestoreState) {\n this.finishTemporaryAnimation();\n return;\n }\n this.animationIsPlaying.set(false);\n this.animationCurrentIndex.set(0);\n this.clearAnimationControls();\n this.resolveAnimationWait();\n }\n\n /**\n * Set a custom animation for a specific number of times\n *\n * Plays a custom animation for the specified number of repetitions.\n * The animation system prevents overlapping animations and automatically\n * returns to the previous animation when complete.\n *\n * @param animationName - Name of the animation to play\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n * @param options - Restore and timeout options\n * @returns A promise resolved when a finite animation finishes, is interrupted, or times out\n *\n * @example\n * ```ts\n * // Play attack animation 3 times\n * await player.setAnimation('attack', 3);\n *\n * // Play continuous spell animation\n * player.setAnimation('spell');\n * ```\n */\n setAnimation(animationName: string, nbTimes?: number, options?: AnimationRestoreOptions): Promise<void>;\n /**\n * Set a custom animation with temporary graphic change\n *\n * Plays a custom animation for the specified number of repetitions and temporarily\n * changes the player's graphic (sprite sheet) during the animation. The graphic\n * is automatically reset when the animation finishes.\n *\n * @param animationName - Name of the animation to play\n * @param graphic - The graphic(s) to temporarily use during the animation\n * @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)\n * @param options - Restore and timeout options\n * @returns A promise resolved when a finite animation finishes, is interrupted, or times out\n *\n * @example\n * ```ts\n * // Play attack animation with temporary graphic change\n * await player.setAnimation('attack', 'hero_attack', 3);\n * ```\n */\n setAnimation(animationName: string, graphic?: string | string[], nbTimes?: number, options?: AnimationRestoreOptions): Promise<void>;\n setAnimation(\n animationName: string,\n graphicOrNbTimes?: string | string[] | number,\n nbTimesOrOptions?: number | AnimationRestoreOptions,\n options?: AnimationRestoreOptions\n ): Promise<void> {\n let graphic: string | string[] | undefined;\n let finalNbTimes: number = Infinity;\n let restoreOptions: AnimationRestoreOptions | undefined = options;\n\n // Handle overloads\n if (typeof graphicOrNbTimes === 'number') {\n // setAnimation(animationName, nbTimes)\n finalNbTimes = graphicOrNbTimes;\n restoreOptions = typeof nbTimesOrOptions === 'object' ? nbTimesOrOptions : options;\n } else if (graphicOrNbTimes !== undefined) {\n // setAnimation(animationName, graphic, nbTimes)\n graphic = graphicOrNbTimes;\n if (typeof nbTimesOrOptions === 'number') {\n finalNbTimes = nbTimesOrOptions;\n } else {\n finalNbTimes = Infinity;\n restoreOptions = nbTimesOrOptions ?? options;\n }\n } else {\n // setAnimation(animationName) - nbTimes remains Infinity\n finalNbTimes = Infinity;\n }\n\n if (this.animationIsPlaying()) {\n this.finishTemporaryAnimation();\n }\n\n const waitPromise =\n finalNbTimes === Infinity\n ? Promise.resolve()\n : new Promise<void>((resolve) => {\n this.animationWaitResolve = resolve;\n });\n\n this.animationIsPlaying.set(true);\n const previousAnimationName =\n restoreOptions?.restoreAnimationName ?? this.animationName();\n const previousGraphics = restoreOptions?.restoreGraphics\n ? [...restoreOptions.restoreGraphics]\n : [...this.graphics()];\n this.animationRestoreState = {\n animationName: previousAnimationName,\n graphics: previousGraphics,\n };\n this.animationCurrentIndex.set(0);\n\n // Temporarily change graphic if provided\n if (graphic !== undefined) {\n if (Array.isArray(graphic)) {\n this.graphics.set(graphic);\n } else {\n this.graphics.set([graphic]);\n }\n }\n\n this.clearAnimationControls();\n\n this.animationSubscription =\n this.animationCurrentIndex.observable.subscribe((index) => {\n if (index >= finalNbTimes) {\n this.finishTemporaryAnimation();\n }\n });\n\n if (finalNbTimes !== Infinity) {\n this.animationResetTimeout = setTimeout(() => {\n if (this.animationIsPlaying()) {\n this.finishTemporaryAnimation();\n }\n }, restoreOptions?.timeoutMs ?? Math.max(1000, finalNbTimes * 1000));\n }\n\n this.animationName.set(animationName);\n\n return waitPromise;\n }\n\n /**\n * Display a registered component animation effect on this object.\n *\n * @param id - Identifier of the component animation to play.\n * @param params - Parameters forwarded to the animation effect.\n * @returns A promise resolved when the animation component calls `onFinish`.\n */\n showComponentAnimation(id: string, params: any): Promise<void> {\n const engine = inject(RpgClientEngine);\n return engine.getComponentAnimation(id).displayEffect(params, this);\n }\n\n /**\n * Display a registered spritesheet animation effect on this object.\n *\n * @param graphic - Identifier of the spritesheet to use.\n * @param animationName - Name of the animation inside the spritesheet.\n * @returns A promise resolved when the animation component calls `onFinish`.\n */\n showAnimation(graphic: string, animationName: string = 'default'): Promise<void> {\n return this.showComponentAnimation('animation', {\n graphic,\n animationName,\n });\n }\n \n /**\n * Check whether this client object represents an event.\n *\n * @returns `true` if the object type is `event`, otherwise `false`.\n */\n isEvent(): boolean {\n return this._type === 'event';\n }\n\n /**\n * Check whether this client object represents a player.\n *\n * @returns `true` if the object type is `player`, otherwise `false`.\n */\n isPlayer(): boolean {\n return this._type === 'player';\n }\n}\n"],"mappings":";;;;;;AA+BA,IAAa,2BAA2B,aAAkB,UAAwB;CAChF,IAAI,CAAC,eAAe,OAAO,gBAAgB,UAAU,OAAO;CAC5D,IAAI,UAAU,KAAA,KAAa,UAAU,MAAM,OAAO;CAClD,OAAO;EACL,GAAG;EACH,cAAc;CAChB;AACF;AAEA,IAAa,sBAAsB,SAAkB,UAA4B;CAE/E,MAAM,cADa,MAAM,QAAQ,KAAK,IAAI,QAAQ,QAAQ,CAAC,KAAK,IAAI,CAAC,GACvC,SAAS,SACrC,MAAM,QAAQ,IAAI,IAAI,OAAO,CAAC,IAAa,CAC7C;CAEA,QADsB,MAAM,QAAQ,OAAO,IAAI,UAAqB,CAAC,GAChD,OAAO,UAAU;AACxC;AAEA,IAAsB,kBAAtB,cAA8C,gBAAgB;CAe5D,cAAc;EACZ,MAAM;6BAdc,QAAQ;sBACf,OAAO,EAAE;+BACA,OAAO,CAAC;4BACX,OAAO,KAAK;gBACxB,OAAO,CAAC,CAAC;gBACA,CAAC;yBACD,OAAc,CAAC,CAAC;sBACuB,QAA6B;EAQpF,MAAM,SAAS,KAAK;EACpB,KAAK,MAAM,UAAU,wBAAwB,IAAI,EAAE,UAAU;EAE7D,KAAK,QAAQ,WAAW,WAAW,EAAE,YAAY;GAC/C,IAAI,CAAC,KAAK,IAAI;GAEd,KAAK,SAAS,mBAAmB,KAAK,QAAQ,KAAK;EACrD,CAAC;EAQD,cAAc,CANI,KAAK,SAAS,WAAW,KAAK,KAAK,EAAE,YAAY,KAAK,CAMzD,GALO,KAAK,cAAc,WAAW,KAClD,UAAU,EAAE,OAAO,KAAK,cAAc,EAAE,CAAC,GACzC,KAAK,YAAiB,SAAS,SAAS,OAAO,CAGvB,CAAa,CAAC,EACvC,KACC,WAAW,CAAC,UAAU,WAAW;GAC/B,MAAM,cAAc,MAAM,QAAQ,QAAQ,IAAI,WAAW,CAAC;GAC1D,IAAI,YAAY,WAAW,GAAG,OAAO,GAAG,CAAC,CAAC;GAC1C,OAAO,KAAK,QAAQ,IAAI,YAAY,IAAI,OAAO,YAAY;IAEzD,OAAO,wBAAwB,MADL,OAAO,eAAe,OAAO,GACX,KAAK;GACnD,CAAC,CAAC,CAAC;EACL,CAAC,CACH,EACC,WAAW,WAAW;GACrB,KAAK,gBAAgB,IAAI,MAAM;EACjC,CAAC;EAED,OAAO,KACJ,KAEA,EACA,gBAAgB;GACf,MAAM,QAAQ,KAAK,OAAO,MAAM;GAChC,IAAI,OAAO;IACT,IAAI,OAAO,MAAM,MAAM,YAAY,OAAO,MAAM,MAAM,UAAU;IAChE,OAAO,MAAM,gBACX,KAAK,IACL,MAAM,GACN,MAAM,GACN,UACF;GACF;EACF,CAAC;CACL;;;;;;CAOA,IAAI,QAAQ;EACV,OAAO,OAAc,YAAY;CACnC;;;;;;CAOA,IAAI,SAAS;EACX,OAAO,OAAO,eAAe;CAC/B;CAMA,yBAAiC;EAC/B,IAAI,KAAK,uBAAuB;GAC9B,KAAK,sBAAsB,YAAY;GACvC,KAAK,wBAAwB,KAAA;EAC/B;EACA,IAAI,KAAK,uBAAuB;GAC9B,aAAa,KAAK,qBAAqB;GACvC,KAAK,wBAAwB,KAAA;EAC/B;CACF;CAEA,uBAA+B;EAC7B,MAAM,UAAU,KAAK;EACrB,KAAK,uBAAuB,KAAA;EAC5B,UAAU;CACZ;CAEA,2BAAmC;EACjC,MAAM,eAAe,KAAK;EAC1B,KAAK,uBAAuB;EAC5B,KAAK,sBAAsB,IAAI,CAAC;EAChC,KAAK,wBAAwB,KAAA;EAC7B,KAAK,mBAAmB,IAAI,KAAK;EACjC,IAAI,cAAc;GAChB,KAAK,cAAc,IAAI,aAAa,aAAa;GACjD,KAAK,SAAS,IAAI,CAAC,GAAG,aAAa,QAAQ,CAAC;EAC9C;EACA,KAAK,qBAAqB;CAC5B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDA,MAAM,SAA8B;EAClC,MAAM,eAAe;GACnB,MAAM,SAAS,QAAQ;GACvB,UAAU,SAAS,YAAY;GAC/B,QAAQ,SAAS,UAAU;GAC3B,OAAO,SAAS,SAAS;GACzB,MAAM,SAAS,QAAQ;EACzB;EAGA,IAAI,YAAY,aAAa;EAC7B,IAAI,OAAO,cAAc,UAYvB,YAAY;GATV,SAAS;GACT,OAAO;GACP,SAAS;GACT,QAAQ;GACR,UAAU;GACV,QAAQ;GACR,WAAW;GACX,SAAS;EAEC,EAAS,UAAU,YAAY,MAAM;EAGnD,KAAK,aAAa,MAAM;GACtB,GAAG;GACH,MAAM;EACR,CAAC;CACH;;;;;;;;;;;;;CAcA,sBAAsB;EACpB,IAAI,KAAK,uBAAuB;GAC9B,KAAK,yBAAyB;GAC9B;EACF;EACA,KAAK,mBAAmB,IAAI,KAAK;EACjC,KAAK,sBAAsB,IAAI,CAAC;EAChC,KAAK,uBAAuB;EAC5B,KAAK,qBAAqB;CAC5B;CA4CA,aACE,eACA,kBACA,kBACA,SACe;EACf,IAAI;EACJ,IAAI,eAAuB;EAC3B,IAAI,iBAAsD;EAG1D,IAAI,OAAO,qBAAqB,UAAU;GAExC,eAAe;GACf,iBAAiB,OAAO,qBAAqB,WAAW,mBAAmB;EAC7E,OAAO,IAAI,qBAAqB,KAAA,GAAW;GAEzC,UAAU;GACV,IAAI,OAAO,qBAAqB,UAC9B,eAAe;QACV;IACL,eAAe;IACf,iBAAiB,oBAAoB;GACvC;EACF,OAEE,eAAe;EAGjB,IAAI,KAAK,mBAAmB,GAC1B,KAAK,yBAAyB;EAGhC,MAAM,cACJ,iBAAiB,WACb,QAAQ,QAAQ,IAChB,IAAI,SAAe,YAAY;GAC7B,KAAK,uBAAuB;EAC9B,CAAC;EAEP,KAAK,mBAAmB,IAAI,IAAI;EAChC,MAAM,wBACJ,gBAAgB,wBAAwB,KAAK,cAAc;EAC7D,MAAM,mBAAmB,gBAAgB,kBACrC,CAAC,GAAG,eAAe,eAAe,IAClC,CAAC,GAAG,KAAK,SAAS,CAAC;EACvB,KAAK,wBAAwB;GAC3B,eAAe;GACf,UAAU;EACZ;EACA,KAAK,sBAAsB,IAAI,CAAC;EAGhC,IAAI,YAAY,KAAA,GACd,IAAI,MAAM,QAAQ,OAAO,GACvB,KAAK,SAAS,IAAI,OAAO;OAEzB,KAAK,SAAS,IAAI,CAAC,OAAO,CAAC;EAI/B,KAAK,uBAAuB;EAE5B,KAAK,wBACH,KAAK,sBAAsB,WAAW,WAAW,UAAU;GACzD,IAAI,SAAS,cACX,KAAK,yBAAyB;EAElC,CAAC;EAEH,IAAI,iBAAiB,UACnB,KAAK,wBAAwB,iBAAiB;GAC5C,IAAI,KAAK,mBAAmB,GAC1B,KAAK,yBAAyB;EAElC,GAAG,gBAAgB,aAAa,KAAK,IAAI,KAAM,eAAe,GAAI,CAAC;EAGrE,KAAK,cAAc,IAAI,aAAa;EAEpC,OAAO;CACT;;;;;;;;CASA,uBAAuB,IAAY,QAA4B;EAE7D,OADe,OAAO,eACf,EAAO,sBAAsB,EAAE,EAAE,cAAc,QAAQ,IAAI;CACpE;;;;;;;;CASA,cAAc,SAAiB,gBAAwB,WAA0B;EAC/E,OAAO,KAAK,uBAAuB,aAAa;GAC9C;GACA;EACF,CAAC;CACH;;;;;;CAOA,UAAmB;EACjB,OAAO,KAAK,UAAU;CACxB;;;;;;CAOA,WAAoB;EAClB,OAAO,KAAK,UAAU;CACxB;AACF"}
@@ -90,6 +90,8 @@ export declare class RpgClientEngine<T = any> {
90
90
  private mapTransitionInProgress;
91
91
  private currentMapRoomId?;
92
92
  private socketListenersInitialized;
93
+ private clientReadyForMapChanges;
94
+ private pendingMapChanges;
93
95
  private tickSubscriptions;
94
96
  private resizeHandler?;
95
97
  private pointerMoveHandler?;
@@ -155,6 +157,8 @@ export declare class RpgClientEngine<T = any> {
155
157
  private shouldProcessProjectilePacket;
156
158
  private callConnectError;
157
159
  private flushPendingSyncPackets;
160
+ private flushPendingMapChanges;
161
+ private handleChangeMap;
158
162
  private applySyncPacket;
159
163
  /**
160
164
  * Start periodic ping/pong for client-server synchronization
@@ -132,6 +132,8 @@ var RpgClientEngine = class {
132
132
  this.sceneResetQueued = false;
133
133
  this.mapTransitionInProgress = false;
134
134
  this.socketListenersInitialized = false;
135
+ this.clientReadyForMapChanges = false;
136
+ this.pendingMapChanges = [];
135
137
  this.tickSubscriptions = [];
136
138
  this.pendingSyncPackets = [];
137
139
  this.notificationManager = new NotificationManager();
@@ -266,6 +268,8 @@ var RpgClientEngine = class {
266
268
  this.hooks.callHooks("client-interactions-load", this).subscribe();
267
269
  this.hooks.callHooks("client-sprite-load", this).subscribe();
268
270
  await lastValueFrom(this.hooks.callHooks("client-engine-onStart", this));
271
+ this.clientReadyForMapChanges = true;
272
+ this.flushPendingMapChanges();
269
273
  this.resizeHandler = () => {
270
274
  this.hooks.callHooks("client-engine-onWindowResize", this).subscribe();
271
275
  };
@@ -423,10 +427,11 @@ var RpgClientEngine = class {
423
427
  console.debug(`[Ping/Pong] RTT: ${this.rtt}ms, ServerTick: ${data.serverTick}, FrameOffset: ${this.frameOffset}`);
424
428
  });
425
429
  this.webSocket.on("changeMap", (data) => {
426
- const nextMapId = typeof data?.mapId === "string" ? data.mapId : void 0;
427
- this.beginMapTransfer(nextMapId);
428
- const transferToken = typeof data?.transferToken === "string" ? data.transferToken : void 0;
429
- this.loadScene(data.mapId, transferToken);
430
+ if (!this.clientReadyForMapChanges) {
431
+ this.pendingMapChanges.push(data);
432
+ return;
433
+ }
434
+ this.handleChangeMap(data);
430
435
  });
431
436
  this.webSocket.on("showComponentAnimation", (data) => {
432
437
  const { params, object, position, id } = data;
@@ -580,6 +585,17 @@ var RpgClientEngine = class {
580
585
  this.pendingSyncPackets = [];
581
586
  packets.forEach((packet) => this.applySyncPacket(packet));
582
587
  }
588
+ flushPendingMapChanges() {
589
+ const packets = this.pendingMapChanges;
590
+ this.pendingMapChanges = [];
591
+ packets.forEach((packet) => this.handleChangeMap(packet));
592
+ }
593
+ handleChangeMap(data) {
594
+ const nextMapId = typeof data?.mapId === "string" ? data.mapId : void 0;
595
+ this.beginMapTransfer(nextMapId);
596
+ const transferToken = typeof data?.transferToken === "string" ? data.transferToken : void 0;
597
+ this.loadScene(data.mapId, transferToken);
598
+ }
583
599
  applySyncPacket(data) {
584
600
  if (data.pId) {
585
601
  this.playerIdSignal.set(data.pId);
@@ -694,6 +710,8 @@ var RpgClientEngine = class {
694
710
  throw error;
695
711
  }
696
712
  const res = await this.loadMapService.load(mapId);
713
+ const loadedLighting = typeof res?.lighting !== "undefined" ? res.lighting : res?.data?.lighting;
714
+ if (typeof loadedLighting !== "undefined") this.sceneMap.lightingState.set(normalizeLightingState(loadedLighting));
697
715
  this.sceneMap.data.set(res);
698
716
  if (this.playerIdSignal()) this.playerIdReceived$.next(true);
699
717
  const players = this.sceneMap.players();