@rpgjs/client 5.0.0-beta.16 → 5.0.0-beta.18

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 (118) hide show
  1. package/CHANGELOG.md +10 -0
  2. package/dist/Game/Map.js +3 -3
  3. package/dist/Gui/Gui.js +1 -1
  4. package/dist/RpgClientEngine.js +1 -1
  5. package/dist/_virtual/{_@oxc-project_runtime@0.130.0/helpers → _@oxc-project_runtime@0.133.0/helpers/esm}/decorate.js +1 -1
  6. package/dist/_virtual/{_@oxc-project_runtime@0.130.0/helpers → _@oxc-project_runtime@0.133.0/helpers/esm}/decorateMetadata.js +1 -1
  7. package/dist/_virtual/_rolldown/runtime.js +13 -0
  8. package/dist/components/animations/animation.ce.js +4 -2
  9. package/dist/components/animations/animation.ce.js.map +1 -1
  10. package/dist/components/animations/fx.ce.js +4 -2
  11. package/dist/components/animations/fx.ce.js.map +1 -1
  12. package/dist/components/animations/hit.ce.js +6 -4
  13. package/dist/components/animations/hit.ce.js.map +1 -1
  14. package/dist/components/character.ce.js +6 -3
  15. package/dist/components/character.ce.js.map +1 -1
  16. package/dist/components/dynamics/bar.ce.js +4 -2
  17. package/dist/components/dynamics/bar.ce.js.map +1 -1
  18. package/dist/components/dynamics/image.ce.js +4 -2
  19. package/dist/components/dynamics/image.ce.js.map +1 -1
  20. package/dist/components/dynamics/shape.ce.js +4 -2
  21. package/dist/components/dynamics/shape.ce.js.map +1 -1
  22. package/dist/components/dynamics/text.ce.js +4 -2
  23. package/dist/components/dynamics/text.ce.js.map +1 -1
  24. package/dist/components/gui/box.ce.js +4 -2
  25. package/dist/components/gui/box.ce.js.map +1 -1
  26. package/dist/components/gui/dialogbox/index.ce.js +2 -1
  27. package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
  28. package/dist/components/gui/gameover.ce.js +2 -1
  29. package/dist/components/gui/gameover.ce.js.map +1 -1
  30. package/dist/components/gui/hud/hud.ce.js +2 -1
  31. package/dist/components/gui/hud/hud.ce.js.map +1 -1
  32. package/dist/components/gui/menu/equip-menu.ce.js +2 -1
  33. package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
  34. package/dist/components/gui/menu/exit-menu.ce.js +2 -1
  35. package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
  36. package/dist/components/gui/menu/items-menu.ce.js +2 -1
  37. package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
  38. package/dist/components/gui/menu/main-menu.ce.js +2 -1
  39. package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
  40. package/dist/components/gui/menu/options-menu.ce.js +2 -1
  41. package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
  42. package/dist/components/gui/menu/skills-menu.ce.js +2 -1
  43. package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
  44. package/dist/components/gui/mobile/mobile.ce.js +2 -1
  45. package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
  46. package/dist/components/gui/notification/notification.ce.js +2 -1
  47. package/dist/components/gui/notification/notification.ce.js.map +1 -1
  48. package/dist/components/gui/save-load.ce.js +2 -1
  49. package/dist/components/gui/save-load.ce.js.map +1 -1
  50. package/dist/components/gui/shop/shop.ce.js +2 -1
  51. package/dist/components/gui/shop/shop.ce.js.map +1 -1
  52. package/dist/components/gui/title-screen.ce.js +2 -1
  53. package/dist/components/gui/title-screen.ce.js.map +1 -1
  54. package/dist/components/interaction-components.ce.js +4 -2
  55. package/dist/components/interaction-components.ce.js.map +1 -1
  56. package/dist/components/player-components.ce.js +4 -2
  57. package/dist/components/player-components.ce.js.map +1 -1
  58. package/dist/components/prebuilt/hp-bar.ce.js +5 -3
  59. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
  60. package/dist/components/prebuilt/light-halo.ce.js +4 -2
  61. package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
  62. package/dist/components/scenes/canvas.ce.js +2 -1
  63. package/dist/components/scenes/canvas.ce.js.map +1 -1
  64. package/dist/components/scenes/draw-map.ce.js +4 -2
  65. package/dist/components/scenes/draw-map.ce.js.map +1 -1
  66. package/dist/components/scenes/event-layer.ce.js +2 -1
  67. package/dist/components/scenes/event-layer.ce.js.map +1 -1
  68. package/dist/core/inject.js +1 -1
  69. package/dist/core/setup.js +1 -1
  70. package/dist/index.js +1 -1
  71. package/dist/module.js +1 -1
  72. package/dist/node_modules/.pnpm/{@signe_di@3.0.1 → @signe_di@3.1.0}/node_modules/@signe/di/dist/index.js +1 -1
  73. package/dist/node_modules/.pnpm/{@signe_di@3.0.1 → @signe_di@3.1.0}/node_modules/@signe/di/dist/index.js.map +1 -1
  74. package/dist/node_modules/.pnpm/{@signe_reactive@3.0.1 → @signe_reactive@3.1.0}/node_modules/@signe/reactive/dist/index.js +1 -1
  75. package/dist/node_modules/.pnpm/{@signe_reactive@3.0.1 → @signe_reactive@3.1.0}/node_modules/@signe/reactive/dist/index.js.map +1 -1
  76. package/dist/node_modules/.pnpm/{@signe_room@3.0.1 → @signe_room@3.1.0_react@19.2.7}/node_modules/@signe/room/dist/chunk-EUXUH3YW.js +1 -1
  77. package/dist/node_modules/.pnpm/@signe_room@3.1.0_react@19.2.7/node_modules/@signe/room/dist/chunk-EUXUH3YW.js.map +1 -0
  78. package/dist/node_modules/.pnpm/{@signe_room@3.0.1 → @signe_room@3.1.0_react@19.2.7}/node_modules/@signe/room/dist/index.js +33 -31
  79. package/dist/node_modules/.pnpm/@signe_room@3.1.0_react@19.2.7/node_modules/@signe/room/dist/index.js.map +1 -0
  80. package/dist/node_modules/.pnpm/{@signe_sync@3.0.1 → @signe_sync@3.1.0_react@19.2.7}/node_modules/@signe/sync/dist/client/index.js +2 -3
  81. package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/client/index.js.map +1 -0
  82. package/dist/node_modules/.pnpm/{@signe_sync@3.0.1 → @signe_sync@3.1.0_react@19.2.7}/node_modules/@signe/sync/dist/index.js +2 -2
  83. package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/index.js.map +1 -0
  84. package/dist/node_modules/.pnpm/{partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js → partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/index.js} +30 -17
  85. package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/index.js.map +1 -0
  86. package/dist/node_modules/.pnpm/{partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js → partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/ws.js} +65 -34
  87. package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/ws.js.map +1 -0
  88. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/index.js +13 -0
  89. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/index.js.map +1 -0
  90. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/ZodError.js +106 -0
  91. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/ZodError.js.map +1 -0
  92. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/errors.js +13 -0
  93. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/errors.js.map +1 -0
  94. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/external.js +121 -0
  95. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/external.js.map +1 -0
  96. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/errorUtil.js +10 -0
  97. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/errorUtil.js.map +1 -0
  98. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/parseUtil.js +110 -0
  99. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/parseUtil.js.map +1 -0
  100. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/util.js +99 -0
  101. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/util.js.map +1 -0
  102. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/locales/en.js +82 -0
  103. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/locales/en.js.map +1 -0
  104. package/dist/node_modules/.pnpm/{zod@3.24.2/node_modules/zod/lib/index.js → zod@3.25.76/node_modules/zod/v3/types.js} +93 -630
  105. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/types.js.map +1 -0
  106. package/dist/services/loadMap.js +1 -1
  107. package/dist/services/mmorpg.js +1 -1
  108. package/dist/services/standalone.js +1 -1
  109. package/package.json +13 -13
  110. package/src/components/character.ce +2 -1
  111. package/dist/node_modules/.pnpm/@signe_room@3.0.1/node_modules/@signe/room/dist/chunk-EUXUH3YW.js.map +0 -1
  112. package/dist/node_modules/.pnpm/@signe_room@3.0.1/node_modules/@signe/room/dist/index.js.map +0 -1
  113. package/dist/node_modules/.pnpm/@signe_sync@3.0.1/node_modules/@signe/sync/dist/client/index.js.map +0 -1
  114. package/dist/node_modules/.pnpm/@signe_sync@3.0.1/node_modules/@signe/sync/dist/index.js.map +0 -1
  115. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js.map +0 -1
  116. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js.map +0 -1
  117. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/index.js +0 -2
  118. package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js.map +0 -1
@@ -1 +1 @@
1
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+ {"version":3,"file":"shape.ce.js","names":[],"sources":["../../../src/components/dynamics/shape.ce"],"sourcesContent":["<Container width={shapeWidth} height={shapeHeight} minWidth={shapeWidth} minHeight={shapeHeight}>\n <Graphics width={shapeWidth} height={shapeHeight} draw={drawShape} />\n</Container>\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { resolveDynamicValue } from \"./parse-value\";\nimport { getShapeBox, translatePolygonPoints } from \"./shape-utils\";\n\nconst props = defineProps();\nconst { object } = props;\nconst sprite = object();\n\nconst read = (prop, fallback) => prop ? prop() : fallback;\n\nconst toNumber = (value, fallback = 0) => {\n const resolved = resolveDynamicValue(value, sprite);\n const num = typeof resolved === 'number' ? resolved : parseFloat(resolved);\n return Number.isFinite(num) ? num : fallback;\n};\n\nconst toColor = (value, fallback) => {\n const resolved = resolveDynamicValue(value, sprite);\n if (typeof resolved === 'number') return resolved;\n if (typeof resolved === 'string' && resolved.startsWith('#')) {\n return parseInt(resolved.slice(1), 16);\n }\n return resolved ?? fallback;\n};\n\nconst config = computed(() => ({\n type: read(props.type, 'rectangle'),\n fill: toColor(read(props.fill, '#ffffff'), 0xffffff),\n radius: toNumber(read(props.radius, 8), 8),\n width: toNumber(read(props.width, 16), 16),\n height: toNumber(read(props.height, 16), 16),\n x1: toNumber(read(props.x1, 0), 0),\n y1: toNumber(read(props.y1, 0), 0),\n x2: toNumber(read(props.x2, 16), 16),\n y2: toNumber(read(props.y2, 0), 0),\n opacity: Math.max(0, Math.min(1, toNumber(read(props.opacity, 1), 1))),\n points: read(props.points, []),\n line: read(props.line, null)\n}));\n\nconst shapeBox = computed(() => getShapeBox(config(), toNumber));\n\nconst shapeWidth = computed(() => shapeBox().width);\nconst shapeHeight = computed(() => shapeBox().height);\n\nconst drawShape = (g) => {\n const cfg = config();\n const box = shapeBox();\n\n if (cfg.type === 'circle') {\n g.circle(cfg.radius, cfg.radius, cfg.radius);\n } else if (cfg.type === 'ellipse') {\n g.ellipse(box.width / 2, box.height / 2, box.width / 2, box.height / 2);\n } else if (cfg.type === 'line') {\n g.moveTo(cfg.x1 + box.offsetX, cfg.y1 + box.offsetY);\n g.lineTo(cfg.x2 + box.offsetX, cfg.y2 + box.offsetY);\n } else if (cfg.type === 'polygon' && Array.isArray(cfg.points)) {\n g.poly(translatePolygonPoints(cfg.points, box, toNumber));\n } else if (cfg.type === 'rounded-rectangle') {\n g.roundRect(0, 0, box.width, box.height, toNumber(read(props.radius, 4), 4));\n } else {\n g.rect(0, 0, box.width, box.height);\n }\n\n if (cfg.type === 'line') {\n const line = cfg.line ?? {};\n g.stroke({\n color: toColor(line.color, cfg.fill),\n width: toNumber(line.width, 1),\n alpha: toNumber(line.alpha, cfg.opacity)\n });\n return;\n }\n\n g.fill({ color: cfg.fill, alpha: cfg.opacity });\n\n if (cfg.line) {\n g.stroke({\n color: toColor(cfg.line.color, cfg.fill),\n width: toNumber(cfg.line.width, 1),\n alpha: toNumber(cfg.line.alpha, cfg.opacity)\n });\n }\n};\n</script>\n"],"mappings":";;;;AASM,SAAQ,UAAW,SAAE;CACR,SAAK,OAAA;CAClB,MAAQ,cAAS,eAAA,OAAA;;CAEjB,MAAQ,QAAM,YAAa;;CAEjC,MAAM,SAAS,OAAG;CAClB,MAAE,QAAM,MAAW,aAAA,OAAoB,KAAM,IAAC;CAC9C,MAAE,YAAY,OAAO,WAAc,MAAO;EACxC,MAAO,WAAO,oBAAsB,OAAQ,MAAA;EAC7C,MAAA,MAAA,OAAA,aAAA,WAAA,WAAA,WAAA,QAAA;;CAED;CACA,MAAE,WAAe,OAAE,aAAA;EACf,MAAE,WAAe,oBAAe,OAAO,MAAQ;EAC/C,IAAE,OAAO,aAAc,UACvB,OAAO;EACT,IAAA,OAAA,aAAA,YAAA,SAAA,WAAA,GAAA,GACM,OAAC,SAAY,SAAQ,MAAA,CAAA,GAAA,EAAA;;CAG7B;CACA,MAAM,SAAO,gBAAa;EACxB,MAAM,KAAO,MAAM,MAAM,WAAQ;EACjC,MAAQ,QAAQ,KAAK,MAAM,MAAC,SAAc,GAAA,QAAA;EAC1C,QAAO,SAAS,KAAK,MAAM,QAAW,CAAC,GAAG,CAAA;EAC1C,OAAQ,SAAS,KAAK,MAAM,OAAQ,EAAE,GAAG,EAAE;EACzC,QAAE,SAAc,KAAM,MAAM,QAAI,EAAA,GAAA,EAAA;EAChC,IAAE,SAAS,KAAK,MAAQ,IAAI,CAAC,GAAG,CAAA;EAChC,IAAE,SAAS,KAAK,MAAQ,IAAI,CAAC,GAAE,CAAE;EACjC,IAAE,SAAS,KAAK,MAAQ,IAAI,EAAE,GAAE,EAAA;EAClC,IAAA,SAAc,KAAM,MAAM,IAAI,CAAC,GAAE,CAAA;EACjC,SAAQ,KAAK,IAAM,GAAA,KAAS,IAAE,GAAA,SAAA,KAAA,MAAA,SAAA,CAAA,GAAA,CAAA,CAAA,CAAA;EAC9B,QAAU,KAAC,MAAU,QAAM,CAAA,CAAA;EAC1B,MAAA,KAAA,MAAA,MAAA,IAAA;;CAEH,MAAM,WAAW,eAAe,YAAY,OAAO,GAAG,QAAQ,CAAC;;CAE/D,MAAM,cAAa,eAAe,SAAU,EAAC,MAAM;CACnD,MAAM,aAAa,MAAC;;EAEpB,MAAM,MAAU,SAAS;EACvB,IAAM,IAAI,SAAS,UACb,EAAA,OAAM,IAAA,QAAU,IAAA,QAAA,IAAA,MAAA;OAEf,IAAC,IAAO,SAAS,WACpB,EAAA,QAAW,IAAA,QAAY,GAAA,IAAQ,SAAI,GAAO,IAAA,QAAA,GAAA,IAAA,SAAA,CAAA;OAE1C,IAAO,IAAI,SAAS,QAAO;GACzB,EAAC,OAAQ,IAAI,KAAK,IAAC,SAAO,IAAA,KAAA,IAAA,OAAA;GAC5B,EAAA,OAAW,IAAI,KAAK,IAAA,SAAa,IAAI,KAAK,IAAA,OAAQ;EACpD,OACK,IAAI,IAAI,SAAS,aAAa,MAAM,QAAQ,IAAI,MAAM,GACzD,EAAI,KAAC,uBAA2B,IAAA,QAAY,KAAC,QAAU,CAAA;OAEvD,IAAA,IAAW,SAAS,qBAClB,EAAC,UAAA,GAAA,GAAA,IAAA,OAAA,IAAA,QAAA,SAAA,KAAA,MAAA,QAAA,CAAA,GAAA,CAAA,CAAA;;EAKL,IAAA,IAAM,SAAW,QAAQ;GACvB,MAAO,OAAA,IAAA,QAAA,CAAA;GACP,EAAA,OAAO;IACD,OAAC,QAAc,KAAK,OAAI,IAAA,IAAA;IACxB,OAAC,SAAc,KAAM,OAAK,CAAA;IAChC,OAAA,SAAA,KAAA,OAAA,IAAA,OAAA;GACF,CAAA;GACF;;EAEE,EAAA,KAAO;GAAA,OAAO,IAAI;GAAM,OAAO,IAAI;EAAU,CAAA;gBAE3C,EAAI,OAAM;GACJ,OAAC,QAAA,IAAA,KAAA,OAAA,IAAA,IAAA;GACD,OAAC,SAAY,IAAK,KAAO,OAAI,CAAI;GACjC,OAAC,SAAa,IAAK,KAAM,OAAG,IAAA,OAAA;EAClC,CAAA;CAEN;CAEQ,OADP,EAAA,WAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAAA;EAAA,WAAA;CAAA,GAAA,EAAA,UAAA;EAAA,OAAA;EAAA,QAAA;EAAA,MAAA;CAAA,CAAA,CACO"}
@@ -1,9 +1,11 @@
1
1
  import { resolveDynamicValue } from "./parse-value.js";
2
- import { Text, computed, h, useDefineProps, useProps } from "canvasengine";
2
+ import { Text, computed, h, useDefineEmits, useDefineProps, useProps } from "canvasengine";
3
3
  //#region src/components/dynamics/text.ce
4
4
  function component($$props) {
5
5
  useProps($$props);
6
- const { object, value, style } = useDefineProps($$props)();
6
+ const defineProps = useDefineProps($$props);
7
+ useDefineEmits($$props);
8
+ const { object, value, style } = defineProps();
7
9
  const sprite = object();
8
10
  const read = (prop, fallback) => prop ? prop() : fallback;
9
11
  const parseNumericStyleValue = (value, object) => {
@@ -1 +1 @@
1
- {"version":3,"file":"text.ce.js","names":[],"sources":["../../../src/components/dynamics/text.ce"],"sourcesContent":["<Text text={textValue} color={textColor} size={textSize} fontFamily={textFontFamily} style={textStyle} />\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { resolveDynamicValue } from \"./parse-value\";\n\nconst { object, value, style } = defineProps();\nconst sprite = object();\n\nconst read = (prop, fallback) => prop ? prop() : fallback;\n\nconst parseNumericStyleValue = (value, object) => {\n value = resolveDynamicValue(value, sprite);\n if (value === undefined || value === null) return undefined;\n if (typeof value === 'number') return value;\n\n const num = parseFloat(value);\n return isNaN(num) ? undefined : num;\n};\n\nconst getTextStyle = (style) => {\n if (!style) return {};\n const textStyle = {};\n\n if (style.fontStyle !== undefined) {\n textStyle.fontStyle = resolveDynamicValue(style.fontStyle, sprite);\n }\n\n if (style.fontWeight !== undefined) {\n textStyle.fontWeight = resolveDynamicValue(style.fontWeight, sprite);\n }\n\n if (style.stroke !== undefined) {\n textStyle.stroke = resolveDynamicValue(style.stroke, sprite);\n }\n\n if (style.opacity !== undefined) {\n const opacityValue = parseNumericStyleValue(style.opacity, object);\n if (opacityValue !== undefined) {\n textStyle.opacity = opacityValue;\n }\n }\n\n if (style.wordWrap !== undefined) {\n textStyle.wordWrap = style.wordWrap;\n }\n\n if (style.align !== undefined) {\n textStyle.align = resolveDynamicValue(style.align, sprite);\n }\n\n return textStyle;\n};\n\nconst textValue = computed(() => String(resolveDynamicValue(read(value, ''), sprite) ?? ''));\nconst textColor = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fill !== undefined ? resolveDynamicValue(currentStyle.fill, sprite) : undefined;\n});\nconst textSize = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fontSize !== undefined ? parseNumericStyleValue(currentStyle.fontSize, object) : undefined;\n});\nconst textFontFamily = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fontFamily !== undefined ? resolveDynamicValue(currentStyle.fontFamily, sprite) : undefined;\n});\nconst textStyle = computed(() => getTextStyle(read(style, {})));\n</script>\n"],"mappings":";;;AAOM,SAAS,UAAQ,SAAA;;kCAEK,eAAY,OAAA,EAAA;CAExC,MAAM,SAAA,OAAA;CACN,MAAI,QAAQ,MAAA,aAAoB,OAAO,KAAM,IAAC;CAC9C,MAAM,0BAAyB,OAAQ,WAAQ;EAC3C,QAAI,oBAAwB,OAAG,MAAO;0CAEtC,OAAW,KAAA;EACX,IAAA,OAAO,UAAa,UACvB,OAAA;;EAED,OAAM,MAAA,GAAc,IAAE,KAAA,IAAU;CAChC;CACA,MAAI,gBAAkB,UAAE;cAEhB,OAAM,CAAA;EACV,MAAI,YAAU,CAAA;EACd,IAAA,MAAA,cAAA,KAAA,GAAA,UAAA,YAAA,oBAAA,MAAA,WAAA,MAAA;EAGA,IAAI,MAAA,eAAqB,KAAA,GACzB,UAAA,aAAA,oBAAA,MAAA,YAAA,MAAA;EAEA,IAAI,MAAM,WAAW,KAAA,GACjB,UAAU,SAAS,oBAAoB,MAAM,QAAQ,MAAM;;GAG3D,MAAM,eAAY,uBAAW,MAAA,SAAA,MAAA;GAC7B,IAAA,iBAAqB,KAAA,GACjB,UAAA,UAAiB;EAEzB;EACA,IAAA,MAAA,aAAA,KAAA,GAAA,UAAA,WAAA,MAAA;EAGA,IAAI,MAAA,UAAU,KAAA,GACd,UAAA,QAAA,oBAAA,MAAA,OAAA,MAAA;EAEA,OAAI;CACR;CAgBI,OADgB,EAAE,MAAC;EAAA,MAdnB,eAAA,OAAA,oBAAA,KAAA,OAAA,EAAA,GAAA,MAAA,KAAA,EAAA,CAckC;EAAA,OAAA,eAAA;GAZlC,MAAM,eAAU,KAAA,OAAA,CAAA,CAAA;GACnB,OAAA,aAAA,SAAA,KAAA,IAAA,oBAAA,aAAA,MAAA,MAAA,IAAA,KAAA;GAWqC;EAAA,MATrB,eAAe;GAChC,MAAM,eAAY,KAAY,OAAG,CAAA,CAAA;GAC7B,OAAM,aAAc,aAAa,KAAA,IAAG,uBAAA,aAAA,UAAA,MAAA,IAAA,KAAA;EACxC,CAMsC;EAAA,YALpC,eAAA;GACF,MAAM,eAAmB,KAAK,OAAE,CAAA,CAAA;GAC5B,OAAM,aAAc,eAAe,KAAA,IAAC,oBAAA,aAAA,YAAA,MAAA,IAAA,KAAA;EACxC,CAEsC;EAAA,OADpC,eAAA,aAAA,KAAA,OAAA,CAAA,CAAA,CAAA,CACoC;CAAA,CAC5B;AACN;AAEE,IAAA,iBAAuB"}
1
+ {"version":3,"file":"text.ce.js","names":[],"sources":["../../../src/components/dynamics/text.ce"],"sourcesContent":["<Text text={textValue} color={textColor} size={textSize} fontFamily={textFontFamily} style={textStyle} />\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { resolveDynamicValue } from \"./parse-value\";\n\nconst { object, value, style } = defineProps();\nconst sprite = object();\n\nconst read = (prop, fallback) => prop ? prop() : fallback;\n\nconst parseNumericStyleValue = (value, object) => {\n value = resolveDynamicValue(value, sprite);\n if (value === undefined || value === null) return undefined;\n if (typeof value === 'number') return value;\n\n const num = parseFloat(value);\n return isNaN(num) ? undefined : num;\n};\n\nconst getTextStyle = (style) => {\n if (!style) return {};\n const textStyle = {};\n\n if (style.fontStyle !== undefined) {\n textStyle.fontStyle = resolveDynamicValue(style.fontStyle, sprite);\n }\n\n if (style.fontWeight !== undefined) {\n textStyle.fontWeight = resolveDynamicValue(style.fontWeight, sprite);\n }\n\n if (style.stroke !== undefined) {\n textStyle.stroke = resolveDynamicValue(style.stroke, sprite);\n }\n\n if (style.opacity !== undefined) {\n const opacityValue = parseNumericStyleValue(style.opacity, object);\n if (opacityValue !== undefined) {\n textStyle.opacity = opacityValue;\n }\n }\n\n if (style.wordWrap !== undefined) {\n textStyle.wordWrap = style.wordWrap;\n }\n\n if (style.align !== undefined) {\n textStyle.align = resolveDynamicValue(style.align, sprite);\n }\n\n return textStyle;\n};\n\nconst textValue = computed(() => String(resolveDynamicValue(read(value, ''), sprite) ?? ''));\nconst textColor = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fill !== undefined ? resolveDynamicValue(currentStyle.fill, sprite) : undefined;\n});\nconst textSize = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fontSize !== undefined ? parseNumericStyleValue(currentStyle.fontSize, object) : undefined;\n});\nconst textFontFamily = computed(() => {\n const currentStyle = read(style, {});\n return currentStyle.fontFamily !== undefined ? resolveDynamicValue(currentStyle.fontFamily, sprite) : undefined;\n});\nconst textStyle = computed(() => getTextStyle(read(style, {})));\n</script>\n"],"mappings":";;;AAOM,SAAS,UAAQ,SAAA;;CAEjB,MAAQ,cAAc,eAAY,OAAS;;CAE3C,MAAA,EAAA,QAAA,OAAyB,UAAQ,YAAW;CAClD,MAAI,SAAQ,OAAA;CACZ,MAAM,QAAQ,MAAI,aAAa,OAAS,KAAK,IAAE;CAC/C,MAAM,0BAA0B,OAAG,WAAY;;EAE3C,IAAA,UAAY,KAAA,KAAW,UAAM,MAC7B,OAAO,KAAA;EACV,IAAA,OAAA,UAAA,UAAA,OAAA;EAED,MAAM,MAAA,WAAqB,KAAK;EAC5B,OAAK,MAAO,GAAA,IAAQ,KAAA,IAAC;CACzB;;EAEI,IAAI,CAAA,OACA,OAAA,CAAA;EACJ,MAAA,YAAA,CAAA;kCAEI,UAAM,YAAe,oBAAW,MAAA,WAAA,MAAA;EAEpC,IAAA,MAAA,eAAA,KAAA,GAAA,UAAA,aAAA,oBAAA,MAAA,YAAA,MAAA;EAGA,IAAI,MAAA,WAAiB,KAAA,GACrB,UAAA,SAAA,oBAAA,MAAA,QAAA,MAAA;EAEA,IAAI,MAAM,YAAY,KAAA,GAAW;GAC7B,MAAM,eAAe,uBAAuB,MAAM,SAAS,MAAM;GACjE,IAAI,iBAAiB,KAAA,GACjB,UAAU,UAAU;EAE5B;iCAEI,UAAM,WAAa,MAAA;EAEvB,IAAA,MAAA,UAAA,KAAA,GAAA,UAAA,QAAA,oBAAA,MAAA,OAAA,MAAA;EAGA,OAAI;CACR;CAgBI,OADM,EAAY,MAAG;EAAK,MAAA,eAAA,OAAA,oBAAA,KAAA,OAAA,EAAA,GAAA,MAAA,KAAA,EAAA,CAAU;EAAA,OAb7B,eAAS;GACnB,MAAA,eAAA,KAAA,OAAA,CAAA,CAAA;;EAED,CAUwC;EAAA,MATvB,eAAe;GAC5B,MAAM,eAAe,KAAK,OAAO,CAAC,CAAC;GACnC,OAAO,aAAa,aAAS,KAAA,IAAY,uBAAoB,aAAmB,UAAU,MAAA,IAAS,KAAA;EACvG,CAMwC;EAAA,YALvB,eAAe;GAC5B,MAAM,eAAe,KAAK,OAAO,CAAC,CAAC;GACnC,OAAO,aAAa,eAAa,KAAA,IAAY,oBAAsB,aAAa,YAAW,MAAO,IAAG,KAAA;EACzG,CAEwC;EAAA,OADlC,eAA2B,aAAK,KAAA,OAAA,CAAA,CAAA,CAAA,CACE;CAAA,CAC7B;AACT;AAEA,IAAM,iBAAA"}
@@ -1,11 +1,13 @@
1
1
  import { inject } from "../../core/inject.js";
2
2
  import { RpgClientEngine } from "../../RpgClientEngine.js";
3
3
  import "../../index.js";
4
- import { Container, Rect, computed, h, useDefineProps, useProps } from "canvasengine";
4
+ import { Container, Rect, computed, h, useDefineEmits, useDefineProps, useProps } from "canvasengine";
5
5
  //#region src/components/gui/box.ce
6
6
  function component($$props) {
7
7
  useProps($$props);
8
- const { width, height, children, color, top, left } = useDefineProps($$props)();
8
+ const defineProps = useDefineProps($$props);
9
+ useDefineEmits($$props);
10
+ const { width, height, children, color, top, left } = defineProps();
9
11
  const engine = inject(RpgClientEngine);
10
12
  const child = children[0];
11
13
  const _color = computed(() => engine.globalConfig.gui?.windowColor || color?.() || "#1a1a2e");
@@ -1 +1 @@
1
- {"version":3,"file":"box.ce.js","names":[],"sources":["../../../src/components/gui/box.ce"],"sourcesContent":["<Container positionType=\"absolute\" top={top} left={left}>\n <Container\n anchor={[0.5, 0.5]}\n >\n <Rect width height color={_color} />\n <Container attach={child}></Container>\n </Container> \n</Container>\n\n<script>\n import { RpgClientEngine, inject } from \"../../index\";\n\n const { width, height, children, color, top, left } = defineProps();\n const engine = inject(RpgClientEngine)\n const child = children[0]\n const _color = computed(() => engine.globalConfig.gui?.windowColor || color?.() || \"#1a1a2e\")\n</script>"],"mappings":";;;;;AAOE,SAAS,UAAA,SAAA;;CAGH,MAAG,EAAA,OAAA,QAAiB,UAAa,OAAO,KAAC,SAD1C,eAAA,OACgD,EAAA;;CAEvD,MAAE,QAAQ,SAAa;CACvB,MAAE,SAAa,eAAS,OAAA,aAAe,KAAA,eAAA,QAAA,KAAA,SAAA;CAE/B,OADQ,EAAA,WAAU;EAAA,cAAA;EAAA;EAAA;CAAA,GAAA,EAAA,WAAA,EAAA,QAAA,CAAA,IAAA,EAAA,EAAA,GAAA,CAAA,EAAA,MAAA;EAAA;EAAA;EAAA,OAAA;CAAA,CAAA,GAAA,EAAA,WAAA,EAAA,QAAA,MAAA,CAAA,CAAA,CAAA,CACT;AACf"}
1
+ {"version":3,"file":"box.ce.js","names":[],"sources":["../../../src/components/gui/box.ce"],"sourcesContent":["<Container positionType=\"absolute\" top={top} left={left}>\n <Container\n anchor={[0.5, 0.5]}\n >\n <Rect width height color={_color} />\n <Container attach={child}></Container>\n </Container> \n</Container>\n\n<script>\n import { RpgClientEngine, inject } from \"../../index\";\n\n const { width, height, children, color, top, left } = defineProps();\n const engine = inject(RpgClientEngine)\n const child = children[0]\n const _color = computed(() => engine.globalConfig.gui?.windowColor || color?.() || \"#1a1a2e\")\n</script>"],"mappings":";;;;;AAOE,SAAS,UAAA,SAAA;;CAEJ,MAAA,cAAA,eAAA,OAAA;CACqB,eAAe,OAAM;;CAEjD,MAAE,SAAa,OAAE,eAAkB;CACnC,MAAE,QAAY,SAAS;CACvB,MAAE,SAAa,eAAW,OAAA,aAAA,KAAA,eAAA,QAAA,KAAA,SAAA;CAElB,OADS,EAAA,WAAe;EAAA,cAAO;EAAkB;EAAoB;CAAK,GAAG,EAAE,WAAO,EAAA,QAAA,CAAA,IAAA,EAAA,EAAA,GAAA,CAAA,EAAA,MAAA;EAAA;EAAA;EAAA,OAAA;CAAA,CAAA,GAAA,EAAA,WAAA,EAAA,QAAA,MAAA,CAAA,CAAA,CAAA,CACtF"}
@@ -1,12 +1,13 @@
1
1
  import { inject } from "../../../core/inject.js";
2
2
  import { getKeyboardControlBind } from "../../../services/actionInput.js";
3
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
4
- import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, effect, h, loop, mount, signal, useDefineProps, useProps } from "canvasengine";
4
+ import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, effect, h, loop, mount, signal, useDefineEmits, useDefineProps, useProps } from "canvasengine";
5
5
  import { delay } from "@rpgjs/common";
6
6
  //#region src/components/gui/dialogbox/index.ce
7
7
  function component($$props) {
8
8
  useProps($$props);
9
9
  const defineProps = useDefineProps($$props);
10
+ useDefineEmits($$props);
10
11
  const engine = inject(RpgClientEngine);
11
12
  engine.scene.currentPlayer;
12
13
  const keyboardControls = engine.globalConfig.keyboardControls;
@@ -1 +1 @@
1
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String(value) : \"\";\n });\n\n const dialogPosition = computed(() => resolveProp(position()) || \"bottom\");\n const isFullWidth = computed(() => resolveProp(fullWidth) !== false);\n const dialogFace = computed(() => resolveProp(dialogData().face));\n const hasFace = computed(() => {\n const value = dialogFace();\n return !!(value && value.id);\n });\n\n const displayMessage = signal(\"\");\n const fullMessage = signal(\"\");\n const isTyping = signal(false);\n let typewriterTimer = null;\n let rootElement = null;\n\n mount((element) => {\n rootElement = element;\n });\n\n const startTypewriter = (text) => {\n if (typewriterTimer) clearInterval(typewriterTimer);\n displayMessage.set(\"\");\n if (!text) return;\n let index = 0;\n isTyping.set(true);\n typewriterTimer = setInterval(() => {\n index += 1;\n displayMessage.set(text.slice(0, index));\n if (index >= text.length) {\n clearInterval(typewriterTimer);\n typewriterTimer = null;\n isTyping.set(false);\n }\n }, 20);\n };\n\n const 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+ {"version":3,"file":"index.ce.js","names":[],"sources":["../../../../src/components/gui/dialogbox/index.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={dialogControls}>\n <div\n class=\"rpg-ui-dialog-container\"\n data-position={dialogPosition()}\n data-full-width={isFullWidth() ? \"true\" : \"false\"}\n data-has-face={hasFace() ? \"true\" : \"false\"}\n >\n <div class=\"rpg-ui-dialog rpg-anim-fade-in\">\n <div class=\"rpg-ui-dialog-body\">\n <div>\n @if (speakerName()) {\n <div class=\"rpg-ui-dialog-speaker\">{speakerName()}</div>\n }\n <div class=\"rpg-ui-dialog-content\">\n {displayMessage()}\n </div>\n @if (hasChoices()) {\n <Navigation tabindex={selectedItem} controls={controls}>\n <div class=\"rpg-ui-dialog-choices\">\n @for ((choice,index) of dialogChoices()) {\n <div\n class=\"rpg-ui-dialog-choice\"\n class={{active: selectedItem() === index}}\n tabindex={index}\n data-choice-index={index}\n click={selectChoice(index)}\n >{{ choice.text }}</div>\n }\n </div>\n </Navigation>\n }\n </div>\n @if (hasFace()) {\n <div class=\"rpg-ui-dialog-face\">\n <DOMSprite\n sheet={faceSheet(dialogFace())}\n width=\"100%\"\n height=\"100%\"\n objectFit=\"contain\"\n />\n </div>\n }\n </div>\n @if (showIndicator) {\n <div class=\"rpg-ui-dialog-indicator\"></div>\n }\n </div>\n </div>\n</DOMContainer>\n \n<script>\n import { effect, signal, computed, createTabindexNavigator, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\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\n engine.stopProcessingInput = true;\n\n const selectedItem = signal(0)\n const ACTION_OPEN_GUARD_MS = 150;\n const openedAt = Date.now();\n\n const {\n data,\n onFinish,\n onInteraction,\n guiOpenId\n } = defineProps();\n\n const dialogData = computed(() => data() || {});\n const dialogChoices = computed(() => Array.isArray(dialogData().choices) ? dialogData().choices : []);\n const message = computed(() => dialogData().message);\n const speaker = computed(() => dialogData().speaker);\n const position = computed(() => dialogData().position);\n const typewriterEffect = computed(() => dialogData().typewriterEffect);\n const fullWidth = computed(() => dialogData().fullWidth || false);\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const normalizeOpenId = (value) => {\n const resolved = resolveProp(value);\n return typeof resolved === \"string\" && resolved.length > 0 ? resolved : undefined;\n };\n\n const speakerName = computed(() => {\n const value = resolveProp(speaker());\n return value ? String(value) : \"\";\n });\n\n const dialogPosition = computed(() => resolveProp(position()) || \"bottom\");\n const isFullWidth = computed(() => resolveProp(fullWidth) !== false);\n const dialogFace = computed(() => resolveProp(dialogData().face));\n const hasFace = computed(() => {\n const value = dialogFace();\n return !!(value && value.id);\n });\n\n const displayMessage = signal(\"\");\n const fullMessage = signal(\"\");\n const isTyping = signal(false);\n let typewriterTimer = null;\n let rootElement = null;\n\n mount((element) => {\n rootElement = element;\n });\n\n const startTypewriter = (text) => {\n if (typewriterTimer) clearInterval(typewriterTimer);\n displayMessage.set(\"\");\n if (!text) return;\n let index = 0;\n isTyping.set(true);\n typewriterTimer = setInterval(() => {\n index += 1;\n displayMessage.set(text.slice(0, index));\n if (index >= text.length) {\n clearInterval(typewriterTimer);\n typewriterTimer = null;\n isTyping.set(false);\n }\n }, 20);\n };\n\n const finishTyping = () => {\n if (typewriterTimer) clearInterval(typewriterTimer);\n typewriterTimer = null;\n displayMessage.set(fullMessage());\n isTyping.set(false);\n };\n\n effect(() => {\n const text = resolveProp(message()) || \"\";\n fullMessage.set(text);\n const useTypewriter = resolveProp(typewriterEffect()) !== false;\n if (!useTypewriter) {\n finishTyping();\n return;\n }\n startTypewriter(text);\n });\n\n\n const hasChoices = computed(() => dialogChoices().length > 0);\n const showIndicator = computed(() => !hasChoices() && !isTyping());\n const nav = createTabindexNavigator(selectedItem, { count: () => dialogChoices().length }, 'wrap');\n\n function selectChoice(index) {\n return function() {\n selectedItem.set(index);\n onSelect(index);\n }\n }\n\n function _onFinish(value) {\n if (onFinish) onFinish(value, normalizeOpenId(guiOpenId));\n }\n\n const onSelect = (index) => {\n _onFinish(index);\n };\n\n const canAcceptAction = () => Date.now() - openedAt >= ACTION_OPEN_GUARD_MS;\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (!hasChoices()) return;\n nav.next(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (!hasChoices()) return;\n nav.next(1);\n }\n },\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (!canAcceptAction()) {\n return;\n }\n if (isTyping()) {\n finishTyping();\n return;\n }\n if (!hasChoices()) return;\n onSelect(selectedItem());\n }\n },\n gamepad: {\n enabled: true\n }\n });\n \n const dialogControls = signal({\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (!canAcceptAction()) {\n return;\n }\n if (isTyping()) {\n finishTyping();\n return;\n }\n if (hasChoices()) return;\n _onFinish();\n }\n },\n })\n\n const faceSheet = (faceValue) => {\n if (!faceValue || !faceValue.id) {\n return undefined;\n }\n return {\n 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@@ -2,12 +2,13 @@ import { inject } from "../../core/inject.js";
2
2
  import { getKeyboardControlBind } from "../../services/actionInput.js";
3
3
  import { RpgGui } from "../../Gui/Gui.js";
4
4
  import { RpgClientEngine } from "../../RpgClientEngine.js";
5
- import { DOMContainer, DOMElement, Navigation, computed, cond, effect, h, loop, signal, useDefineProps, useProps } from "canvasengine";
5
+ import { DOMContainer, DOMElement, Navigation, computed, cond, effect, h, loop, signal, useDefineEmits, useDefineProps, useProps } from "canvasengine";
6
6
  import { PrebuiltGui } from "@rpgjs/common";
7
7
  //#region src/components/gui/gameover.ce
8
8
  function component($$props) {
9
9
  useProps($$props);
10
10
  const defineProps = useDefineProps($$props);
11
+ useDefineEmits($$props);
11
12
  const engine = inject(RpgClientEngine);
12
13
  const { t } = engine.i18n();
13
14
  const guiService = inject(RpgGui);
@@ -1 +1 @@
1
- {"version":3,"file":"gameover.ce.js","names":[],"sources":["../../../src/components/gui/gameover.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-gameover-screen rpg-anim-fade-in\">\n <div class=\"rpg-ui-gameover-splatter rpg-ui-gameover-splatter-left\"></div>\n <div class=\"rpg-ui-gameover-splatter rpg-ui-gameover-splatter-right\"></div>\n <div class=\"rpg-ui-gameover-splatter rpg-ui-gameover-splatter-center\"></div>\n <div class=\"rpg-ui-gameover-header rpg-anim-shake\">\n <div class=\"rpg-ui-gameover-title\">{titleText()}</div>\n @if (subtitleText()) {\n <div class=\"rpg-ui-gameover-subtitle\">{subtitleText()}</div>\n }\n </div>\n <Navigation tabindex={selectedEntry} controls={controls}>\n <div class=\"rpg-ui-menu rpg-ui-gameover-menu rpg-anim-slide-up\">\n @for ((entry,index) of entryList()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isEntryDisabled(entry)}}\n data-selected={selectedEntry() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectEntry(index)}\n >{entry.label}</div>\n }\n </div>\n </Navigation>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect } from \"canvasengine\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { getKeyboardControlBind } from \"../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\n const guiService = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { entries, title, subtitle, saveLoad, localActions, onInteraction } = defineProps({\n entries: {\n default: () => []\n },\n saveLoad: {\n default: () => ({})\n },\n localActions: {\n default: false\n }\n });\n\n const defaultEntries = [\n { id: \"title\", label: t(\"rpg.gameover.title-screen\") },\n { id: \"load\", label: t(\"rpg.gameover.load-game\") }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? 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1
+ {"version":3,"file":"gameover.ce.js","names":[],"sources":["../../../src/components/gui/gameover.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-gameover-screen rpg-anim-fade-in\">\n <div class=\"rpg-ui-gameover-splatter rpg-ui-gameover-splatter-left\"></div>\n <div class=\"rpg-ui-gameover-splatter rpg-ui-gameover-splatter-right\"></div>\n <div class=\"rpg-ui-gameover-splatter rpg-ui-gameover-splatter-center\"></div>\n <div class=\"rpg-ui-gameover-header rpg-anim-shake\">\n <div class=\"rpg-ui-gameover-title\">{titleText()}</div>\n @if (subtitleText()) {\n <div class=\"rpg-ui-gameover-subtitle\">{subtitleText()}</div>\n }\n </div>\n <Navigation tabindex={selectedEntry} controls={controls}>\n <div class=\"rpg-ui-menu rpg-ui-gameover-menu rpg-anim-slide-up\">\n @for ((entry,index) of entryList()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isEntryDisabled(entry)}}\n data-selected={selectedEntry() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectEntry(index)}\n >{entry.label}</div>\n }\n </div>\n </Navigation>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect } from \"canvasengine\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { getKeyboardControlBind } from \"../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\n const guiService = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { entries, title, subtitle, saveLoad, localActions, onInteraction } = defineProps({\n entries: {\n default: () => []\n },\n saveLoad: {\n default: () => ({})\n },\n localActions: {\n default: false\n }\n });\n\n const defaultEntries = [\n { id: \"title\", label: t(\"rpg.gameover.title-screen\") },\n { id: \"load\", label: t(\"rpg.gameover.load-game\") }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const titleText = computed(() => resolveProp(title) || t(\"rpg.gameover.title\"));\n const subtitleText = computed(() => resolveProp(subtitle) || \"\");\n const localActionsEnabled = computed(() => resolveProp(localActions) === true);\n\n const entryList = computed(() => {\n const list = resolveProp(entries);\n if (Array.isArray(list) && list.length) return list;\n return defaultEntries;\n });\n\n const isEntryDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n return false;\n };\n\n const selectedEntry = signal(0);\n const selectableIndexes = computed(() => {\n const list = entryList();\n return list\n .map((entry, index) => (isEntryDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n if (!available.includes(current)) {\n selectedEntry.set(available[0]);\n }\n });\n\n const moveSelection = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n selectedEntry.set(available[nextIndex]);\n };\n\n const triggerSelect = (index) => {\n const list = entryList();\n const entry = list[index];\n if (!entry || isEntryDisabled(entry)) return;\n if (localActionsEnabled()) {\n if (entry.id === \"title\") {\n guiService.hide(PrebuiltGui.Gameover);\n guiService.display(PrebuiltGui.TitleScreen);\n }\n if (entry.id === \"load\") {\n const config = resolveProp(saveLoad) || {};\n const slots = Array.isArray(config.slots) ? config.slots : [null, null, null];\n guiService.display(PrebuiltGui.Save, {\n ...config,\n mode: config.mode || \"load\",\n slots\n });\n }\n }\n if (onInteraction) {\n onInteraction(\"select\", { id: entry.id, index, entry });\n }\n };\n\n function selectEntry(index) {\n return function() {\n selectedEntry.set(index);\n triggerSelect(index);\n };\n }\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n moveSelection(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n moveSelection(1);\n }\n },\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n triggerSelect(selectedEntry());\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;;;;AAaM,SAAS,UAAQ,SAAW;CACb,SAAA,OAAA;CACb,MAAM,cAAU,eAAmB,OAAI;CACvB,eAAkB,OAAA;CAClC,MAAM,SAAS,OAAM,eAAU;CACvC,MAAM,EAAE,MAAM,OAAO,KAAG;CACxB,MAAM,aAAa,OAAK,MAAO;CAC/B,MAAM,mBAAgB,OAAM,aAAW;CACvC,MAAM,EAAE,SAAQ,OAAA,UAAA,UAAA,cAAA,kBAAA,YAAA;EACZ,SAAS,EACL,eAAY,CAAA,EAChB;EACF,UAAY,EAAA,gBAAA,CAAA,GAEb;EACG,cAAS,EACT,SAAS,MACT;CACJ,CAAC;CACD,MAAI,iBAAkB,CAClB;EAAA,IAAM;EAAG,OAAA,EAAA,2BAAqC;CAAA,GAAA;;;EAElD;CACA,MAAI,eAAc,UAAa,OAAA,UAAA,aAAA,MAAA,IAAA;CAC/B,MAAI,YAAM,eAAoB,YAAO,KAAA,KAAA,EAAA,oBAAA,CAAA;CACrC,MAAI,eAAM,eAA0B,YAAY,QAAC,KAAA,EAAA;;CAEjD,MAAI,YAAQ,eAAgB;EACxB,MAAI,OAAS,YAAA,OAAA;EACb,IAAI,MAAI,QAAU,IAAI,KAAE,KAAA,QACpB,OAAC;EACL,OAAI;CACR,CAAC;CACD,MAAM,mBAAG,UAAA;EACL,IAAI,CAAA,OACA,OAAI;EACR,IAAI,MAAA,UACF,OAAA;+BAEF,OAAM;EACN,OAAM;CACV;CACA,MAAK,gBAAA,OAAA,CAAA;;EAGD,OADM,UACA,EACD,KAAC,OAAA,UAAe,gBAAe,KAAY,IAAA,OAAY,KAAI,EAC3D,QAAC,UAAA,UAAsB,IAAS;;CAEzC,aAAU;EACN,MAAI,YAAa,kBAAmB;EACpC,IAAI,CAAA,UAAU,QACV;EACJ,MAAE,UAAA,cAAA;oCAEF,cAAM,IAAgB,UAAU,EAAE;CAEtC,CAAC;CACD,MAAM,iBAAY,UAAY;EAC1B,MAAI,YAAY,kBAAA;EAChB,IAAC,CAAA,UAAA,QAAA;EAED,MAAM,UAAA,cAAwB;EAE9B,MAAI,aADE,KAAoB,IAAA,GAAA,UAAe,QAAA,OAAA,CACb,IAAA,QAAA,UAAA,UAAA,UAAA;EAC5B,cAAW,IAAA,UAAA,UAAA;CACf;CACA,MAAM,iBAAe,UAAU;gBACzB,UAAA,EAAA;EAEF,IAAA,CAAA,SAAa,gBAAA,KAAA,GACT;EACJ,IAAI,oBAAe,GAAQ;GACvB,IAAA,MAAM,OAAU,SAAA;IACZ,WAAW,KAAA,YAAiB,QAAE;IAC9B,WAAA,QAAkB,YAAa,WAAA;GACnC;GACF,IAAA,MAAA,OAAA,QAAA;;IAEI,MAAA,QAAgB,MAAM,QAAK,OAAA,KAAA,IAAA,OAAA,QAAA;KAAA;KAAA;KAAA;IAAA;IAC7B,WAAe,QAAG,YAAiB,MAAE;KAChC,GAAA;KACC,MAAQ,OAAE,QAAa;KACvB;IACN,CAAK;GACL;EACJ;qBAEA,cAAM,UAAsB;GAAE,IAAG,MAAA;GAAA;GAAA;EAAA,CAAA;CAErC;CACA,SAAQ,YAAa,OAAC;EAClB,OAAO,WAAC;GACJ,cAAc,IAAI,KAAI;GACtB,cAAQ,KAAW;EACvB;CACJ;CACA,MAAM,WAAU,OAAQ;EACpB,IAAI;GACA,QAAQ;GACR,MAAM,iBAAa;GACnB,UAAU;GACV,UAAU;IACN,cAAQ,EAAA;GACZ;EACJ;EACA,MAAI;GACA,QAAI;GACJ,MAAI,iBAAe;GACnB,UAAA;GACH,UAAA;;GAED;EACA;EACA,QAAQ;GACJ,MAAI,uBAAoB,iBAAA,MAAA;GACxB,UAAC;IACL,cAAA,cAAA,CAAA;;EAEA;EACA,SAAQ,EACJ,SAAI,KACR;CACJ,CAAC;CAEO,OADY,EAAE,cAAA;EAAA,OAAA;EAAA,QAAA;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,0CAAA;CAAA,GAAA;EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,yDAAA;EAAA,CAAA;EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,0DAAA;EAAA,CAAA;EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,2DAAA;EAAA,CAAA;EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,wCAAA;EAAA,GAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,wBAAA;GAAA,aAAA,eAAA,UAAA,CAAA;EAAA,CAAA,GAAA,KAAA,eAAA,aAAA,CAAA,SAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,2BAAA;GAAA,aAAA,eAAA,aAAA,CAAA;EAAA,CAAA,CAAA,CAAA,CAAA;EAAA,EAAA,YAAA;GAAA,UAAA;GAAA;EAAA,GAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,qDAAA;EAAA,GAAA,KAAA,eAAA,UAAA,CAAA,IAAA,OAAA,UAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA;IAAA,OAAA,CAAA,oBAAA,gBAAA,EAAA,UAAA,gBAAA,KAAA,EAAA,EAAA,CAAA;IAAA,iBAAA,eAAA,cAAA,MAAA,QAAA,SAAA,OAAA;IAAA,UAAA;IAAA,OAAA,YAAA,KAAA;GAAA;GAAA,aAAA,MAAA;EAAA,CAAA,CAAA,CAAA,CAAA;CAAA,CAAA,CACN;AACV;AAEA,IAAM,iBAAE"}
@@ -1,11 +1,12 @@
1
1
  import { inject } from "../../../core/inject.js";
2
2
  import { getEntityProp } from "../../../utils/getEntityProp.js";
3
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
4
- import { DOMContainer, DOMElement, DOMSprite, computed, cond, h, useDefineProps, useProps } from "canvasengine";
4
+ import { DOMContainer, DOMElement, DOMSprite, computed, cond, h, useDefineEmits, useDefineProps, useProps } from "canvasengine";
5
5
  //#region src/components/gui/hud/hud.ce
6
6
  function component($$props) {
7
7
  useProps($$props);
8
8
  const defineProps = useDefineProps($$props);
9
+ useDefineEmits($$props);
9
10
  const engine = inject(RpgClientEngine);
10
11
  const currentPlayer = engine.scene.currentPlayer;
11
12
  const { data } = defineProps();
@@ -1 +1 @@
1
- {"version":3,"file":"hud.ce.js","names":[],"sources":["../../../../src/components/gui/hud/hud.ce"],"sourcesContent":["<DOMContainer>\n <div class=\"rpg-hud\">\n <div class=\"rpg-avatar\">\n @if (hasFace()) {\n <div class=\"rpg-avatar-face\">\n <DOMSprite \n sheet={faceSheet(face())} \n width={64} \n height={64} \n objectFit=\"contain\" \n />\n </div>\n }\n <div class=\"rpg-avatar-level\">{{ level() }}</div>\n </div>\n <div class=\"rpg-status-bars\">\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">HP {{ hp() }}/{{ hpMax() }}</span>\n <div class=\"rpg-bar-fill health\" style={{width: percentHp}}></div>\n </div>\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">SP {{ sp() }}/{{ spMax() }}</span>\n <div class=\"rpg-bar-fill mana\" style={{width: percentSp}}></div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { computed } from \"canvasengine\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\n\n const engine = inject(RpgClientEngine)\n const currentPlayer = engine.scene.currentPlayer\n const { data } = defineProps();\n const { faceset } = data();\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const face = computed(() => resolveProp(data().faceset));\n\n const hasFace = computed(() => {\n const value = face();\n return !!(value && value.id);\n });\n const faceSheet = (faceValue) => ({\n definition: engine.getSpriteSheet(faceValue.id),\n playing: faceValue.expression || \"default\",\n });\n const hp = getEntityProp(currentPlayer, \"hp\")\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\")\n const percentHp = computed(() => (hp() / hpMax() * 100) + '%')\n\n const sp = getEntityProp(currentPlayer, \"sp\")\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\")\n const percentSp = computed(() => (sp() / spMax() * 100) + '%')\n\n const level = getEntityProp(currentPlayer, \"level\")\n</script>\n \n"],"mappings":";;;;;AAWM,SAAS,UAAM,SAAA;CACT,SAAA,OAAA;CACJ,MAAK,cAAe,eAAe,OAAO;CAC1C,MAAK,SAAA,OAAA,eAAA;CACb,MAAM,gBAAc,OAAI,MAAW;CACnC,MAAM,EAAE,SAAS,YAAW;CAC5B,MAAM,EAAE,YAAS,KAAK;CACtB,MAAM,eAAe,UAAU,OAAK,UAAY,aAAS,MAAO,IAAA;CAChE,MAAM,OAAO,eAAI,YAAA,KAAA,EAAA,OAAA,CAAA;CACjB,MAAM,UAAU,eAAe;EAC3B,MAAM,QAAO,KAAK;EAClB,OAAO,CAAC,EAAE,SAAO,MAAO;CAC5B,CAAC;CACD,MAAM,aAAO,eAAA;EACT,YAAK,OAAA,eAAA,UAAA,EAAA;EACP,SAAA,UAAY,cAAA;;CAEd,MAAC,KAAM,cAAA,eAAA,IAAA;CACP,MAAI,QAAS,cAAe,eAAc,cAAO;CACjD,MAAI,YAAS,eAAkB,GAAM,IAAI,MAAK,IAAA,MAAA,GAAe;CAC7D,MAAI,KAAO,cAAa,eAAM,IAAa;CAC3C,MAAI,QAAS,cAAe,eAAe,cAAO;;CAElD,MAAI,QAAM,cAAgB,eAAe,OAAA;CAErC,OADM,EAAA,cAAuB,MAAM,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,UAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,aAAA;CAAA,GAAA,CAAA,KAAA,eAAA,QAAA,CAAA,SAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kBAAA;CAAA,GAAA,EAAA,WAAA;EAAA,OAAA,eAAA,UAAA,KAAA,CAAA,CAAA;EAAA,OAAA;EAAA,QAAA;EAAA,WAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mBAAA;EAAA,aAAA,eAAA,MAAA,CAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,eAAA;EAAA,aAAA,eAAA,QAAA,GAAA,IAAA,MAAA,MAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,UAAA;EAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,eAAA;EAAA,aAAA,eAAA,QAAA,GAAA,IAAA,MAAA,MAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,UAAA;EAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACpB;AACf;AAEA,IAAM,iBAAe"}
1
+ {"version":3,"file":"hud.ce.js","names":[],"sources":["../../../../src/components/gui/hud/hud.ce"],"sourcesContent":["<DOMContainer>\n <div class=\"rpg-hud\">\n <div class=\"rpg-avatar\">\n @if (hasFace()) {\n <div class=\"rpg-avatar-face\">\n <DOMSprite \n sheet={faceSheet(face())} \n width={64} \n height={64} \n objectFit=\"contain\" \n />\n </div>\n }\n <div class=\"rpg-avatar-level\">{{ level() }}</div>\n </div>\n <div class=\"rpg-status-bars\">\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">HP {{ hp() }}/{{ hpMax() }}</span>\n <div class=\"rpg-bar-fill health\" style={{width: percentHp}}></div>\n </div>\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">SP {{ sp() }}/{{ spMax() }}</span>\n <div class=\"rpg-bar-fill mana\" style={{width: percentSp}}></div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { computed } from \"canvasengine\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\n\n const engine = inject(RpgClientEngine)\n const currentPlayer = engine.scene.currentPlayer\n const { data } = defineProps();\n const { faceset } = data();\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const face = computed(() => resolveProp(data().faceset));\n\n const hasFace = computed(() => {\n const value = face();\n return !!(value && value.id);\n });\n const faceSheet = (faceValue) => ({\n definition: engine.getSpriteSheet(faceValue.id),\n playing: faceValue.expression || \"default\",\n });\n const hp = getEntityProp(currentPlayer, \"hp\")\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\")\n const percentHp = computed(() => (hp() / hpMax() * 100) + '%')\n\n const sp = getEntityProp(currentPlayer, \"sp\")\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\")\n const percentSp = computed(() => (sp() / spMax() * 100) + '%')\n\n const level = getEntityProp(currentPlayer, \"level\")\n</script>\n \n"],"mappings":";;;;;AAWM,SAAS,UAAM,SAAA;CACT,SAAA,OAAA;CACJ,MAAK,cAAe,eAAe,OAAO;CACrC,eAAA,OAAA;CACL,MAAK,SAAU,OAAO,eAAM;CACpC,MAAM,gBAAgB,OAAM,MAAI;CAChC,MAAM,EAAE,SAAS,YAAY;CAC7B,MAAM,EAAE,YAAY,KAAC;CACrB,MAAM,eAAW,UAAA,OAAA,UAAA,aAAA,MAAA,IAAA;CACjB,MAAM,OAAO,eAAe,YAAI,KAAU,EAAA,OAAA,CAAA;CAC1C,MAAM,UAAU,eAAa;EACzB,MAAM,QAAO,KAAI;EACjB,OAAO,CAAC,EAAE,SAAG,MAAA;CACjB,CAAC;CACD,MAAM,aAAG,eAAA;EACP,YAAY,OAAA,eAAA,UAAA,EAAA;;CAEd;CACA,MAAI,KAAO,cAAW,eAAe,IAAK;CAC1C,MAAI,QAAS,cAAe,eAAe,cAAG;CAC9C,MAAI,YAAS,eAAiB,GAAA,IAAA,MAAa,IAAA,MAAA,GAAA;CAC3C,MAAI,KAAO,cAAE,eAA2B,IAAI;;CAE5C,MAAI,YAAc,eAAQ,GAAA,IAAe,MAAA,IAAA,MAAA,GAAA;CACzC,MAAI,QAAM,cAAgB,eAAa,OAAA;CAEnC,OADgB,EAAC,cAAa,MAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,UAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,aAAA;CAAA,GAAA,CAAA,KAAA,eAAA,QAAA,CAAA,SAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kBAAA;CAAA,GAAA,EAAA,WAAA;EAAA,OAAA,eAAA,UAAA,KAAA,CAAA,CAAA;EAAA,OAAA;EAAA,QAAA;EAAA,WAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mBAAA;EAAA,aAAA,eAAA,MAAA,CAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,eAAA;EAAA,aAAA,eAAA,QAAA,GAAA,IAAA,MAAA,MAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,UAAA;EAAA;CAAA,CAAA,CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;CAAA,GAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,eAAA;EAAA,aAAA,eAAA,QAAA,GAAA,IAAA,MAAA,MAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,UAAA;EAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACf;;AAGf,IAAM,iBAAmB"}
@@ -1,11 +1,12 @@
1
1
  import { inject } from "../../../core/inject.js";
2
2
  import { getKeyboardControlBind } from "../../../services/actionInput.js";
3
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
4
- import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, effect, h, loop, signal, useDefineProps, useProps } from "canvasengine";
4
+ import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, effect, h, loop, signal, useDefineEmits, useDefineProps, useProps } from "canvasengine";
5
5
  //#region src/components/gui/menu/equip-menu.ce
6
6
  function component($$props) {
7
7
  useProps($$props);
8
8
  const defineProps = useDefineProps($$props);
9
+ useDefineEmits($$props);
9
10
  const engine = inject(RpgClientEngine);
10
11
  const { t } = engine.i18n();
11
12
  const keyboardControls = engine.globalConfig.keyboardControls;
@@ -1 +1 @@
1
- {"version":3,"file":"equip-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/equip-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\">{t(\"rpg.menu.equip\")}</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\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(detailsItem()?.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\">\n {detailsItem()?.name || currentSlot()?.label || t(\"rpg.menu.equip\")}\n </div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n {detailsItem()?.description || \"\"}\n </div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-ui-equip-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-ui-equip-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-ui-equip-stat-key\">{stat.label}</div>\n <div class=\"rpg-ui-equip-stat-value\">\n {stat.delta > 0 ? \"+\" : \"\"}{stat.delta}\n </div>\n @if (stat.current) {\n <div class=\"rpg-ui-equip-stat-current\">{stat.current} -> {stat.next}</div>\n }\n </div>\n }\n </div>\n }\n <div class=\"rpg-ui-menu-panel-details-meta\">\n <span>{equippedText()}</span>\n </div>\n </div>\n </div>\n </div>\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 slotList) {\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 ((entry,index) of listEntries) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\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 @if (entry?.icon) {\n <DOMSprite \n sheet={iconSheet(entry.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <span>{entry.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">{entry.tag || \"\"}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\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 { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\n const keyboardControls = engine.globalConfig.keyboardControls;\n const currentPlayer = engine.scene.currentPlayer;\n\n const selectedTab = signal(0);\n const selectedItem = signal(0);\n const { data, onInteraction, onBack } = defineProps();\n\n const equips = computed(() => data().equips ?? data().items);\n const slots = computed(() => data().slots);\n\n const defaultSlots = [\n { id: \"weapon\", label: t(\"rpg.menu.weapons\"), types: [\"weapon\"] },\n { id: \"armor\", label: t(\"rpg.menu.armor\"), types: [\"armor\"] }\n ];\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeEquips = computed(() => {\n const list = resolveProp(equips);\n return Array.isArray(list) ? list : [];\n });\n const slotList = computed(() => {\n const list = resolveProp(slots);\n if (Array.isArray(list) && list.length) return list;\n return defaultSlots;\n });\n\n const currentSlot = computed(() => slotList()[selectedTab()]);\n\n const equippedIds = computed(() => {\n const equipped = currentPlayer().equipments?.() || [];\n return new Set(equipped.map((it) => it?.id?.() ?? it?.id ?? it?.name));\n });\n const equippedOverrides = signal({});\n\n effect(() => {\n const next = {};\n safeEquips().forEach((item) => {\n if (item?.id && typeof item.equipped === \"boolean\") {\n next[item.id] = item.equipped;\n }\n });\n equippedOverrides.set(next);\n });\n\n const itemEquipped = (item) => {\n if (!item) return false;\n const overrides = equippedOverrides();\n if (Object.prototype.hasOwnProperty.call(overrides, item.id)) {\n return overrides[item.id];\n }\n if (typeof item.equipped === \"boolean\") return item.equipped;\n return equippedIds().has(item.id);\n };\n\n const slotTypes = (slot) => {\n if (!slot) return [];\n if (Array.isArray(slot.types)) return slot.types;\n if (slot.type) return [slot.type];\n if (slot.id) return [slot.id];\n return [];\n };\n\n const slotItems = computed(() => {\n const slot = currentSlot();\n if (!slot) return [];\n const types = new Set(slotTypes(slot));\n return safeEquips().filter((item) => item && types.has(item.type));\n });\n\n const currentEquippedItem = computed(() => {\n const list = slotItems();\n return list.find((item) => itemEquipped(item)) || null;\n });\n\n const listEntries = computed(() => {\n const items = slotItems().map((item) => ({\n ...item,\n kind: \"item\",\n tag: itemEquipped(item) ? t(\"rpg.shop.equipped\") : \"\"\n }));\n const equipped = currentEquippedItem();\n if (!equipped) return items;\n return [\n {\n id: \"__unequip__\",\n name: t(\"rpg.menu.unequip\"),\n description: t(\"rpg.menu.remove-equipment\"),\n kind: \"unequip\",\n tag: \"\"\n },\n ...items\n ];\n });\n\n const currentEntry = computed(() => listEntries()[selectedItem()]);\n const detailsItem = computed(() => {\n const entry = currentEntry();\n if (entry?.kind === \"item\") return entry;\n return currentEquippedItem();\n });\n\n const equippedText = computed(() => {\n const slot = currentSlot();\n if (!slot) return \"\";\n const equipped = currentEquippedItem();\n return equipped ? `${slot.label}: ${equipped.name}` : `${slot.label}: ${t(\"rpg.menu.empty\")}`;\n });\n const listEmpty = computed(() => listEntries().length === 0);\n\n const nav = createTabindexNavigator(selectedItem, { count: () => listEntries().length }, \"wrap\");\n\n const playerParams = computed(() => {\n const menuData = data();\n if (menuData?.playerStats) return menuData.playerStats;\n if (menuData?.playerParams) return menuData.playerParams;\n return currentPlayer()?._param?.() || {};\n });\n const statOrder = [\"atk\", \"def\", \"pdef\", \"sdef\", \"str\", \"dex\", \"int\", \"agi\", \"maxHp\", \"maxSp\"];\n const statLabels = {\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\n const getItemStats = (item) => {\n if (!item) return {};\n const stats = item.stats || item.params || {};\n if (Object.keys(stats).length) return stats;\n const keys = [\"atk\", 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currentEntry();\n const equipped = currentEquippedItem();\n if (!entry) return [];\n if (entry.kind === \"unequip\") {\n \n if (!equipped) return [];\n const stats = getItemStats(equipped);\n const delta = {};\n Object.keys(stats).forEach((key) => {\n delta[key] = -stats[key];\n });\n return buildStatsList(delta);\n }\n if (entry.kind === \"item\") {\n const equippedStats = getItemStats(equipped);\n const nextStats = getItemStats(entry);\n const delta = {};\n const keys = new Set([...Object.keys(nextStats), ...Object.keys(equippedStats)]);\n keys.forEach((key) => {\n delta[key] = (nextStats[key] || 0) - (equippedStats[key] || 0);\n });\n return buildStatsList(delta);\n }\n return [];\n });\n\n const applyEquipState = (slot, itemId, equip) => {\n const types = slotTypes(slot);\n const next = { ...equippedOverrides() };\n if (types.length) {\n safeEquips().forEach((item) => {\n if (!item) return;\n if (types.includes(item.type)) {\n next[item.id] = false;\n }\n });\n }\n if (itemId) {\n 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rpg-ui-menu-row\"\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 @if (entry?.icon) {\n <DOMSprite \n sheet={iconSheet(entry.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <span>{entry.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">{entry.tag || \"\"}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\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 { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\n const keyboardControls = engine.globalConfig.keyboardControls;\n const currentPlayer = engine.scene.currentPlayer;\n\n const selectedTab = signal(0);\n const selectedItem = signal(0);\n const { data, onInteraction, onBack } = defineProps();\n\n const equips = computed(() => data().equips ?? data().items);\n const slots = computed(() => data().slots);\n\n const defaultSlots = [\n { id: \"weapon\", label: t(\"rpg.menu.weapons\"), types: [\"weapon\"] },\n { id: \"armor\", label: t(\"rpg.menu.armor\"), types: [\"armor\"] }\n ];\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeEquips = computed(() => {\n const list = resolveProp(equips);\n return Array.isArray(list) ? list : [];\n });\n const slotList = computed(() => {\n const list = resolveProp(slots);\n if (Array.isArray(list) && list.length) return list;\n return defaultSlots;\n });\n\n const currentSlot = computed(() => slotList()[selectedTab()]);\n\n const equippedIds = computed(() => {\n const equipped = currentPlayer().equipments?.() || [];\n return new Set(equipped.map((it) => it?.id?.() ?? it?.id ?? it?.name));\n });\n const equippedOverrides = signal({});\n\n effect(() => {\n const next = {};\n safeEquips().forEach((item) => {\n if (item?.id && typeof item.equipped === \"boolean\") {\n next[item.id] = item.equipped;\n }\n });\n equippedOverrides.set(next);\n });\n\n const itemEquipped = (item) => {\n if (!item) return false;\n const overrides = equippedOverrides();\n if (Object.prototype.hasOwnProperty.call(overrides, item.id)) {\n return overrides[item.id];\n }\n if (typeof item.equipped === \"boolean\") return item.equipped;\n return equippedIds().has(item.id);\n };\n\n const slotTypes = (slot) => {\n if (!slot) return [];\n if (Array.isArray(slot.types)) return slot.types;\n if (slot.type) return [slot.type];\n if (slot.id) return [slot.id];\n return [];\n };\n\n const slotItems = computed(() => {\n const slot = currentSlot();\n if (!slot) return [];\n const types = new Set(slotTypes(slot));\n return safeEquips().filter((item) 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@@ -1,11 +1,12 @@
1
1
  import { inject } from "../../../core/inject.js";
2
2
  import { getKeyboardControlBind } from "../../../services/actionInput.js";
3
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
4
- import { DOMContainer, DOMElement, computed, h, signal, useDefineProps, useProps } from "canvasengine";
4
+ import { DOMContainer, DOMElement, computed, h, signal, useDefineEmits, useDefineProps, useProps } from "canvasengine";
5
5
  //#region src/components/gui/menu/exit-menu.ce
6
6
  function component($$props) {
7
7
  useProps($$props);
8
8
  const defineProps = useDefineProps($$props);
9
+ useDefineEmits($$props);
9
10
  const engine = inject(RpgClientEngine);
10
11
  const { t } = engine.i18n();
11
12
  const keyboardControls = engine.globalConfig.keyboardControls;
@@ -1 +1 @@
1
- {"version":3,"file":"exit-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/exit-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\">{t(\"rpg.menu.exit\")}</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\">{t(\"rpg.menu.leave-game\")}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n {t(\"rpg.menu.exit-help\")}\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 import { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\n const keyboardControls = engine.globalConfig.keyboardControls;\n const { onConfirm, onBack } = defineProps();\n\n const controls = signal({\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (onConfirm) onConfirm();\n }\n },\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":";;;;;AAUM,SAAO,UAAA,SAAA;CACJ,SAAA,OAAA;CACP,MAAY,cAAA,eAAA,OAAA;;CAEd,MAAC,EAAM,MAAA,OAAA,KAAA;CACP,MAAI,mBAAkB,OAAM,aAAa;CACzC,MAAI,EAAA,WAAe,WAAW,YAAY;CAqBlC,OADI,EAAA,cAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAnBC,OAAA;GACT,QAAQ;;IAER,UAAc;KACN,IAAI,WACN,UAAgB;IACtB;;GAEA,QAAM;IACF,MAAM,iBAAE;IACR,UAAU;KACN,IAAA,QACI,OAAI;IACZ;GACJ;GACA,SAAI,EACA,SAAS,KACb;EACJ,CACY;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,eAAA,EAAA,eAAA,CAAA;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,eAAA,EAAA,qBAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,iCAAA;EAAA,aAAA,eAAA,EAAA,oBAAA,CAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACH;AACH;AAEA,IAAE,iBAAA"}
1
+ {"version":3,"file":"exit-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/exit-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\">{t(\"rpg.menu.exit\")}</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\">{t(\"rpg.menu.leave-game\")}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n {t(\"rpg.menu.exit-help\")}\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 import { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\n const keyboardControls = engine.globalConfig.keyboardControls;\n const { onConfirm, onBack } = defineProps();\n\n const controls = signal({\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (onConfirm) onConfirm();\n }\n },\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":";;;;;AAUM,SAAO,UAAA,SAAA;CACJ,SAAA,OAAA;CACP,MAAY,cAAA,eAAA,OAAA;;CAEP,MAAA,SAAA,OAAA,eAAA;CACP,MAAI,EAAA,MAAS,OAAQ,KAAK;CAC1B,MAAI,mBAAkB,OAAU,aAAU;CAC1C,MAAI,EAAA,WAAS,WAAiB,YAAY;CAqBlC,OADC,EAAA,cAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAnBI,OAAA;;IAET,MAAM,uBAAgB,iBAAgB,MAAA;IACtC,UAAc;KACR,IAAA,WACE,UAAW;;GAEnB;GACA,QAAI;IACA,MAAI,iBAAM;IACV,UAAI;KACA,IAAI,QACJ,OAAA;IACJ;GACJ;GACA,SAAQ,EACJ,SAAI,KACR;EACJ,CACS;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,eAAA,EAAA,eAAA,CAAA;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,eAAA,EAAA,qBAAA,CAAA;CAAA,CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,iCAAA;EAAA,aAAA,eAAA,EAAA,oBAAA,CAAA;CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACQ;AACX;AAEA,IAAA,iBAAA"}
@@ -1,12 +1,13 @@
1
1
  import { inject } from "../../../core/inject.js";
2
2
  import { getKeyboardControlBind } from "../../../services/actionInput.js";
3
3
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
4
- import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, h, loop, signal, useDefineProps, useProps } from "canvasengine";
4
+ import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, createTabindexNavigator, h, loop, signal, useDefineEmits, useDefineProps, useProps } from "canvasengine";
5
5
  import { delay } from "@rpgjs/common";
6
6
  //#region src/components/gui/menu/items-menu.ce
7
7
  function component($$props) {
8
8
  useProps($$props);
9
9
  const defineProps = useDefineProps($$props);
10
+ useDefineEmits($$props);
10
11
  const engine = inject(RpgClientEngine);
11
12
  const { t } = engine.i18n();
12
13
  const keyboardControls = engine.globalConfig.keyboardControls;
@@ -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\">{t(\"rpg.menu.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\">{t(\"rpg.menu.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 import { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\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: t(\"rpg.menu.items\") },\n { id: \"weapon\", label: t(\"rpg.menu.weapons\") },\n { id: \"armor\", label: t(\"rpg.menu.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: t(\"rpg.menu.use\") },\n { id: \"cancel\", label: t(\"rpg.menu.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: getKeyboardControlBind(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: getKeyboardControlBind(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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+ {"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\">{t(\"rpg.menu.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\">{t(\"rpg.menu.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 import { getKeyboardControlBind } from \"../../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\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: t(\"rpg.menu.items\") },\n { id: \"weapon\", label: t(\"rpg.menu.weapons\") },\n { id: \"armor\", label: t(\"rpg.menu.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: t(\"rpg.menu.use\") },\n { id: \"cancel\", label: t(\"rpg.menu.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 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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: getKeyboardControlBind(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: getKeyboardControlBind(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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