@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 @@
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1
+ {"version":3,"file":"title-screen.ce.js","names":[],"sources":["../../../src/components/gui/title-screen.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-title-screen rpg-anim-fade-in\">\n <div class=\"rpg-ui-title-screen-header rpg-anim-float\">\n <div class=\"rpg-ui-title-screen-title\">{titleText()}</div>\n @if (subtitleText()) {\n <div class=\"rpg-ui-title-screen-subtitle\">{subtitleText()}</div>\n }\n </div>\n <Navigation tabindex={selectedEntry} controls={controls}>\n <div class=\"rpg-ui-menu rpg-ui-title-screen-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 @if (versionText()) {\n <div class=\"rpg-ui-title-screen-version\">{versionText()}</div>\n }\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 { data, onInteraction } = defineProps({\n entries: {\n default: () => []\n },\n saveLoad: {\n default: () => ({})\n },\n localActions: {\n default: false\n }\n });\n\n const { entries, title, subtitle, version, saveLoad, localActions } = data();\n\n const defaultEntries = [\n { id: \"start\", label: t(\"rpg.title.start\") },\n { id: \"load\", label: t(\"rpg.title.load\") }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const titleText = computed(() => resolveProp(title) || t(\"rpg.title.default\"));\n const subtitleText = computed(() => resolveProp(subtitle) || \"\");\n const versionText = computed(() => resolveProp(version) || \"\");\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 === \"start\") {\n guiService.hide(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 if (guiService.isDisplaying(PrebuiltGui.Save)) return;\n moveSelection(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (guiService.isDisplaying(PrebuiltGui.Save)) return;\n moveSelection(1);\n }\n },\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (guiService.isDisplaying(PrebuiltGui.Save)) return;\n triggerSelect(selectedEntry());\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;;;;AAaM,SAAS,UAAS,SAAQ;CACT,SAAM,OAAU;CAC/B,MAAM,cAAU,eAAe,OAAA;CACf,eAAmB,OAAM;CACzC,MAAM,SAAQ,OAAM,eAAW;CACvC,MAAM,EAAE,MAAM,OAAE,KAAA;CAChB,MAAM,aAAW,OAAA,MAAA;CACjB,MAAM,mBAAc,OAAA,aAAA;CACpB,MAAM,EAAE,MAAK,kBAAe,YAAA;EACxB,SAAS,EACL,eAAA,CAAA,EACJ;EACF,UAAY,EAAA,gBAAA,CAAA,GAEb;EACG,cAAS,EACT,SAAS,MACT;CACJ,CAAC;CACD,MAAI,EAAA,SAAS,OAAS,UAAY,SAAQ,UAAA,iBAAA,KAAA;CAC1C,MAAI,iBAAS,CAAA;;;IAET;EAAA,IAAM;EAAQ,OAAO,EAAC,gBAAgB;CAAA,CAC1C;CACA,MAAI,eAAiB,UAAS,OAAO,UAAA,aAAA,MAAA,IAAA;CACrC,MAAI,YAAM,eAAmB,YAAO,KAAa,KAAA,EAAA,mBAAgB,CAAA;;CAEjE,MAAI,cAAc,eAAiB,YAAY,OAAC,KAAA,EAAA;CAChD,MAAM,sBAAW,eAAA,YAAA,YAAA,MAAA,IAAA;CACjB,MAAM,YAAM,eAAgB;EACxB,MAAK,OAAA,YAAA,OAAA;EACL,IAAI,MAAA,QAAU,IAAA,KAAA,KAAA,QACV,OAAI;EACR,OAAK;CACT,CAAC;CACD,MAAM,mBAAe,UAAA;EACjB,IAAI,CAAA,OACF,OAAA;sBAEF,OAAQ;+BAER,OAAM;EACN,OAAM;CACV;CACA,MAAK,gBAAA,OAAA,CAAA;;EAGD,OADM,UACA,EACD,KAAC,OAAA,UAAe,gBAAe,KAAY,IAAA,OAAY,KAAI,EAC3D,QAAC,UAAc,UAAa,IAAE;CACvC,CAAC;;EAEG,MAAM,YAAY,kBAAe;EACjC,IAAI,CAAA,UAAW,QACX;EACJ,MAAI,UAAO,cAAc;EACzB,IAAE,CAAA,UAAA,SAAA,OAAA,GAAA,cAAA,IAAA,UAAA,EAAA;CAGN,CAAC;CACD,MAAM,iBAAY,UAAU;EACxB,MAAM,YAAQ,kBAAmB;EACjC,IAAI,CAAA,UAAO,QACV;;EAGD,MAAM,aADe,KAAC,IAAQ,GAAC,UAAA,QAAA,OAAA,CACL,IAAQ,QAAO,UAAA,UAAA,UAAA;EACzC,cAAc,IAAG,UAAW,UAAA;CAChC;CACA,MAAM,iBAAiB,UAAU;EAE7B,MAAE,QADO,UACP,EAAA;wCAEF;EACA,IAAI,oBAAkB,GAAA;GAClB,IAAI,MAAC,OAAU,SACf,WAAe,KAAC,YAAe,WAAA;GAE/B,IAAI,MAAA,OAAa,QAAK;IACtB,MAAA,SAAA,YAAA,QAAA,KAAA,CAAA;IACF,MAAA,QAAA,MAAA,QAAA,OAAA,KAAA,IAAA,OAAA,QAAA;KAAA;KAAA;KAAA;IAAA;;KAEI,GAAA;KACI,MAAA,OAAY,QAAA;KACb;IACL,CAAK;GACL;EACJ;EACA,IAAI,eACH,cAAA,UAAA;GAAA,IAAA,MAAA;GAAA;GAAA;EAAA,CAAA;CAEL;CACA,SAAQ,YAAa,OAAA;EACjB,OAAI,WAAc;GACd,cAAc,IAAA,KAAA;GACd,cAAI,KAAA;EACR;CACJ;CACA,MAAM,WAAM,OAAA;EACR,IAAI;GACA,QAAQ;GACR,MAAM,iBAAgB;GACtB,UAAQ;GACR,UAAU;IACN,IAAI,WAAU,aAAc,YAAO,IAAA,GAC/B;IACJ,cAAM,EAAA;GACV;EACJ;EACA,MAAM;GACF,QAAI;GACJ,MAAA,iBAAA;GACH,UAAA;;IAEO,IAAC,WAAY,aAAO,YAAA,IAAA,GACjB;IACH,cAAc,CAAA;GAClB;EACJ;EACA,QAAA;;GAEA,UAAc;IACN,IAAA,WAAA,aAAA,YAAA,IAAA,GACA;IACA,cAAM,cAAmB,CAAA;GAC7B;EACJ;EACA,SAAS,EACL,SAAQ,KACZ;CACJ,CAAC;CAEO,OADM,EAAA,cAAA;EAAA,OAAA;EAAA,QAAA;CAAA,GAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,uCAAA;CAAA,GAAA;EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,4CAAA;EAAA,GAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,4BAAA;GAAA,aAAA,eAAA,UAAA,CAAA;EAAA,CAAA,GAAA,KAAA,eAAA,aAAA,CAAA,SAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,+BAAA;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,yDAAA;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;EAAA,KAAA,eAAA,YAAA,CAAA,SAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,8BAAA;GAAA,aAAA,eAAA,YAAA,CAAA;EAAA,CAAA,CAAA;CAAA,CAAA,CACK;AACb;AAEA,IAAM,iBAAU"}
@@ -1,10 +1,12 @@
1
1
  import { inject } from "../core/inject.js";
2
2
  import { RpgClientEngine } from "../RpgClientEngine.js";
3
- import { Container, computed, h, loop, useDefineProps, useProps } from "canvasengine";
3
+ import { Container, computed, h, loop, useDefineEmits, useDefineProps, useProps } from "canvasengine";
4
4
  //#region src/components/interaction-components.ce
5
5
  function component($$props) {
6
6
  useProps($$props);
7
- const { object, bounds, hitboxBounds, graphicBounds } = useDefineProps($$props)();
7
+ const defineProps = useDefineProps($$props);
8
+ useDefineEmits($$props);
9
+ const { object, bounds, hitboxBounds, graphicBounds } = defineProps();
8
10
  const client = inject(RpgClientEngine);
9
11
  const sprite = object();
10
12
  return h(Container, null, loop(computed(() => client.interactions.getRenderedComponents(sprite, {
@@ -1 +1 @@
1
- {"version":3,"file":"interaction-components.ce.js","names":[],"sources":["../../src/components/interaction-components.ce"],"sourcesContent":["<Container>\n @for (entry of renderedComponents) {\n <Container dependencies={entry.dependencies}>\n <entry.component ...entry.props />\n </Container>\n }\n</Container>\n\n<script>\n import { computed } from \"canvasengine\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\";\n\n const { object, bounds, hitboxBounds, graphicBounds } = defineProps();\n const client = inject(RpgClientEngine);\n const sprite = object();\n\n const renderedComponents = computed(() => client.interactions.getRenderedComponents(sprite, {\n bounds: typeof bounds === \"function\" ? bounds() : undefined,\n hitbox: typeof hitboxBounds === \"function\" ? hitboxBounds() : undefined,\n graphic: typeof graphicBounds === \"function\" ? graphicBounds() : undefined,\n }));\n</script>\n"],"mappings":";;;;AAQC,SAAM,UAAA,SAAA;CACe,SAAM,OAAA;CAEpB,MAAG,EAAA,QAAa,QAAK,cAAY,kBADb,eAAU,OACG,EAAA;;CAEzC,MAAE,SAAQ,OAAQ;CAOd,OADe,EAAA,WAAc,MAAI,KALb,eAAgB,OAAA,aAAA,sBAAA,QAAA;EACtC,QAAM,OAAS,WAAQ,aAAA,OAAA,IAAA,KAAA;;EAEvB,SAAM,OAAA,kBAA8B,aAAa,cAAa,IAAA,KAAA;CAChE,CAAC,CAC4D,IAAG,UAAE,EAAS,WAAA,EAAA,cAAA,MAAA,aAAA,GAAA,EAAA,MAAA,WAAA,MAAA,KAAA,CAAA,CAAA,CACxD;AACd"}
1
+ {"version":3,"file":"interaction-components.ce.js","names":[],"sources":["../../src/components/interaction-components.ce"],"sourcesContent":["<Container>\n @for (entry of renderedComponents) {\n <Container dependencies={entry.dependencies}>\n <entry.component ...entry.props />\n </Container>\n }\n</Container>\n\n<script>\n import { computed } from \"canvasengine\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\";\n\n const { object, bounds, hitboxBounds, graphicBounds } = defineProps();\n const client = inject(RpgClientEngine);\n const sprite = object();\n\n const renderedComponents = computed(() => client.interactions.getRenderedComponents(sprite, {\n bounds: typeof bounds === \"function\" ? bounds() : undefined,\n hitbox: typeof hitboxBounds === \"function\" ? hitboxBounds() : undefined,\n graphic: typeof graphicBounds === \"function\" ? graphicBounds() : undefined,\n }));\n</script>\n"],"mappings":";;;;AAQC,SAAM,UAAA,SAAA;CACe,SAAM,OAAA;CACpB,MAAG,cAAiB,eAAU,OAAA;CACV,eAAa,OAAA;;CAEzC,MAAE,SAAQ,OAAQ,eAAQ;CAC1B,MAAE,SAAa,OAAE;CAOZ,OADe,EAAA,WAAa,MAAM,KALd,eAAA,OAAA,aAAA,sBAAA,QAAA;;EAEvB,QAAM,OAAA,iBAAqB,aAAe,aAAO,IAAa,KAAA;EAC5D,SAAQ,OAAO,kBAAY,aAAoB,cAAY,IAAA,KAAA;CAC/D,CAAC,CACkD,IAAa,UAAK,EAAA,WAAS,EAAA,cAAA,MAAA,aAAA,GAAA,EAAA,MAAA,WAAA,MAAA,KAAA,CAAA,CAAA,CACzE;AACH"}
@@ -2,11 +2,13 @@ import { inject } from "../core/inject.js";
2
2
  import { resolveDynamicProps, resolveDynamicValue } from "./dynamics/parse-value.js";
3
3
  import { RpgClientEngine } from "../RpgClientEngine.js";
4
4
  import { computeBlockPosition, computeBlockSize, estimateComponentSize, getComponentId, getComponentProps } from "./player-components-utils.js";
5
- import { Container, computed, h, loop, useDefineProps, useProps } from "canvasengine";
5
+ import { Container, computed, h, loop, useDefineEmits, useDefineProps, useProps } from "canvasengine";
6
6
  //#region src/components/player-components.ce
7
7
  function component($$props) {
8
8
  useProps($$props);
9
- const { object, position, graphicBounds } = useDefineProps($$props)({ position: { default: "top" } });
9
+ const defineProps = useDefineProps($$props);
10
+ useDefineEmits($$props);
11
+ const { object, position, graphicBounds } = defineProps({ position: { default: "top" } });
10
12
  const sprite = object();
11
13
  const client = inject(RpgClientEngine);
12
14
  const warnedComponents = /* @__PURE__ */ new Set();
@@ -1 +1 @@
1
- {"version":3,"file":"player-components.ce.js","names":[],"sources":["../../src/components/player-components.ce"],"sourcesContent":["<Container\n x={blockPosition().x}\n y={blockPosition().y}\n width={blockSize().width}\n height={blockSize().height}\n minWidth={blockSize().width}\n minHeight={blockSize().height}\n display=\"flex\"\n flexDirection=\"column\"\n justifyContent=\"center\"\n alignItems=\"center\"\n rowGap={gap().row}\n>\n @for (row of renderedRows) {\n <Container\n width=\"100%\"\n height={row.height}\n display=\"flex\"\n flexDirection=\"row\"\n justifyContent=\"center\"\n alignItems=\"center\"\n columnGap={gap().column}\n >\n @for (entry of row.entries) {\n <Container\n width={entry.width}\n height={entry.height}\n display=\"flex\"\n justifyContent=\"center\"\n alignItems=\"center\"\n >\n <entry.component object={sprite} ...entry.props />\n </Container>\n }\n </Container>\n }\n</Container>\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\nimport { resolveDynamicProps, resolveDynamicValue } from \"./dynamics/parse-value\";\nimport {\n computeBlockPosition,\n computeBlockSize,\n estimateComponentSize,\n getComponentId,\n getComponentProps\n} from \"./player-components-utils\";\n\nconst { object, position, graphicBounds } = defineProps({\n position: {\n default: 'top'\n }\n});\nconst sprite = object();\n\nconst client = inject(RpgClientEngine);\nconst warnedComponents = new Set();\n\nconst readPosition = computed(() => position?.() ?? 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1
+ {"version":3,"file":"player-components.ce.js","names":[],"sources":["../../src/components/player-components.ce"],"sourcesContent":["<Container\n x={blockPosition().x}\n y={blockPosition().y}\n width={blockSize().width}\n height={blockSize().height}\n minWidth={blockSize().width}\n minHeight={blockSize().height}\n display=\"flex\"\n flexDirection=\"column\"\n justifyContent=\"center\"\n alignItems=\"center\"\n rowGap={gap().row}\n>\n @for (row of renderedRows) {\n <Container\n width=\"100%\"\n height={row.height}\n display=\"flex\"\n flexDirection=\"row\"\n justifyContent=\"center\"\n alignItems=\"center\"\n columnGap={gap().column}\n >\n @for (entry of row.entries) {\n <Container\n width={entry.width}\n height={entry.height}\n display=\"flex\"\n justifyContent=\"center\"\n alignItems=\"center\"\n >\n <entry.component object={sprite} ...entry.props />\n </Container>\n }\n </Container>\n }\n</Container>\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\nimport { resolveDynamicProps, resolveDynamicValue } from \"./dynamics/parse-value\";\nimport {\n computeBlockPosition,\n computeBlockSize,\n estimateComponentSize,\n getComponentId,\n getComponentProps\n} from \"./player-components-utils\";\n\nconst { object, position, graphicBounds } = defineProps({\n position: {\n default: 'top'\n }\n});\nconst sprite = object();\n\nconst client = inject(RpgClientEngine);\nconst warnedComponents = new Set();\n\nconst readPosition = computed(() => position?.() ?? 'top');\n\nconst componentSource = computed(() => {\n switch (readPosition()) {\n case 'bottom':\n return sprite.componentsBottom?.();\n case 'center':\n return sprite.componentsCenter?.();\n case 'left':\n return sprite.componentsLeft?.();\n case 'right':\n return sprite.componentsRight?.();\n case 'top':\n default:\n return sprite.componentsTop?.();\n }\n});\n\nconst componentData = computed(() => {\n const value = componentSource();\n if (!value) {\n return { components: [], layout: {} };\n }\n\n if (typeof value !== 'string') {\n return value;\n }\n\n try {\n return JSON.parse(value);\n } catch (error) {\n if (typeof process === 'undefined' || process.env?.NODE_ENV !== 'production') {\n console.warn('[RPGJS] Invalid server sprite component payload', error);\n }\n return { components: [], layout: {} };\n }\n});\n\nconst layout = computed(() => componentData()?.layout ?? {});\nconst rows = computed(() => componentData()?.components ?? []);\nconst hitbox = sprite.hitbox;\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 estimateTextWidth = (value, style = {}) => {\n const text = String(resolveDynamicValue(value ?? '', sprite) ?? 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@@ -1,8 +1,10 @@
1
- import { Container, Graphics, animatedSignal, computed, effect, h, useDefineProps, useProps } from "canvasengine";
1
+ import { Container, Graphics, animatedSignal, computed, effect, h, useDefineEmits, useDefineProps, useProps } from "canvasengine";
2
2
  //#region src/components/prebuilt/hp-bar.ce
3
3
  function component($$props) {
4
4
  useProps($$props);
5
- const { object } = useDefineProps($$props)();
5
+ const defineProps = useDefineProps($$props);
6
+ useDefineEmits($$props);
7
+ const { object } = defineProps();
6
8
  const sprite = object();
7
9
  const barWidth = 50;
8
10
  const barHeight = 8;
@@ -38,7 +40,7 @@ function component($$props) {
38
40
  });
39
41
  const position = computed(() => ({
40
42
  x: hitbox().w / 2 - barWidth / 2,
41
- y: -barHeight - 8
43
+ y: -16
42
44
  }));
43
45
  const fillWidth = computed(() => {
44
46
  const percent = animatedPercent();
@@ -1 +1 @@
1
- {"version":3,"file":"hp-bar.ce.js","names":[],"sources":["../../../src/components/prebuilt/hp-bar.ce"],"sourcesContent":["<!-- \n HP Bar Component\n \n A beautiful, animated health bar component for displaying player HP above sprites.\n Features a gradient color based on HP level, smooth animations, and modern styling.\n \n ## Design\n \n The bar changes color dynamically based on HP percentage:\n - Green (#4ade80) when HP > 60% - Healthy state\n - Yellow (#facc15) when HP 30-60% - Caution state \n - Orange (#fb923c) when HP 15-30% - Danger state\n - Red (#ef4444) when HP < 15% - Critical state\n \n @example\n ```ts\n import HpBar from './hp-bar.ce';\n \n // In module configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsInFront: [HpBar]\n }\n })\n ```\n-->\n\n<Container x={position.x} y={position.y}>\n <!-- Background shadow for depth effect -->\n <Graphics draw={drawShadow} x={1} y={1} />\n \n <!-- Main background -->\n <Graphics draw={drawBackground} />\n \n <!-- HP fill bar -->\n <Graphics draw={drawFill} />\n \n <!-- Highlight overlay for 3D effect -->\n <Graphics draw={drawHighlight} />\n \n <!-- Border frame -->\n <Graphics draw={drawBorder} />\n</Container>\n\n<script>\nimport { computed, animatedSignal, effect } from \"canvasengine\";\n\nconst { object } = defineProps();\nconst sprite = object();\n\n// ====================\n// Configuration\n// ====================\n\n/** Total width of the HP bar in pixels */\nconst barWidth = 50;\n\n/** Total height of the HP bar in pixels */\nconst barHeight = 8;\n\n/** Border radius for rounded corners */\nconst borderRadius = 4;\n\n/** Inner border radius for the fill bar */\nconst innerRadius = 3;\n\n/** Padding between background and fill */\nconst padding = 1;\n\n/** Background color (dark theme) */\nconst bgColor = 0x16213e;\n\n/** Shadow color */\nconst shadowColor = 0x000000;\n\n/** Border color */\nconst borderColor = 0x4a5568;\n\n// ====================\n// Calculated dimensions\n// ====================\n\n/** Maximum fill width */\nconst maxFillWidth = barWidth - (padding * 2);\n\n/** Fill height */\nconst fillHeight = barHeight - (padding * 2);\n\n/** Highlight height (half of fill) */\nconst highlightHeight = Math.floor(fillHeight / 2);\n\n// ====================\n// Reactive HP values\n// ====================\n\n/** Gets hitbox dimensions for positioning */\nconst hitbox = sprite.hitbox;\n\n/**\n * Gets the current HP value from the player object\n * Uses hpSignal which is synchronized from the server\n */\nconst currentHp = computed(() => {\n return sprite.hpSignal?.() ?? 0;\n});\n\n/**\n * Gets the maximum HP value from player parameters\n * Reads from _param.maxHp which contains calculated stats\n */\nconst maxHp = computed(() => {\n const params = sprite._param?.() ?? {};\n return params.maxHp ?? 100;\n});\n\n/**\n * Calculates HP percentage (0 to 1)\n */\nconst hpPercent = computed(() => {\n const max = maxHp();\n if (max <= 0) return 0;\n const percent = currentHp() / max;\n return Math.max(0, Math.min(1, percent));\n});\n\n// ====================\n// Animated values\n// ====================\n\n/**\n * Animated percentage for smooth bar transitions\n */\nconst animatedPercent = animatedSignal(hpPercent(), {\n duration: 300,\n easing: 'easeOutCubic'\n});\n\n// Update animated value when HP changes\neffect(() => {\n const newPercent = hpPercent();\n animatedPercent.set(newPercent);\n});\n\n// ====================\n// Visual calculations\n// ====================\n\n/**\n * Position of the bar relative to the sprite\n */\nconst position = computed(() => ({\n x: (hitbox().w / 2) - (barWidth / 2),\n y: -barHeight - 8\n}));\n\n/**\n * Current width of the HP fill based on animated percentage\n */\nconst fillWidth = computed(() => {\n const percent = animatedPercent();\n const width = maxFillWidth * percent;\n // Ensure minimum visible width when HP > 0\n if (percent > 0 && width < innerRadius * 2) {\n return innerRadius * 2;\n }\n return Math.max(0, width);\n});\n\n/**\n * Determines HP bar color based on current HP percentage\n * Returns hex color number for PixiJS\n * \n * ## Color Thresholds\n * - Green (0x4ade80): HP > 60% - Healthy\n * - Yellow (0xfacc15): HP 30-60% - Caution\n * - Orange (0xfb923c): HP 15-30% - Danger\n * - Red (0xef4444): HP < 15% - Critical\n */\nconst hpColorHex = computed(() => {\n const percent = hpPercent();\n \n if (percent > 0.6) {\n return 0x4ade80; 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1
+ {"version":3,"file":"hp-bar.ce.js","names":[],"sources":["../../../src/components/prebuilt/hp-bar.ce"],"sourcesContent":["<!-- \n HP Bar Component\n \n A beautiful, animated health bar component for displaying player HP above sprites.\n Features a gradient color based on HP level, smooth animations, and modern styling.\n \n ## Design\n \n The bar changes color dynamically based on HP percentage:\n - Green (#4ade80) when HP > 60% - Healthy state\n - Yellow (#facc15) when HP 30-60% - Caution state \n - Orange (#fb923c) when HP 15-30% - Danger state\n - Red (#ef4444) when HP < 15% - Critical state\n \n @example\n ```ts\n import HpBar from './hp-bar.ce';\n \n // In module configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsInFront: [HpBar]\n }\n })\n ```\n-->\n\n<Container x={position.x} y={position.y}>\n <!-- Background shadow for depth effect -->\n <Graphics draw={drawShadow} x={1} y={1} />\n \n <!-- Main background -->\n <Graphics draw={drawBackground} />\n \n <!-- HP fill bar -->\n <Graphics draw={drawFill} />\n \n <!-- Highlight overlay for 3D effect -->\n <Graphics draw={drawHighlight} />\n \n <!-- Border frame -->\n <Graphics draw={drawBorder} />\n</Container>\n\n<script>\nimport { computed, animatedSignal, effect } from \"canvasengine\";\n\nconst { object } = defineProps();\nconst sprite = object();\n\n// ====================\n// Configuration\n// ====================\n\n/** Total width of the HP bar in pixels */\nconst barWidth = 50;\n\n/** Total height of the HP bar in pixels */\nconst barHeight = 8;\n\n/** Border radius for rounded corners */\nconst borderRadius = 4;\n\n/** Inner border radius for the fill bar */\nconst innerRadius = 3;\n\n/** Padding between background and fill */\nconst padding = 1;\n\n/** Background color (dark theme) */\nconst bgColor = 0x16213e;\n\n/** Shadow color */\nconst shadowColor = 0x000000;\n\n/** Border color */\nconst borderColor = 0x4a5568;\n\n// ====================\n// Calculated dimensions\n// ====================\n\n/** Maximum fill width */\nconst maxFillWidth = barWidth - (padding * 2);\n\n/** Fill height */\nconst fillHeight = barHeight - (padding * 2);\n\n/** Highlight height (half of fill) */\nconst highlightHeight = Math.floor(fillHeight / 2);\n\n// ====================\n// Reactive HP values\n// ====================\n\n/** Gets hitbox dimensions for positioning */\nconst hitbox = sprite.hitbox;\n\n/**\n * Gets the current HP value from the player object\n * Uses hpSignal which is synchronized from the server\n */\nconst currentHp = computed(() => {\n return sprite.hpSignal?.() ?? 0;\n});\n\n/**\n * Gets the maximum HP value from player parameters\n * Reads from _param.maxHp which contains calculated stats\n */\nconst maxHp = computed(() => {\n const params = sprite._param?.() ?? {};\n return params.maxHp ?? 100;\n});\n\n/**\n * Calculates HP percentage (0 to 1)\n */\nconst hpPercent = computed(() => {\n const max = maxHp();\n if (max <= 0) return 0;\n const percent = currentHp() / max;\n return Math.max(0, Math.min(1, percent));\n});\n\n// ====================\n// Animated values\n// ====================\n\n/**\n * Animated percentage for smooth bar transitions\n */\nconst animatedPercent = animatedSignal(hpPercent(), {\n duration: 300,\n easing: 'easeOutCubic'\n});\n\n// Update animated value when HP changes\neffect(() => {\n const newPercent = hpPercent();\n animatedPercent.set(newPercent);\n});\n\n// ====================\n// Visual calculations\n// ====================\n\n/**\n * Position of the bar relative to the sprite\n */\nconst position = computed(() => ({\n x: (hitbox().w / 2) - (barWidth / 2),\n y: -barHeight - 8\n}));\n\n/**\n * Current width of the HP fill based on animated percentage\n */\nconst fillWidth = computed(() => {\n const percent = animatedPercent();\n const width = maxFillWidth * percent;\n // Ensure minimum visible width when HP > 0\n if (percent > 0 && width < innerRadius * 2) {\n return innerRadius * 2;\n }\n return Math.max(0, width);\n});\n\n/**\n * Determines HP bar color based on current HP percentage\n * Returns hex color number for PixiJS\n * \n * ## Color Thresholds\n * - Green (0x4ade80): HP > 60% - Healthy\n * - Yellow (0xfacc15): HP 30-60% - Caution\n * - Orange (0xfb923c): HP 15-30% - Danger\n * - Red (0xef4444): HP < 15% - Critical\n */\nconst hpColorHex = computed(() => {\n const percent = hpPercent();\n \n if (percent > 0.6) {\n return 0x4ade80; // Green - healthy\n } else if (percent > 0.3) {\n return 0xfacc15; // Yellow - caution\n } else if (percent > 0.15) {\n return 0xfb923c; // Orange - danger\n } else {\n return 0xef4444; // Red - critical\n }\n});\n\n// ====================\n// Drawing functions\n// ====================\n\n/**\n * Draws the shadow behind the HP bar for depth effect\n */\nconst drawShadow = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: shadowColor, alpha: 0.3 });\n};\n\n/**\n * Draws the main background of the HP bar\n */\nconst drawBackground = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: bgColor, alpha: 0.9 });\n};\n\n/**\n * Draws the HP fill bar with dynamic color\n */\nconst drawFill = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, fillHeight, innerRadius);\n g.fill({ color: hpColorHex() });\n }\n};\n\n/**\n * Draws the highlight overlay for 3D effect\n */\nconst drawHighlight = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, highlightHeight, innerRadius);\n g.fill({ color: 0xffffff, alpha: 0.25 });\n }\n};\n\n/**\n * Draws the border frame around the HP bar\n * \n * Uses PixiJS Graphics API to create a rounded rectangle stroke\n * that serves as a visual border for the bar.\n * \n * @param g - PixiJS Graphics object\n * \n * @example\n * ```html\n * <Graphics draw={drawBorder} />\n * ```\n */\nconst drawBorder = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.stroke({ \n color: borderColor, \n width: 1,\n alpha: 0.7\n });\n};\n</script>\n"],"mappings":";;AAOC,SAAA,UAAA,SAAA;CACsB,SAAC,OAAY;CAChC,MAAQ,cAAgB,eAAe,OAAC;CAChB,eAAU,OAAQ;CAC1C,MAAS,EAAA,WAAa,YAAY;CACtC,MAAI,SAAM,OAAY;CACtB,MAAC,WAAA;CACD,MAAG,YAAA;CACH,MAAK,eAAA;CACL,MAAE,cAAkB;CACpB,MAAC,UAAA;CACD,MAAK,UAAU;CACf,MAAE,cAAe;CACjB,MAAI,cAAQ;CACZ,MAAM,eAAA,WAAyB,UAAA;CAC/B,MAAI,aAAA,YAAA,UAAA;CACJ,MAAG,kBAAA,KAAA,MAAA,aAAA,CAAA;CACH,MAAI,SAAA,OAAA;CACJ,MAAE,YAAA,eAAA;;CAEF,CAAC;CACD,MAAM,QAAC,eAAsB;EAE5B,QADiB,OAAA,SAAiB,KAAK,CAAC,GACxC,SAAA;CACD,CAAC;CACD,MAAG,YAAe,eAAe;EAChC,MAAA,MAAA,MAAA;EACG,IAAG,OAAQ,GACZ,OAAS;EACX,MAAA,UAAA,UAAA,IAAA;EACG,OAAG,KAAS,IAAC,GAAA,KAAW,IAAI,GAAA,OAAS,CAAA;CACzC,CAAC;CACD,MAAC,kBAAA,eAAA,UAAA,GAAA;EACG,UAAU;EACX,QAAS;CACZ,CAAC;;EAEA,MAAM,aAAA,UAAA;EACP,gBAAmB,IAAA,UAAe;;CAElC,MAAM,WAAW,gBAAe;EAChC,GAAM,OAAS,EAAA,IAAM,IAAE,WAAA;;CAEvB,EAAE;CACF,MAAG,YAAA,eAAA;EACC,MAAM,UAAU,gBAAE;;EAGtB,IAAM,UAAW,KAAE,QAAA,cAAA,GAAA,OAAA,cAAA;EAGnB,OAAM,KAAU,IAAG,GAAA,KAAA;;CAEnB,MAAI,aAAc,eAAY;EAC9B,MAAM,UAAc,UAAE;oBAElB,OAAM;yBAGN,OAAQ;0BAGR,OAAW;OAGX,OAAO;;CAGX,MAAI,cAAc,MAAA;EAClB,EAAM,UAAA,GAAa,GAAC,UAAQ,WAAA,YAAA;;;;;CAE5B;CACA,MAAG,kBAAW,MAAA;EACV,EAAE,UAAU,GAAG,GAAG,UAAA,WAAA,YAAA;;;;;CAEtB;CACA,MAAM,YAAY,MAAG;;EAEjB,IAAI,QAAQ,GAAC;GACX,EAAA,UAAa,SAAU,SAAG,OAAY,YAAA,WAAA;;EAExC;CACJ;;EAEI,MAAM,QAAQ,UAAI;EACnB,IAAA,QAAY,GAAA;GACP,EAAE,UAAU,SAAE,SAAA,OAAA,iBAAA,WAAA;;;;;EAElB;CACJ;;EAEE,EAAA,UAAA,GAAA,GAAA,UAAA,WAAA,YAAA;EACC,EAAA,OAAS;GACJ,OAAA;GACN,OAAA;GACI,OAAS;EACb,CAAA;CACF;CAEE,OAAA,GAAA,EAAA,WAAA;;;;;;;;;;;;;GAAA;AACC;AAED,IAAA,iBAAA"}
@@ -1,9 +1,11 @@
1
- import { Container, Graphics, computed, h, signal, tick, useDefineProps, useProps } from "canvasengine";
1
+ import { Container, Graphics, computed, h, signal, tick, useDefineEmits, useDefineProps, useProps } from "canvasengine";
2
2
  import { BlurFilter } from "pixi.js";
3
3
  //#region src/components/prebuilt/light-halo.ce
4
4
  function component($$props) {
5
5
  useProps($$props);
6
- const { object, baseRadius, radiusVariation, baseOpacity, opacityVariation, sizeSpeed, opacitySpeed, lightColor } = useDefineProps($$props)();
6
+ const defineProps = useDefineProps($$props);
7
+ useDefineEmits($$props);
8
+ const { object, baseRadius, radiusVariation, baseOpacity, opacityVariation, sizeSpeed, opacitySpeed, lightColor } = defineProps();
7
9
  const sprite = object();
8
10
  const getBaseRadius = computed(() => baseRadius?.() ?? 30);
9
11
  const getRadiusVariation = computed(() => radiusVariation?.() ?? 10);
@@ -1 +1 @@
1
- {"version":3,"file":"light-halo.ce.js","names":[],"sources":["../../../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<Container x={position.x} y={position.y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\nconst sprite = object();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 30);\nconst getRadiusVariation = computed(() => radiusVariation?.() ?? 10);\nconst getBaseOpacity = computed(() => baseOpacity?.() ?? 0.6);\nconst getOpacityVariation = computed(() => opacityVariation?.() ?? 0.3);\nconst getSizeSpeed = computed(() => sizeSpeed?.() ?? 0.002);\nconst getOpacitySpeed = computed(() => opacitySpeed?.() ?? 0.003);\nconst getLightColor = computed(() => lightColor?.() ?? 0xffffaa);\n\n// ====================\n// Animation state\n// ====================\n\n/** Time counter for animations */\nconst time = signal(0);\n\n/**\n * Current radius of the halo with pulsing animation\n * Uses multiple sine waves for more organic movement\n */\nconst currentRadius = computed(() => {\n const t = time();\n const base = getBaseRadius();\n const variation = getRadiusVariation();\n const speed = getSizeSpeed();\n \n // Combine two sine waves for less predictable pulsing\n const pulse1 = Math.sin(t * speed);\n const pulse2 = Math.sin(t * speed * 1.5) * 0.5;\n const combinedPulse = (pulse1 + pulse2) / 1.5;\n \n return base + (combinedPulse * variation);\n});\n\n/**\n * Current opacity of the halo with fading animation\n * Includes a subtle flicker effect\n */\nconst currentOpacity = computed(() => {\n const t = time();\n const base = getBaseOpacity();\n const variation = getOpacityVariation();\n const speed = getOpacitySpeed();\n \n // Main breathing cycle\n const fade = Math.sin(t * speed);\n \n // Subtle high-frequency flicker (candle-like)\n const flicker = (Math.random() - 0.5) * 0.1;\n \n return Math.max(0, Math.min(1, base + (fade * variation) + flicker));\n});\n\n// ====================\n// Position calculations\n// ====================\n\nconst hitbox = sprite.hitbox;\n\nconst position = computed(() => ({\n x: hitbox().w / 2,\n y: hitbox().h / 2\n}));\n\n// ====================\n// Drawing function\n// ====================\n\n// Create filters once to avoid recreation on every frame\nconst blurFilter = new BlurFilter({ strength: 20, quality: 3 });\n\n/**\n * Draws the light halo effect with realistic diffusion\n */\nconst drawHalo = (g) => {\n const radius = currentRadius();\n const opacity = currentOpacity();\n const color = getLightColor();\n \n if (opacity <= 0 || radius <= 0) return;\n\n // Set blend mode to ADD for glowing light effect\n g.blendMode = 'add';\n \n // Apply blur filter for soft light diffusion\n g.filters = [blurFilter];\n \n // Draw main light source\n // The blur filter will spread this out into a nice gradient\n g.circle(0, 0, radius);\n g.fill({ \n color: color, \n alpha: opacity \n });\n \n // Draw a smaller, brighter core\n g.circle(0, 0, radius * 0.4);\n g.fill({ \n color: 0xffffff, \n alpha: opacity * 0.5 \n });\n};\n\n// ====================\n// Animation loop\n// ====================\ntick(() => {\n time.update(t => t + 1);\n});\n</script>\n"],"mappings":";;;AAQE,SAAA,UAAA,SAAA;CACqB,SAAA,OAAA;CAEhB,MAAM,EAAG,QAAQ,YAAO,iBAAsB,aAAa,kBAAI,WAAA,cAAA,eADpE,eAAA,OACoE,EAAA;CACtE,MAAG,SAAU,OAAS;CACtB,MAAE,gBAAA,eAAA,aAAA,KAAA,EAAA;CACF,MAAI,qBAAkB,eAAoB,kBAAgB,KAAA,EAAA;CAC1D,MAAI,iBAAiB,eAAiB,cAAc,KAAK,EAAA;CACzD,MAAI,sBAAwB,eAAU,mBAAmB,KAAO,EAAA;CAChE,MAAI,eAAiB,eAAe,YAAE,KAAe,IAAK;CAC1D,MAAI,kBAAiB,eAAiB,eAAgB,KAAI,IAAA;CAC1D,MAAI,gBAAiB,eAAgB,aAAa,KAAC,QAAU;CAC7D,MAAI,OAAS,OAAO,CAAC;CACrB,MAAI,gBAAiB,eAAgB;EACnC,MAAA,IAAA,KAAA;EACF,MAAO,OAAA,cAAA;EACL,MAAO,YAAA,mBAAA;EACP,MAAA,QAAU,aAAA;EAKV,OAAA,QAHW,KAAA,IAAA,IAAA,KAEF,IADO,KAAA,IAAA,IAAA,QAAA,GAAA,IAAA,MACP,MACG;CACd,CAAC;CACD,MAAI,iBAAa,eAAA;EACjB,MAAM,IAAQ,KAAC;;EAEX,MAAM,YAAY,oBAAA;EACnB,MAAM,QAAK,gBAAQ;;EAItB,MAAM,WAAA,KAAoB,OAAC,IAAU,MAAK;EAC1C,OAAM,KAAA,IAAc,GAAG,KAAA,IAAS,GAAG,OAAG,OAAY,YAAW,OAAA,CAAA;CAC7D,CAAA;CACA,MAAM,SAAA,OAAe;CACrB,MAAM,WAAA,gBAA2B;EACjC,GAAM,OAAA,EAAA,IAAc;;CAEpB,EAAE;CACF,MAAG,aAAU,IAAA,WAAA;EAAA,UAAA;EAAA,SAAA;CAAA,CAAA;CACb,MAAM,YAAY,MAAI;;EAElB,MAAK,UAAW,eAAa;EACjC,MAAU,QAAG,cAAS;mCAEpB;EAEC,EAAA,YAAc;EAEjB,EAAM,UAAA,CAAA,UAAgB;EAGpB,EAAA,OAAM,GAAA,GAAW,MAAC;EAClB,EAAA,KAAM;GACP;GACI,OAAQ;EACX,CAAA;EAEA,EAAA,OAAM,GAAA,GAAA,SAAiB,EAAM;EAC9B,EAAA,KAAA;GACO,OAAO;GACb,OAAA,UAAA;;CAEF;CACA,WAAW;EACR,KAAA,QAAW,MAAO,IAAA,CAAA;CACrB,CAAC;CAEO,OADY,EAAE,WAAW;EAAE,GAAG,SAAA;EAAA,GAAA,SAAA;CAAA,GAAA,EAAA,UAAA,EAAA,MAAA,SAAA,CAAA,CACpB;AAChB;AAEA,IAAM,iBAAQ"}
1
+ {"version":3,"file":"light-halo.ce.js","names":[],"sources":["../../../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<Container x={position.x} y={position.y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\nconst sprite = object();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 30);\nconst getRadiusVariation = computed(() => radiusVariation?.() ?? 10);\nconst getBaseOpacity = computed(() => baseOpacity?.() ?? 0.6);\nconst getOpacityVariation = computed(() => opacityVariation?.() ?? 0.3);\nconst getSizeSpeed = computed(() => sizeSpeed?.() ?? 0.002);\nconst getOpacitySpeed = computed(() => opacitySpeed?.() ?? 0.003);\nconst getLightColor = computed(() => lightColor?.() ?? 0xffffaa);\n\n// ====================\n// Animation state\n// ====================\n\n/** Time counter for animations */\nconst time = signal(0);\n\n/**\n * Current radius of the halo with pulsing animation\n * Uses multiple sine waves for more organic movement\n */\nconst currentRadius = computed(() => {\n const t = time();\n const base = getBaseRadius();\n const variation = getRadiusVariation();\n const speed = getSizeSpeed();\n \n // Combine two sine waves for less predictable pulsing\n const pulse1 = Math.sin(t * speed);\n const pulse2 = Math.sin(t * speed * 1.5) * 0.5;\n const combinedPulse = (pulse1 + pulse2) / 1.5;\n \n return base + (combinedPulse * variation);\n});\n\n/**\n * Current opacity of the halo with fading animation\n * Includes a subtle flicker effect\n */\nconst currentOpacity = computed(() => {\n const t = time();\n const base = getBaseOpacity();\n const variation = getOpacityVariation();\n const speed = getOpacitySpeed();\n \n // Main breathing cycle\n const fade = Math.sin(t * speed);\n \n // Subtle high-frequency flicker (candle-like)\n const flicker = (Math.random() - 0.5) * 0.1;\n \n return Math.max(0, Math.min(1, base + (fade * variation) + flicker));\n});\n\n// ====================\n// Position calculations\n// ====================\n\nconst hitbox = sprite.hitbox;\n\nconst position = computed(() => ({\n x: hitbox().w / 2,\n y: hitbox().h / 2\n}));\n\n// ====================\n// Drawing function\n// ====================\n\n// Create filters once to avoid recreation on every frame\nconst blurFilter = new BlurFilter({ strength: 20, quality: 3 });\n\n/**\n * Draws the light halo effect with realistic diffusion\n */\nconst drawHalo = (g) => {\n const radius = currentRadius();\n const opacity = currentOpacity();\n const color = getLightColor();\n \n if (opacity <= 0 || radius <= 0) return;\n\n // Set blend mode to ADD for glowing light effect\n g.blendMode = 'add';\n \n // Apply blur filter for soft light diffusion\n g.filters = [blurFilter];\n \n // Draw main light source\n // The blur filter will spread this out into a nice gradient\n g.circle(0, 0, radius);\n g.fill({ \n color: color, \n alpha: opacity \n });\n \n // Draw a smaller, brighter core\n g.circle(0, 0, radius * 0.4);\n g.fill({ \n color: 0xffffff, \n alpha: opacity * 0.5 \n });\n};\n\n// ====================\n// Animation loop\n// ====================\ntick(() => {\n time.update(t => t + 1);\n});\n</script>\n"],"mappings":";;;AAQE,SAAA,UAAA,SAAA;CACqB,SAAA,OAAA;CACrB,MAAA,cAAA,eAAA,OAAA;CACwB,eAAiB,OAAK;CACxC,MAAK,EAAA,QAAS,YAAa,iBAAkB,aAAY,kBAAA,WAAA,cAAA,eAAA,YAAA;CACjE,MAAE,SAAA,OAAA;CACF,MAAI,gBAAkB,eAAa,aAAe,KAAA,EAAA;CAClD,MAAI,qBAAuB,eAAW,kBAAmB,KAAO,EAAG;CACnE,MAAI,iBAAiB,eAAiB,cAAA,KAAmB,EAAA;CACzD,MAAI,sBAAwB,eAAU,mBAAoB,KAAQ,EAAG;CACrE,MAAI,eAAiB,eAAe,YAAE,KAAA,IAAoB;CAC1D,MAAI,kBAAiB,eAAiB,eAAa,KAAA,IAAU;CAC7D,MAAI,gBAAiB,eAAgB,aAAa,KAAI,QAAS;CAC/D,MAAI,OAAS,OAAO,CAAC;CACrB,MAAE,gBAAA,eAAA;EACF,MAAO,IAAA,KAAA;EACL,MAAO,OAAA,cAAA;EACP,MAAA,YAAU,mBAAA;EACV,MAAA,QAAe,aAAA;EAKf,OAAA,QAHgB,KAAA,IAAA,IAAA,KAEJ,IADH,KAAA,IAAA,IAAA,QAAA,GAAA,IAAA,MACG,MACZ;CACF,CAAC;CACD,MAAM,iBAAiB,eAAA;;EAEnB,MAAM,OAAO,eAAK;EACnB,MAAM,YAAa,oBAAA;EAClB,MAAM,QAAQ,gBAAI;EAEtB,MAAM,OAAA,KAAgB,IAAA,IAAQ,KAAK;EAEnC,MAAM,WAAe,KAAE,OAAU,IAAI,MAAC;EACtC,OAAM,KAAA,IAAA,GAAA,KAAsB,IAAA,GAAA,OAAe,OAAA,YAAoB,OAAO,CAAC;CACvE,CAAA;CACA,MAAM,SAAA,OAAgB;CACtB,MAAM,WAAA,gBAA2B;;EAE7B,GAAG,OAAO,EAAE,IAAI;CACpB,EAAE;CACF,MAAM,aAAa,IAAG,WAAA;EAAA,UAAA;EAAA,SAAA;CAAA,CAAA;;EAElB,MAAK,SAAQ,cAAgB;EACjC,MAAU,UAAU,eAAE;;EAEpB,IAAA,WAAA,KAAA,UAAA,GACC;EAED,EAAA,YAAA;EAEA,EAAA,UAAc,CAAC,UAAC;EAGhB,EAAA,OAAW,GAAG,GAAA,MAAA;EACf,EAAA,KAAA;GACY;GACL,OAAO;EACb,CAAA;EAED,EAAA,OAAA,GAAA,GAAA,SAAA,EAAA;EACC,EAAA,KAAO;GACP,OAAA;;EAEA,CAAA;CACF;CACA,WAAW;EACT,KAAA,QAAA,MAAA,IAAA,CAAA;CACF,CAAA;CAEQ,OADU,EAAA,WAAA;EAAA,GAAA,SAAA;EAAA,GAAA,SAAA;CAAA,GAAA,EAAA,UAAA,EAAA,MAAA,SAAA,CAAA,CACH;AACb;AAED,IAAA,iBAAA"}
@@ -1,13 +1,14 @@
1
1
  import { inject } from "../../core/inject.js";
2
2
  import { RpgGui } from "../../Gui/Gui.js";
3
3
  import { RpgClientEngine } from "../../RpgClientEngine.js";
4
- import { Canvas, Container, Viewport, computed, cond, effect, h, loop, useDefineProps, useProps } from "canvasengine";
4
+ import { Canvas, Container, Viewport, computed, cond, effect, h, loop, useDefineEmits, useDefineProps, useProps } from "canvasengine";
5
5
  import { shouldRenderLightingShadows } from "@rpgjs/common";
6
6
  import { NightAmbiant, SpriteShadows } from "@canvasengine/presets";
7
7
  //#region src/components/scenes/canvas.ce
8
8
  function component($$props) {
9
9
  useProps($$props);
10
10
  useDefineProps($$props);
11
+ useDefineEmits($$props);
11
12
  const engine = inject(RpgClientEngine);
12
13
  const SceneMap = engine.sceneMapComponent;
13
14
  const guiService = inject(RpgGui);
@@ -1 +1 @@
1
- {"version":3,"file":"canvas.ce.js","names":[],"sources":["../../../src/components/scenes/canvas.ce"],"sourcesContent":["<Canvas width={engine.width} height={engine.height}>\n <Viewport worldWidth worldHeight clamp sortableChildren={true}>\n @if (lightingAmbientEnabled()) {\n <NightAmbiant\n spots={nightLights}\n darkness={lightingDarknessProps}\n haze={lightingHaze}\n />\n }\n @if (shadowEnabled()) {\n <SpriteShadows\n lights={shadowLights}\n ambientLight={shadowAmbientLight}\n minInfluence={shadowMinInfluence}\n falloffPower={shadowFalloffPower}\n mode={shadowMode}\n updateHz={shadowUpdateHz}\n scanHz={shadowScanHz}\n cullToViewport={shadowCullToViewport}\n shadowColor={shadowColor}\n />\n }\n <SceneMap />\n </Viewport>\n @for (gui of guiList) {\n <Container\n positionType=\"absolute\"\n top={0}\n left={0}\n right={0}\n bottom={0}\n width={engine.width}\n height={engine.height}\n >\n @if (gui.display) {\n <gui.component data={gui.data} dependencies={gui.dependencies} guiOpenId={gui.openId} onFinish={(data, guiOpenId) => {\n onGuiFinish(gui, data, guiOpenId)\n }} onInteraction={(name, data) => {\n onGuiInteraction(gui, name, data)\n }} /> \n }\n </Container>\n }\n</Canvas>\n\n<script>\n import { computed, effect } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { NightAmbiant, SpriteShadows } from '@canvasengine/presets'\n import { shouldRenderLightingShadows } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const SceneMap = engine.sceneMapComponent;\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const lighting = engine.sceneMap.lighting\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.width ?? data?.params?.width ?? 2048) * scale\n })\n const worldHeight = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.height ?? data?.params?.height ?? 2048) * scale\n })\n\n effect(() => {\n if (sceneData() && !sceneData().component) {\n throw new Error(\"Warning ! You need to define a component for the scene. Use provideLoadMap() to define a component for the scene.\")\n }\n })\n\n const normalizeOpenId = (value) => {\n const resolved = typeof value === \"function\" ? value() : value\n return typeof resolved === \"string\" && resolved.length > 0 ? resolved : undefined\n }\n\n const onGuiFinish = (gui, data, guiOpenId) => {\n const completedOpenId = normalizeOpenId(guiOpenId)\n const currentOpenId = normalizeOpenId(gui.openId)\n if (completedOpenId && currentOpenId && completedOpenId !== currentOpenId) return\n guiService.guiClose(gui.name, data, completedOpenId ?? currentOpenId)\n }\n\n const onGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data)\n }\n\n const clamp = {\n direction: \"all\"\n }\n const NIGHT_SPOT_RADIUS_SCALE = 4.25\n const NIGHT_SPOT_MIN_RADIUS = 170\n const NIGHT_SPOT_MIN_INTENSITY = 1\n const SHADOW_SPOT_RADIUS_SCALE = 12\n const SHADOW_SPOT_MIN_RADIUS = 480\n\n const toFiniteNumber = (value, fallback = null) => {\n const number = Number(value)\n return Number.isFinite(number) ? number : fallback\n }\n const clampNumber = (value, min, max) => Math.max(min, Math.min(max, value))\n const nightSpotRadius = (radius) => Math.max(radius * NIGHT_SPOT_RADIUS_SCALE, NIGHT_SPOT_MIN_RADIUS)\n const shadowSpotRadius = (radius) => Math.max(radius * SHADOW_SPOT_RADIUS_SCALE, SHADOW_SPOT_MIN_RADIUS)\n const nightSpotIntensity = (intensity, fallback) => Math.max(intensity ?? fallback, NIGHT_SPOT_MIN_INTENSITY)\n const shadowLightIntensity = (intensity, fallback = 1) => {\n const value = Number(intensity ?? fallback)\n return Number.isFinite(value) ? Math.max(0, value) : fallback\n }\n const shadowSpotIntensity = (intensity) => shadowLightIntensity(intensity, 1)\n\n const lightingAmbient = computed(() => {\n const state = lighting?.()\n return state?.ambient ?? {}\n })\n\n const nightLights = computed(() => {\n const state = lighting?.()\n return (state?.spots ?? []).map((spot, index) => {\n const radius = spot.radius ?? 180\n return {\n x: spot.x,\n y: spot.y,\n radius: nightSpotRadius(radius),\n intensity: nightSpotIntensity(spot.intensity, index === 0 ? 1 : 0.92),\n flicker: spot.flicker,\n flickerSpeed: spot.flickerSpeed ?? 14,\n pulse: spot.pulse,\n pulseSpeed: spot.pulseSpeed,\n phase: spot.phase,\n }\n })\n })\n const lightingDarkness = computed(() => {\n const darkness = lightingAmbient().darkness\n return typeof darkness === \"number\" ? darkness : 0\n })\n\n const lightingAmbientEnabled = computed(() => {\n const state = lighting?.()\n return Boolean(state && lightingDarkness() > 0)\n })\n\n const lightingDarknessProps = computed(() => ({\n opacity: lightingDarkness(),\n color: lightingAmbient().darkColor ?? \"#080a12\",\n }))\n const lightingHaze = computed(() => ({\n color: lightingAmbient().fogColor ?? \"#12182a\",\n radius: lightingAmbient().fogRadius ?? 0.44,\n softness: lightingAmbient().fogSoftness ?? 0.3,\n opacity: lightingAmbient().fogOpacity ?? 0.35,\n }))\n\n const defaultSunLight = () => {\n const data = sceneData?.()\n const width = Number(data?.width ?? data?.params?.width ?? 2048)\n const height = Number(data?.height ?? data?.params?.height ?? 2048)\n const scale = Number(data?.params?.scale ?? 1) || 1\n const mapWidth = width * scale\n const mapHeight = height * scale\n const projectionBase = Math.max(1, mapWidth, mapHeight)\n\n return {\n x: -projectionBase * 24,\n y: -projectionBase * 24,\n z: 520,\n radius: projectionBase * 160,\n intensity: 0.85,\n shadowWeight: lightingDarkness() > 0 ? 2.2 : 1,\n enabled: true,\n }\n }\n\n const normalizeSunDirection = (sun) => {\n const x = toFiniteNumber(sun?.x, null)\n const y = toFiniteNumber(sun?.y, null)\n if (x !== null && y !== null && Math.hypot(x, y) > 0.001) {\n return { x, y }\n }\n return { x: -0.45, y: -1 }\n }\n\n const defaultSunAmbientLight = () => {\n const state = lighting?.()\n if (!state?.sun || state.sun.enabled === false) return null\n\n const defaultSun = defaultSunLight()\n const sun = {\n ...defaultSun,\n ...state.sun,\n intensity: shadowLightIntensity(state.sun.intensity, defaultSun.intensity),\n shadowWeight: state.sun.shadowWeight ?? defaultSun.shadowWeight,\n }\n if (sun.intensity <= 0) return null\n\n const direction = normalizeSunDirection(sun)\n const shadowWeight = clampNumber(toFiniteNumber(sun.shadowWeight, lightingDarkness() > 0 ? 1.35 : 1) ?? 1, 0, 4)\n const length = clampNumber(30 + sun.intensity * 38 * Math.max(0.75, shadowWeight), 30, 86)\n\n return {\n x: direction.x,\n y: direction.y,\n z: toFiniteNumber(sun.z, 520) ?? 520,\n intensity: clampNumber(sun.intensity, 0, 2),\n shadowWeight,\n length,\n }\n }\n\n const shadowState = computed(() => {\n const state = lighting?.()\n return state?.shadows ?? null\n })\n\n const shadowLights = computed(() => {\n const state = lighting?.()\n const spotLights = (state?.spots ?? 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+ {"version":3,"file":"canvas.ce.js","names":[],"sources":["../../../src/components/scenes/canvas.ce"],"sourcesContent":["<Canvas width={engine.width} height={engine.height}>\n <Viewport worldWidth worldHeight clamp sortableChildren={true}>\n @if (lightingAmbientEnabled()) {\n <NightAmbiant\n spots={nightLights}\n darkness={lightingDarknessProps}\n haze={lightingHaze}\n />\n }\n @if (shadowEnabled()) {\n <SpriteShadows\n lights={shadowLights}\n ambientLight={shadowAmbientLight}\n minInfluence={shadowMinInfluence}\n falloffPower={shadowFalloffPower}\n mode={shadowMode}\n updateHz={shadowUpdateHz}\n scanHz={shadowScanHz}\n cullToViewport={shadowCullToViewport}\n shadowColor={shadowColor}\n />\n }\n <SceneMap />\n </Viewport>\n @for (gui of guiList) {\n <Container\n positionType=\"absolute\"\n top={0}\n left={0}\n right={0}\n bottom={0}\n width={engine.width}\n height={engine.height}\n >\n @if (gui.display) {\n <gui.component data={gui.data} dependencies={gui.dependencies} guiOpenId={gui.openId} onFinish={(data, guiOpenId) => {\n onGuiFinish(gui, data, guiOpenId)\n }} onInteraction={(name, data) => {\n onGuiInteraction(gui, name, data)\n }} /> \n }\n </Container>\n }\n</Canvas>\n\n<script>\n import { computed, effect } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { NightAmbiant, SpriteShadows } from '@canvasengine/presets'\n import { shouldRenderLightingShadows } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const SceneMap = engine.sceneMapComponent;\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const lighting = engine.sceneMap.lighting\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.width ?? data?.params?.width ?? 2048) * scale\n })\n const worldHeight = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.height ?? data?.params?.height ?? 2048) * scale\n })\n\n effect(() => {\n if (sceneData() && !sceneData().component) {\n throw new Error(\"Warning ! You need to define a component for the scene. Use provideLoadMap() to define a component for the scene.\")\n }\n })\n\n const normalizeOpenId = (value) => {\n const resolved = typeof value === \"function\" ? value() : value\n return typeof resolved === \"string\" && resolved.length > 0 ? resolved : undefined\n }\n\n const onGuiFinish = (gui, data, guiOpenId) => {\n const completedOpenId = normalizeOpenId(guiOpenId)\n const currentOpenId = normalizeOpenId(gui.openId)\n if (completedOpenId && currentOpenId && completedOpenId !== currentOpenId) return\n guiService.guiClose(gui.name, data, completedOpenId ?? currentOpenId)\n }\n\n const onGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data)\n }\n\n const clamp = {\n direction: \"all\"\n }\n const NIGHT_SPOT_RADIUS_SCALE = 4.25\n const NIGHT_SPOT_MIN_RADIUS = 170\n const NIGHT_SPOT_MIN_INTENSITY = 1\n const SHADOW_SPOT_RADIUS_SCALE = 12\n const SHADOW_SPOT_MIN_RADIUS = 480\n\n const toFiniteNumber = (value, fallback = null) => {\n const number = Number(value)\n return Number.isFinite(number) ? number : fallback\n }\n const clampNumber = (value, min, max) => Math.max(min, Math.min(max, value))\n const nightSpotRadius = (radius) => Math.max(radius * NIGHT_SPOT_RADIUS_SCALE, NIGHT_SPOT_MIN_RADIUS)\n const shadowSpotRadius = (radius) => Math.max(radius * SHADOW_SPOT_RADIUS_SCALE, SHADOW_SPOT_MIN_RADIUS)\n const nightSpotIntensity = (intensity, fallback) => Math.max(intensity ?? fallback, NIGHT_SPOT_MIN_INTENSITY)\n const shadowLightIntensity = (intensity, fallback = 1) => {\n const value = Number(intensity ?? fallback)\n return Number.isFinite(value) ? Math.max(0, value) : fallback\n }\n const shadowSpotIntensity = (intensity) => shadowLightIntensity(intensity, 1)\n\n const lightingAmbient = computed(() => {\n const state = lighting?.()\n return state?.ambient ?? {}\n })\n\n const nightLights = computed(() => {\n const state = lighting?.()\n return (state?.spots ?? []).map((spot, index) => {\n const radius = spot.radius ?? 180\n return {\n x: spot.x,\n y: spot.y,\n radius: nightSpotRadius(radius),\n intensity: nightSpotIntensity(spot.intensity, index === 0 ? 1 : 0.92),\n flicker: spot.flicker,\n flickerSpeed: spot.flickerSpeed ?? 14,\n pulse: spot.pulse,\n pulseSpeed: spot.pulseSpeed,\n phase: spot.phase,\n }\n })\n })\n const lightingDarkness = computed(() => {\n const darkness = lightingAmbient().darkness\n return typeof darkness === \"number\" ? darkness : 0\n })\n\n const lightingAmbientEnabled = computed(() => {\n const state = lighting?.()\n return Boolean(state && lightingDarkness() > 0)\n })\n\n const lightingDarknessProps = computed(() => ({\n opacity: lightingDarkness(),\n color: lightingAmbient().darkColor ?? \"#080a12\",\n }))\n const lightingHaze = computed(() => ({\n color: lightingAmbient().fogColor ?? \"#12182a\",\n radius: lightingAmbient().fogRadius ?? 0.44,\n softness: lightingAmbient().fogSoftness ?? 0.3,\n opacity: lightingAmbient().fogOpacity ?? 0.35,\n }))\n\n const defaultSunLight = () => {\n const data = sceneData?.()\n const width = Number(data?.width ?? data?.params?.width ?? 2048)\n const height = Number(data?.height ?? data?.params?.height ?? 2048)\n const scale = Number(data?.params?.scale ?? 1) || 1\n const mapWidth = width * scale\n const mapHeight = height * scale\n const projectionBase = Math.max(1, mapWidth, mapHeight)\n\n return {\n x: -projectionBase * 24,\n y: -projectionBase * 24,\n z: 520,\n radius: projectionBase * 160,\n intensity: 0.85,\n shadowWeight: lightingDarkness() > 0 ? 2.2 : 1,\n enabled: true,\n }\n }\n\n const normalizeSunDirection = (sun) => {\n const x = toFiniteNumber(sun?.x, null)\n const y = toFiniteNumber(sun?.y, null)\n if (x !== null && y !== null && Math.hypot(x, y) > 0.001) {\n return { x, y }\n }\n return { x: -0.45, y: -1 }\n }\n\n const defaultSunAmbientLight = () => {\n const state = lighting?.()\n if (!state?.sun || state.sun.enabled === false) return null\n\n const defaultSun = defaultSunLight()\n const sun = {\n ...defaultSun,\n ...state.sun,\n intensity: shadowLightIntensity(state.sun.intensity, defaultSun.intensity),\n shadowWeight: state.sun.shadowWeight ?? defaultSun.shadowWeight,\n }\n if (sun.intensity <= 0) return null\n\n const direction = normalizeSunDirection(sun)\n const shadowWeight = clampNumber(toFiniteNumber(sun.shadowWeight, lightingDarkness() > 0 ? 1.35 : 1) ?? 1, 0, 4)\n const length = clampNumber(30 + sun.intensity * 38 * Math.max(0.75, shadowWeight), 30, 86)\n\n return {\n x: direction.x,\n y: direction.y,\n z: toFiniteNumber(sun.z, 520) ?? 520,\n intensity: clampNumber(sun.intensity, 0, 2),\n shadowWeight,\n length,\n }\n }\n\n const shadowState = computed(() => {\n const state = lighting?.()\n return state?.shadows ?? null\n })\n\n const shadowLights = computed(() => {\n const state = lighting?.()\n const spotLights = (state?.spots ?? []).map((spot) => {\n const radius = spot.radius ?? 180\n return {\n x: spot.x,\n y: spot.y,\n z: 170,\n radius: shadowSpotRadius(radius),\n intensity: shadowSpotIntensity(spot.intensity),\n shadowWeight: 1,\n enabled: true,\n }\n })\n\n return spotLights\n })\n\n const shadowAmbientLight = computed(() => {\n const shadows = shadowState()\n if (shadows?.ambientLight === null || shadows?.ambientLight?.enabled === false) {\n return null\n }\n return shadows?.ambientLight ?? defaultSunAmbientLight()\n })\n\n const shadowEnabled = computed(() => {\n const state = lighting?.()\n return Boolean(shouldRenderLightingShadows(state) && (shadowLights().length > 0 || shadowAmbientLight()))\n })\n\n const shadowMode = computed(() => shadowState()?.mode ?? \"strongest\")\n const shadowUpdateHz = computed(() => shadowState()?.updateHz ?? 60)\n const shadowScanHz = computed(() => shadowState()?.scanHz ?? 8)\n const shadowCullToViewport = computed(() => shadowState()?.cullToViewport ?? true)\n const shadowMinInfluence = computed(() => shadowState()?.minInfluence ?? 0.24)\n const shadowFalloffPower = computed(() => shadowState()?.falloffPower ?? 0.85)\n const shadowColor = computed(() => shadowState()?.shadowColor ?? 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@@ -1,11 +1,13 @@
1
1
  import { inject } from "../../core/inject.js";
2
2
  import { RpgClientEngine } from "../../RpgClientEngine.js";
3
- import { Container, computed, cond, h, loop, useDefineProps, useProps } from "canvasengine";
3
+ import { Container, computed, cond, h, loop, useDefineEmits, useDefineProps, useProps } from "canvasengine";
4
4
  import { Weather } from "@canvasengine/presets";
5
5
  //#region src/components/scenes/draw-map.ce
6
6
  function component($$props) {
7
7
  useProps($$props);
8
- const { children } = useDefineProps($$props)();
8
+ const defineProps = useDefineProps($$props);
9
+ useDefineEmits($$props);
10
+ const { children } = defineProps();
9
11
  const engine = inject(RpgClientEngine);
10
12
  const componentAnimations = engine.componentAnimations;
11
13
  const projectiles = engine.projectiles.current;
@@ -1 +1 @@
1
- {"version":3,"file":"draw-map.ce.js","names":[],"sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container shake={shakeConfig} freeze={engine.gamePause}>\n @if (backgroundMusic()) {\n <Container sound={backgroundMusic()} />\n }\n\n @if (backgroundAmbientSound()) {\n <Container sound={backgroundAmbientSound()} />\n }\n\n <Container>\n @if (map() && sceneComponent()) {\n <sceneComponent() data={map().data} params={map().params} />\n }\n </Container>\n\n @for (child of children) {\n <child />\n }\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n\n <Container sortableChildren={true}>\n @for (projectile of projectiles() ; track projectile.props.id) {\n <projectile.component ...projectile.props />\n }\n </Container>\n\n @if (weatherProps()) {\n <Weather ...weatherProps() />\n }\n</Container>\n\n<script>\n import { computed, effect } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { Weather } from '@canvasengine/presets'\n\n const { children } = defineProps()\n const engine = inject(RpgClientEngine);\n const componentAnimations = engine.componentAnimations\n const projectiles = engine.projectiles.current\n const map = engine.sceneMap?.data\n const sceneComponent = computed(() => map()?.component)\n const weather = engine.sceneMap.weather\n const backgroundMusic = computed(() => {\n const src = map()?.params?.backgroundMusic\n return src ? { src, autoplay: true, loop: true } : undefined\n })\n const backgroundAmbientSound = computed(() => {\n const src = map()?.params?.backgroundAmbientSound\n return src ? { src, autoplay: true, loop: true } : undefined\n })\n\n const shakeConfig = {\n trigger: engine.mapShakeTrigger,\n intensity: 10,\n duration: 500,\n frequency: 10,\n direction: 'both'\n }\n\n const weatherProps = computed(() => {\n const state = weather?.()\n if (!state) {\n return null\n }\n const validEffects = ['rain', 'snow', 'fog', 'cloud']\n if (!validEffects.includes(state.effect)) {\n return null\n }\n const params = state.params ?? {}\n return {\n effect: state.effect,\n speed: params.speed,\n windDirection: params.windDirection,\n windStrength: params.windStrength,\n density: params.density,\n maxDrops: params.maxDrops,\n height: params.height,\n scale: params.scale,\n sunIntensity: params.sunIntensity,\n sunAngle: params.sunAngle,\n raySpread: params.raySpread,\n rayTwinkle: params.rayTwinkle,\n rayTwinkleSpeed: params.rayTwinkleSpeed,\n zIndex: params.zIndex ?? 1000,\n alpha: params.alpha,\n blendMode: params.blendMode,\n }\n })\n</script>\n"],"mappings":";;;;;AASG,SAAS,UAAA,SAAA;CACM,SAAc,OAAI;CAEhC,MAAA,EAAA,aADwB,eAAc,OACtC,EAAA;CACJ,MAAI,SAAS,OAAA,eAAA;;CAEb,MAAM,cAAW,OAAU,YAAA;CAC3B,MAAK,MAAO,OAAA,UAAA;CACZ,MAAE,iBAAA,eAAA,IAAA,GAAA,SAAA;;CAEF,MAAM,kBAAE,eAAsB;EAC1B,MAAC,MAAS,IAAA,GAAA,QAAA;EACV,OAAO,MAAC;GAAA;GAAY,UAAC;GAAA,MAAmB;EAAO,IAAE,KAAA;CACrD,CAAC;CACD,MAAM,yBAAA,eAAA;EACF,MAAE,MAAS,IAAA,GAAA,QAAA;EACb,OAAA,MAAA;GAAA;GAAA,UAAA;GAAA,MAAA;EAAA,IAAA,KAAA;;CAEF,MAAG,cAAU;EACT,SAAM,OAAU;EAChB,WAAG;EACH,UAAA;EACA,WAAS;;CAEb;CACA,MAAK,eAAW,eAAgB;EAC9B,MAAA,QAAA,UAAA;EACA,IAAA,CAAA,OAAA,OAAA;EAIE,IAAA,CAAA;GADmB;GAAS;GAAM;GAAA;EAClB,EAAE,SAAS,MAAG,MAAK,GACnC,OAAS;;EAGT,OAAO;GACP,QAAY,MAAG;GACf,OAAM,OAAA;GACN,eAAmB,OAAO;GAC1B,cAAkB,OAAC;GACnB,SAAM,OAAc;GACpB,UAAc,OAAE;GAChB,QAAM,OAAA;GACJ,OAAS,OAAO;GAChB,cAAe,OAAK;GACrB,UAAA,OAAA;GACD,WAAM,OAAA;GACJ,YAAY,OAAO;GACnB,iBAAmB,OAAC;GACrB,QAAA,OAAA,UAAA;;GAED,WAAM,OAAc;EACpB;CACJ,CAAC;CAEK,OADa,EAAA,WAAA;EAAA,OAAA;EAAA,QAAA,OAAA;CAAA,GAAA;EAAA,KAAA,eAAA,gBAAA,CAAA,SAAA,EAAA,WAAA,EAAA,OAAA,eAAA,gBAAA,CAAA,EAAA,CAAA,CAAA;EAAA,KAAA,eAAA,uBAAA,CAAA,SAAA,EAAA,WAAA,EAAA,OAAA,eAAA,uBAAA,CAAA,EAAA,CAAA,CAAA;EAAA,EAAA,WAAA,MAAA,KAAA,eAAA,IAAA,KAAA,eAAA,CAAA,SAAA,EAAA,eAAA,GAAA;GAAA,MAAA,eAAA,IAAA,EAAA,IAAA;GAAA,QAAA,eAAA,IAAA,EAAA,MAAA;EAAA,CAAA,CAAA,CAAA;EAAA,KAAA,WAAA,UAAA,EAAA,KAAA,CAAA;EAAA,KAAA,sBAAA,uBAAA,EAAA,WAAA,MAAA,KAAA,mBAAA,UAAA,cAAA,EAAA,mBAAA,WAAA,SAAA,CAAA,CAAA,CAAA;EAAA,EAAA,WAAA,EAAA,kBAAA,KAAA,GAAA,KAAA,eAAA,YAAA,CAAA,IAAA,eAAA,EAAA,WAAA,WAAA,WAAA,KAAA,GAAA,EAAA,QAAA,eAAA,WAAA,MAAA,GAAA,CAAA,CAAA;EAAA,KAAA,eAAA,aAAA,CAAA,SAAA,EAAA,SAAA,aAAA,CAAA,CAAA;CAAA,CACA;AACb"}
1
+ {"version":3,"file":"draw-map.ce.js","names":[],"sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container shake={shakeConfig} freeze={engine.gamePause}>\n @if (backgroundMusic()) {\n <Container sound={backgroundMusic()} />\n }\n\n @if (backgroundAmbientSound()) {\n <Container sound={backgroundAmbientSound()} />\n }\n\n <Container>\n @if (map() && sceneComponent()) {\n <sceneComponent() data={map().data} params={map().params} />\n }\n </Container>\n\n @for (child of children) {\n <child />\n }\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n\n <Container sortableChildren={true}>\n @for (projectile of projectiles() ; track projectile.props.id) {\n <projectile.component ...projectile.props />\n }\n </Container>\n\n @if (weatherProps()) {\n <Weather ...weatherProps() />\n }\n</Container>\n\n<script>\n import { computed, effect } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { Weather } from '@canvasengine/presets'\n\n const { children } = defineProps()\n const engine = inject(RpgClientEngine);\n const componentAnimations = engine.componentAnimations\n const projectiles = engine.projectiles.current\n const map = engine.sceneMap?.data\n const sceneComponent = computed(() => map()?.component)\n const weather = engine.sceneMap.weather\n const backgroundMusic = computed(() => {\n const src = map()?.params?.backgroundMusic\n return src ? { src, autoplay: true, loop: true } : undefined\n })\n const backgroundAmbientSound = computed(() => {\n const src = map()?.params?.backgroundAmbientSound\n return src ? { src, autoplay: true, loop: true } : undefined\n })\n\n const shakeConfig = {\n trigger: engine.mapShakeTrigger,\n intensity: 10,\n duration: 500,\n frequency: 10,\n direction: 'both'\n }\n\n const weatherProps = computed(() => {\n const state = weather?.()\n if (!state) {\n return null\n }\n const validEffects = ['rain', 'snow', 'fog', 'cloud']\n if (!validEffects.includes(state.effect)) {\n return null\n }\n const params = state.params ?? {}\n return {\n effect: state.effect,\n speed: params.speed,\n windDirection: params.windDirection,\n windStrength: params.windStrength,\n density: params.density,\n maxDrops: params.maxDrops,\n height: params.height,\n scale: params.scale,\n sunIntensity: params.sunIntensity,\n sunAngle: params.sunAngle,\n raySpread: params.raySpread,\n rayTwinkle: params.rayTwinkle,\n rayTwinkleSpeed: params.rayTwinkleSpeed,\n zIndex: params.zIndex ?? 1000,\n alpha: params.alpha,\n blendMode: params.blendMode,\n }\n })\n</script>\n"],"mappings":";;;;;AASG,SAAS,UAAA,SAAA;CACM,SAAc,OAAI;CAC7B,MAAA,cAAqB,eAAc,OAAQ;CAC9C,eAAA,OAAA;CACA,MAAS,EAAA,aAAA,YAAA;;CAEb,MAAM,sBAAqB,OAAA;CAC3B,MAAK,cAAO,OAAA,YAAA;CACZ,MAAE,MAAA,OAAA,UAAA;;CAEF,MAAM,UAAE,OAAA,SAAsB;CAC9B,MAAK,kBAAS,eAAA;EACV,MAAM,MAAE,IAAA,GAAU,QAAG;EACrB,OAAK,MAAA;GAAA;GAAA,UAAmB;GAAY,MAAC;EAAU,IAAC,KAAA;CACpD,CAAC;CACD,MAAM,yBAAS,eAAA;EACb,MAAA,MAAA,IAAA,GAAA,QAAA;;;;;;CAEF,CAAC;CACD,MAAK,cAAe;EAChB,SAAG,OAAW;EACd,WAAA;EACA,UAAS;;EAEV,WAAI;CACP;CACA,MAAE,eAAA,eAAA;EACA,MAAA,QAAS,UAAA;cAEJ,OAAA;EAGH,IAAA,CAAA;GADsB;GAAQ;GAAK;GAAO;EACjC,EAAA,SAAkB,MAAM,MAAM,GACvC,OAAS;EAET,MAAM,SAAE,MAAa,UAAA,CAAW;EAChC,OAAM;GACN,QAAM,MAAA;GACN,OAAM,OAAY;GAClB,eAAmB,OAAA;GACnB,cAAM,OAAiB;GACvB,SAAa,OAAG;GAChB,UAAM,OAAe;GACnB,QAAU,OAAO;GACjB,OAAO,OAAQ;GAChB,cAAA,OAAA;GACD,UAAM,OAAA;GACJ,WAAY,OAAO;GACnB,YAAc,OAAM;GACrB,iBAAA,OAAA;;GAED,OAAM,OAAY;GAChB,WAAS,OAAO;EAClB;CACJ,CAAC;CAEK,OADa,EAAA,WAAA;EAAA,OAAA;EAAA,QAAA,OAAA;CAAA,GAAA;EAAA,KAAA,eAAA,gBAAA,CAAA,SAAA,EAAA,WAAA,EAAA,OAAA,eAAA,gBAAA,CAAA,EAAA,CAAA,CAAA;EAAA,KAAA,eAAA,uBAAA,CAAA,SAAA,EAAA,WAAA,EAAA,OAAA,eAAA,uBAAA,CAAA,EAAA,CAAA,CAAA;EAAA,EAAA,WAAA,MAAA,KAAA,eAAA,IAAA,KAAA,eAAA,CAAA,SAAA,EAAA,eAAA,GAAA;GAAA,MAAA,eAAA,IAAA,EAAA,IAAA;GAAA,QAAA,eAAA,IAAA,EAAA,MAAA;EAAA,CAAA,CAAA,CAAA;EAAA,KAAA,WAAA,UAAA,EAAA,KAAA,CAAA;EAAA,KAAA,sBAAA,uBAAA,EAAA,WAAA,MAAA,KAAA,mBAAA,UAAA,cAAA,EAAA,mBAAA,WAAA,SAAA,CAAA,CAAA,CAAA;EAAA,EAAA,WAAA,EAAA,kBAAA,KAAA,GAAA,KAAA,eAAA,YAAA,CAAA,IAAA,eAAA,EAAA,WAAA,WAAA,WAAA,KAAA,GAAA,EAAA,QAAA,eAAA,WAAA,MAAA,GAAA,CAAA,CAAA;EAAA,KAAA,eAAA,aAAA,CAAA,SAAA,EAAA,SAAA,aAAA,CAAA,CAAA;CAAA,CACD;AACd;AAEA,IAAM,iBAAe"}
@@ -1,11 +1,12 @@
1
1
  import { inject } from "../../core/inject.js";
2
2
  import { RpgClientEngine } from "../../RpgClientEngine.js";
3
3
  import __ce_component$1 from "../character.ce.js";
4
- import { Container, effect, h, loop, mount, useDefineProps, useProps } from "canvasengine";
4
+ import { Container, effect, h, loop, mount, useDefineEmits, useDefineProps, useProps } from "canvasengine";
5
5
  //#region src/components/scenes/event-layer.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 { children, pixiChildren } = defineProps({ pixiChildren: { default: [] } });
11
12
  const readValue = (value) => typeof value === "function" ? value() : value;
@@ -1 +1 @@
1
- {"version":3,"file":"event-layer.ce.js","names":[],"sources":["../../../src/components/scenes/event-layer.ce"],"sourcesContent":["<Container sortableChildren={true} onBeforeDestroy={detachPixiChildren}>\n @for ((event,id) of events) {\n <Character id={id} object={event} />\n }\n\n @for ((player,id) of players) {\n <Character id={id} object={player} />\n }\n\n @for (child of children) {\n <child />\n }\n</Container>\n\n<script>\n import { effect, mount } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import Character from \"../character.ce\";\n import LightHalo from \"../prebuilt/light-halo.ce\";\n \n const engine = inject(RpgClientEngine);\n const { children, pixiChildren } = defineProps({\n pixiChildren: {\n default: []\n }\n })\n const readValue = (value) => typeof value === \"function\" ? value() : value\n let rootContainer = null\n let mountedPixiChildren = []\n \n const players = engine.sceneMap.players\n const events = engine.sceneMap.events\n\n const getPixiChildren = () => {\n const value = readValue(pixiChildren)\n return Array.isArray(value) ? value.filter(Boolean) : []\n }\n\n const syncPixiChildren = () => {\n if (!rootContainer) return\n const nextPixiChildren = getPixiChildren()\n mountedPixiChildren.forEach((child) => {\n if (!nextPixiChildren.includes(child) && child.parent === rootContainer) {\n rootContainer.removeChild(child)\n }\n })\n nextPixiChildren.forEach((child) => {\n if (child.parent === rootContainer) return\n if (child.parent) {\n child.parent.removeChild(child)\n }\n rootContainer.addChild(child)\n })\n mountedPixiChildren = nextPixiChildren\n }\n\n const detachPixiChildren = () => {\n if (!rootContainer) return\n mountedPixiChildren.forEach((child) => {\n if (child.parent === rootContainer) {\n rootContainer.removeChild(child)\n }\n })\n mountedPixiChildren = []\n }\n\n effect(() => {\n readValue(pixiChildren)\n syncPixiChildren()\n })\n\n mount((element) => {\n rootContainer = element.componentInstance\n syncPixiChildren()\n return detachPixiChildren\n })\n</script>\n"],"mappings":";;;;;AASK,SAAU,UAAI,SAAU;CACb,SAAA,OAAA;CACZ,MAAA,cAAA,eAAA,OAAA;CACF,MAAS,SAAA,OAAA,eAAA;kDAEV,cAAM,EACH,SAAS,CAAA,EACT,EACJ,CAAC;CACD,MAAI,aAAO,UAAkB,OAAC,UAAa,aAAA,MAAA,IAAA;CAC3C,IAAI,gBAAgB;CACpB,IAAE,sBAAA,CAAA;CACF,MAAI,UAAY,OAAG,SAAO;CAC1B,MAAI,SAAQ,OAAU,SAAA;CACtB,MAAM,wBAAgB;EAClB,MAAM,QAAE,UAAU,YAAA;EAClB,OAAI,MAAA,QAAA,KAAA,IAAA,MAAA,OAAA,OAAA,IAAA,CAAA;CACR;CACA,MAAI,yBAA2B;EAC3B,IAAI,CAAA,eACA;EACL,MAAA,mBAAA,gBAAA;EACC,oBAAgB,SAAO,UAAS;GAChC,IAAM,CAAA,iBAAgB,SAAS,KAAA,KAAA,MAAA,WAAA,eAAA,cAAA,YAAA,KAAA;EAG/B,CAAC;EACD,iBAAiB,SAAQ,UAAS;GAClC,IAAA,MAAA,WAAA,eAAA;GAEA,IAAM,MAAA,QACE,MAAC,OAAA,YAAe,KAAA;GAEpB,cAAA,SAAoB,KAAQ;EAChC,CAAC;EACD,sBAAY;CAChB;CACA,MAAM,2BAAG;EACL,IAAI,CAAA,eACA;EACJ,oBAAkB,SAAQ,UAAA;GACtB,IAAI,MAAI,WAAa,eACjB,cAAA,YAAA,KAAA;EAER,CAAC;EACD,sBAAI,CAAmB;CAC3B;;EAEI,UAAM,YAAA;EACN,iBAAS;CACb,CAAC;CACD,OAAO,YAAS;EACZ,gBAAY,QAAA;EACZ,iBAAQ;EACR,OAAK;CACT,CAAC;QACG,EAAA,WAAA;EAAA,kBAAA;EAAA,iBAAA;CAAA,GAAA;EAAA,KAAA,SAAA,OAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;EAAA,CAAA,CAAA;EAAA,KAAA,UAAA,QAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;EAAA,CAAA,CAAA;EAAA,KAAA,WAAA,UAAA,EAAA,KAAA,CAAA;CAAA,CAAA;AAEA;AAEE,IAAE,iBAAiB"}
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+ {"version":3,"file":"event-layer.ce.js","names":[],"sources":["../../../src/components/scenes/event-layer.ce"],"sourcesContent":["<Container sortableChildren={true} onBeforeDestroy={detachPixiChildren}>\n @for ((event,id) of events) {\n <Character id={id} object={event} />\n }\n\n @for ((player,id) of players) {\n <Character id={id} object={player} />\n }\n\n @for (child of children) {\n <child />\n }\n</Container>\n\n<script>\n import { effect, mount } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import Character from \"../character.ce\";\n import LightHalo from \"../prebuilt/light-halo.ce\";\n \n const engine = inject(RpgClientEngine);\n const { children, pixiChildren } = defineProps({\n pixiChildren: {\n default: []\n }\n })\n const readValue = (value) => typeof value === \"function\" ? value() : value\n let rootContainer = null\n let mountedPixiChildren = []\n \n const players = engine.sceneMap.players\n const events = engine.sceneMap.events\n\n const getPixiChildren = () => {\n const value = readValue(pixiChildren)\n return Array.isArray(value) ? value.filter(Boolean) : []\n }\n\n const syncPixiChildren = () => {\n if (!rootContainer) return\n const nextPixiChildren = getPixiChildren()\n mountedPixiChildren.forEach((child) => {\n if (!nextPixiChildren.includes(child) && child.parent === rootContainer) {\n rootContainer.removeChild(child)\n }\n })\n nextPixiChildren.forEach((child) => {\n if (child.parent === rootContainer) return\n if (child.parent) {\n child.parent.removeChild(child)\n }\n rootContainer.addChild(child)\n })\n mountedPixiChildren = nextPixiChildren\n }\n\n const detachPixiChildren = () => {\n if (!rootContainer) return\n mountedPixiChildren.forEach((child) => {\n if (child.parent === rootContainer) {\n rootContainer.removeChild(child)\n }\n })\n mountedPixiChildren = []\n }\n\n effect(() => {\n readValue(pixiChildren)\n syncPixiChildren()\n })\n\n mount((element) => {\n rootContainer = element.componentInstance\n syncPixiChildren()\n return detachPixiChildren\n })\n</script>\n"],"mappings":";;;;;AASK,SAAU,UAAI,SAAU;CACb,SAAA,OAAA;CACZ,MAAA,cAAA,eAAA,OAAA;CACO,eAAA,OAAA;;CAEX,MAAC,EAAM,UAAA,iBAAA,YAAA,EACH,cAAS,EACT,SAAS,CAAA,EACT,EACJ,CAAC;CACD,MAAI,aAAO,UAAkB,OAAC,UAAe,aAAQ,MAAA,IAAA;CACrD,IAAE,gBAAA;CACF,IAAI,sBAAsB,CAAA;CAC1B,MAAI,UAAQ,OAAU,SAAA;CACtB,MAAM,SAAE,OAAc,SAAA;CACtB,MAAM,wBAAgB;EAClB,MAAI,QAAA,UAAA,YAAA;EACJ,OAAC,MAAA,QAAA,KAAA,IAAA,MAAA,OAAA,OAAA,IAAA,CAAA;CACL;CACA,MAAI,yBAAoB;EACpB,IAAI,CAAA,eACL;EACC,MAAM,mBAAiB,gBAAS;EAChC,oBAAe,SAAO,UAAS;4EAEzB,cAAgB,YAAQ,KAAA;EAE9B,CAAC;EACD,iBAAA,SAAA,UAAA;uCAEM;GACF,IAAI,MAAC,QACL,MAAM,OAAA,YAAmB,KAAA;GAEzB,cAAS,SAAA,KAAiB;EAC9B,CAAC;EACD,sBAAQ;CACZ;CACA,MAAM,2BAA2B;EAC7B,IAAI,CAAC,eACD;EACJ,oBAAkB,SAAO,UAAY;GACjC,IAAI,MAAA,WAAA,eACA,cAAc,YAAS,KAAK;EAEpC,CAAC;EACD,sBAAA,CAAA;;CAEJ,aAAU;EACN,UAAS,YAAa;EACtB,iBAAI;CACR,CAAC;CACD,OAAO,YAAS;EACZ,gBAAQ,QAAA;EACR,iBAAK;EACL,OAAI;CACR,CAAC;CAEG,OAAA,EAAA,WAAA;;;;;;;;;;;;;EAAa;AACX;AAED,IAAA,iBAAA"}
@@ -1,4 +1,4 @@
1
- import { inject as inject$1 } from "../node_modules/.pnpm/@signe_di@3.0.1/node_modules/@signe/di/dist/index.js";
1
+ import { inject as inject$1 } from "../node_modules/.pnpm/@signe_di@3.1.0/node_modules/@signe/di/dist/index.js";
2
2
  //#region src/core/inject.ts
3
3
  var context = null;
4
4
  function inject(service, _context) {
@@ -1,4 +1,4 @@
1
- import { Context, inject, injector } from "../node_modules/.pnpm/@signe_di@3.0.1/node_modules/@signe/di/dist/index.js";
1
+ import { Context, inject, injector } from "../node_modules/.pnpm/@signe_di@3.1.0/node_modules/@signe/di/dist/index.js";
2
2
  import { setInject } from "./inject.js";
3
3
  import { RpgClientEngine } from "../RpgClientEngine.js";
4
4
  //#region src/core/setup.ts
package/dist/index.js CHANGED
@@ -1,4 +1,4 @@
1
- import { Context } from "./node_modules/.pnpm/@signe_di@3.0.1/node_modules/@signe/di/dist/index.js";
1
+ import { Context } from "./node_modules/.pnpm/@signe_di@3.1.0/node_modules/@signe/di/dist/index.js";
2
2
  import { clearInject, context, inject, setInject } from "./core/inject.js";
3
3
  import { AbstractWebsocket, WebSocketToken } from "./services/AbstractSocket.js";
4
4
  import { getKeyboardControlBind, isKeyboardActionConfig, keyboardEventMatchesBind, normalizeActionInput, resolveKeyboardActionInput, resolveKeyboardDirectionInput } from "./services/actionInput.js";
package/dist/module.js CHANGED
@@ -1,4 +1,4 @@
1
- import { inject } from "./node_modules/.pnpm/@signe_di@3.0.1/node_modules/@signe/di/dist/index.js";
1
+ import { inject } from "./node_modules/.pnpm/@signe_di@3.1.0/node_modules/@signe/di/dist/index.js";
2
2
  import { RpgGui } from "./Gui/Gui.js";
3
3
  import { getSoundMetadata } from "./Sound.js";
4
4
  import { findModules, provideModules, registerI18nMessages } from "@rpgjs/common";
@@ -1,4 +1,4 @@
1
- //#region ../../node_modules/.pnpm/@signe+di@3.0.1/node_modules/@signe/di/dist/index.js
1
+ //#region ../../node_modules/.pnpm/@signe+di@3.1.0/node_modules/@signe/di/dist/index.js
2
2
  var DEFAULT_INSTANCE_KEY = "__default__";
3
3
  function toTokenName(token) {
4
4
  return typeof token === "function" ? token.name : token;
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","names":[],"sources":["../../../../../../../../../../node_modules/.pnpm/@signe+di@3.0.1/node_modules/@signe/di/dist/index.js"],"sourcesContent":["// src/inject.ts\nvar DEFAULT_INSTANCE_KEY = \"__default__\";\nfunction toTokenName(token) {\n return typeof token === \"function\" ? token.name : token;\n}\nfunction toInstanceKey(name) {\n return name ?? DEFAULT_INSTANCE_KEY;\n}\nfunction getRecord(context, token) {\n return context.get(\"inject:\" + toTokenName(token));\n}\nfunction ensureRecord(context, token) {\n const key = \"inject:\" + toTokenName(token);\n let record = context.get(key);\n if (!record) {\n record = {\n multi: false,\n values: /* @__PURE__ */ new Map(),\n injected: /* @__PURE__ */ new Set()\n };\n }\n context.set(key, record);\n return record;\n}\nfunction provide(context, token, value, options = {}) {\n const record = ensureRecord(context, token);\n const instanceKey = toInstanceKey(options.name);\n if (options.multi) {\n record.multi = true;\n }\n if (!record.multi && instanceKey !== DEFAULT_INSTANCE_KEY) {\n record.multi = true;\n }\n record.values.set(instanceKey, value);\n return value;\n}\nfunction isInjected(context, token, options = {}) {\n const record = getRecord(context, token);\n if (!record) {\n return false;\n }\n if (options.name) {\n return record.injected.has(toInstanceKey(options.name));\n }\n if (record.multi) {\n return record.injected.size > 0;\n }\n return record.injected.has(DEFAULT_INSTANCE_KEY);\n}\nfunction isProvided(context, token, options = {}) {\n const record = getRecord(context, token);\n if (!record) {\n return false;\n }\n if (options.name) {\n return record.values.has(toInstanceKey(options.name));\n }\n if (record.multi) {\n return record.values.size > 0;\n }\n return record.values.has(DEFAULT_INSTANCE_KEY);\n}\nfunction hasInstance(context, token, options = {}) {\n return isProvided(context, token, options);\n}\nfunction handleMissingInjection(token, options) {\n const name = toTokenName(token);\n if (options.name) {\n throw new Error(`Injection provider ${name} with name ${options.name} not found`);\n }\n throw new Error(`Injection provider ${name} not found`);\n}\nfunction markInjected(record, key) {\n record.injected.add(key);\n}\nfunction markAllInjected(record) {\n for (const key of record.values.keys()) {\n record.injected.add(key);\n }\n}\nfunction inject(context, token, options = {}) {\n const record = getRecord(context, token);\n if (!record) {\n if (options.optional) {\n return options.multi ? [] : void 0;\n }\n return handleMissingInjection(token, options);\n }\n if (options.name) {\n const instanceKey = toInstanceKey(options.name);\n if (!record.values.has(instanceKey)) {\n if (options.optional) {\n return void 0;\n }\n return handleMissingInjection(token, options);\n }\n const value2 = record.values.get(instanceKey);\n markInjected(record, instanceKey);\n return value2;\n }\n if (options.multi || record.multi) {\n if (record.values.size === 0) {\n if (options.optional) {\n return [];\n }\n return handleMissingInjection(token, options);\n }\n markAllInjected(record);\n return Array.from(record.values.values());\n }\n const value = record.values.get(DEFAULT_INSTANCE_KEY);\n if (value === void 0) {\n if (options.optional) {\n return void 0;\n }\n return handleMissingInjection(token, options);\n }\n markInjected(record, DEFAULT_INSTANCE_KEY);\n return value;\n}\nfunction override(providers, newProvider, options) {\n let { upsert = false, key } = options ?? {};\n if (!key) {\n key = typeof newProvider === \"function\" ? newProvider.name : newProvider.provide;\n }\n const flatProviders = providers.flat();\n const exists = flatProviders.some((provider) => {\n if (typeof provider === \"function\") {\n return provider.name === key;\n } else if (typeof provider === \"object\") {\n return provider.provide === key;\n }\n return false;\n });\n const mappedProviders = flatProviders.map((provider) => {\n if (typeof provider === \"function\" && provider.name === key) {\n return newProvider;\n } else if (typeof provider === \"object\" && provider.provide === key) {\n return newProvider;\n }\n return provider;\n });\n if (upsert && !exists) {\n mappedProviders.push(newProvider);\n }\n return mappedProviders;\n}\nfunction findProviders(providers, name) {\n const results = [];\n for (const provider of providers) {\n if (Array.isArray(provider)) {\n results.push(...findProviders(provider, name));\n } else if (findProvider(provider, name)) {\n results.push(provider);\n }\n }\n return results;\n}\nfunction findProvider(providers, name) {\n if (!Array.isArray(providers)) {\n if (typeof providers === \"object\" && \"provide\" in providers) {\n const provider = providers;\n const providerName = typeof provider.provide === \"function\" ? provider.provide.name : provider.provide;\n if (name instanceof RegExp) {\n if (name.test(providerName)) return providers;\n } else {\n if (providerName === name) return providers;\n }\n }\n return null;\n }\n for (const provider of providers) {\n if (Array.isArray(provider)) {\n const found = findProvider(provider, name);\n if (found) return found;\n continue;\n }\n if (typeof provider === \"object\" && \"provide\" in provider) {\n const providerName = typeof provider.provide === \"function\" ? provider.provide.name : provider.provide;\n if (name instanceof RegExp) {\n if (name.test(providerName)) return provider;\n } else {\n if (providerName === name) return provider;\n }\n }\n }\n return null;\n}\n\n// src/merge-config.ts\nfunction processProvider(mergedConfig, baseConfig, provider) {\n if (Array.isArray(provider)) {\n for (const nestedProvider of provider) {\n processProvider(mergedConfig, baseConfig, nestedProvider);\n }\n return;\n }\n const existingProvider = findProvider(baseConfig.providers, provider.provide);\n if (existingProvider) {\n mergedConfig.providers = override(mergedConfig.providers, provider);\n } else {\n mergedConfig.providers.push(provider);\n }\n}\nfunction mergeConfig(baseConfig, config) {\n const mergedConfig = {\n ...baseConfig,\n ...config,\n providers: [...baseConfig.providers]\n // Start with a copy of base providers\n };\n for (const provider of config.providers) {\n processProvider(mergedConfig, baseConfig, provider);\n }\n return mergedConfig;\n}\n\n// src/provider.ts\nfunction extractProvideOptions(source) {\n if (!source) {\n return void 0;\n }\n const { multi, name } = source;\n if (multi === void 0 && name === void 0) {\n return void 0;\n }\n return { multi, name };\n}\nfunction getDeps(provider) {\n if (typeof provider === \"function\") {\n return provider.deps ?? 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DEFAULT_INSTANCE_KEY;\n}\nfunction getRecord(context, token) {\n return context.get(\"inject:\" + toTokenName(token));\n}\nfunction ensureRecord(context, token) {\n const key = \"inject:\" + toTokenName(token);\n let record = context.get(key);\n if (!record) {\n record = {\n multi: false,\n values: /* @__PURE__ */ new Map(),\n injected: /* @__PURE__ */ new Set()\n };\n }\n context.set(key, record);\n return record;\n}\nfunction provide(context, token, value, options = {}) {\n const record = ensureRecord(context, token);\n const instanceKey = toInstanceKey(options.name);\n if (options.multi) {\n record.multi = true;\n }\n if (!record.multi && instanceKey !== DEFAULT_INSTANCE_KEY) {\n record.multi = true;\n }\n record.values.set(instanceKey, value);\n return value;\n}\nfunction isInjected(context, token, options = {}) {\n const record = getRecord(context, token);\n if (!record) {\n return false;\n }\n if (options.name) {\n return record.injected.has(toInstanceKey(options.name));\n }\n if (record.multi) {\n return record.injected.size > 0;\n }\n return record.injected.has(DEFAULT_INSTANCE_KEY);\n}\nfunction isProvided(context, token, options = {}) {\n const record = getRecord(context, token);\n if (!record) {\n return false;\n }\n if (options.name) {\n return record.values.has(toInstanceKey(options.name));\n }\n if (record.multi) {\n return record.values.size > 0;\n }\n return record.values.has(DEFAULT_INSTANCE_KEY);\n}\nfunction hasInstance(context, token, options = {}) {\n return isProvided(context, token, options);\n}\nfunction handleMissingInjection(token, options) {\n const name = toTokenName(token);\n if (options.name) {\n throw new Error(`Injection provider ${name} with name ${options.name} not found`);\n }\n throw new Error(`Injection provider ${name} not found`);\n}\nfunction markInjected(record, key) {\n record.injected.add(key);\n}\nfunction markAllInjected(record) {\n for (const key of record.values.keys()) {\n record.injected.add(key);\n }\n}\nfunction inject(context, token, options = {}) {\n const record = getRecord(context, token);\n if (!record) {\n if (options.optional) {\n return options.multi ? 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@@ -1,5 +1,5 @@
1
1
  import { BehaviorSubject, filter } from "rxjs";
2
- //#region ../../node_modules/.pnpm/@signe+reactive@3.0.1/node_modules/@signe/reactive/dist/index.js
2
+ //#region ../../node_modules/.pnpm/@signe+reactive@3.1.0/node_modules/@signe/reactive/dist/index.js
3
3
  var ArraySubject = class extends BehaviorSubject {
4
4
  constructor(items = []) {
5
5
  super({