@rpgjs/client 5.0.0-beta.2 → 5.0.0-beta.20

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 (314) hide show
  1. package/CHANGELOG.md +123 -0
  2. package/dist/Game/AnimationManager.d.ts +2 -1
  3. package/dist/Game/AnimationManager.js +21 -9
  4. package/dist/Game/AnimationManager.js.map +1 -1
  5. package/dist/Game/AnimationManager.spec.d.ts +1 -0
  6. package/dist/Game/ClientVisuals.d.ts +61 -0
  7. package/dist/Game/ClientVisuals.js +96 -0
  8. package/dist/Game/ClientVisuals.js.map +1 -0
  9. package/dist/Game/ClientVisuals.spec.d.ts +1 -0
  10. package/dist/Game/Event.js.map +1 -1
  11. package/dist/Game/EventComponentResolver.d.ts +16 -0
  12. package/dist/Game/EventComponentResolver.js +52 -0
  13. package/dist/Game/EventComponentResolver.js.map +1 -0
  14. package/dist/Game/EventComponentResolver.spec.d.ts +1 -0
  15. package/dist/Game/Map.d.ts +9 -1
  16. package/dist/Game/Map.js +83 -5
  17. package/dist/Game/Map.js.map +1 -1
  18. package/dist/Game/Object.d.ts +49 -15
  19. package/dist/Game/Object.js +101 -42
  20. package/dist/Game/Object.js.map +1 -1
  21. package/dist/Game/Object.spec.d.ts +1 -0
  22. package/dist/Game/Player.js.map +1 -1
  23. package/dist/Game/ProjectileManager.d.ts +98 -0
  24. package/dist/Game/ProjectileManager.js +196 -0
  25. package/dist/Game/ProjectileManager.js.map +1 -0
  26. package/dist/Game/ProjectileManager.spec.d.ts +1 -0
  27. package/dist/Gui/Gui.d.ts +20 -6
  28. package/dist/Gui/Gui.js +96 -54
  29. package/dist/Gui/Gui.js.map +1 -1
  30. package/dist/Gui/Gui.spec.d.ts +1 -0
  31. package/dist/Gui/NotificationManager.js.map +1 -1
  32. package/dist/Resource.js +1 -1
  33. package/dist/Resource.js.map +1 -1
  34. package/dist/RpgClient.d.ts +194 -15
  35. package/dist/RpgClientEngine.d.ts +176 -11
  36. package/dist/RpgClientEngine.js +669 -68
  37. package/dist/RpgClientEngine.js.map +1 -1
  38. package/dist/Sound.js.map +1 -1
  39. package/dist/_virtual/{_@oxc-project_runtime@0.122.0/helpers → _@oxc-project_runtime@0.133.0/helpers/esm}/decorate.js +1 -1
  40. package/dist/_virtual/{_@oxc-project_runtime@0.122.0/helpers → _@oxc-project_runtime@0.133.0/helpers/esm}/decorateMetadata.js +1 -1
  41. package/dist/_virtual/_rolldown/runtime.js +13 -0
  42. package/dist/components/animations/animation.ce.js +6 -5
  43. package/dist/components/animations/animation.ce.js.map +1 -1
  44. package/dist/components/animations/fx.ce.js +60 -0
  45. package/dist/components/animations/fx.ce.js.map +1 -0
  46. package/dist/components/animations/hit.ce.js +24 -28
  47. package/dist/components/animations/hit.ce.js.map +1 -1
  48. package/dist/components/animations/index.d.ts +1 -0
  49. package/dist/components/animations/index.js +6 -4
  50. package/dist/components/animations/index.js.map +1 -1
  51. package/dist/components/character.ce.js +606 -248
  52. package/dist/components/character.ce.js.map +1 -1
  53. package/dist/components/dynamics/bar.ce.js +99 -0
  54. package/dist/components/dynamics/bar.ce.js.map +1 -0
  55. package/dist/components/dynamics/image.ce.js +26 -0
  56. package/dist/components/dynamics/image.ce.js.map +1 -0
  57. package/dist/components/dynamics/parse-value.d.ts +3 -0
  58. package/dist/components/dynamics/parse-value.js +54 -35
  59. package/dist/components/dynamics/parse-value.js.map +1 -1
  60. package/dist/components/dynamics/parse-value.spec.d.ts +1 -0
  61. package/dist/components/dynamics/shape-utils.d.ts +16 -0
  62. package/dist/components/dynamics/shape-utils.js +73 -0
  63. package/dist/components/dynamics/shape-utils.js.map +1 -0
  64. package/dist/components/dynamics/shape-utils.spec.d.ts +1 -0
  65. package/dist/components/dynamics/shape.ce.js +86 -0
  66. package/dist/components/dynamics/shape.ce.js.map +1 -0
  67. package/dist/components/dynamics/text.ce.js +36 -56
  68. package/dist/components/dynamics/text.ce.js.map +1 -1
  69. package/dist/components/gui/box.ce.js +9 -9
  70. package/dist/components/gui/box.ce.js.map +1 -1
  71. package/dist/components/gui/dialogbox/index.ce.js +75 -65
  72. package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
  73. package/dist/components/gui/gameover.ce.js +47 -68
  74. package/dist/components/gui/gameover.ce.js.map +1 -1
  75. package/dist/components/gui/hud/hud.ce.js +23 -31
  76. package/dist/components/gui/hud/hud.ce.js.map +1 -1
  77. package/dist/components/gui/menu/equip-menu.ce.js +121 -172
  78. package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
  79. package/dist/components/gui/menu/exit-menu.ce.js +15 -10
  80. package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
  81. package/dist/components/gui/menu/items-menu.ce.js +62 -77
  82. package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
  83. package/dist/components/gui/menu/main-menu.ce.js +89 -104
  84. package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
  85. package/dist/components/gui/menu/options-menu.ce.js +12 -8
  86. package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
  87. package/dist/components/gui/menu/skills-menu.ce.js +17 -19
  88. package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
  89. package/dist/components/gui/mobile/index.js +2 -2
  90. package/dist/components/gui/mobile/index.js.map +1 -1
  91. package/dist/components/gui/mobile/mobile.ce.js +7 -5
  92. package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
  93. package/dist/components/gui/notification/notification.ce.js +28 -26
  94. package/dist/components/gui/notification/notification.ce.js.map +1 -1
  95. package/dist/components/gui/save-load.ce.js +81 -256
  96. package/dist/components/gui/save-load.ce.js.map +1 -1
  97. package/dist/components/gui/shop/shop.ce.js +107 -142
  98. package/dist/components/gui/shop/shop.ce.js.map +1 -1
  99. package/dist/components/gui/title-screen.ce.js +50 -73
  100. package/dist/components/gui/title-screen.ce.js.map +1 -1
  101. package/dist/components/index.d.ts +2 -1
  102. package/dist/components/index.js +1 -0
  103. package/dist/components/interaction-components.ce.js +22 -0
  104. package/dist/components/interaction-components.ce.js.map +1 -0
  105. package/dist/components/player-components-utils.d.ts +67 -0
  106. package/dist/components/player-components-utils.js +162 -0
  107. package/dist/components/player-components-utils.js.map +1 -0
  108. package/dist/components/player-components-utils.spec.d.ts +1 -0
  109. package/dist/components/player-components.ce.js +191 -0
  110. package/dist/components/player-components.ce.js.map +1 -0
  111. package/dist/components/prebuilt/hp-bar.ce.js +45 -45
  112. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
  113. package/dist/components/prebuilt/light-halo.ce.js +39 -60
  114. package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
  115. package/dist/components/scenes/canvas.ce.js +205 -27
  116. package/dist/components/scenes/canvas.ce.js.map +1 -1
  117. package/dist/components/scenes/draw-map.ce.js +39 -39
  118. package/dist/components/scenes/draw-map.ce.js.map +1 -1
  119. package/dist/components/scenes/event-layer.ce.js +51 -10
  120. package/dist/components/scenes/event-layer.ce.js.map +1 -1
  121. package/dist/core/inject.js +1 -1
  122. package/dist/core/inject.js.map +1 -1
  123. package/dist/core/setup.js +1 -1
  124. package/dist/core/setup.js.map +1 -1
  125. package/dist/decorators/spritesheet.d.ts +1 -0
  126. package/dist/decorators/spritesheet.js +11 -0
  127. package/dist/decorators/spritesheet.js.map +1 -0
  128. package/dist/i18n.d.ts +55 -0
  129. package/dist/i18n.js +60 -0
  130. package/dist/i18n.js.map +1 -0
  131. package/dist/i18n.spec.d.ts +1 -0
  132. package/dist/index.d.ts +7 -0
  133. package/dist/index.js +29 -21
  134. package/dist/module.js +45 -4
  135. package/dist/module.js.map +1 -1
  136. package/dist/node_modules/.pnpm/{@signe_di@2.9.0 → @signe_di@3.1.0}/node_modules/@signe/di/dist/index.js +7 -117
  137. package/dist/node_modules/.pnpm/@signe_di@3.1.0/node_modules/@signe/di/dist/index.js.map +1 -0
  138. package/dist/node_modules/.pnpm/@signe_reactive@3.1.0/node_modules/@signe/reactive/dist/index.js +239 -0
  139. package/dist/node_modules/.pnpm/@signe_reactive@3.1.0/node_modules/@signe/reactive/dist/index.js.map +1 -0
  140. package/dist/node_modules/.pnpm/@signe_room@3.1.0_react@19.2.7/node_modules/@signe/room/dist/chunk-EUXUH3YW.js +13 -0
  141. 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
  142. package/dist/node_modules/.pnpm/@signe_room@3.1.0_react@19.2.7/node_modules/@signe/room/dist/index.js +698 -0
  143. package/dist/node_modules/.pnpm/@signe_room@3.1.0_react@19.2.7/node_modules/@signe/room/dist/index.js.map +1 -0
  144. package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/client/index.js +43 -0
  145. 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
  146. package/dist/node_modules/.pnpm/{@signe_sync@2.9.0 → @signe_sync@3.1.0_react@19.2.7}/node_modules/@signe/sync/dist/index.js +57 -141
  147. package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/index.js.map +1 -0
  148. 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
  149. package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/index.js.map +1 -0
  150. 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
  151. package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/ws.js.map +1 -0
  152. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/index.js +13 -0
  153. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/index.js.map +1 -0
  154. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/ZodError.js +106 -0
  155. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/ZodError.js.map +1 -0
  156. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/errors.js +13 -0
  157. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/errors.js.map +1 -0
  158. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/external.js +121 -0
  159. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/external.js.map +1 -0
  160. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/errorUtil.js +10 -0
  161. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/errorUtil.js.map +1 -0
  162. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/parseUtil.js +110 -0
  163. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/parseUtil.js.map +1 -0
  164. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/util.js +99 -0
  165. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/util.js.map +1 -0
  166. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/locales/en.js +82 -0
  167. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/locales/en.js.map +1 -0
  168. 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} +74 -611
  169. package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/types.js.map +1 -0
  170. package/dist/presets/animation.js.map +1 -1
  171. package/dist/presets/faceset.js.map +1 -1
  172. package/dist/presets/icon.js.map +1 -1
  173. package/dist/presets/index.js.map +1 -1
  174. package/dist/presets/lpc.js.map +1 -1
  175. package/dist/presets/rmspritesheet.js.map +1 -1
  176. package/dist/services/AbstractSocket.d.ts +2 -0
  177. package/dist/services/AbstractSocket.js.map +1 -1
  178. package/dist/services/actionInput.d.ts +14 -0
  179. package/dist/services/actionInput.js +59 -0
  180. package/dist/services/actionInput.js.map +1 -0
  181. package/dist/services/actionInput.spec.d.ts +1 -0
  182. package/dist/services/interactions.d.ts +159 -0
  183. package/dist/services/interactions.js +460 -0
  184. package/dist/services/interactions.js.map +1 -0
  185. package/dist/services/interactions.spec.d.ts +1 -0
  186. package/dist/services/keyboardControls.d.ts +1 -0
  187. package/dist/services/keyboardControls.js +1 -0
  188. package/dist/services/keyboardControls.js.map +1 -1
  189. package/dist/services/loadMap.d.ts +9 -0
  190. package/dist/services/loadMap.js +1 -1
  191. package/dist/services/loadMap.js.map +1 -1
  192. package/dist/services/mmorpg-connection.d.ts +5 -0
  193. package/dist/services/mmorpg-connection.js +50 -0
  194. package/dist/services/mmorpg-connection.js.map +1 -0
  195. package/dist/services/mmorpg-connection.spec.d.ts +1 -0
  196. package/dist/services/mmorpg.d.ts +11 -4
  197. package/dist/services/mmorpg.js +57 -33
  198. package/dist/services/mmorpg.js.map +1 -1
  199. package/dist/services/pointerContext.d.ts +11 -0
  200. package/dist/services/pointerContext.js +48 -0
  201. package/dist/services/pointerContext.js.map +1 -0
  202. package/dist/services/pointerContext.spec.d.ts +1 -0
  203. package/dist/services/save.js.map +1 -1
  204. package/dist/services/save.spec.d.ts +1 -0
  205. package/dist/services/standalone-message.d.ts +1 -0
  206. package/dist/services/standalone-message.js +9 -0
  207. package/dist/services/standalone-message.js.map +1 -0
  208. package/dist/services/standalone.d.ts +4 -1
  209. package/dist/services/standalone.js +36 -16
  210. package/dist/services/standalone.js.map +1 -1
  211. package/dist/services/standalone.spec.d.ts +1 -0
  212. package/dist/utils/getEntityProp.js +4 -3
  213. package/dist/utils/getEntityProp.js.map +1 -1
  214. package/dist/utils/getEntityProp.spec.d.ts +1 -0
  215. package/dist/utils/mapId.d.ts +1 -0
  216. package/dist/utils/mapId.js +6 -0
  217. package/dist/utils/mapId.js.map +1 -0
  218. package/dist/utils/readPropValue.d.ts +2 -0
  219. package/dist/utils/readPropValue.js +13 -0
  220. package/dist/utils/readPropValue.js.map +1 -0
  221. package/package.json +13 -13
  222. package/src/Game/AnimationManager.spec.ts +30 -0
  223. package/src/Game/AnimationManager.ts +26 -10
  224. package/src/Game/ClientVisuals.spec.ts +56 -0
  225. package/src/Game/ClientVisuals.ts +184 -0
  226. package/src/Game/EventComponentResolver.spec.ts +84 -0
  227. package/src/Game/EventComponentResolver.ts +74 -0
  228. package/src/Game/Map.ts +134 -2
  229. package/src/Game/Object.spec.ts +59 -0
  230. package/src/Game/Object.ts +181 -77
  231. package/src/Game/ProjectileManager.spec.ts +449 -0
  232. package/src/Game/ProjectileManager.ts +346 -0
  233. package/src/Gui/Gui.spec.ts +340 -0
  234. package/src/Gui/Gui.ts +129 -57
  235. package/src/Resource.ts +1 -2
  236. package/src/RpgClient.ts +220 -17
  237. package/src/RpgClientEngine.ts +959 -116
  238. package/src/components/animations/fx.ce +101 -0
  239. package/src/components/animations/index.ts +4 -2
  240. package/src/components/character.ce +681 -45
  241. package/src/components/dynamics/bar.ce +88 -0
  242. package/src/components/dynamics/image.ce +21 -0
  243. package/src/components/dynamics/parse-value.spec.ts +83 -0
  244. package/src/components/dynamics/parse-value.ts +111 -37
  245. package/src/components/dynamics/shape-utils.spec.ts +46 -0
  246. package/src/components/dynamics/shape-utils.ts +61 -0
  247. package/src/components/dynamics/shape.ce +90 -0
  248. package/src/components/dynamics/text.ce +35 -149
  249. package/src/components/gui/dialogbox/index.ce +52 -21
  250. package/src/components/gui/gameover.ce +6 -4
  251. package/src/components/gui/menu/equip-menu.ce +11 -9
  252. package/src/components/gui/menu/exit-menu.ce +6 -4
  253. package/src/components/gui/menu/items-menu.ce +11 -9
  254. package/src/components/gui/menu/main-menu.ce +14 -12
  255. package/src/components/gui/menu/options-menu.ce +4 -3
  256. package/src/components/gui/menu/skills-menu.ce +2 -1
  257. package/src/components/gui/notification/notification.ce +7 -1
  258. package/src/components/gui/save-load.ce +13 -11
  259. package/src/components/gui/shop/shop.ce +20 -18
  260. package/src/components/gui/title-screen.ce +6 -4
  261. package/src/components/index.ts +2 -1
  262. package/src/components/interaction-components.ce +23 -0
  263. package/src/components/player-components-utils.spec.ts +109 -0
  264. package/src/components/player-components-utils.ts +205 -0
  265. package/src/components/player-components.ce +222 -0
  266. package/src/components/prebuilt/hp-bar.ce +4 -3
  267. package/src/components/prebuilt/light-halo.ce +2 -2
  268. package/src/components/scenes/canvas.ce +219 -15
  269. package/src/components/scenes/draw-map.ce +34 -22
  270. package/src/components/scenes/event-layer.ce +55 -4
  271. package/src/core/setup.ts +2 -2
  272. package/src/decorators/spritesheet.ts +8 -0
  273. package/src/i18n.spec.ts +39 -0
  274. package/src/i18n.ts +59 -0
  275. package/src/index.ts +7 -0
  276. package/src/module.ts +61 -11
  277. package/src/services/AbstractSocket.ts +3 -0
  278. package/src/services/actionInput.spec.ts +155 -0
  279. package/src/services/actionInput.ts +120 -0
  280. package/src/services/interactions.spec.ts +175 -0
  281. package/src/services/interactions.ts +722 -0
  282. package/src/services/keyboardControls.ts +2 -1
  283. package/src/services/loadMap.ts +5 -1
  284. package/src/services/mmorpg-connection.spec.ts +99 -0
  285. package/src/services/mmorpg-connection.ts +69 -0
  286. package/src/services/mmorpg.ts +70 -36
  287. package/src/services/pointerContext.spec.ts +36 -0
  288. package/src/services/pointerContext.ts +84 -0
  289. package/src/services/save.spec.ts +127 -0
  290. package/src/services/standalone-message.ts +7 -0
  291. package/src/services/standalone.spec.ts +54 -0
  292. package/src/services/standalone.ts +44 -12
  293. package/src/utils/getEntityProp.spec.ts +96 -0
  294. package/src/utils/getEntityProp.ts +4 -3
  295. package/src/utils/mapId.ts +2 -0
  296. package/src/utils/readPropValue.ts +16 -0
  297. package/dist/node_modules/.pnpm/@signe_di@2.9.0/node_modules/@signe/di/dist/index.js.map +0 -1
  298. package/dist/node_modules/.pnpm/@signe_reactive@2.8.3/node_modules/@signe/reactive/dist/index.js +0 -457
  299. package/dist/node_modules/.pnpm/@signe_reactive@2.8.3/node_modules/@signe/reactive/dist/index.js.map +0 -1
  300. package/dist/node_modules/.pnpm/@signe_reactive@2.9.0/node_modules/@signe/reactive/dist/index.js +0 -463
  301. package/dist/node_modules/.pnpm/@signe_reactive@2.9.0/node_modules/@signe/reactive/dist/index.js.map +0 -1
  302. package/dist/node_modules/.pnpm/@signe_room@2.9.0/node_modules/@signe/room/dist/index.js +0 -2191
  303. package/dist/node_modules/.pnpm/@signe_room@2.9.0/node_modules/@signe/room/dist/index.js.map +0 -1
  304. package/dist/node_modules/.pnpm/@signe_sync@2.9.0/node_modules/@signe/sync/dist/chunk-7QVYU63E.js +0 -10
  305. package/dist/node_modules/.pnpm/@signe_sync@2.9.0/node_modules/@signe/sync/dist/chunk-7QVYU63E.js.map +0 -1
  306. package/dist/node_modules/.pnpm/@signe_sync@2.9.0/node_modules/@signe/sync/dist/client/index.js +0 -91
  307. package/dist/node_modules/.pnpm/@signe_sync@2.9.0/node_modules/@signe/sync/dist/client/index.js.map +0 -1
  308. package/dist/node_modules/.pnpm/@signe_sync@2.9.0/node_modules/@signe/sync/dist/index.js.map +0 -1
  309. package/dist/node_modules/.pnpm/dset@3.1.4/node_modules/dset/dist/index.js +0 -14
  310. package/dist/node_modules/.pnpm/dset@3.1.4/node_modules/dset/dist/index.js.map +0 -1
  311. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js.map +0 -1
  312. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js.map +0 -1
  313. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/index.js +0 -2
  314. package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js.map +0 -1
@@ -1,69 +1,49 @@
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
- var _a = useDefineProps($$props)(), object = _a.object, baseRadius = _a.baseRadius, radiusVariation = _a.radiusVariation, baseOpacity = _a.baseOpacity, opacityVariation = _a.opacityVariation, sizeSpeed = _a.sizeSpeed, opacitySpeed = _a.opacitySpeed, lightColor = _a.lightColor;
7
- var getBaseRadius = computed(function() {
8
- var _a;
9
- return (_a = baseRadius === null || baseRadius === void 0 ? void 0 : baseRadius()) !== null && _a !== void 0 ? _a : 30;
10
- });
11
- var getRadiusVariation = computed(function() {
12
- var _a;
13
- return (_a = radiusVariation === null || radiusVariation === void 0 ? void 0 : radiusVariation()) !== null && _a !== void 0 ? _a : 10;
14
- });
15
- var getBaseOpacity = computed(function() {
16
- var _a;
17
- return (_a = baseOpacity === null || baseOpacity === void 0 ? void 0 : baseOpacity()) !== null && _a !== void 0 ? _a : .6;
18
- });
19
- var getOpacityVariation = computed(function() {
20
- var _a;
21
- return (_a = opacityVariation === null || opacityVariation === void 0 ? void 0 : opacityVariation()) !== null && _a !== void 0 ? _a : .3;
22
- });
23
- var getSizeSpeed = computed(function() {
24
- var _a;
25
- return (_a = sizeSpeed === null || sizeSpeed === void 0 ? void 0 : sizeSpeed()) !== null && _a !== void 0 ? _a : .002;
26
- });
27
- var getOpacitySpeed = computed(function() {
28
- var _a;
29
- return (_a = opacitySpeed === null || opacitySpeed === void 0 ? void 0 : opacitySpeed()) !== null && _a !== void 0 ? _a : .003;
30
- });
31
- var getLightColor = computed(function() {
32
- var _a;
33
- return (_a = lightColor === null || lightColor === void 0 ? void 0 : lightColor()) !== null && _a !== void 0 ? _a : 16777130;
34
- });
35
- var time = signal(0);
36
- var currentRadius = computed(function() {
37
- var t = time();
38
- var base = getBaseRadius();
39
- var variation = getRadiusVariation();
40
- var speed = getSizeSpeed();
6
+ const defineProps = useDefineProps($$props);
7
+ useDefineEmits($$props);
8
+ const { object, baseRadius, radiusVariation, baseOpacity, opacityVariation, sizeSpeed, opacitySpeed, lightColor } = defineProps();
9
+ const sprite = object();
10
+ const getBaseRadius = computed(() => baseRadius?.() ?? 30);
11
+ const getRadiusVariation = computed(() => radiusVariation?.() ?? 10);
12
+ const getBaseOpacity = computed(() => baseOpacity?.() ?? .6);
13
+ const getOpacityVariation = computed(() => opacityVariation?.() ?? .3);
14
+ const getSizeSpeed = computed(() => sizeSpeed?.() ?? .002);
15
+ const getOpacitySpeed = computed(() => opacitySpeed?.() ?? .003);
16
+ const getLightColor = computed(() => lightColor?.() ?? 16777130);
17
+ const time = signal(0);
18
+ const currentRadius = computed(() => {
19
+ const t = time();
20
+ const base = getBaseRadius();
21
+ const variation = getRadiusVariation();
22
+ const speed = getSizeSpeed();
41
23
  return base + (Math.sin(t * speed) + Math.sin(t * speed * 1.5) * .5) / 1.5 * variation;
42
24
  });
43
- var currentOpacity = computed(function() {
44
- var t = time();
45
- var base = getBaseOpacity();
46
- var variation = getOpacityVariation();
47
- var speed = getOpacitySpeed();
48
- var fade = Math.sin(t * speed);
49
- var flicker = (Math.random() - .5) * .1;
25
+ const currentOpacity = computed(() => {
26
+ const t = time();
27
+ const base = getBaseOpacity();
28
+ const variation = getOpacityVariation();
29
+ const speed = getOpacitySpeed();
30
+ const fade = Math.sin(t * speed);
31
+ const flicker = (Math.random() - .5) * .1;
50
32
  return Math.max(0, Math.min(1, base + fade * variation + flicker));
51
33
  });
52
- var hitbox = object.hitbox;
53
- var position = computed(function() {
54
- return {
55
- x: hitbox().w / 2,
56
- y: hitbox().h / 2
57
- };
58
- });
59
- var blurFilter = new BlurFilter({
34
+ const hitbox = sprite.hitbox;
35
+ const position = computed(() => ({
36
+ x: hitbox().w / 2,
37
+ y: hitbox().h / 2
38
+ }));
39
+ const blurFilter = new BlurFilter({
60
40
  strength: 20,
61
41
  quality: 3
62
42
  });
63
- var drawHalo = function(g) {
64
- var radius = currentRadius();
65
- var opacity = currentOpacity();
66
- var color = getLightColor();
43
+ const drawHalo = (g) => {
44
+ const radius = currentRadius();
45
+ const opacity = currentOpacity();
46
+ const color = getLightColor();
67
47
  if (opacity <= 0 || radius <= 0) return;
68
48
  g.blendMode = "add";
69
49
  g.filters = [blurFilter];
@@ -78,17 +58,16 @@ function component($$props) {
78
58
  alpha: opacity * .5
79
59
  });
80
60
  };
81
- tick(function() {
82
- time.update(function(t) {
83
- return t + 1;
84
- });
61
+ tick(() => {
62
+ time.update((t) => t + 1);
85
63
  });
86
64
  return h(Container, {
87
65
  x: position.x,
88
66
  y: position.y
89
67
  }, h(Graphics, { draw: drawHalo }));
90
68
  }
69
+ var __ce_component = component;
91
70
  //#endregion
92
- export { component as default };
71
+ export { __ce_component as default };
93
72
 
94
73
  //# sourceMappingURL=light-halo.ce.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"light-halo.ce.js","names":[],"sources":["../../../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<Container x={position.x} y={position.y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 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 = object.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\n"],"mappings":";;;AAQE,SAAA,UAAA,SAAA;AACqB,UAAA,QAAA;CAEhB,IAAK,KADV,eAAA,QAAA,EAC4B,EAAC,SAAO,GAAM,QAAQ,aAAa,GAAG,YAAE,kBAAA,GAAA,iBAAA,cAAA,GAAA,aAAA,mBAAA,GAAA,kBAAA,YAAA,GAAA,WAAA,eAAA,GAAA,cAAA,aAAA,GAAA;CACtE,IAAG,gBAAU,SAAa,WAAS;EAAQ,IAAA;AAAO,UAAO,KAAA,eAAQ,QAAA,eAAA,KAAA,IAAA,KAAA,IAAA,YAAA,MAAA,QAAA,OAAA,KAAA,IAAA,KAAA;GAAA;CACjE,IAAE,qBAAA,SAAA,WAAA;EAAA,IAAA;AAAA,UAAA,KAAA,oBAAA,QAAA,oBAAA,KAAA,IAAA,KAAA,IAAA,iBAAA,MAAA,QAAA,OAAA,KAAA,IAAA,KAAA;GAAA;CACF,IAAI,iBAAiB,SAAS,WAAY;EAAA,IAAM;AAAE,UAAQ,KAAA,gBAAA,QAAA,gBAAA,KAAA,IAAA,KAAA,IAAA,aAAA,MAAA,QAAA,OAAA,KAAA,IAAA,KAAA;GAAA;CAC1D,IAAI,sBAAiB,SAAc,WAAG;EAAW,IAAG;AAAK,UAAO,KAAM,qBAAqB,QAAE,qBAAW,KAAA,IAAA,KAAA,IAAA,kBAAA,MAAA,QAAA,OAAA,KAAA,IAAA,KAAA;GAAA;CACxG,IAAI,eAAU,SAAc,WAAU;EAAA,IAAA;AAAA,UAAmB,KAAM,cAAW,QAAW,cAAY,KAAO,IAAC,KAAA,IAAY,WAAC,MAAgB,QAAE,OAAW,KAAA,IAAA,KAAA;GAAA;CACnJ,IAAI,kBAAiB,SAAO,WAAU;EAAA,IAAW;AAAI,UAAK,KAAQ,iBAAiB,QAAQ,iBAAe,KAAA,IAAA,KAAA,IAAA,cAAA,MAAA,QAAA,OAAA,KAAA,IAAA,KAAA;GAAA;CAC1G,IAAI,gBAAgB,SAAQ,WAAU;EAAA,IAAA;AAAA,UAAoB,KAAA,eAAkB,QAAW,eAAW,KAAQ,IAAA,KAAA,IAAc,YAAA,MAAkB,QAAQ,OAAK,KAAA,IAAA,KAAA;GAAA;CACvJ,IAAI,OAAA,OAAU,EAAM;CACpB,IAAI,gBAAgB,SAAQ,WAAU;EAClC,IAAA,IAAQ,MAAE;EACZ,IAAA,OAAA,eAAA;EACF,IAAO,YAAA,oBAAA;EACL,IAAM,QAAC,cAAA;AAKP,SAAS,QAHM,KAAA,IAAA,IAAA,MAAA,GACJ,KAAA,IAAA,IAAA,QAAA,IAAA,GAAA,MACK,MACP;GACT;CACF,IAAE,iBAAA,SAAA,WAAA;EACE,IAAA,IAAA,MAAa;;EAEb,IAAI,YAAY,qBAAE;EACnB,IAAK,QAAM,iBAAQ;;EAItB,IAAM,WAAA,KAAkB,QAAG,GAAQ,MAAO;AAC1C,SAAM,KAAA,IAAc,GAAG,KAAA,IAAS,GAAG,OAAG,OAAY,YAAW,QAAA,CAAA;GAC7D;CACA,IAAA,SAAM,OAAc;CACpB,IAAA,WAAM,SAAkB,WAAY;AAAE,SAAC;GACvC,GAAM,QAAA,CAAA,IAAc;;GAEnB;GAAK;CACN,IAAG,aAAU,IAAA,WAAA;EAAA,UAAA;EAAA,SAAA;EAAA,CAAA;CACb,IAAI,WAAW,SAAO,GAAA;;EAElB,IAAI,UAAS,gBAAgB;EACjC,IAAM,QAAO,eAAS;kCAEpB;AAEC,IAAA,YAAc;AAEjB,IAAM,UAAA,CAAA,WAAgB;AAGpB,IAAA,OAAM,GAAA,GAAW,OAAC;AAClB,IAAA,KAAM;GACP;GACI,OAAQ;GACX,CAAA;AAEA,IAAA,OAAM,GAAA,GAAA,SAAiB,GAAO;AAC/B,IAAA,KAAA;GACO,OAAO;GACb,OAAA,UAAA;;;AAGF,MAAG,WAAQ;AACR,OAAA,OAAW,SAAO,GAAQ;AAAA,UAAA,IAAA;IAAA;GAC3B;AAEM,QADY,EAAE,WAAW;EAAE,GAAG,SAAA;EAAA,GAAA,SAAA;EAAA,EAAA,EAAA,UAAA,EAAA,MAAA,UAAA,CAAA,CAAA"}
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"}
@@ -1,60 +1,238 @@
1
1
  import { inject } from "../../core/inject.js";
2
- import component$1 from "./draw-map.ce.js";
3
2
  import { RpgGui } from "../../Gui/Gui.js";
4
3
  import { RpgClientEngine } from "../../RpgClientEngine.js";
5
- import { Canvas, Container, Viewport, computed, cond, effect, h, loop, useDefineProps, useProps } from "canvasengine";
6
- import { delay } from "@rpgjs/common";
4
+ import { Canvas, Container, Viewport, computed, cond, effect, h, loop, useDefineEmits, useDefineProps, useProps } from "canvasengine";
5
+ import { shouldRenderLightingShadows } from "@rpgjs/common";
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($$props);
11
- var engine = inject(RpgClientEngine);
12
- var guiService = inject(RpgGui);
13
- var sceneData = engine.sceneMap.data;
14
- var guiList = computed(function() {
15
- return Object.values(guiService.gui()).filter(function(gui) {
16
- return !gui.attachToSprite;
17
- });
11
+ useDefineEmits($$props);
12
+ const engine = inject(RpgClientEngine);
13
+ const SceneMap = engine.sceneMapComponent;
14
+ const guiService = inject(RpgGui);
15
+ const sceneData = engine.sceneMap.data;
16
+ const lighting = engine.sceneMap.lighting;
17
+ const guiList = computed(() => {
18
+ return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite);
18
19
  });
19
- var worldWidth = computed(function() {
20
- var _a;
21
- return (_a = sceneData()) === null || _a === void 0 ? void 0 : _a.width;
20
+ const worldWidth = computed(() => {
21
+ const data = sceneData?.();
22
+ const scale = Number(data?.params?.scale ?? 1) || 1;
23
+ return Number(data?.width ?? data?.params?.width ?? 2048) * scale;
22
24
  });
23
- var worldHeight = computed(function() {
24
- var _a;
25
- return (_a = sceneData()) === null || _a === void 0 ? void 0 : _a.height;
25
+ const worldHeight = computed(() => {
26
+ const data = sceneData?.();
27
+ const scale = Number(data?.params?.scale ?? 1) || 1;
28
+ return Number(data?.height ?? data?.params?.height ?? 2048) * scale;
26
29
  });
27
- effect(function() {
30
+ effect(() => {
28
31
  if (sceneData() && !sceneData().component) throw new Error("Warning ! You need to define a component for the scene. Use provideLoadMap() to define a component for the scene.");
29
32
  });
30
- var onGuiFinish = function(gui, data) {
31
- delay(function() {
32
- guiService.guiClose(gui.name, data);
33
- });
33
+ const normalizeOpenId = (value) => {
34
+ const resolved = typeof value === "function" ? value() : value;
35
+ return typeof resolved === "string" && resolved.length > 0 ? resolved : void 0;
36
+ };
37
+ const onGuiFinish = (gui, data, guiOpenId) => {
38
+ const completedOpenId = normalizeOpenId(guiOpenId);
39
+ const currentOpenId = normalizeOpenId(gui.openId);
40
+ if (completedOpenId && currentOpenId && completedOpenId !== currentOpenId) return;
41
+ guiService.guiClose(gui.name, data, completedOpenId ?? currentOpenId);
34
42
  };
35
- var onGuiInteraction = function(gui, name, data) {
43
+ const onGuiInteraction = (gui, name, data) => {
36
44
  guiService.guiInteraction(gui.name, name, data);
37
45
  };
46
+ const clamp = { direction: "all" };
47
+ const NIGHT_SPOT_RADIUS_SCALE = 4.25;
48
+ const NIGHT_SPOT_MIN_RADIUS = 170;
49
+ const NIGHT_SPOT_MIN_INTENSITY = 1;
50
+ const SHADOW_SPOT_RADIUS_SCALE = 12;
51
+ const SHADOW_SPOT_MIN_RADIUS = 480;
52
+ const toFiniteNumber = (value, fallback = null) => {
53
+ const number = Number(value);
54
+ return Number.isFinite(number) ? number : fallback;
55
+ };
56
+ const clampNumber = (value, min, max) => Math.max(min, Math.min(max, value));
57
+ const nightSpotRadius = (radius) => Math.max(radius * NIGHT_SPOT_RADIUS_SCALE, NIGHT_SPOT_MIN_RADIUS);
58
+ const shadowSpotRadius = (radius) => Math.max(radius * SHADOW_SPOT_RADIUS_SCALE, SHADOW_SPOT_MIN_RADIUS);
59
+ const nightSpotIntensity = (intensity, fallback) => Math.max(intensity ?? fallback, NIGHT_SPOT_MIN_INTENSITY);
60
+ const shadowLightIntensity = (intensity, fallback = 1) => {
61
+ const value = Number(intensity ?? fallback);
62
+ return Number.isFinite(value) ? Math.max(0, value) : fallback;
63
+ };
64
+ const shadowSpotIntensity = (intensity) => shadowLightIntensity(intensity, 1);
65
+ const lightingAmbient = computed(() => {
66
+ return (lighting?.())?.ambient ?? {};
67
+ });
68
+ const nightLights = computed(() => {
69
+ return ((lighting?.())?.spots ?? []).map((spot, index) => {
70
+ const radius = spot.radius ?? 180;
71
+ return {
72
+ x: spot.x,
73
+ y: spot.y,
74
+ radius: nightSpotRadius(radius),
75
+ intensity: nightSpotIntensity(spot.intensity, index === 0 ? 1 : .92),
76
+ flicker: spot.flicker,
77
+ flickerSpeed: spot.flickerSpeed ?? 14,
78
+ pulse: spot.pulse,
79
+ pulseSpeed: spot.pulseSpeed,
80
+ phase: spot.phase
81
+ };
82
+ });
83
+ });
84
+ const lightingDarkness = computed(() => {
85
+ const darkness = lightingAmbient().darkness;
86
+ return typeof darkness === "number" ? darkness : 0;
87
+ });
88
+ const lightingAmbientEnabled = computed(() => {
89
+ const state = lighting?.();
90
+ return Boolean(state && lightingDarkness() > 0);
91
+ });
92
+ const lightingDarknessProps = computed(() => ({
93
+ opacity: lightingDarkness(),
94
+ color: lightingAmbient().darkColor ?? "#080a12"
95
+ }));
96
+ const lightingHaze = computed(() => ({
97
+ color: lightingAmbient().fogColor ?? "#12182a",
98
+ radius: lightingAmbient().fogRadius ?? .44,
99
+ softness: lightingAmbient().fogSoftness ?? .3,
100
+ opacity: lightingAmbient().fogOpacity ?? .35
101
+ }));
102
+ const defaultSunLight = () => {
103
+ const data = sceneData?.();
104
+ const width = Number(data?.width ?? data?.params?.width ?? 2048);
105
+ const height = Number(data?.height ?? data?.params?.height ?? 2048);
106
+ const scale = Number(data?.params?.scale ?? 1) || 1;
107
+ const mapWidth = width * scale;
108
+ const mapHeight = height * scale;
109
+ const projectionBase = Math.max(1, mapWidth, mapHeight);
110
+ return {
111
+ x: -projectionBase * 24,
112
+ y: -projectionBase * 24,
113
+ z: 520,
114
+ radius: projectionBase * 160,
115
+ intensity: .85,
116
+ shadowWeight: lightingDarkness() > 0 ? 2.2 : 1,
117
+ enabled: true
118
+ };
119
+ };
120
+ const normalizeSunDirection = (sun) => {
121
+ const x = toFiniteNumber(sun?.x, null);
122
+ const y = toFiniteNumber(sun?.y, null);
123
+ if (x !== null && y !== null && Math.hypot(x, y) > .001) return {
124
+ x,
125
+ y
126
+ };
127
+ return {
128
+ x: -.45,
129
+ y: -1
130
+ };
131
+ };
132
+ const defaultSunAmbientLight = () => {
133
+ const state = lighting?.();
134
+ if (!state?.sun || state.sun.enabled === false) return null;
135
+ const defaultSun = defaultSunLight();
136
+ const sun = {
137
+ ...defaultSun,
138
+ ...state.sun,
139
+ intensity: shadowLightIntensity(state.sun.intensity, defaultSun.intensity),
140
+ shadowWeight: state.sun.shadowWeight ?? defaultSun.shadowWeight
141
+ };
142
+ if (sun.intensity <= 0) return null;
143
+ const direction = normalizeSunDirection(sun);
144
+ const shadowWeight = clampNumber(toFiniteNumber(sun.shadowWeight, lightingDarkness() > 0 ? 1.35 : 1) ?? 1, 0, 4);
145
+ const length = clampNumber(30 + sun.intensity * 38 * Math.max(.75, shadowWeight), 30, 86);
146
+ return {
147
+ x: direction.x,
148
+ y: direction.y,
149
+ z: toFiniteNumber(sun.z, 520) ?? 520,
150
+ intensity: clampNumber(sun.intensity, 0, 2),
151
+ shadowWeight,
152
+ length
153
+ };
154
+ };
155
+ const shadowState = computed(() => {
156
+ return (lighting?.())?.shadows ?? null;
157
+ });
158
+ const shadowLights = computed(() => {
159
+ return ((lighting?.())?.spots ?? []).map((spot) => {
160
+ const radius = spot.radius ?? 180;
161
+ return {
162
+ x: spot.x,
163
+ y: spot.y,
164
+ z: 170,
165
+ radius: shadowSpotRadius(radius),
166
+ intensity: shadowSpotIntensity(spot.intensity),
167
+ shadowWeight: 1,
168
+ enabled: true
169
+ };
170
+ });
171
+ });
172
+ const shadowAmbientLight = computed(() => {
173
+ const shadows = shadowState();
174
+ if (shadows?.ambientLight === null || shadows?.ambientLight?.enabled === false) return null;
175
+ return shadows?.ambientLight ?? defaultSunAmbientLight();
176
+ });
177
+ const shadowEnabled = computed(() => {
178
+ const state = lighting?.();
179
+ return Boolean(shouldRenderLightingShadows(state) && (shadowLights().length > 0 || shadowAmbientLight()));
180
+ });
181
+ const shadowMode = computed(() => shadowState()?.mode ?? "strongest");
182
+ const shadowUpdateHz = computed(() => shadowState()?.updateHz ?? 60);
183
+ const shadowScanHz = computed(() => shadowState()?.scanHz ?? 8);
184
+ const shadowCullToViewport = computed(() => shadowState()?.cullToViewport ?? true);
185
+ const shadowMinInfluence = computed(() => shadowState()?.minInfluence ?? .24);
186
+ const shadowFalloffPower = computed(() => shadowState()?.falloffPower ?? .85);
187
+ const shadowColor = computed(() => shadowState()?.shadowColor ?? "#05070d");
38
188
  return h(Canvas, {
39
189
  width: engine.width,
40
190
  height: engine.height
41
191
  }, [h(Viewport, {
42
192
  worldWidth,
43
193
  worldHeight,
44
- clamp: { direction: "all" },
194
+ clamp,
45
195
  sortableChildren: true
46
- }, cond(sceneData, () => h(component$1))), loop(guiList, (gui) => h(Container, { display: "flex" }, cond(gui.display, () => h(gui.component, {
196
+ }, [
197
+ cond(computed(() => lightingAmbientEnabled()), () => h(NightAmbiant, {
198
+ spots: nightLights,
199
+ darkness: lightingDarknessProps,
200
+ haze: lightingHaze
201
+ })),
202
+ cond(computed(() => shadowEnabled()), () => h(SpriteShadows, {
203
+ lights: shadowLights,
204
+ ambientLight: shadowAmbientLight,
205
+ minInfluence: shadowMinInfluence,
206
+ falloffPower: shadowFalloffPower,
207
+ mode: shadowMode,
208
+ updateHz: shadowUpdateHz,
209
+ scanHz: shadowScanHz,
210
+ cullToViewport: shadowCullToViewport,
211
+ shadowColor
212
+ })),
213
+ h(SceneMap)
214
+ ]), loop(guiList, (gui) => h(Container, {
215
+ positionType: "absolute",
216
+ top: 0,
217
+ left: 0,
218
+ right: 0,
219
+ bottom: 0,
220
+ width: engine.width,
221
+ height: engine.height
222
+ }, cond(gui.display, () => h(gui.component, {
47
223
  data: gui.data,
48
224
  dependencies: gui.dependencies,
49
- onFinish: (data) => {
50
- onGuiFinish(gui, data);
225
+ guiOpenId: gui.openId,
226
+ onFinish: (data, guiOpenId) => {
227
+ onGuiFinish(gui, data, guiOpenId);
51
228
  },
52
229
  onInteraction: (name, data) => {
53
230
  onGuiInteraction(gui, name, data);
54
231
  }
55
232
  }))))]);
56
233
  }
234
+ var __ce_component = component;
57
235
  //#endregion
58
- export { component as default };
236
+ export { __ce_component as default };
59
237
 
60
238
  //# sourceMappingURL=canvas.ce.js.map
@@ -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 (sceneData) {\n <SceneMap />\n }\n </Viewport>\n @for (gui of guiList) {\n <Container display=\"flex\">\n @if (gui.display) {\n <gui.component data={gui.data} dependencies={gui.dependencies} onFinish={(data) => {\n onGuiFinish(gui, data)\n }} onInteraction={(name, data) => {\n onGuiInteraction(gui, name, data)\n }} /> \n }\n </Container>\n }\n</Canvas>\n\n<script>\n import { signal, computed, effect } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import SceneMap from './draw-map.ce'\n import { RpgGui } from \"../../Gui/Gui\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => sceneData()?.width)\n const worldHeight = computed(() => sceneData()?.height)\n\n effect(() => {\n if (sceneData() && !sceneData().component) {\n throw new Error(\"Warning ! You need to define a component for the scene. Use provideLoadMap() to define a component for the scene.\")\n }\n })\n\n const onGuiFinish = (gui, data) => {\n delay(() => {\n guiService.guiClose(gui.name, data)\n })\n }\n\n const onGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data)\n }\n \n const clamp = {\n direction: \"all\"\n }\n</script>\n"],"mappings":";;;;;;;AAaM,SAAS,UAAA,SAAA;AACP,UAAA,QAAA;AACS,gBAAA,QAAA;CACf,IAAA,SAAA,OAAA,gBAAA;CACF,IAAE,aAAM,OAAA,OAAA;;CAER,IAAC,UAAM,SAAA,WAAA;AACL,SAAS,OAAO,OAAC,WAAiB,KAAE,CAAI,CAAC,OAAC,SAAa,KAAA;AAAA,UAAA,CAAA,IAAA;IAAA;GACvD;CACF,IAAE,aAAS,SAAe,WAAY;EAAE,IAAC;AAAA,UAAe,KAAC,WAAA,MAAA,QAAA,OAAA,KAAA,IAAA,KAAA,IAAA,GAAA;GAAA;CACzD,IAAE,cAAgB,SAAQ,WAAW;EAAA,IAAA;AAAA,UAAA,KAAA,WAAA,MAAA,QAAA,OAAA,KAAA,IAAA,KAAA,IAAA,GAAA;GAAA;AACrC,QAAE,WAAiB;AACjB,MAAM,WAAW,IAAI,CAAC,WAAQ,CAAA,UAAA,OAAA,IAAA,MAAA,oHAAA;GAG9B;CACF,IAAE,cAAgB,SAAS,KAAA,MAAS;AAClC,QAAM,WAAU;AACd,cAAc,SAAO,IAAA,MAAW,KAAO;IACxC;;CAEH,IAAE,mBAAoB,SAAW,KAAI,MAAA,MAAa;;;AAW7C,QALF,EAAA,QAAA;EAAA,OAAA,OAAA;EAAA,QAAA,OAAA;EAAA,EAAA,CAAA,EAAA,UAAA;EAAA;EAAA;EAAA,OAHM,EACL,WAAS,OACZ;EACE,kBAAA;EAAA,EAAA,KAAA,iBAAA,EAAA,YAAA,CAAA,CAAA,EAAA,KAAA,UAAA,QAAA,EAAA,WAAA,EAAA,SAAA,QAAA,EAAA,KAAA,IAAA,eAAA,EAAA,IAAA,WAAA;EAAA,MAAA,IAAA;EAAA,cAAA,IAAA;EAAA,WAAA,SAAA;;;EAEK,gBAAoB,MAAO,SAAE;AACzB,oBAAI,KAAA,MAAA,KAAA;;EACV,CAAA,CAAA,CAAU,CAAC,CAAA,CAAA"}
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 ?? []).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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@@ -1,47 +1,44 @@
1
1
  import { inject } from "../../core/inject.js";
2
2
  import { RpgClientEngine } from "../../RpgClientEngine.js";
3
- import { Container, computed, cond, h, loop, signal, 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
- useDefineProps($$props);
9
- var _a, _b, _c, _d;
10
- var engine = inject(RpgClientEngine);
11
- var componentAnimations = engine.componentAnimations;
12
- var map = (_a = engine.sceneMap) === null || _a === void 0 ? void 0 : _a.data;
13
- var sceneComponent = computed(function() {
14
- var _a;
15
- return (_a = map()) === null || _a === void 0 ? void 0 : _a.component;
8
+ const defineProps = useDefineProps($$props);
9
+ useDefineEmits($$props);
10
+ const { children } = defineProps();
11
+ const engine = inject(RpgClientEngine);
12
+ const componentAnimations = engine.componentAnimations;
13
+ const projectiles = engine.projectiles.current;
14
+ const map = engine.sceneMap?.data;
15
+ const sceneComponent = computed(() => map()?.component);
16
+ const weather = engine.sceneMap.weather;
17
+ const backgroundMusic = computed(() => {
18
+ const src = map()?.params?.backgroundMusic;
19
+ return src ? {
20
+ src,
21
+ autoplay: true,
22
+ loop: true
23
+ } : void 0;
16
24
  });
17
- (_b = map()) === null || _b === void 0 || _b.params;
18
- var mapParams = (_c = map()) === null || _c === void 0 ? void 0 : _c.params;
19
- engine.sceneMap.animations;
20
- var weather = engine.sceneMap.weather;
21
- var backgroundMusic = {
22
- src: mapParams === null || mapParams === void 0 ? void 0 : mapParams.backgroundMusic,
23
- autoplay: true,
24
- loop: true
25
- };
26
- var backgroundAmbientSound = {
27
- src: mapParams === null || mapParams === void 0 ? void 0 : mapParams.backgroundAmbientSound,
28
- autoplay: true,
29
- loop: true
30
- };
31
- signal((_d = map()) === null || _d === void 0 ? void 0 : _d.data);
32
- var scale = (mapParams === null || mapParams === void 0 ? void 0 : mapParams.scale) || 1;
33
- ((mapParams === null || mapParams === void 0 ? void 0 : mapParams.width) || 2048) * scale;
34
- ((mapParams === null || mapParams === void 0 ? void 0 : mapParams.height) || 2048) * scale;
35
- var shakeConfig = {
25
+ const backgroundAmbientSound = computed(() => {
26
+ const src = map()?.params?.backgroundAmbientSound;
27
+ return src ? {
28
+ src,
29
+ autoplay: true,
30
+ loop: true
31
+ } : void 0;
32
+ });
33
+ const shakeConfig = {
36
34
  trigger: engine.mapShakeTrigger,
37
35
  intensity: 10,
38
36
  duration: 500,
39
37
  frequency: 10,
40
38
  direction: "both"
41
39
  };
42
- var weatherProps = computed(function() {
43
- var _a, _b;
44
- var state = weather === null || weather === void 0 ? void 0 : weather();
40
+ const weatherProps = computed(() => {
41
+ const state = weather?.();
45
42
  if (!state) return null;
46
43
  if (![
47
44
  "rain",
@@ -49,7 +46,7 @@ function component($$props) {
49
46
  "fog",
50
47
  "cloud"
51
48
  ].includes(state.effect)) return null;
52
- var params = (_a = state.params) !== null && _a !== void 0 ? _a : {};
49
+ const params = state.params ?? {};
53
50
  return {
54
51
  effect: state.effect,
55
52
  speed: params.speed,
@@ -64,26 +61,29 @@ function component($$props) {
64
61
  raySpread: params.raySpread,
65
62
  rayTwinkle: params.rayTwinkle,
66
63
  rayTwinkleSpeed: params.rayTwinkleSpeed,
67
- zIndex: (_b = params.zIndex) !== null && _b !== void 0 ? _b : 1e3,
64
+ zIndex: params.zIndex ?? 1e3,
68
65
  alpha: params.alpha,
69
66
  blendMode: params.blendMode
70
67
  };
71
68
  });
72
69
  return h(Container, {
73
- sound: backgroundMusic,
74
70
  shake: shakeConfig,
75
71
  freeze: engine.gamePause
76
72
  }, [
77
- h(Container, { sound: backgroundAmbientSound }),
78
- cond(computed(() => map() && sceneComponent()), () => h(sceneComponent(), {
73
+ cond(computed(() => backgroundMusic()), () => h(Container, { sound: computed(() => backgroundMusic()) })),
74
+ cond(computed(() => backgroundAmbientSound()), () => h(Container, { sound: computed(() => backgroundAmbientSound()) })),
75
+ h(Container, null, cond(computed(() => map() && sceneComponent()), () => h(sceneComponent(), {
79
76
  data: computed(() => map().data),
80
77
  params: computed(() => map().params)
81
- })),
78
+ }))),
79
+ loop(children, (child) => h(child)),
82
80
  loop(componentAnimations, (componentAnimation) => h(Container, null, loop(componentAnimation.current, (animation) => h(componentAnimation.component, animation)))),
83
- cond(weatherProps, () => h(Weather, weatherProps()))
81
+ h(Container, { sortableChildren: true }, loop(computed(() => projectiles()), (projectile) => h(projectile.component, projectile.props), { track: (projectile) => projectile.props.id })),
82
+ cond(computed(() => weatherProps()), () => h(Weather, weatherProps()))
84
83
  ]);
85
84
  }
85
+ var __ce_component = component;
86
86
  //#endregion
87
- export { component as default };
87
+ export { __ce_component as default };
88
88
 
89
89
  //# sourceMappingURL=draw-map.ce.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"draw-map.ce.js","names":[],"sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container sound={backgroundMusic} shake={shakeConfig} freeze={engine.gamePause}>\n <Container sound={backgroundAmbientSound} />\n\n @if (map() && sceneComponent()) {\n <sceneComponent() data={map().data} params={map().params} />\n }\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n\n @if (weatherProps) {\n <Weather ...weatherProps() />\n }\n</Container>\n\n<script>\n import { NoiseFilter } from 'pixi-filters';\n import { effect, signal, computed, mount, on, tick } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { Weather } from '@canvasengine/presets'\n\n const engine = inject(RpgClientEngine);\n const componentAnimations = engine.componentAnimations\n const map = engine.sceneMap?.data\n const sceneComponent = computed(() => map()?.component)\n const sceneParams = map()?.params\n const mapParams = map()?.params\n const animations = engine.sceneMap.animations\n const weather = engine.sceneMap.weather\n const backgroundMusic = { src: mapParams?.backgroundMusic, autoplay: true, loop: true }\n const backgroundAmbientSound = { src: mapParams?.backgroundAmbientSound, autoplay: true, loop: true }\n\n const data = signal(map()?.data)\n\n const scale = mapParams?.scale || 1\n const worldWidth = (mapParams?.width || 2048) * scale\n const worldHeight = (mapParams?.height || 2048) * scale\n \n const clamp = {\n direction: \"all\"\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":";;;;;AASM,SAAmB,UAAA,SAAmB;AACnC,UAAmB,QAAY;AAClC,gBAAA,QAAA;CACA,IAAA,IAAS,IAAA,IAAA;CACf,IAAE,SAAA,OAAA,gBAAA;;CAEF,IAAG,OAAI,KAAA,OAAc,cAAA,QAAA,OAAA,KAAA,IAAA,KAAA,IAAA,GAAA;CACrB,IAAI,iBAAY,SAAc,WAAE;EAAA,IAAA;AAAA,UAAA,KAAA,KAAA,MAAA,QAAA,OAAA,KAAA,IAAA,KAAA,IAAA,GAAA;GAAA;AAC9B,EAAA,KAAA,KAAA,MAAA,QAAA,OAAA,KAAA,KAAA,GAAA;CACF,IAAE,aAAS,KAAA,KAAA,MAAA,QAAA,OAAA,KAAA,IAAA,KAAA,IAAA,GAAA;;CAEX,IAAC,UAAM,OAAA,SAAA;CACP,IAAI,kBAAS;EAAW,KAAG,cAAW,QAAQ,cAAA,KAAA,IAAA,KAAA,IAAA,UAAA;EAAA,UAAA;EAAA,MAAA;EAAA;CAC9C,IAAI,yBAAyB;EAAA,KAAA,cAAqB,QAAO,cAAM,KAAY,IAAA,KAAA,IAAA,UAAA;EAAA,UAAA;EAAA,MAAA;EAAA;AAChE,SAAQ,KAAG,KAAO,MAAK,QAAK,OAAO,KAAA,IAAA,KAAA,IAAA,GAAA,KAAA;CAC9C,IAAI,SAAS,cAAA,QAAsB,cAAQ,KAAA,IAAe,KAAC,IAAA,UAAA,UAAA;AAC9C,GAAA,cAAiB,QAAA,cAAoB,KAAA,IAAA,KAAA,IAAA,UAAA,UAAA,QAAA;;CAKlD,IAAI,cAAM;EACN,SAAM,OAAA;EACN,WAAM;EACN,UAAM;EACN,WAAM;EACN,WAAM;EACT;;EAEG,IAAA,IAAM;;AAEN,MAAA,CAAK,MACL,QAAM;AAGN,MAAA,CADF;GAAA;GAAA;GAAA;GAAA;GAAA,CACgB,SAAA,MAAA,OAAA,CACZ,QAAS;;AAGX,SAAM;GACJ,QAAS,MAAO;GAChB,OAAS,OAAI;GACb,eAAa,OAAA;GACb,cAAa,OAAA;GACb,SAAW,OAAK;GAClB,UAAA,OAAA;;GAEA,OAAM,OAAY;GAChB,cAAc,OAAS;GACrB,UAAU,OAAA;GACV,WAAO,OAAA;GACT,YAAA,OAAA;GACA,iBAAmB,OAAI;GACrB,SAAG,KAAA,OAAa,YAAe,QAAS,OAAA,KAAA,IAAA,KAAA;GACxC,OAAO,OAAA;GACT,WAAA,OAAA;GACD;GACH;AAEM,QADQ,EAAM,WAAM;EAAA,OAAA;EAAA,OAAA;EAAA,QAAA,OAAA;EAAA,EAAA;EAAA,EAAA,WAAA,EAAA,OAAA,wBAAA,CAAA;EAAA,KAAA,eAAA,KAAA,IAAA,gBAAA,CAAA,QAAA,EAAA,gBAAA,EAAA;GAAA,MAAA,eAAA,KAAA,CAAA,KAAA;GAAA,QAAA,eAAA,KAAA,CAAA,OAAA;GAAA,CAAA,CAAA;EAAA,KAAA,sBAAA,uBAAA,EAAA,WAAA,MAAA,KAAA,mBAAA,UAAA,cAAA,EAAA,mBAAA,WAAA,UAAA,CAAA,CAAA,CAAA;EAAA,KAAA,oBAAA,EAAA,SAAA,cAAA,CAAA,CAAA;EAAA,CAAA"}
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+ {"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"}