@rpgjs/client 5.0.0-beta.2 → 5.0.0-beta.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/Game/Map.js +2 -2
- package/dist/Game/Object.js.map +1 -1
- package/dist/Gui/Gui.js.map +1 -1
- package/dist/Gui/NotificationManager.js.map +1 -1
- package/dist/RpgClientEngine.js +2 -1
- package/dist/RpgClientEngine.js.map +1 -1
- package/dist/Sound.js.map +1 -1
- package/dist/_virtual/{_@oxc-project_runtime@0.122.0 → _@oxc-project_runtime@0.127.0}/helpers/decorate.js +1 -1
- package/dist/_virtual/{_@oxc-project_runtime@0.122.0 → _@oxc-project_runtime@0.127.0}/helpers/decorateMetadata.js +1 -1
- package/dist/components/animations/animation.ce.js +2 -4
- package/dist/components/animations/animation.ce.js.map +1 -1
- package/dist/components/animations/hit.ce.js +17 -24
- package/dist/components/animations/hit.ce.js.map +1 -1
- package/dist/components/character.ce.js +75 -222
- package/dist/components/character.ce.js.map +1 -1
- package/dist/components/dynamics/text.ce.js +14 -25
- package/dist/components/dynamics/text.ce.js.map +1 -1
- package/dist/components/gui/box.ce.js +4 -7
- package/dist/components/gui/box.ce.js.map +1 -1
- package/dist/components/gui/dialogbox/index.ce.js +37 -54
- package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
- package/dist/components/gui/gameover.ce.js +36 -61
- package/dist/components/gui/gameover.ce.js.map +1 -1
- package/dist/components/gui/hud/hud.ce.js +18 -28
- package/dist/components/gui/hud/hud.ce.js.map +1 -1
- package/dist/components/gui/menu/equip-menu.ce.js +108 -163
- package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/exit-menu.ce.js +4 -4
- package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/items-menu.ce.js +47 -66
- package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/main-menu.ce.js +58 -77
- package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/options-menu.ce.js +3 -3
- package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/skills-menu.ce.js +10 -16
- package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
- package/dist/components/gui/mobile/mobile.ce.js +3 -3
- package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
- package/dist/components/gui/notification/notification.ce.js +13 -19
- package/dist/components/gui/notification/notification.ce.js.map +1 -1
- package/dist/components/gui/save-load.ce.js +68 -247
- package/dist/components/gui/save-load.ce.js.map +1 -1
- package/dist/components/gui/shop/shop.ce.js +84 -123
- package/dist/components/gui/shop/shop.ce.js.map +1 -1
- package/dist/components/gui/title-screen.ce.js +38 -65
- package/dist/components/gui/title-screen.ce.js.map +1 -1
- package/dist/components/prebuilt/hp-bar.ce.js +39 -43
- package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
- package/dist/components/prebuilt/light-halo.ce.js +33 -58
- package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
- package/dist/components/scenes/canvas.ce.js +11 -19
- package/dist/components/scenes/canvas.ce.js.map +1 -1
- package/dist/components/scenes/draw-map.ce.js +20 -25
- package/dist/components/scenes/draw-map.ce.js.map +1 -1
- package/dist/components/scenes/event-layer.ce.js +4 -4
- package/dist/components/scenes/event-layer.ce.js.map +1 -1
- package/dist/core/setup.js.map +1 -1
- package/dist/module.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_di@2.9.0/node_modules/@signe/di/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_reactive@2.9.0/node_modules/@signe/reactive/dist/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_reactive@2.9.0/node_modules/@signe/reactive/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_room@2.9.0/node_modules/@signe/room/dist/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_room@2.9.0/node_modules/@signe/room/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@2.9.0/node_modules/@signe/sync/dist/client/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@2.9.0/node_modules/@signe/sync/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js +27 -27
- package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js.map +1 -1
- package/dist/services/keyboardControls.js.map +1 -1
- package/dist/services/mmorpg.js +2 -1
- package/dist/services/mmorpg.js.map +1 -1
- package/package.json +7 -7
- package/dist/node_modules/.pnpm/@signe_reactive@2.8.3/node_modules/@signe/reactive/dist/index.js +0 -457
- package/dist/node_modules/.pnpm/@signe_reactive@2.8.3/node_modules/@signe/reactive/dist/index.js.map +0 -1
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@@ -5,39 +5,15 @@ import { DOMContainer, DOMElement, DOMSprite, Navigation, computed, cond, create
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function component($$props) {
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useProps($$props);
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const defineProps = useDefineProps($$props);
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};
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var __spreadArray = this && this.__spreadArray || function(to, from, pack) {
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if (pack || arguments.length === 2) {
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for (var i = 0, l = from.length, ar; i < l; i++) if (ar || !(i in from)) {
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if (!ar) ar = Array.prototype.slice.call(from, 0, i);
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ar[i] = from[i];
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}
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}
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return to.concat(ar || Array.prototype.slice.call(from));
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};
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var engine = inject(RpgClientEngine);
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var keyboardControls = engine.globalConfig.keyboardControls;
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var currentPlayer = engine.scene.currentPlayer;
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var selectedTab = signal(0);
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var selectedItem = signal(0);
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var _a = defineProps(), data = _a.data, onInteraction = _a.onInteraction, onBack = _a.onBack;
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var equips = computed(function() {
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var _a;
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return (_a = data().equips) !== null && _a !== void 0 ? _a : data().items;
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});
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var slots = computed(function() {
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return data().slots;
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});
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var defaultSlots = [{
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const engine = inject(RpgClientEngine);
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const keyboardControls = engine.globalConfig.keyboardControls;
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const currentPlayer = engine.scene.currentPlayer;
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const selectedTab = signal(0);
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const selectedItem = signal(0);
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const { data, onInteraction, onBack } = defineProps();
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const equips = computed(() => data().equips ?? data().items);
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const slots = computed(() => data().slots);
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const defaultSlots = [{
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id: "weapon",
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label: "Weapon",
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types: ["weapon"]
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label: "Armor",
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types: ["armor"]
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}];
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var safeEquips = computed(function() {
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var list = resolveProp(equips);
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const resolveProp = (value) => typeof value === "function" ? value() : value;
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const safeEquips = computed(() => {
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const list = resolveProp(equips);
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const slotList = computed(() => {
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const list = resolveProp(slots);
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var equipped = ((_b = (_a = currentPlayer()).equipments) === null || _b === void 0 ? void 0 : _b.call(_a)) || [];
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var _a, _b, _c;
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return (_c = (_b = (_a = it === null || it === void 0 ? void 0 : it.id) === null || _a === void 0 ? void 0 : _a.call(it)) !== null && _b !== void 0 ? _b : it === null || it === void 0 ? void 0 : it.id) !== null && _c !== void 0 ? _c : it === null || it === void 0 ? void 0 : it.name;
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}));
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const currentSlot = computed(() => slotList()[selectedTab()]);
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const equippedIds = computed(() => {
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const equipped = currentPlayer().equipments?.() || [];
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return new Set(equipped.map((it) => it?.id?.() ?? it?.id ?? it?.name));
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effect(
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safeEquips().forEach(
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if (
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const equippedOverrides = signal({});
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effect(() => {
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const next = {};
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safeEquips().forEach((item) => {
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const overrides = equippedOverrides();
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const slotTypes = (slot) => {
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...item,
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description: "Remove the current equipment",
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kind: "unequip",
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|
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|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
|
@@ -1 +1 @@
|
|
|
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|
-
{"version":3,"file":"equip-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/equip-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Equip</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(detailsItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">\n {detailsItem()?.name || currentSlot()?.label || \"Equip\"}\n </div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n {detailsItem()?.description || \"\"}\n </div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-ui-equip-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-ui-equip-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-ui-equip-stat-key\">{stat.label}</div>\n <div class=\"rpg-ui-equip-stat-value\">\n {stat.delta > 0 ? \"+\" : \"\"}{stat.delta}\n </div>\n @if (stat.current) {\n <div class=\"rpg-ui-equip-stat-current\">{stat.current} -> {stat.next}</div>\n }\n </div>\n }\n </div>\n }\n <div class=\"rpg-ui-menu-panel-details-meta\">\n <span>{equippedText()}</span>\n </div>\n </div>\n </div>\n </div>\n </div>\n\n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of slotList) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((entry,index) of listEntries) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n @if (entry?.icon) {\n <DOMSprite \n sheet={iconSheet(entry.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <span>{entry.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">{entry.tag || \"\"}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const currentPlayer = engine.scene.currentPlayer;\n\n const selectedTab = signal(0);\n const selectedItem = signal(0);\n const { data, onInteraction, onBack } = defineProps();\n\n const equips = computed(() => data().equips ?? data().items);\n const slots = computed(() => data().slots);\n\n const defaultSlots = [\n { id: \"weapon\", label: \"Weapon\", types: [\"weapon\"] },\n { id: \"armor\", label: \"Armor\", types: [\"armor\"] }\n ];\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeEquips = computed(() => {\n const list = resolveProp(equips);\n return Array.isArray(list) ? list : [];\n });\n const slotList = computed(() => {\n const list = resolveProp(slots);\n if (Array.isArray(list) && list.length) return list;\n return defaultSlots;\n });\n\n const currentSlot = computed(() => slotList()[selectedTab()]);\n\n const equippedIds = computed(() => {\n const equipped = currentPlayer().equipments?.() || [];\n return new Set(equipped.map((it) => it?.id?.() ?? it?.id ?? it?.name));\n });\n const equippedOverrides = signal({});\n\n effect(() => {\n const next = {};\n safeEquips().forEach((item) => {\n if (item?.id && typeof item.equipped === \"boolean\") {\n next[item.id] = item.equipped;\n }\n });\n equippedOverrides.set(next);\n });\n\n const itemEquipped = (item) => {\n if (!item) return false;\n const overrides = equippedOverrides();\n if (Object.prototype.hasOwnProperty.call(overrides, item.id)) {\n return overrides[item.id];\n }\n if (typeof item.equipped === \"boolean\") return item.equipped;\n return equippedIds().has(item.id);\n };\n\n const slotTypes = (slot) => {\n if (!slot) return [];\n if (Array.isArray(slot.types)) return slot.types;\n if (slot.type) return [slot.type];\n if (slot.id) return [slot.id];\n return [];\n };\n\n const slotItems = computed(() => {\n const slot = currentSlot();\n if (!slot) return [];\n const types = new Set(slotTypes(slot));\n return safeEquips().filter((item) => item && types.has(item.type));\n });\n\n const currentEquippedItem = computed(() => {\n const list = slotItems();\n return list.find((item) => itemEquipped(item)) || null;\n });\n\n const listEntries = computed(() => {\n const items = slotItems().map((item) => ({\n ...item,\n kind: \"item\",\n tag: itemEquipped(item) ? \"Equipped\" : \"\"\n }));\n const equipped = currentEquippedItem();\n if (!equipped) return items;\n return [\n {\n id: \"__unequip__\",\n name: \"Unequip\",\n description: \"Remove the current equipment\",\n kind: \"unequip\",\n tag: \"\"\n },\n ...items\n ];\n });\n\n const currentEntry = computed(() => listEntries()[selectedItem()]);\n const detailsItem = computed(() => {\n const entry = currentEntry();\n if (entry?.kind === \"item\") return entry;\n return currentEquippedItem();\n });\n\n const equippedText = computed(() => {\n const slot = currentSlot();\n if (!slot) return \"\";\n const equipped = currentEquippedItem();\n return equipped ? `${slot.label}: ${equipped.name}` : `${slot.label}: Empty`;\n });\n const listEmpty = computed(() => listEntries().length === 0);\n\n const nav = createTabindexNavigator(selectedItem, { count: () => listEntries().length }, \"wrap\");\n\n const playerParams = computed(() => {\n const menuData = data();\n if (menuData?.playerStats) return menuData.playerStats;\n if (menuData?.playerParams) return menuData.playerParams;\n return currentPlayer()?._param?.() || {};\n });\n const statOrder = [\"atk\", \"def\", \"pdef\", \"sdef\", \"str\", \"dex\", \"int\", \"agi\", \"maxHp\", \"maxSp\"];\n const statLabels = {\n atk: \"ATK\",\n def: \"DEF\",\n pdef: \"PDEF\",\n sdef: \"SDEF\",\n str: \"STR\",\n dex: \"DEX\",\n int: \"INT\",\n agi: \"AGI\",\n maxHp: \"MAX HP\",\n maxSp: \"MAX SP\"\n };\n\n const getItemStats = (item) => {\n if (!item) return {};\n const stats = item.stats || item.params || {};\n if (Object.keys(stats).length) return stats;\n const keys = [\"atk\", \"def\", \"pdef\", \"sdef\", \"str\", \"dex\", \"int\", \"agi\", \"maxHp\", \"maxSp\"];\n const direct = {};\n keys.forEach((key) => {\n if (item[key] !== undefined) direct[key] = item[key];\n });\n return direct;\n };\n\n const buildStatsList = (deltaStats) => {\n const params = playerParams() || {};\n const orderedKeys = statOrder.filter((key) => deltaStats[key] !== undefined);\n const extraKeys = Object.keys(deltaStats).filter((key) => !statOrder.includes(key));\n const keys = orderedKeys.concat(extraKeys);\n const list = [];\n for (const key of keys) {\n const delta = deltaStats[key];\n if (delta === undefined || delta === 0) continue;\n let current = params[key];\n if (current === undefined && key === \"def\") current = params.pdef;\n const next = current !== undefined ? current + delta : undefined;\n list.push({\n key,\n label: statLabels[key] || key.toUpperCase(),\n delta,\n current,\n next\n });\n }\n return list;\n };\n\n const displayStats = computed(() => {\n const entry = currentEntry();\n const equipped = currentEquippedItem();\n if (!entry) return [];\n if (entry.kind === \"unequip\") {\n \n if (!equipped) return [];\n const stats = getItemStats(equipped);\n const delta = {};\n Object.keys(stats).forEach((key) => {\n delta[key] = -stats[key];\n });\n return buildStatsList(delta);\n }\n if (entry.kind === \"item\") {\n const equippedStats = getItemStats(equipped);\n const nextStats = getItemStats(entry);\n const delta = {};\n const keys = new Set([...Object.keys(nextStats), ...Object.keys(equippedStats)]);\n keys.forEach((key) => {\n delta[key] = (nextStats[key] || 0) - (equippedStats[key] || 0);\n });\n return buildStatsList(delta);\n }\n return [];\n });\n\n const applyEquipState = (slot, itemId, equip) => {\n const types = slotTypes(slot);\n const next = { ...equippedOverrides() };\n if (types.length) {\n safeEquips().forEach((item) => {\n if (!item) return;\n if (types.includes(item.type)) {\n next[item.id] = false;\n }\n });\n }\n if (itemId) {\n next[itemId] = equip;\n }\n equippedOverrides.set(next);\n };\n\n const commitSelection = (index) => {\n const entry = listEntries()[index];\n if (!entry) return;\n if (entry.kind === \"unequip\") {\n const equipped = currentEquippedItem();\n if (equipped && onInteraction) {\n onInteraction(\"equipItem\", { id: equipped.id, equip: false });\n }\n applyEquipState(currentSlot(), equipped?.id, false);\n return;\n }\n if (entry.kind === \"item\" && onInteraction) {\n if (!itemEquipped(entry)) {\n onInteraction(\"equipItem\", { id: entry.id, equip: true });\n }\n applyEquipState(currentSlot(), entry.id, true);\n }\n };\n\n function selectTab(index) {\n return function() {\n selectedTab.set(index);\n selectedItem.set(0);\n }\n }\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index);\n commitSelection(index);\n }\n }\n\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId)\n });\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (!listEntries().length) return;\n nav.next(-1);\n }\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n const tabs = slotList();\n if (!tabs.length) return;\n selectedTab.update((value) => (value - 1 + tabs.length) % tabs.length);\n selectedItem.set(0);\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n const tabs = slotList();\n if (!tabs.length) return;\n selectedTab.update((value) => (value + 1) % tabs.length);\n selectedItem.set(0);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (!listEntries().length) return;\n nav.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (!listEntries().length) return;\n commitSelection(selectedItem());\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n\n effect(() => {\n const count = listEntries().length;\n if (!count) {\n selectedItem.set(0);\n return;\n }\n if (selectedItem() >= count) {\n selectedItem.set(count - 1);\n }\n 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{"version":3,"file":"equip-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/equip-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Equip</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(detailsItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">\n {detailsItem()?.name || currentSlot()?.label || \"Equip\"}\n </div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n {detailsItem()?.description || \"\"}\n </div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-ui-equip-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-ui-equip-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-ui-equip-stat-key\">{stat.label}</div>\n <div class=\"rpg-ui-equip-stat-value\">\n {stat.delta > 0 ? \"+\" : \"\"}{stat.delta}\n </div>\n @if (stat.current) {\n <div class=\"rpg-ui-equip-stat-current\">{stat.current} -> {stat.next}</div>\n }\n </div>\n }\n </div>\n }\n <div class=\"rpg-ui-menu-panel-details-meta\">\n <span>{equippedText()}</span>\n </div>\n </div>\n </div>\n </div>\n </div>\n\n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of slotList) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((entry,index) of listEntries) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n 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onInteraction, onBack } = defineProps();\n\n const equips = computed(() => data().equips ?? data().items);\n const slots = computed(() => data().slots);\n\n const defaultSlots = [\n { id: \"weapon\", label: \"Weapon\", types: [\"weapon\"] },\n { id: \"armor\", label: \"Armor\", types: [\"armor\"] }\n ];\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeEquips = computed(() => {\n const list = resolveProp(equips);\n return Array.isArray(list) ? list : [];\n });\n const slotList = computed(() => {\n const list = resolveProp(slots);\n if (Array.isArray(list) && list.length) return list;\n return defaultSlots;\n });\n\n const currentSlot = computed(() => slotList()[selectedTab()]);\n\n const equippedIds = computed(() => {\n const equipped = currentPlayer().equipments?.() || [];\n return new Set(equipped.map((it) => it?.id?.() ?? it?.id ?? it?.name));\n });\n const equippedOverrides = signal({});\n\n effect(() => {\n const next = {};\n 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@@ -5,21 +5,21 @@ import { DOMContainer, DOMElement, h, signal, useDefineProps, useProps } from "c
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const defineProps = useDefineProps($$props);
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const keyboardControls = inject(RpgClientEngine).globalConfig.keyboardControls;
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const { onConfirm, onBack } = defineProps();
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{"version":3,"file":"exit-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/exit-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={controls}>\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Exit</div>\n <div class=\"rpg-ui-menu-panel-body\">\n <div class=\"rpg-ui-menu-panel-details\">\n <div class=\"rpg-ui-menu-panel-details-title\">Leave the game?</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n Press Action to confirm or Escape to go back.\n </div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const { onConfirm, onBack } = defineProps();\n\n const controls = signal({\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (onConfirm) onConfirm();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;AASM,SAAW,UAAA,SAAA;AACJ,UAAA,QAAA;CACP,MAAG,cAAA,eAAA,QAAA;
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{"version":3,"file":"exit-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/exit-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={controls}>\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Exit</div>\n <div class=\"rpg-ui-menu-panel-body\">\n <div class=\"rpg-ui-menu-panel-details\">\n <div class=\"rpg-ui-menu-panel-details-title\">Leave the game?</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n Press Action to confirm or Escape to go back.\n </div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const { onConfirm, onBack } = defineProps();\n\n const controls = signal({\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (onConfirm) onConfirm();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;AASM,SAAW,UAAA,SAAA;AACJ,UAAA,QAAA;CACP,MAAG,cAAA,eAAA,QAAA;0BACK,OAAA,gBAAA,CAAA,aAAA;CAEd,MAAC,EAAM,WAAA,WAAA,aAAA;AAqBC,QADI,EAAA,cAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAnBC,OAAS;GAClB,QAAQ;IACR,MAAS,iBAAkB;;AAErB,SAAM,UACN,YAAiB;;;GAGvB,QAAM;IACF,MAAM,iBAAE;IACR,UAAU;AACN,SAAA,OACI,SAAI;;IAEf;GACD,SAAI,EACA,SAAS,MACZ;GACJ,CACW;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,4BAAA;EAAA,aAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,0BAAA;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,6BAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mCAAA;EAAA,aAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,aAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACH"}
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