@rpgjs/client 5.0.0-beta.2 → 5.0.0-beta.4
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.d.ts +10 -2
- package/dist/Game/Object.js +56 -26
- 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.d.ts +16 -0
- package/dist/RpgClientEngine.js +53 -6
- 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/src/Game/Object.ts +86 -32
- package/src/RpgClientEngine.ts +83 -12
- 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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function component($$props) {
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var tabs = [
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const engine = inject(RpgClientEngine);
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const keyboardControls = engine.globalConfig.keyboardControls;
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const selectedItem = signal(0);
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const selectedTab = signal(0);
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const selectedConfirm = signal(0);
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const confirmOpen = signal(false);
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const confirmItem = signal(null);
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const { data, onInteraction, onBack } = defineProps();
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const items = computed(() => data().items);
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const tabs = [
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{
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id: "item",
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label: "Items"
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label: "Armor"
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var safeItems = computed(function() {
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const safeItems = computed(() => {
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const filteredItems = computed(() => {
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const items = safeItems();
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const tab = tabs[selectedTab()];
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return items.filter((item) => item.type === tab.id && (item.quantity ?? 1) > 0);
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const confirmOptions = [{
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var iconSheet = function(iconId) {
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const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, "wrap");
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const navConfirm = createTabindexNavigator(selectedConfirm, { count: () => confirmOptions.length }, "wrap");
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const currentItem = computed(() => filteredItems()[selectedItem()]);
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const iconSheet = (iconId) => ({ definition: engine.getSpriteSheet(iconId) });
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const clampSelection = () => {
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const useItem = (index) => {
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{"version":3,"file":"items-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/items-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Items</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n @if (currentItem) {\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">{currentItem()?.name}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">{currentItem()?.description || \"\"}</div>\n </div>\n </div>\n </div>\n }\n </div>\n \n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of tabs) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((item,index) of filteredItems) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n class={{disabled: !item.usable}}\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n </div>\n <span>{item.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">x{item.quantity ?? 1}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n @if (confirmOpen) {\n <div class=\"rpg-ui-menu-confirm\">\n <div 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{"version":3,"file":"items-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/items-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Items</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n @if (currentItem) {\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">{currentItem()?.name}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">{currentItem()?.description || \"\"}</div>\n </div>\n </div>\n </div>\n }\n </div>\n \n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of tabs) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((item,index) of filteredItems) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n class={{disabled: !item.usable}}\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n </div>\n <span>{item.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">x{item.quantity ?? 1}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n @if (confirmOpen) {\n <div class=\"rpg-ui-menu-confirm\">\n <div class=\"rpg-ui-menu-confirm-card\">\n <div class=\"rpg-ui-menu-confirm-title\">Use {confirmItem()?.name}?</div>\n <Navigation tabindex={selectedConfirm} controls={confirmControls}>\n <div class=\"rpg-ui-menu-confirm-actions\">\n @for ((option,index) of confirmOptions) {\n <button\n class=\"rpg-ui-menu-confirm-btn\"\n class={{\"rpg-ui-menu-confirm-btn-secondary\": option.id === \"cancel\"}}\n data-selected={selectedConfirm() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={confirmSelect(index)}\n >{option.label}</button>\n }\n </div>\n </Navigation>\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const selectedItem = signal(0);\n const selectedTab = signal(0);\n const selectedConfirm = signal(0);\n const confirmOpen = signal(false);\n const confirmItem = signal(null);\n\n const { data, onInteraction, onBack } = defineProps();\n\n const items = computed(() => data().items);\n\n const tabs = [\n { id: \"item\", label: \"Items\" },\n { id: \"weapon\", label: \"Weapons\" },\n { id: \"armor\", label: \"Armor\" }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeItems = computed(() => {\n const value = resolveProp(items);\n return Array.isArray(value) ? value : [];\n });\n\n const filteredItems = computed(() => {\n const items = safeItems();\n const tab = tabs[selectedTab()];\n if (!tab) return [];\n return items.filter((item) => item.type === tab.id && (item.quantity ?? 1) > 0);\n });\n\n const confirmOptions = [\n { id: \"use\", label: \"Use\" },\n { id: \"cancel\", label: \"Cancel\" }\n ];\n\n const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, \"wrap\");\n const navConfirm = createTabindexNavigator(selectedConfirm, { count: () => confirmOptions.length }, \"wrap\");\n const currentItem = computed(() => filteredItems()[selectedItem()]);\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId)\n });\n\n const clampSelection = () => {\n const count = filteredItems().length;\n if (count === 0) {\n selectedItem.set(0);\n return;\n }\n if (selectedItem() >= count) {\n selectedItem.set(count - 1);\n }\n };\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index);\n requestUseItem(index);\n }\n }\n\n function selectTab(index) {\n return function() {\n selectedItem.set(0);\n selectedTab.set(index);\n }\n }\n\n const useItem = (index) => {\n const item = filteredItems()[index];\n if (!item || !item.usable) return;\n if (onInteraction) onInteraction(\"useItem\", { id: item.id });\n };\n\n const requestUseItem = (index) => {\n const item = filteredItems()[index];\n if (!item || !item.usable) return;\n if (item.consumable) {\n confirmItem.set(item);\n confirmOpen.set(true);\n selectedConfirm.set(0);\n return;\n }\n useItem(index);\n };\n\n const confirmUse = () => {\n const item = confirmItem();\n if (!item) return;\n delay(() => {\n if (onInteraction) onInteraction(\"useItem\", { id: item.id });\n confirmOpen.set(false);\n confirmItem.set(null);\n });\n };\n\n const cancelConfirm = () => {\n delay(() => {\n confirmOpen.set(false);\n confirmItem.set(null);\n });\n };\n\n function confirmSelect(index) {\n return function() {\n selectedConfirm.set(index);\n if (index === 0) {\n confirmUse();\n return;\n }\n cancelConfirm();\n }\n }\n\n const confirmControls = signal({\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n if (!confirmOpen()) return;\n navConfirm.next(-1);\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n if (!confirmOpen()) return;\n navConfirm.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (!confirmOpen()) return;\n confirmSelect(selectedConfirm())();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (!confirmOpen()) return;\n cancelConfirm();\n }\n }\n });\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n nav.next(-1);\n }\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n selectedTab.update((value) => (value - 1 + tabs.length) % tabs.length);\n selectedItem.set(0);\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n selectedTab.update((value) => (value + 1) % tabs.length);\n selectedItem.set(0);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n nav.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (confirmOpen()) {\n confirmSelect(selectedConfirm())();\n return;\n }\n requestUseItem(selectedItem());\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (confirmOpen()) {\n cancelConfirm();\n return;\n }\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n\n clampSelection();\n</script>\n"],"mappings":";;;;;AAYM,SAAwB,UAAM,SAAW;AACxB,UAAS,QAAI;CAC5B,MAAM,cAAc,eAAQ,QAAW;CACvC,MAAM,SAAS,OAAO,gBAAG;CACjC,MAAM,mBAAmB,OAAK,aAAG;CACjC,MAAM,eAAe,OAAO,EAAC;CAC7B,MAAM,cAAc,OAAO,EAAE;CAC7B,MAAM,kBAAkB,OAAO,EAAE;CACjC,MAAM,cAAc,OAAO,MAAM;CACjC,MAAM,cAAc,OAAM,KAAG;CAC7B,MAAM,EAAE,MAAM,eAAW,WAAA,aAAA;CACzB,MAAM,QAAQ,eAAE,MAAA,CAAA,MAAA;CAChB,MAAM,OAAO;EACT;GAAE,IAAI;GAAC,OAAA;GAAA;EACP;GAAE,IAAI;GAAO,OAAU;GAAS;EAChC;GAAE,IAAI;GAAO,OAAS;GAAS;EAClC;CACD,MAAM,eAAe,UAAI,OAAA,UAAA,aAAA,OAAA,GAAA;CACzB,MAAM,YAAY,eAAe;EAC7B,MAAM,QAAQ,YAAU,MAAQ;AAChC,SAAO,MAAM,QAAQ,MAAG,GAAA,QAAU,EAAA;GACpC;CACF,MAAM,gBAAgB,eAAe;EACjC,MAAM,QAAQ,WAAE;EAChB,MAAM,MAAM,KAAK,aAAA;AACjB,MAAI,CAAC,IACD,QAAO,EAAE;AACb,SAAO,MAAM,QAAQ,SAAA,KAAA,SAAA,IAAA,OAAA,KAAA,YAAA,KAAA,EAAA;GACvB;CACF,MAAM,iBAAiB,CACnB;EAAE,IAAI;EAAO,OAAO;EAAI,EACxB;EAAE,IAAI;EAAU,OAAO;EAAU,CACpC;CACD,MAAM,MAAM,wBAAY,cAAA,EAAA,aAAA,eAAA,CAAA,QAAA,EAAA,OAAA;CACxB,MAAM,aAAa,wBAAwB,iBAAiB,EAAC,aAAA,eAAA,QAAA,EAAA,OAAA;CAC7D,MAAM,cAAc,eAAa,eAAiB,CAAC,cAAc,EAAA;CACjE,MAAM,aAAa,YAAY,EAC3B,YAAY,OAAO,eAAe,OAAO,EAC5C;CACD,MAAM,uBAAuB;EACzB,MAAM,QAAQ,eAAe,CAAC;AAC9B,MAAI,UAAU,GAAG;AACb,gBAAa,IAAI,EAAE;AACnB;;AAEJ,MAAI,cAAc,IAAI,MAClB,cAAa,IAAI,QAAQ,EAAC;;CAGlC,SAAS,WAAS,OAAA;AACd,SAAO,WAAM;AACT,gBAAK,IAAA,MAAA;AACL,kBAAK,MAAa;;;CAG1B,SAAS,UAAU,OAAM;AACrB,SAAO,WAAU;AACb,gBAAa,IAAI,EAAA;AACjB,eAAY,IAAI,MAAK;;;CAG7B,MAAM,WAAW,UAAU;EACvB,MAAM,OAAO,eAAe,CAAC;AAC7B,MAAI,CAAC,QAAQ,CAAC,KAAK,OACf;AACJ,MAAI,cACA,eAAc,WAAM,EAAA,IAAA,KAAA,IAAA,CAAA;;CAE5B,MAAM,kBAAgB,UAAU;EAC5B,MAAM,OAAO,eAAI,CAAA;AACjB,MAAI,CAAC,QAAQ,CAAA,KAAA,OACT;AACJ,MAAE,KAAG,YAAA;AACP,eAAY,IAAA,KAAA;;AAEP,mBAAA,IAAA,EAAA;AACH;;AAEA,UAAQ,MAAC;;;EAGT,MAAM,OAAO,aAAS;AACtB,MAAA,CAAK,KAAA;AAEL,cAAM;AACN,OAAM,cACA,eAAgB,WAAW,EAAA,IAAA,KAAA,IAAA,CAAA;AACjC,eAAM,IAAc,MAAM;AAC1B,eAAM,IAAc,KAAA;;;;AAIpB,cAAY;;AAEZ,eAAa,IAAA,KAAA;IACX;;CAEN,SAAS,cAAc,OAAO;AAC1B,SAAC,WAAA;;AAED,OAAM,UAAY,GAAG;AACf,gBAAY;AACd;;AAEF,kBAAA;;;CAGN,MAAM,kBAAgB,OAAS;EAC3B,MAAI;GACA,QAAQ;GACR,MAAM,iBAAe;GACvB,UAAA;;AAEI,QAAA,CAAA,aAAiB,CACZ;AACH,eAAW,KAAC,GAAO;;;EAG3B,OAAM;GACN,QAAM;GACN,MAAM,iBAAc;GACpB,UAAM;GACF,UAAU;AACZ,QAAA,CAAA,aAAA,CAAA;AAEI,eAAA,KAAkB,EAAE;;GAEzB;EACD,QAAQ;GACJ,MAAI,iBAAM;GACV,UAAA;AACI,QAAA,CAAA,aAAkB,CAClB;AACJ,kBAAA,iBAAA,CAAA,EAAA;;;EAGJ,QAAQ;GACJ,MAAM,iBAAY;GAClB,UAAI;AACA,QAAA,CAAA,aAAe,CACnB;AACJ,mBAAA;;GAEA;EACH,CAAC;CACF,MAAM,WAAM,OAAY;EACpB,IAAI;GACA,QAAA;GACJ,MAAA,iBAAA;;GAEA,UAAc;AACV,QAAM,aAAO,CACR;AAER,QAAA,KAAA,GAAA;;GAED;EACA,MAAI;GACA,QAAK;GACL,MAAI,iBAAiB;GACrB,UAAI;GACJ,UAAI;AACA,QAAA,aAAgB,CAChB;AAEJ,gBAAc,QAAA,WAAA,QAAA,IAAA,KAAA,UAAA,KAAA,OAAA;AACjB,iBAAA,IAAA,EAAA;;GAED;EACA,OAAI;GACA,QAAK;GACL,MAAM,iBAAM;GACZ,UAAQ;GACR,UAAI;AACA,QAAA,aAAgB,CAClB;;AAGA,iBAAe,IAAI,EAAE;;GAE1B;EACD,MAAM;GACF,QAAE;GACL,MAAA,iBAAA;;GAED,UAAS;AACL,QAAO,aAAW,CACd;AAEA,QAAI,KAAA,EAAA;;GAEX;EACD,QAAQ;GACJ,MAAA,iBAAA;GACJ,UAAA;;AAEM,mBAAkB,iBAAO,CAAA,EAAA;AACrB;;AAEF,mBAAM,cAAqB,CAAA;;GAElC;EACD,QAAQ;GACJ,MAAM,iBAAiB;GACvB,UAAI;AACH,QAAA,aAAA,EAAA;AACM,oBAAA;AACH;;AAEA,QAAA,OACA,SAAU;;GAEjB;EACD,SAAQ,EACJ,SAAC,MACJ;EACJ,CAAC;AACF,iBAAY;AAEJ,QADY,EAAC,cAAe;EAAA,OAAM;EAAA,QAAA;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,EAAA;EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,4BAAA;GAAA,aAAA;GAAA,CAAA;EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,yDAAA;GAAA,EAAA,CAAA,EAAA,YAAA,EAAA,SAAA,OAAA,EAAA,KAAA,mBAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,0CAAA;GAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,0BAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,+BAAA;GAAA,EAAA,EAAA,WAAA;GAAA,OAAA,eAAA,UAAA,aAAA,EAAA,KAAA,CAAA;GAAA,SAAA;GAAA,OAAA;GAAA,QAAA;GAAA,WAAA;GAAA,CAAA,CAAA,EAAA,EAAA,YAAA,EAAA,SAAA,OAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,mCAAA;GAAA,aAAA,eAAA,aAAA,EAAA,KAAA;GAAA,CAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,kCAAA;GAAA,aAAA,eAAA,aAAA,EAAA,eAAA,GAAA;GAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,kEAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,oBAAA;GAAA,EAAA,KAAA,OAAA,KAAA,aAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA;IAAA,OAAA,CAAA,mBAAA,gBAAA,EAAA,QAAA,aAAA,KAAA,UAAA,EAAA,CAAA;IAAA,UAAA;IAAA,OAAA,UAAA,SAAA;IAAA;GAAA,aAAA,IAAA;GAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;GAAA,UAAA;GAAA;GAAA,EAAA,KAAA,gBAAA,MAAA,UAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA;IAAA,OAAA,CAAA,oCAAA,EAAA,UAAA,CAAA,KAAA,QAAA,CAAA;IAAA,iBAAA,eAAA,cAAA,KAAA,QAAA,SAAA,QAAA;IAAA,UAAA;IAAA,OAAA,WAAA,MAAA;IAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,wBAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,wBAAA;GAAA,EAAA,EAAA,WAAA;GAAA,OAAA,eAAA,UAAA,KAAA,KAAA,CAAA;GAAA,SAAA;GAAA,OAAA;GAAA,QAAA;GAAA,WAAA;GAAA,CAAA,CAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,aAAA,KAAA;GAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,uBAAA;GAAA,aAAA,MAAA,KAAA;GAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA;EAAA,KAAA,mBAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,uBAAA;GAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,4BAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GA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@@ -13,15 +13,12 @@ import { delay } from "@rpgjs/common";
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function component($$props) {
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const goBack = () => {
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const level = getEntityProp(currentPlayer, "level");
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{"version":3,"file":"main-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/main-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={menuControls}>\n <div class=\"rpg-ui-main-menu rpg-anim-fade-in\">\n <div class=\"rpg-ui-main-menu-layout\">\n <div class=\"rpg-ui-main-menu-left rpg-ui-menu rpg-ui-panel\">\n <div class=\"rpg-ui-menu-header\">Menu</div>\n <div class=\"rpg-ui-main-menu-list\">\n @for ((entry,index) of menuEntries()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isMenuDisabled(entry)}}\n data-selected={selectedMenu() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectMenu(index)}\n >{entry.label}</div>\n }\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-right\">\n @if (view() === \"menu\") {\n <div class=\"rpg-ui-panel\">\n <div class=\"rpg-ui-main-menu-section-title\">Status</div>\n <div class=\"rpg-ui-main-menu-status-card\">\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Level</div>\n <div class=\"rpg-ui-main-menu-status-value\">{level()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Gold</div>\n <div class=\"rpg-ui-main-menu-status-value\">{gold()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">HP {hp()}/{hpMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill hp\" style={{width: hpPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">SP {sp()}/{spMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill sp\" style={{width: spPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\" style={{gridColumn: \"span 2\"}}>\n <div class=\"rpg-ui-main-menu-status-label\">EXP {exp()}/{expForNextlevel()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill exp\" style={{width: expPercent}}></div>\n </div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-section-title\">Parameters</div>\n <div class=\"rpg-ui-main-menu-params\">\n @for ((param,index) of paramsList) {\n <div class=\"rpg-ui-main-menu-param\">\n <span>{param.label}</span>\n <span>{param.value}</span>\n </div>\n }\n </div>\n </div>\n }\n @if (view() === \"items\") {\n <ItemsMenu data={data} onInteraction={onInteraction} onBack={goBack} />\n }\n @if (view() === \"skills\") {\n <SkillsMenu data={data} onBack={goBack} />\n }\n @if (view() === \"equip\") {\n <EquipMenu data={data} onInteraction={onInteraction} onBack={goBack} />\n }\n @if (view() === \"options\") {\n <OptionsMenu onBack={goBack} />\n }\n @if (view() === \"exit\") {\n <ExitMenu onConfirm={confirmExit} onBack={goBack} />\n }\n </div>\n </div>\n @if (saveOverlay) {\n <div class=\"rpg-ui-main-menu-overlay\">\n <div class=\"rpg-ui-main-menu-overlay-backdrop\"></div>\n <div class=\"rpg-ui-main-menu-overlay-content\">\n <SaveLoadComponent\n data={saveLoadData}\n onFinish={closeSaveOverlay}\n />\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import SaveLoadComponent from \"../save-load.ce\";\n import ItemsMenu from \"./items-menu.ce\";\n import SkillsMenu from \"./skills-menu.ce\";\n import EquipMenu from \"./equip-menu.ce\";\n import OptionsMenu from \"./options-menu.ce\";\n import ExitMenu from \"./exit-menu.ce\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const currentPlayer = engine.scene.currentPlayer;\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { data, onFinish, onInteraction } = defineProps();\n const { menus, items, skills, equips, saveLoad } = data();\n\n const defaultMenus = [\n { id: \"items\", label: \"Items\" },\n { id: \"skills\", label: \"Skills\" },\n { id: \"equip\", label: \"Equip\" },\n { id: \"options\", label: \"Options\" },\n { id: \"save\", label: \"Save\" },\n { id: \"exit\", label: \"Exit\" }\n ];\n\n const menuEntries = computed(() => {\n if (menus && Array.isArray(menus) && menus.length) return menus;\n return defaultMenus;\n });\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const saveLoadData = computed(() => resolveProp(saveLoad) || {});\n const saveLoadMode = computed(() => saveLoadData().mode || \"load\");\n const saveLoadSlots = computed(() => saveLoadData().slots || []);\n const saveLoadCanSave = computed(() => saveLoadData().canSave !== false);\n\n const isMenuDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n if (entry.id === \"save\" && !saveLoadCanSave()) return true;\n return false;\n };\n\n const selectedMenu = signal(0);\n const view = signal(\"menu\");\n const saveOverlay = signal(false);\n\n const selectableIndexes = computed(() => {\n const entries = menuEntries();\n return entries\n .map((entry, index) => (isMenuDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n if (!available.includes(current)) {\n selectedMenu.set(available[0]);\n }\n });\n\n const moveMenu = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n selectedMenu.set(available[nextIndex]);\n };\n\n function selectMenu(index) {\n return function() {\n selectedMenu.set(index);\n openMenu();\n }\n }\n\n const openMenu = () => {\n const entry = menuEntries()[selectedMenu()];\n if (!entry || isMenuDisabled(entry)) return;\n if (entry.id === \"save\") {\n saveOverlay.set(true);\n return;\n }\n if (entry.id === \"exit\") {\n view.set(\"exit\");\n return;\n }\n view.set(entry.id);\n };\n\n const goBack = () => {\n delay(() => {\n view.set(\"menu\");\n });\n };\n\n const closeSaveOverlay = () => {\n delay(() => {\n saveOverlay.set(false);\n view.set(\"menu\");\n });\n };\n\n const confirmExit = () => {\n if (onInteraction) onInteraction(\"exit\");\n };\n\n const hp = getEntityProp(currentPlayer, \"hp\");\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\");\n const sp = getEntityProp(currentPlayer, \"sp\");\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\");\n const level = getEntityProp(currentPlayer, \"level\");\n const exp = getEntityProp(currentPlayer, \"exp\");\n const gold = getEntityProp(currentPlayer, \"gold\");\n const expForNextlevel = computed(() => data().expForNextlevel || 0);\n const hpPercent = computed(() => {\n const max = hpMax() || 1;\n return `${Math.max(0, Math.min(100, (hp() / max) * 100))}%`;\n });\n const spPercent = computed(() => {\n const max = spMax() || 1;\n return `${Math.max(0, Math.min(100, (sp() / max) * 100))}%`;\n });\n const expPercent = computed(() => {\n const max = expForNextlevel() || 1;\n return `${Math.max(0, Math.min(100, (exp() / max) * 100))}%`;\n });\n\n const paramsList = computed(() => {\n return [\n { label: \"ATK\", value: data().playerStats.atk },\n { label: \"PDEF\", value: data().playerStats.pdef },\n { label: \"SDEF\", value: data().playerStats.sdef },\n { label: \"STR\", value: data().playerStats.str },\n { label: \"DEX\", value: data().playerStats.dex },\n { label: \"INT\", value: data().playerStats.int },\n { label: \"AGI\", value: data().playerStats.agi }\n ]\n }\n\n const menuControls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (saveOverlay()) return;\n if (view() !== \"menu\") return;\n moveMenu(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (saveOverlay()) return;\n if (view() !== \"menu\") return;\n moveMenu(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (saveOverlay()) return;\n if (view() !== \"menu\") return;\n openMenu();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (saveOverlay()) return;\n if (view() !== \"menu\") {\n goBack();\n return;\n }\n onFinish()\n }\n },\n gamepad: {\n enabled: true\n }\n });\n\n mount((element) => {\n engine.gamePause.set(true);\n return () => {\n delay(() => {\n engine.stopProcessingInput = false;\n engine.gamePause.set(false);\n });\n }\n 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{"version":3,"file":"main-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/main-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={menuControls}>\n <div class=\"rpg-ui-main-menu rpg-anim-fade-in\">\n <div class=\"rpg-ui-main-menu-layout\">\n <div class=\"rpg-ui-main-menu-left rpg-ui-menu rpg-ui-panel\">\n <div class=\"rpg-ui-menu-header\">Menu</div>\n <div class=\"rpg-ui-main-menu-list\">\n @for ((entry,index) of menuEntries()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isMenuDisabled(entry)}}\n data-selected={selectedMenu() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectMenu(index)}\n >{entry.label}</div>\n }\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-right\">\n @if (view() === \"menu\") {\n <div class=\"rpg-ui-panel\">\n <div class=\"rpg-ui-main-menu-section-title\">Status</div>\n <div class=\"rpg-ui-main-menu-status-card\">\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Level</div>\n <div class=\"rpg-ui-main-menu-status-value\">{level()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Gold</div>\n <div class=\"rpg-ui-main-menu-status-value\">{gold()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">HP {hp()}/{hpMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill hp\" style={{width: hpPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">SP {sp()}/{spMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill sp\" style={{width: spPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\" style={{gridColumn: \"span 2\"}}>\n <div class=\"rpg-ui-main-menu-status-label\">EXP 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class=\"rpg-ui-main-menu-overlay\">\n <div class=\"rpg-ui-main-menu-overlay-backdrop\"></div>\n <div class=\"rpg-ui-main-menu-overlay-content\">\n <SaveLoadComponent\n data={saveLoadData}\n onFinish={closeSaveOverlay}\n />\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import SaveLoadComponent from \"../save-load.ce\";\n import ItemsMenu from \"./items-menu.ce\";\n import SkillsMenu from \"./skills-menu.ce\";\n import EquipMenu from \"./equip-menu.ce\";\n import OptionsMenu from \"./options-menu.ce\";\n import ExitMenu from \"./exit-menu.ce\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const currentPlayer = engine.scene.currentPlayer;\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { data, onFinish, onInteraction } = defineProps();\n const { menus, items, skills, equips, saveLoad } = data();\n\n const defaultMenus = [\n { id: \"items\", label: \"Items\" },\n { id: \"skills\", label: \"Skills\" },\n { id: \"equip\", label: \"Equip\" },\n { id: \"options\", label: \"Options\" },\n { id: \"save\", label: \"Save\" },\n { id: \"exit\", label: \"Exit\" }\n ];\n\n const menuEntries = computed(() => {\n if (menus && Array.isArray(menus) && menus.length) return menus;\n return defaultMenus;\n });\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const saveLoadData = computed(() => resolveProp(saveLoad) || {});\n const saveLoadMode = computed(() => saveLoadData().mode || \"load\");\n const saveLoadSlots = computed(() => saveLoadData().slots || []);\n const saveLoadCanSave = computed(() => saveLoadData().canSave !== false);\n\n const isMenuDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n if (entry.id === \"save\" && !saveLoadCanSave()) return true;\n return false;\n };\n\n const selectedMenu = signal(0);\n const view = signal(\"menu\");\n const saveOverlay = signal(false);\n\n const selectableIndexes = computed(() => {\n const entries = menuEntries();\n return entries\n .map((entry, index) => (isMenuDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n if (!available.includes(current)) {\n selectedMenu.set(available[0]);\n }\n });\n\n const moveMenu = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n 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