@rpgjs/client 5.0.0-beta.20 → 5.0.0-beta.22
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/CHANGELOG.md +7 -0
- package/dist/Gui/Gui.js +37 -4
- package/dist/Gui/Gui.js.map +1 -1
- package/dist/RpgClientEngine.d.ts +16 -9
- package/dist/RpgClientEngine.js +25 -7
- package/dist/RpgClientEngine.js.map +1 -1
- package/dist/components/character.ce.js +150 -9
- package/dist/components/character.ce.js.map +1 -1
- package/dist/components/gui/mobile/index.d.ts +51 -2
- package/dist/components/gui/mobile/index.js +12 -4
- package/dist/components/gui/mobile/index.js.map +1 -1
- package/dist/components/gui/mobile/index.spec.d.ts +1 -0
- package/dist/components/gui/mobile/mobile.ce.js +303 -55
- package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
- package/dist/index.d.ts +1 -0
- package/dist/services/cameraFollow.d.ts +51 -0
- package/dist/services/cameraFollow.js +134 -0
- package/dist/services/cameraFollow.js.map +1 -0
- package/dist/services/cameraFollow.spec.d.ts +1 -0
- package/package.json +5 -5
- package/src/Gui/Gui.spec.ts +19 -0
- package/src/Gui/Gui.ts +50 -11
- package/src/RpgClientEngine.ts +37 -18
- package/src/components/character.ce +167 -9
- package/src/components/gui/mobile/index.spec.ts +94 -0
- package/src/components/gui/mobile/index.ts +74 -6
- package/src/components/gui/mobile/mobile.ce +347 -65
- package/src/index.ts +12 -0
- package/src/services/cameraFollow.spec.ts +220 -0
- package/src/services/cameraFollow.ts +222 -0
package/CHANGELOG.md
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# @rpgjs/client
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## 5.0.0-beta.22
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### Patch Changes
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- 1028c17: Use workspace protocol for internal RPGJS package dependencies during prerelease development so CI installs do not fetch unpublished beta packages from npm.
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- @rpgjs/server@5.0.0-beta.22
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## 5.0.0-beta.20
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### Patch Changes
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package/dist/Gui/Gui.js
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@@ -10,7 +10,7 @@ import __ce_component$6 from "../components/gui/gameover.ce.js";
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import "../components/gui/index.js";
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import { signal } from "canvasengine";
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import { PrebuiltGui } from "@rpgjs/common";
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import {
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import { Subscription } from "rxjs";
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//#region src/Gui/Gui.ts
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var throwError = (id) => {
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throw `The GUI named ${id} is non-existent. Please add the component in the gui property of the decorator @RpgClient`;
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display(id, data = {}, dependencies = [], openId) {
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if (!this.exists(id)) throw throwError(id);
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const guiInstance = this.get(id);
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const isVueComponent = this.extraGuis.some((gui) => gui.name === id);
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if (guiInstance.subscription) {
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guiInstance.subscription.unsubscribe();
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guiInstance.subscription = void 0;
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}
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const show = () => {
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guiInstance.openId = openId;
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guiInstance.data.set(data);
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guiInstance.display.set(true);
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if (isVueComponent) this._notifyVueGui(id, true, data);
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};
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const deps = dependencies.length > 0 ? dependencies : guiInstance.dependencies ?? [];
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if (deps.length > 0) {
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const values = deps.map((dependency) => dependency());
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const subscription = new Subscription();
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const showIfReady = () => {
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if (values.every((value) => value !== void 0)) show();
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};
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deps.forEach((dependency, index) => {
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subscription.add(dependency.observable.subscribe((value) => {
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values[index] = value;
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showIfReady();
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}));
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});
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guiInstance.subscription = subscription;
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showIfReady();
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return;
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}
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show();
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}
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isDisplaying(id) {
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const guiInstance = this.get(id);
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}
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const deps = dependencies.length > 0 ? dependencies : guiInstance.dependencies ?? [];
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if (deps.length > 0) {
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const values = deps.map((dependency) => dependency());
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const subscription = new Subscription();
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const showIfReady = () => {
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if (values.every((value) => value !== void 0)) {
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guiInstance.openId = openId;
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guiInstance.data.set(data);
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guiInstance.display.set(true);
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this._notifyVueGui(id, true, data);
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}
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};
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deps.forEach((dependency, index) => {
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subscription.add(dependency.observable.subscribe((value) => {
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values[index] = value;
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showIfReady();
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}));
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});
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guiInstance.subscription = subscription;
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showIfReady();
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return;
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}
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guiInstance.openId = openId;
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package/dist/Gui/Gui.js.map
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{"version":3,"file":"Gui.js","names":[],"sources":["../../src/Gui/Gui.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { signal, Signal, WritableSignal } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"../services/AbstractSocket\";\nimport { DialogboxComponent, ShopComponent, SaveLoadComponent, MainMenuComponent, NotificationComponent, TitleScreenComponent, GameoverComponent } from \"../components/gui\";\nimport { combineLatest, Subscription } from \"rxjs\";\nimport { PrebuiltGui } from \"@rpgjs/common\";\n\ninterface GuiOptions {\n name?: string;\n id?: string;\n component?: any;\n display?: boolean;\n data?: any;\n /**\n * Auto display the GUI when added to the system\n * @default false\n */\n autoDisplay?: boolean;\n /**\n * Function that returns an array of Signal dependencies\n * The GUI will only display when all dependencies are resolved (!= undefined)\n * @returns Array of Signal dependencies\n */\n dependencies?: () => Signal[];\n /**\n * Attach the GUI to sprites instead of displaying globally\n * When true, the GUI will be rendered in character.ce for each sprite\n * @default false\n */\n attachToSprite?: boolean;\n /**\n * Vue v4 compatibility flag. Prefer attachToSprite in v5 projects.\n */\n rpgAttachToSprite?: boolean;\n}\n\nexport interface GuiInstance {\n name: string;\n component: any;\n display: WritableSignal<boolean>;\n data: WritableSignal<any>;\n openId?: string;\n autoDisplay: boolean;\n dependencies?: Signal[];\n subscription?: Subscription;\n attachToSprite?: boolean;\n}\n\ntype GuiState = {\n name: string;\n component: any;\n display: boolean;\n data: any;\n openId?: string;\n attachToSprite: boolean;\n};\n\ntype VueGuiBridge = {\n updateGuiState?: (state: GuiState) => void;\n initializeGuiStates?: (states: GuiState[]) => void;\n};\n\ninterface GuiAction {\n guiId: string;\n name: string;\n data: any;\n clientActionId: string;\n}\n\ntype OptimisticReducer = (data: any, action: GuiAction) => any;\n\nconst throwError = (id: string) => {\n throw `The GUI named ${id} is non-existent. Please add the component in the gui property of the decorator @RpgClient`;\n};\n\nconst updateItemQuantity = (items: any[], id: string) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.usable === false) return items;\n if (item?.consumable === false) return items;\n const quantity = typeof item?.quantity === \"number\" ? item.quantity : 1;\n const nextQuantity = Math.max(0, quantity - 1);\n if (nextQuantity === quantity) return items;\n if (nextQuantity <= 0) {\n return items.filter((_, idx) => idx !== index);\n }\n const nextItems = items.slice();\n nextItems[index] = { ...item, quantity: nextQuantity };\n return nextItems;\n};\n\nconst updateEquippedFlag = (items: any[], id: string, equip: boolean) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.equipped === equip) return items;\n const nextItems = items.slice();\n nextItems[index] = { ...item, equipped: equip };\n return nextItems;\n};\n\nconst mainMenuOptimisticReducer: OptimisticReducer = (data, action) => {\n if (!data || typeof data !== \"object\") return data;\n if (action.name === \"useItem\") {\n if (!Array.isArray(data.items)) return data;\n const id = action.data?.id;\n if (!id) return data;\n const nextItems = updateItemQuantity(data.items, id);\n if (nextItems === data.items) return data;\n return { ...data, items: nextItems };\n }\n if (action.name === \"equipItem\") {\n const id = action.data?.id;\n if (!id || typeof action.data?.equip !== \"boolean\") return data;\n const equip = action.data.equip;\n let nextItems = data.items;\n let nextEquips = data.equips;\n if (Array.isArray(data.items)) {\n nextItems = updateEquippedFlag(data.items, id, equip);\n }\n if (Array.isArray(data.equips)) {\n nextEquips = updateEquippedFlag(data.equips, id, equip);\n }\n if (nextItems === data.items && nextEquips === data.equips) return data;\n return {\n ...data,\n ...(nextItems !== data.items ? { items: nextItems } : {}),\n ...(nextEquips !== data.equips ? { equips: nextEquips } : {})\n };\n }\n return data;\n};\n\nexport class RpgGui {\n private webSocket: AbstractWebsocket;\n gui = signal<Record<string, GuiInstance>>({});\n extraGuis: GuiInstance[] = [];\n private vueGuiInstance: VueGuiBridge | null = null;\n private optimisticReducers = new Map<string, OptimisticReducer[]>();\n private pendingActions = new Map<string, GuiAction[]>();\n /**\n * Signal tracking which player IDs should display attached GUIs\n * Key: player ID, Value: boolean (true = show, false = hide)\n */\n attachedGuiDisplayState = signal<Record<string, boolean>>({});\n\n constructor(private context: Context) {\n this.webSocket = inject(context, WebSocketToken);\n this.add({\n name: \"rpg-dialog\",\n component: DialogboxComponent,\n });\n this.add({\n name: PrebuiltGui.MainMenu,\n component: MainMenuComponent,\n });\n this.add({\n name: PrebuiltGui.Shop,\n component: ShopComponent,\n });\n this.add({\n name: PrebuiltGui.Notification,\n component: NotificationComponent,\n autoDisplay: true,\n });\n this.add({\n name: PrebuiltGui.Save,\n component: SaveLoadComponent,\n });\n this.add({\n name: PrebuiltGui.TitleScreen,\n component: TitleScreenComponent,\n });\n this.add({\n name: PrebuiltGui.Gameover,\n component: GameoverComponent,\n });\n\n this.registerOptimisticReducer(PrebuiltGui.MainMenu, mainMenuOptimisticReducer);\n }\n\n async _initialize() {\n this.webSocket.on(\"gui.open\", (data: { guiId: string; data: any; guiOpenId?: string }) => {\n this.clearPendingActions(data.guiId);\n this.display(data.guiId, data.data, [], data.guiOpenId);\n });\n\n this.webSocket.on(\"gui.exit\", (payload: string | { guiId: string; guiOpenId?: string }) => {\n const guiId = typeof payload === \"string\" ? payload : payload.guiId;\n const guiOpenId = typeof payload === \"string\" ? undefined : payload.guiOpenId;\n const current = this.get(guiId);\n if (guiOpenId && current?.openId && current.openId !== guiOpenId) {\n return;\n }\n this.hide(guiId);\n });\n\n this.webSocket.on(\"gui.update\", (payload: { guiId: string; data: any; clientActionId?: string }) => {\n this.applyServerUpdate(payload.guiId, payload.data, payload.clientActionId);\n });\n\n /**\n * Listen for tooltip display state changes from server\n * This is triggered by showAttachedGui/hideAttachedGui on the server\n */\n this.webSocket.on(\"gui.tooltip\", (data: { players: string[]; display: boolean }) => {\n const currentState = { ...this.attachedGuiDisplayState() };\n data.players.forEach((playerId) => {\n currentState[playerId] = data.display;\n });\n this.attachedGuiDisplayState.set(currentState);\n });\n }\n\n /**\n * Set the VueGui instance reference for Vue component management\n * This is called by VueGui when it's initialized\n * \n * @param vueGuiInstance - The VueGui instance\n */\n _setVueGuiInstance(vueGuiInstance: any) {\n this.vueGuiInstance = vueGuiInstance;\n this._initializeVueComponents();\n }\n\n /**\n * Notify VueGui about GUI state changes\n * This synchronizes the Vue component display state\n * \n * @param guiId - The GUI component ID\n * @param display - Display state\n * @param data - Component data\n */\n private _notifyVueGui(guiId: string, display: boolean, data: any = {}) {\n const extraGui = this.extraGuis.find(gui => gui.name === guiId);\n if (!extraGui) return;\n this.vueGuiInstance?.updateGuiState?.(this.toGuiState(extraGui, display, data));\n }\n\n /**\n * Initialize Vue components in the VueGui instance\n * This should be called after VueGui is mounted\n */\n _initializeVueComponents() {\n this.vueGuiInstance?.initializeGuiStates?.(\n this.extraGuis.map(gui => this.toGuiState(gui))\n );\n }\n\n guiInteraction(guiId: string, name: string, data: any) {\n const clientActionId = globalThis.crypto?.randomUUID?.() || `${Date.now()}-${Math.random()}`;\n const actionData = { ...(data || {}), clientActionId };\n this.applyOptimisticAction({\n guiId,\n name,\n data: actionData,\n clientActionId\n });\n this.webSocket.emit(\"gui.interaction\", {\n guiId,\n name,\n data: actionData,\n });\n }\n\n guiClose(guiId: string, data?: any, guiOpenId?: unknown) {\n const normalizedOpenId =\n typeof guiOpenId === \"string\" && guiOpenId.length > 0 ? guiOpenId : undefined;\n this.webSocket.emit(\"gui.exit\", {\n guiId,\n guiOpenId: normalizedOpenId,\n data,\n });\n }\n\n /**\n * Add a GUI component to the system\n * \n * By default, only CanvasEngine components (.ce files) are accepted.\n * Vue components should be handled by the @rpgjs/vue package.\n * \n * @param gui - GUI configuration options\n * @param gui.name - Name or ID of the GUI component\n * @param gui.id - Alternative ID if name is not provided\n * @param gui.component - The component to render (must be a CanvasEngine component)\n * @param gui.display - Initial display state (default: false)\n * @param gui.data - Initial data for the component\n * @param gui.autoDisplay - Auto display when added (default: false)\n * @param gui.dependencies - Function returning Signal dependencies\n * @param gui.attachToSprite - Attach GUI to sprites instead of global display (default: false)\n * \n * @example\n * ```ts\n * gui.add({\n * name: 'inventory',\n * component: InventoryComponent, // Must be a .ce component\n * autoDisplay: true,\n * dependencies: () => [playerSignal, inventorySignal]\n * });\n * \n * // Attach to sprites\n * gui.add({\n * name: 'tooltip',\n * component: TooltipComponent,\n * attachToSprite: true\n * });\n * ```\n */\n add(gui: GuiOptions | any) {\n const component = this.resolveComponent(gui);\n const guiId = this.resolveGuiId(gui, component);\n if (!guiId) {\n throw new Error(\"GUI must have a name or id\");\n }\n const attachToSprite = this.resolveAttachToSprite(gui, component);\n const guiInstance: GuiInstance = {\n name: guiId,\n component,\n display: signal<boolean>(gui.display || false),\n data: signal<any>(gui.data || {}),\n openId: undefined,\n autoDisplay: gui.autoDisplay || false,\n dependencies: gui.dependencies ? gui.dependencies() : [],\n attachToSprite,\n };\n\n if (this.isVueComponentInstance(guiInstance)) {\n this.removeCanvasGui(guiId);\n const existingIndex = this.extraGuis.findIndex(existing => existing.name === guiId);\n if (existingIndex >= 0) {\n this.extraGuis[existingIndex].subscription?.unsubscribe();\n this.extraGuis[existingIndex] = guiInstance;\n } else {\n this.extraGuis.push(guiInstance);\n }\n\n this._initializeVueComponents();\n \n if (guiInstance.autoDisplay) {\n this.display(guiId, gui.data);\n } else {\n this._notifyVueGui(guiId, guiInstance.display(), guiInstance.data());\n }\n return;\n }\n\n this.removeVueGui(guiId);\n this.gui()[guiId] = guiInstance;\n this._initializeVueComponents();\n\n // Auto display if enabled and it's a CanvasEngine component\n if (guiInstance.autoDisplay && typeof gui.component === 'function') {\n this.display(guiId, gui.data);\n }\n }\n\n registerOptimisticReducer(guiId: string, reducer: OptimisticReducer) {\n const existing = this.optimisticReducers.get(guiId) || [];\n this.optimisticReducers.set(guiId, existing.concat(reducer));\n }\n\n /**\n * Get all attached GUI components (attachToSprite: true)\n * \n * Returns all GUI instances that are configured to be attached to sprites.\n * These GUIs should be rendered in character.ce instead of canvas.ce.\n * \n * @returns Array of GUI instances with attachToSprite: true\n * \n * @example\n * ```ts\n * const attachedGuis = gui.getAttachedGuis();\n * // Use in character.ce to render tooltips\n * ```\n */\n getAttachedGuis(): GuiInstance[] {\n return Object.values(this.gui()).filter(gui => gui.attachToSprite === true);\n }\n\n getVueGuis(): GuiInstance[] {\n return [...this.extraGuis];\n }\n\n getAttachedVueGuis(): GuiInstance[] {\n return this.extraGuis.filter(gui => gui.attachToSprite === true);\n }\n\n /**\n * Check if a player should display attached GUIs\n * \n * @param playerId - The player ID to check\n * @returns true if attached GUIs should be displayed for this player\n */\n shouldDisplayAttachedGui(playerId: string): boolean {\n return this.attachedGuiDisplayState()[playerId] === true;\n }\n\n get(id: string): GuiInstance | undefined {\n // Check CanvasEngine GUIs first\n const canvasGui = this.gui()[id];\n if (canvasGui) {\n return canvasGui;\n }\n \n // Check Vue GUIs in extraGuis\n return this.extraGuis.find(gui => gui.name === id);\n }\n\n exists(id: string): boolean {\n return !!this.get(id);\n }\n\n getAll(): Record<string, GuiInstance> {\n const allGuis = { ...this.gui() };\n \n // Add extraGuis to the result\n this.extraGuis.forEach(gui => {\n allGuis[gui.name] = gui;\n });\n \n return allGuis;\n }\n\n /**\n * Display a GUI component\n * \n * Displays the GUI immediately if no dependencies are configured,\n * or waits for all dependencies to be resolved if dependencies are present.\n * Automatically manages subscriptions to prevent memory leaks.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * @param data - Data to pass to the component\n * @param dependencies - Optional runtime dependencies (overrides config dependencies)\n * \n * @example\n * ```ts\n * // Display immediately\n * gui.display('inventory', { items: [] });\n * \n * // Display with runtime dependencies\n * gui.display('shop', { shopId: 1 }, [playerSignal, shopSignal]);\n * ```\n */\n display(id: string, data = {}, dependencies: Signal[] = [], openId?: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n \n // Check if it's a Vue component (in extraGuis)\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n \n if (isVueComponent) {\n // Handle Vue component display\n this._handleVueComponentDisplay(id, data, dependencies, guiInstance, openId);\n } else {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n }\n }\n\n isDisplaying(id: string): boolean {\n const guiInstance = this.get(id);\n if (!guiInstance) return false;\n return guiInstance.display();\n }\n\n /**\n * Handle Vue component display logic\n * \n * @param id - GUI component ID\n * @param data - Component data\n * @param dependencies - Runtime dependencies\n * @param guiInstance - GUI instance\n */\n private _handleVueComponentDisplay(id: string, data: any, dependencies: Signal[], guiInstance: GuiInstance, openId?: string) {\n // Unsubscribe from previous subscription if exists\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n // Use runtime dependencies or config dependencies\n const deps = dependencies.length > 0 \n ? dependencies \n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n // Subscribe to dependencies\n guiInstance.subscription = combineLatest(\n deps.map(dependency => dependency.observable)\n ).subscribe((values) => {\n if (values.every(value => value !== undefined)) {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n });\n return;\n }\n\n // No dependencies, display immediately\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n\n /**\n * Hide a GUI component\n * \n * Hides the GUI and cleans up any active subscriptions.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * \n * @example\n * ```ts\n * gui.hide('inventory');\n * ```\n */\n hide(id: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n \n // Unsubscribe if there's an active subscription\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n guiInstance.display.set(false)\n guiInstance.openId = undefined;\n \n // Check if it's a Vue component and notify VueGui\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n if (isVueComponent) {\n this._notifyVueGui(id, false);\n }\n }\n\n private isVueComponent(id: string) {\n return this.extraGuis.some(gui => gui.name === id);\n }\n\n private isVueComponentInstance(gui: GuiInstance) {\n return typeof gui.component !== \"function\";\n }\n\n private removeCanvasGui(guiId: string) {\n const current = this.gui();\n if (!(guiId in current)) return;\n const next = { ...current };\n delete next[guiId];\n this.gui.set(next);\n }\n\n private removeVueGui(guiId: string) {\n const removed = this.extraGuis.filter(existing => existing.name === guiId);\n removed.forEach(gui => gui.subscription?.unsubscribe());\n if (removed.length > 0) {\n 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+
{"version":3,"file":"Gui.js","names":[],"sources":["../../src/Gui/Gui.ts"],"sourcesContent":["import { Context, inject } from \"@signe/di\";\nimport { signal, Signal, WritableSignal } from \"canvasengine\";\nimport { AbstractWebsocket, WebSocketToken } from \"../services/AbstractSocket\";\nimport { DialogboxComponent, ShopComponent, SaveLoadComponent, MainMenuComponent, NotificationComponent, TitleScreenComponent, GameoverComponent } from \"../components/gui\";\nimport { combineLatest, Subscription } from \"rxjs\";\nimport { PrebuiltGui } from \"@rpgjs/common\";\n\ninterface GuiOptions {\n name?: string;\n id?: string;\n component?: any;\n display?: boolean;\n data?: any;\n /**\n * Auto display the GUI when added to the system\n * @default false\n */\n autoDisplay?: boolean;\n /**\n * Function that returns an array of Signal dependencies\n * The GUI will only display when all dependencies are resolved (!= undefined)\n * @returns Array of Signal dependencies\n */\n dependencies?: () => Signal[];\n /**\n * Attach the GUI to sprites instead of displaying globally\n * When true, the GUI will be rendered in character.ce for each sprite\n * @default false\n */\n attachToSprite?: boolean;\n /**\n * Vue v4 compatibility flag. Prefer attachToSprite in v5 projects.\n */\n rpgAttachToSprite?: boolean;\n}\n\nexport interface GuiInstance {\n name: string;\n component: any;\n display: WritableSignal<boolean>;\n data: WritableSignal<any>;\n openId?: string;\n autoDisplay: boolean;\n dependencies?: Signal[];\n subscription?: Subscription;\n attachToSprite?: boolean;\n}\n\ntype GuiState = {\n name: string;\n component: any;\n display: boolean;\n data: any;\n openId?: string;\n attachToSprite: boolean;\n};\n\ntype VueGuiBridge = {\n updateGuiState?: (state: GuiState) => void;\n initializeGuiStates?: (states: GuiState[]) => void;\n};\n\ninterface GuiAction {\n guiId: string;\n name: string;\n data: any;\n clientActionId: string;\n}\n\ntype OptimisticReducer = (data: any, action: GuiAction) => any;\n\nconst throwError = (id: string) => {\n throw `The GUI named ${id} is non-existent. Please add the component in the gui property of the decorator @RpgClient`;\n};\n\nconst updateItemQuantity = (items: any[], id: string) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.usable === false) return items;\n if (item?.consumable === false) return items;\n const quantity = typeof item?.quantity === \"number\" ? item.quantity : 1;\n const nextQuantity = Math.max(0, quantity - 1);\n if (nextQuantity === quantity) return items;\n if (nextQuantity <= 0) {\n return items.filter((_, idx) => idx !== index);\n }\n const nextItems = items.slice();\n nextItems[index] = { ...item, quantity: nextQuantity };\n return nextItems;\n};\n\nconst updateEquippedFlag = (items: any[], id: string, equip: boolean) => {\n const index = items.findIndex((item) => item?.id === id);\n if (index === -1) return items;\n const item = items[index];\n if (item?.equipped === equip) return items;\n const nextItems = items.slice();\n nextItems[index] = { ...item, equipped: equip };\n return nextItems;\n};\n\nconst mainMenuOptimisticReducer: OptimisticReducer = (data, action) => {\n if (!data || typeof data !== \"object\") return data;\n if (action.name === \"useItem\") {\n if (!Array.isArray(data.items)) return data;\n const id = action.data?.id;\n if (!id) return data;\n const nextItems = updateItemQuantity(data.items, id);\n if (nextItems === data.items) return data;\n return { ...data, items: nextItems };\n }\n if (action.name === \"equipItem\") {\n const id = action.data?.id;\n if (!id || typeof action.data?.equip !== \"boolean\") return data;\n const equip = action.data.equip;\n let nextItems = data.items;\n let nextEquips = data.equips;\n if (Array.isArray(data.items)) {\n nextItems = updateEquippedFlag(data.items, id, equip);\n }\n if (Array.isArray(data.equips)) {\n nextEquips = updateEquippedFlag(data.equips, id, equip);\n }\n if (nextItems === data.items && nextEquips === data.equips) return data;\n return {\n ...data,\n ...(nextItems !== data.items ? { items: nextItems } : {}),\n ...(nextEquips !== data.equips ? { equips: nextEquips } : {})\n };\n }\n return data;\n};\n\nexport class RpgGui {\n private webSocket: AbstractWebsocket;\n gui = signal<Record<string, GuiInstance>>({});\n extraGuis: GuiInstance[] = [];\n private vueGuiInstance: VueGuiBridge | null = null;\n private optimisticReducers = new Map<string, OptimisticReducer[]>();\n private pendingActions = new Map<string, GuiAction[]>();\n /**\n * Signal tracking which player IDs should display attached GUIs\n * Key: player ID, Value: boolean (true = show, false = hide)\n */\n attachedGuiDisplayState = signal<Record<string, boolean>>({});\n\n constructor(private context: Context) {\n this.webSocket = inject(context, WebSocketToken);\n this.add({\n name: \"rpg-dialog\",\n component: DialogboxComponent,\n });\n this.add({\n name: PrebuiltGui.MainMenu,\n component: MainMenuComponent,\n });\n this.add({\n name: PrebuiltGui.Shop,\n component: ShopComponent,\n });\n this.add({\n name: PrebuiltGui.Notification,\n component: NotificationComponent,\n autoDisplay: true,\n });\n this.add({\n name: PrebuiltGui.Save,\n component: SaveLoadComponent,\n });\n this.add({\n name: PrebuiltGui.TitleScreen,\n component: TitleScreenComponent,\n });\n this.add({\n name: PrebuiltGui.Gameover,\n component: GameoverComponent,\n });\n\n this.registerOptimisticReducer(PrebuiltGui.MainMenu, mainMenuOptimisticReducer);\n }\n\n async _initialize() {\n this.webSocket.on(\"gui.open\", (data: { guiId: string; data: any; guiOpenId?: string }) => {\n this.clearPendingActions(data.guiId);\n this.display(data.guiId, data.data, [], data.guiOpenId);\n });\n\n this.webSocket.on(\"gui.exit\", (payload: string | { guiId: string; guiOpenId?: string }) => {\n const guiId = typeof payload === \"string\" ? payload : payload.guiId;\n const guiOpenId = typeof payload === \"string\" ? undefined : payload.guiOpenId;\n const current = this.get(guiId);\n if (guiOpenId && current?.openId && current.openId !== guiOpenId) {\n return;\n }\n this.hide(guiId);\n });\n\n this.webSocket.on(\"gui.update\", (payload: { guiId: string; data: any; clientActionId?: string }) => {\n this.applyServerUpdate(payload.guiId, payload.data, payload.clientActionId);\n });\n\n /**\n * Listen for tooltip display state changes from server\n * This is triggered by showAttachedGui/hideAttachedGui on the server\n */\n this.webSocket.on(\"gui.tooltip\", (data: { players: string[]; display: boolean }) => {\n const currentState = { ...this.attachedGuiDisplayState() };\n data.players.forEach((playerId) => {\n currentState[playerId] = data.display;\n });\n this.attachedGuiDisplayState.set(currentState);\n });\n }\n\n /**\n * Set the VueGui instance reference for Vue component management\n * This is called by VueGui when it's initialized\n * \n * @param vueGuiInstance - The VueGui instance\n */\n _setVueGuiInstance(vueGuiInstance: any) {\n this.vueGuiInstance = vueGuiInstance;\n this._initializeVueComponents();\n }\n\n /**\n * Notify VueGui about GUI state changes\n * This synchronizes the Vue component display state\n * \n * @param guiId - The GUI component ID\n * @param display - Display state\n * @param data - Component data\n */\n private _notifyVueGui(guiId: string, display: boolean, data: any = {}) {\n const extraGui = this.extraGuis.find(gui => gui.name === guiId);\n if (!extraGui) return;\n this.vueGuiInstance?.updateGuiState?.(this.toGuiState(extraGui, display, data));\n }\n\n /**\n * Initialize Vue components in the VueGui instance\n * This should be called after VueGui is mounted\n */\n _initializeVueComponents() {\n this.vueGuiInstance?.initializeGuiStates?.(\n this.extraGuis.map(gui => this.toGuiState(gui))\n );\n }\n\n guiInteraction(guiId: string, name: string, data: any) {\n const clientActionId = globalThis.crypto?.randomUUID?.() || `${Date.now()}-${Math.random()}`;\n const actionData = { ...(data || {}), clientActionId };\n this.applyOptimisticAction({\n guiId,\n name,\n data: actionData,\n clientActionId\n });\n this.webSocket.emit(\"gui.interaction\", {\n guiId,\n name,\n data: actionData,\n });\n }\n\n guiClose(guiId: string, data?: any, guiOpenId?: unknown) {\n const normalizedOpenId =\n typeof guiOpenId === \"string\" && guiOpenId.length > 0 ? guiOpenId : undefined;\n this.webSocket.emit(\"gui.exit\", {\n guiId,\n guiOpenId: normalizedOpenId,\n data,\n });\n }\n\n /**\n * Add a GUI component to the system\n * \n * By default, only CanvasEngine components (.ce files) are accepted.\n * Vue components should be handled by the @rpgjs/vue package.\n * \n * @param gui - GUI configuration options\n * @param gui.name - Name or ID of the GUI component\n * @param gui.id - Alternative ID if name is not provided\n * @param gui.component - The component to render (must be a CanvasEngine component)\n * @param gui.display - Initial display state (default: false)\n * @param gui.data - Initial data for the component\n * @param gui.autoDisplay - Auto display when added (default: false)\n * @param gui.dependencies - Function returning Signal dependencies\n * @param gui.attachToSprite - Attach GUI to sprites instead of global display (default: false)\n * \n * @example\n * ```ts\n * gui.add({\n * name: 'inventory',\n * component: InventoryComponent, // Must be a .ce component\n * autoDisplay: true,\n * dependencies: () => [playerSignal, inventorySignal]\n * });\n * \n * // Attach to sprites\n * gui.add({\n * name: 'tooltip',\n * component: TooltipComponent,\n * attachToSprite: true\n * });\n * ```\n */\n add(gui: GuiOptions | any) {\n const component = this.resolveComponent(gui);\n const guiId = this.resolveGuiId(gui, component);\n if (!guiId) {\n throw new Error(\"GUI must have a name or id\");\n }\n const attachToSprite = this.resolveAttachToSprite(gui, component);\n const guiInstance: GuiInstance = {\n name: guiId,\n component,\n display: signal<boolean>(gui.display || false),\n data: signal<any>(gui.data || {}),\n openId: undefined,\n autoDisplay: gui.autoDisplay || false,\n dependencies: gui.dependencies ? gui.dependencies() : [],\n attachToSprite,\n };\n\n if (this.isVueComponentInstance(guiInstance)) {\n this.removeCanvasGui(guiId);\n const existingIndex = this.extraGuis.findIndex(existing => existing.name === guiId);\n if (existingIndex >= 0) {\n this.extraGuis[existingIndex].subscription?.unsubscribe();\n this.extraGuis[existingIndex] = guiInstance;\n } else {\n this.extraGuis.push(guiInstance);\n }\n\n this._initializeVueComponents();\n \n if (guiInstance.autoDisplay) {\n this.display(guiId, gui.data);\n } else {\n this._notifyVueGui(guiId, guiInstance.display(), guiInstance.data());\n }\n return;\n }\n\n this.removeVueGui(guiId);\n this.gui()[guiId] = guiInstance;\n this._initializeVueComponents();\n\n // Auto display if enabled and it's a CanvasEngine component\n if (guiInstance.autoDisplay && typeof gui.component === 'function') {\n this.display(guiId, gui.data);\n }\n }\n\n registerOptimisticReducer(guiId: string, reducer: OptimisticReducer) {\n const existing = this.optimisticReducers.get(guiId) || [];\n this.optimisticReducers.set(guiId, existing.concat(reducer));\n }\n\n /**\n * Get all attached GUI components (attachToSprite: true)\n * \n * Returns all GUI instances that are configured to be attached to sprites.\n * These GUIs should be rendered in character.ce instead of canvas.ce.\n * \n * @returns Array of GUI instances with attachToSprite: true\n * \n * @example\n * ```ts\n * const attachedGuis = gui.getAttachedGuis();\n * // Use in character.ce to render tooltips\n * ```\n */\n getAttachedGuis(): GuiInstance[] {\n return Object.values(this.gui()).filter(gui => gui.attachToSprite === true);\n }\n\n getVueGuis(): GuiInstance[] {\n return [...this.extraGuis];\n }\n\n getAttachedVueGuis(): GuiInstance[] {\n return this.extraGuis.filter(gui => gui.attachToSprite === true);\n }\n\n /**\n * Check if a player should display attached GUIs\n * \n * @param playerId - The player ID to check\n * @returns true if attached GUIs should be displayed for this player\n */\n shouldDisplayAttachedGui(playerId: string): boolean {\n return this.attachedGuiDisplayState()[playerId] === true;\n }\n\n get(id: string): GuiInstance | undefined {\n // Check CanvasEngine GUIs first\n const canvasGui = this.gui()[id];\n if (canvasGui) {\n return canvasGui;\n }\n \n // Check Vue GUIs in extraGuis\n return this.extraGuis.find(gui => gui.name === id);\n }\n\n exists(id: string): boolean {\n return !!this.get(id);\n }\n\n getAll(): Record<string, GuiInstance> {\n const allGuis = { ...this.gui() };\n \n // Add extraGuis to the result\n this.extraGuis.forEach(gui => {\n allGuis[gui.name] = gui;\n });\n \n return allGuis;\n }\n\n /**\n * Display a GUI component\n * \n * Displays the GUI immediately if no dependencies are configured,\n * or waits for all dependencies to be resolved if dependencies are present.\n * Automatically manages subscriptions to prevent memory leaks.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * @param data - Data to pass to the component\n * @param dependencies - Optional runtime dependencies (overrides config dependencies)\n * \n * @example\n * ```ts\n * // Display immediately\n * gui.display('inventory', { items: [] });\n * \n * // Display with runtime dependencies\n * gui.display('shop', { shopId: 1 }, [playerSignal, shopSignal]);\n * ```\n */\n display(id: string, data = {}, dependencies: Signal[] = [], openId?: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n const show = () => {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n if (isVueComponent) {\n this._notifyVueGui(id, true, data);\n }\n };\n\n const deps = dependencies.length > 0\n ? dependencies\n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n show();\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n show();\n }\n\n isDisplaying(id: string): boolean {\n const guiInstance = this.get(id);\n if (!guiInstance) return false;\n return guiInstance.display();\n }\n\n /**\n * Handle Vue component display logic\n * \n * @param id - GUI component ID\n * @param data - Component data\n * @param dependencies - Runtime dependencies\n * @param guiInstance - GUI instance\n */\n private _handleVueComponentDisplay(id: string, data: any, dependencies: Signal[], guiInstance: GuiInstance, openId?: string) {\n // Unsubscribe from previous subscription if exists\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n // Use runtime dependencies or config dependencies\n const deps = dependencies.length > 0 \n ? dependencies \n : (guiInstance.dependencies ?? []);\n\n if (deps.length > 0) {\n const values = deps.map(dependency => dependency());\n const subscription = new Subscription();\n const showIfReady = () => {\n if (values.every(value => value !== undefined)) {\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n };\n\n deps.forEach((dependency, index) => {\n subscription.add(dependency.observable.subscribe((value) => {\n values[index] = value;\n showIfReady();\n }));\n });\n\n guiInstance.subscription = subscription;\n showIfReady();\n return;\n }\n\n // No dependencies, display immediately\n guiInstance.openId = openId;\n guiInstance.data.set(data);\n guiInstance.display.set(true);\n this._notifyVueGui(id, true, data);\n }\n\n /**\n * Hide a GUI component\n * \n * Hides the GUI and cleans up any active subscriptions.\n * Works with both CanvasEngine components and Vue components.\n * \n * @param id - The GUI component ID\n * \n * @example\n * ```ts\n * gui.hide('inventory');\n * ```\n */\n hide(id: string) {\n if (!this.exists(id)) {\n throw throwError(id);\n }\n\n const guiInstance = this.get(id)!;\n \n // Unsubscribe if there's an active subscription\n if (guiInstance.subscription) {\n guiInstance.subscription.unsubscribe();\n guiInstance.subscription = undefined;\n }\n\n guiInstance.display.set(false)\n guiInstance.openId = undefined;\n \n // Check if it's a Vue component and notify VueGui\n const isVueComponent = this.extraGuis.some(gui => gui.name === id);\n if (isVueComponent) {\n this._notifyVueGui(id, false);\n }\n }\n\n private isVueComponent(id: string) {\n return this.extraGuis.some(gui => gui.name === id);\n }\n\n private isVueComponentInstance(gui: GuiInstance) {\n return typeof gui.component !== \"function\";\n }\n\n private removeCanvasGui(guiId: string) {\n const current = this.gui();\n if (!(guiId in current)) return;\n const next = { ...current };\n delete next[guiId];\n this.gui.set(next);\n }\n\n private removeVueGui(guiId: string) {\n const removed = this.extraGuis.filter(existing => existing.name === guiId);\n removed.forEach(gui => gui.subscription?.unsubscribe());\n if (removed.length > 0) {\n this.extraGuis = this.extraGuis.filter(existing => existing.name !== guiId);\n }\n }\n\n private resolveComponent(gui: GuiOptions | any) {\n return gui?.component ?? gui;\n }\n\n private resolveGuiId(gui: GuiOptions | any, component: any) {\n return gui?.name || gui?.id || component?.name || component?.__name;\n }\n\n private resolveAttachToSprite(gui: GuiOptions | any, component: any) {\n return !!(gui?.attachToSprite || gui?.rpgAttachToSprite || component?.attachToSprite || component?.rpgAttachToSprite);\n }\n\n private toGuiState(gui: GuiInstance, display = gui.display(), data = gui.data()): GuiState {\n return {\n name: gui.name,\n component: gui.component,\n display,\n data,\n openId: gui.openId,\n attachToSprite: gui.attachToSprite || false,\n };\n }\n\n private clearPendingActions(guiId: string) {\n this.pendingActions.delete(guiId);\n }\n\n private applyReducers(guiId: string, data: any, actions: GuiAction[]) {\n const reducers = this.optimisticReducers.get(guiId);\n if (!reducers || reducers.length === 0) return data;\n let next = data;\n for (const action of actions) {\n for (const reducer of reducers) {\n const updated = reducer(next, action);\n if (updated !== undefined && updated !== null && updated !== next) {\n next = updated;\n }\n }\n }\n return next;\n }\n\n private applyOptimisticAction(action: GuiAction) {\n const guiInstance = this.get(action.guiId);\n if (!guiInstance) return;\n const reducers = this.optimisticReducers.get(action.guiId);\n if (!reducers || reducers.length === 0) return;\n const currentData = guiInstance.data();\n const nextData = this.applyReducers(action.guiId, currentData, [action]);\n if (nextData === currentData) return;\n guiInstance.data.set(nextData);\n const pending = this.pendingActions.get(action.guiId) || [];\n pending.push(action);\n this.pendingActions.set(action.guiId, pending);\n if (this.isVueComponent(action.guiId)) {\n this._notifyVueGui(action.guiId, guiInstance.display(), nextData);\n }\n }\n\n private applyServerUpdate(guiId: string, data: any, clientActionId?: string) {\n const guiInstance = this.get(guiId);\n if (!guiInstance) return;\n let pending = this.pendingActions.get(guiId) || [];\n if (clientActionId) {\n pending = pending.filter(action => action.clientActionId !== clientActionId);\n } else {\n pending = [];\n }\n let nextData = data;\n if (pending.length) {\n nextData = this.applyReducers(guiId, nextData, pending);\n }\n guiInstance.data.set(nextData);\n this.pendingActions.set(guiId, pending);\n if (this.isVueComponent(guiId)) {\n this._notifyVueGui(guiId, guiInstance.display(), nextData);\n }\n 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@@ -11,7 +11,9 @@ import { ClientVisualRegistry, ClientVisualHandler, ClientVisualMap, ClientVisua
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import { ClientPointerContext } from './services/pointerContext';
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import { RpgClientInteractions } from './services/interactions';
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13
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import { EventComponentResolver } from './Game/EventComponentResolver';
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14
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+
import { CameraFollowSmoothMove } from './services/cameraFollow';
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import * as PIXI from "pixi.js";
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+
export type { CameraFollowEase, CameraFollowSmoothMove, CameraFollowSmoothMoveOptions, } from './services/cameraFollow';
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type ConfigurableTrigger<T> = Omit<Trigger<T>, "start"> & {
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16
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start(config?: T): Promise<void>;
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};
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@@ -59,9 +61,13 @@ export declare class RpgClientEngine<T = any> {
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private eventComponentResolvers;
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60
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/** ID of the sprite that the camera should follow. null means follow the current player */
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cameraFollowTargetId: import('canvasengine').WritableSignal<string | null>;
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64
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+
/** Camera follow transition options used by character components when the target changes */
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65
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+
cameraFollowSmoothMove: CameraFollowSmoothMove;
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66
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+
/** Incremented for each camera follow command so repeated commands on the same target are applied */
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67
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+
cameraFollowRevision: import('canvasengine').WritableSignal<number>;
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62
68
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/** Trigger for map shake animation */
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63
69
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mapShakeTrigger: ConfigurableTrigger<MapShakeOptions>;
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64
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-
controlsReady: import('canvasengine').WritableSignal<undefined>;
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70
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+
controlsReady: import('canvasengine').WritableSignal<boolean | undefined>;
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65
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gamePause: import('canvasengine').WritableSignal<boolean>;
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66
72
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private predictionEnabled;
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67
73
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private prediction?;
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@@ -157,6 +163,7 @@ export declare class RpgClientEngine<T = any> {
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157
163
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private setupPointerTracking;
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158
164
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updatePointerFromInteractionEvent(event: any): void;
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159
165
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private findViewportInstance;
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166
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+
private clearCameraFollowViewportPlugins;
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160
167
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private prepareSyncPayload;
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161
168
|
private shouldPreserveLocalPlayerPosition;
|
|
162
169
|
private shouldKeepLocalPlayerMovement;
|
|
@@ -401,19 +408,22 @@ export declare class RpgClientEngine<T = any> {
|
|
|
401
408
|
* Set the camera to follow a specific sprite
|
|
402
409
|
*
|
|
403
410
|
* This method changes which sprite the camera viewport should follow.
|
|
404
|
-
* The camera
|
|
411
|
+
* The camera can smoothly animate to the target sprite before continuous follow starts.
|
|
405
412
|
*
|
|
406
413
|
* ## Design
|
|
407
414
|
*
|
|
408
415
|
* The camera follow target is stored in a signal that is read by sprite components.
|
|
409
416
|
* Each sprite checks if it should be followed by comparing its ID with the target ID.
|
|
410
|
-
* When smoothMove options are provided, the
|
|
411
|
-
* viewport system.
|
|
417
|
+
* When smoothMove options are provided, the transition is handled by pixi-viewport's
|
|
418
|
+
* animation plugin, then continuous follow is handled by CanvasEngine's viewport system.
|
|
412
419
|
*
|
|
413
420
|
* @param targetId - The ID of the sprite to follow. Set to null to follow the current player
|
|
414
421
|
* @param smoothMove - Animation options. Can be a boolean (default: true) or an object with time and ease
|
|
415
422
|
* @param smoothMove.time - Duration of the animation in milliseconds (optional)
|
|
416
423
|
* @param smoothMove.ease - Easing function name from https://easings.net (optional)
|
|
424
|
+
* @param smoothMove.speed - Continuous follow speed after the transition (optional)
|
|
425
|
+
* @param smoothMove.acceleration - Continuous follow acceleration after the transition (optional)
|
|
426
|
+
* @param smoothMove.radius - Center radius where the target can move without moving the viewport (optional)
|
|
417
427
|
*
|
|
418
428
|
* @example
|
|
419
429
|
* ```ts
|
|
@@ -433,10 +443,8 @@ export declare class RpgClientEngine<T = any> {
|
|
|
433
443
|
* engine.setCameraFollow(null);
|
|
434
444
|
* ```
|
|
435
445
|
*/
|
|
436
|
-
setCameraFollow(targetId: string | null, smoothMove?:
|
|
437
|
-
|
|
438
|
-
ease?: string;
|
|
439
|
-
}): void;
|
|
446
|
+
setCameraFollow(targetId: string | null, smoothMove?: CameraFollowSmoothMove): void;
|
|
447
|
+
private resetCameraFollow;
|
|
440
448
|
addParticle(particle: any): any;
|
|
441
449
|
/**
|
|
442
450
|
* Add a component to render behind sprites
|
|
@@ -845,4 +853,3 @@ export declare class RpgClientEngine<T = any> {
|
|
|
845
853
|
*/
|
|
846
854
|
clear(): void;
|
|
847
855
|
}
|
|
848
|
-
export {};
|
package/dist/RpgClientEngine.js
CHANGED
|
@@ -106,6 +106,8 @@ var RpgClientEngine = class {
|
|
|
106
106
|
this.spriteComponents = /* @__PURE__ */ new Map();
|
|
107
107
|
this.eventComponentResolvers = new EventComponentResolverRegistry();
|
|
108
108
|
this.cameraFollowTargetId = signal(null);
|
|
109
|
+
this.cameraFollowSmoothMove = false;
|
|
110
|
+
this.cameraFollowRevision = signal(0);
|
|
109
111
|
this.mapShakeTrigger = trigger();
|
|
110
112
|
this.controlsReady = signal(void 0);
|
|
111
113
|
this.gamePause = signal(false);
|
|
@@ -231,7 +233,7 @@ var RpgClientEngine = class {
|
|
|
231
233
|
...currentValues,
|
|
232
234
|
values: new Map([["__default__", controlInstance]])
|
|
233
235
|
};
|
|
234
|
-
this.controlsReady.set(
|
|
236
|
+
this.controlsReady.set(true);
|
|
235
237
|
}
|
|
236
238
|
async start() {
|
|
237
239
|
this.sceneMap = new RpgClientMap();
|
|
@@ -427,6 +429,11 @@ var RpgClientEngine = class {
|
|
|
427
429
|
};
|
|
428
430
|
return find(this.canvasApp?.stage);
|
|
429
431
|
}
|
|
432
|
+
clearCameraFollowViewportPlugins() {
|
|
433
|
+
const viewport = this.findViewportInstance();
|
|
434
|
+
viewport?.plugins?.remove?.("animate");
|
|
435
|
+
viewport?.plugins?.remove?.("follow");
|
|
436
|
+
}
|
|
430
437
|
prepareSyncPayload(data) {
|
|
431
438
|
const payload = { ...data ?? {} };
|
|
432
439
|
delete payload.ack;
|
|
@@ -626,7 +633,7 @@ var RpgClientEngine = class {
|
|
|
626
633
|
this.sceneMap.clearLightSpots();
|
|
627
634
|
this.clearComponentAnimations();
|
|
628
635
|
this.projectiles.setMapId(nextMapId);
|
|
629
|
-
this.
|
|
636
|
+
this.resetCameraFollow(false);
|
|
630
637
|
this.sceneMap.reset();
|
|
631
638
|
this.sceneMap.loadPhysic();
|
|
632
639
|
}
|
|
@@ -1060,19 +1067,22 @@ var RpgClientEngine = class {
|
|
|
1060
1067
|
* Set the camera to follow a specific sprite
|
|
1061
1068
|
*
|
|
1062
1069
|
* This method changes which sprite the camera viewport should follow.
|
|
1063
|
-
* The camera
|
|
1070
|
+
* The camera can smoothly animate to the target sprite before continuous follow starts.
|
|
1064
1071
|
*
|
|
1065
1072
|
* ## Design
|
|
1066
1073
|
*
|
|
1067
1074
|
* The camera follow target is stored in a signal that is read by sprite components.
|
|
1068
1075
|
* Each sprite checks if it should be followed by comparing its ID with the target ID.
|
|
1069
|
-
* When smoothMove options are provided, the
|
|
1070
|
-
* viewport system.
|
|
1076
|
+
* When smoothMove options are provided, the transition is handled by pixi-viewport's
|
|
1077
|
+
* animation plugin, then continuous follow is handled by CanvasEngine's viewport system.
|
|
1071
1078
|
*
|
|
1072
1079
|
* @param targetId - The ID of the sprite to follow. Set to null to follow the current player
|
|
1073
1080
|
* @param smoothMove - Animation options. Can be a boolean (default: true) or an object with time and ease
|
|
1074
1081
|
* @param smoothMove.time - Duration of the animation in milliseconds (optional)
|
|
1075
1082
|
* @param smoothMove.ease - Easing function name from https://easings.net (optional)
|
|
1083
|
+
* @param smoothMove.speed - Continuous follow speed after the transition (optional)
|
|
1084
|
+
* @param smoothMove.acceleration - Continuous follow acceleration after the transition (optional)
|
|
1085
|
+
* @param smoothMove.radius - Center radius where the target can move without moving the viewport (optional)
|
|
1076
1086
|
*
|
|
1077
1087
|
* @example
|
|
1078
1088
|
* ```ts
|
|
@@ -1093,8 +1103,16 @@ var RpgClientEngine = class {
|
|
|
1093
1103
|
* ```
|
|
1094
1104
|
*/
|
|
1095
1105
|
setCameraFollow(targetId, smoothMove) {
|
|
1106
|
+
this.clearCameraFollowViewportPlugins();
|
|
1107
|
+
this.cameraFollowSmoothMove = smoothMove ?? true;
|
|
1096
1108
|
this.cameraFollowTargetId.set(targetId);
|
|
1097
|
-
|
|
1109
|
+
this.cameraFollowRevision.set(this.cameraFollowRevision() + 1);
|
|
1110
|
+
}
|
|
1111
|
+
resetCameraFollow(smoothMove = false) {
|
|
1112
|
+
this.clearCameraFollowViewportPlugins();
|
|
1113
|
+
this.cameraFollowSmoothMove = smoothMove;
|
|
1114
|
+
this.cameraFollowTargetId.set(null);
|
|
1115
|
+
this.cameraFollowRevision.set(this.cameraFollowRevision() + 1);
|
|
1098
1116
|
}
|
|
1099
1117
|
addParticle(particle) {
|
|
1100
1118
|
this.particleSettings.emitters.push(particle);
|
|
@@ -1905,7 +1923,7 @@ var RpgClientEngine = class {
|
|
|
1905
1923
|
}
|
|
1906
1924
|
if (this.prediction) this.prediction = void 0;
|
|
1907
1925
|
this.playerIdSignal.set(null);
|
|
1908
|
-
this.
|
|
1926
|
+
this.resetCameraFollow(false);
|
|
1909
1927
|
this.spriteComponentsBehind.set([]);
|
|
1910
1928
|
this.spriteComponentsInFront.set([]);
|
|
1911
1929
|
this.eventComponentResolvers.clear();
|