@rpgjs/client 5.0.0-beta.22 → 5.0.0-beta.24

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Files changed (49) hide show
  1. package/CHANGELOG.md +22 -0
  2. package/dist/Game/Object.d.ts +6 -0
  3. package/dist/Game/Object.js +58 -2
  4. package/dist/Game/Object.js.map +1 -1
  5. package/dist/RpgClientEngine.d.ts +2 -0
  6. package/dist/RpgClientEngine.js +15 -6
  7. package/dist/RpgClientEngine.js.map +1 -1
  8. package/dist/components/character-hitbox.d.ts +13 -0
  9. package/dist/components/character-hitbox.js +38 -0
  10. package/dist/components/character-hitbox.js.map +1 -0
  11. package/dist/components/character-hitbox.spec.d.ts +1 -0
  12. package/dist/components/character.ce.js +38 -29
  13. package/dist/components/character.ce.js.map +1 -1
  14. package/dist/components/gui/dialogbox/index.ce.js +31 -2
  15. package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
  16. package/dist/components/gui/hud/hud.ce.js +2 -2
  17. package/dist/components/gui/hud/hud.ce.js.map +1 -1
  18. package/dist/components/gui/menu/items-menu.ce.js +27 -4
  19. package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
  20. package/dist/components/gui/menu/main-menu.ce.js +210 -155
  21. package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
  22. package/dist/components/gui/save-load.ce.js +33 -4
  23. package/dist/components/gui/save-load.ce.js.map +1 -1
  24. package/dist/components/gui/shop/shop.ce.js +47 -4
  25. package/dist/components/gui/shop/shop.ce.js.map +1 -1
  26. package/dist/services/standalone.d.ts +6 -1
  27. package/dist/services/standalone.js +35 -17
  28. package/dist/services/standalone.js.map +1 -1
  29. package/dist/utils/syncHitbox.d.ts +1 -0
  30. package/dist/utils/syncHitbox.js +69 -0
  31. package/dist/utils/syncHitbox.js.map +1 -0
  32. package/dist/utils/syncHitbox.spec.d.ts +1 -0
  33. package/package.json +4 -4
  34. package/src/Game/Object.spec.ts +70 -6
  35. package/src/Game/Object.ts +90 -2
  36. package/src/RpgClientEngine.ts +19 -6
  37. package/src/components/character-hitbox.spec.ts +33 -0
  38. package/src/components/character-hitbox.ts +72 -0
  39. package/src/components/character.ce +52 -45
  40. package/src/components/gui/dialogbox/index.ce +56 -40
  41. package/src/components/gui/hud/hud.ce +2 -2
  42. package/src/components/gui/menu/items-menu.ce +12 -2
  43. package/src/components/gui/menu/main-menu.ce +37 -6
  44. package/src/components/gui/save-load.ce +48 -32
  45. package/src/components/gui/shop/shop.ce +28 -3
  46. package/src/services/standalone.spec.ts +47 -0
  47. package/src/services/standalone.ts +53 -20
  48. package/src/utils/syncHitbox.spec.ts +79 -0
  49. package/src/utils/syncHitbox.ts +104 -0
@@ -0,0 +1,13 @@
1
+ export type CharacterHitbox = {
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+ w: number;
3
+ h: number;
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+ anchorMode?: "top-left" | "center" | "foot";
5
+ };
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+ export declare const toPositiveNumber: (value: unknown) => number | undefined;
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+ export declare const scaleHitboxForGraphicDisplay: (box: CharacterHitbox | null | undefined, scale: [number, number]) => CharacterHitbox | null;
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+ export declare const resolveHitboxAnchor: (spriteWidth: number | undefined, spriteHeight: number | undefined, realSize: number | {
9
+ height?: number;
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+ } | undefined, box: CharacterHitbox | null | undefined) => [number, number];
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+ export declare const resolveScaledHitboxAnchor: (spriteWidth: number | undefined, spriteHeight: number | undefined, realSize: number | {
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+ height?: number;
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+ } | undefined, box: CharacterHitbox | null | undefined, scale: [number, number]) => [number, number];
@@ -0,0 +1,38 @@
1
+ //#region src/components/character-hitbox.ts
2
+ var toPositiveNumber = (value) => {
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+ const number = typeof value === "number" ? value : parseFloat(String(value));
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+ return Number.isFinite(number) && number > 0 ? number : void 0;
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+ };
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+ var clampRatio = (value) => Math.min(1, Math.max(0, value));
7
+ var scaleHitboxForGraphicDisplay = (box, scale) => {
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+ if (!box) return null;
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+ const scaleX = Math.abs(toPositiveNumber(scale[0]) ?? 1);
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+ const scaleY = Math.abs(toPositiveNumber(scale[1]) ?? scaleX);
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+ return {
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+ ...box,
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+ w: box.w / scaleX,
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+ h: box.h / scaleY
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+ };
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+ };
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+ var resolveHitboxAnchor = (spriteWidth, spriteHeight, realSize, box) => {
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+ if (!spriteWidth || !spriteHeight || !box) return [0, 0];
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+ const resolvedHeight = toPositiveNumber(typeof realSize === "number" ? realSize : realSize?.height) ?? spriteHeight;
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+ const gap = Math.max(0, (spriteHeight - resolvedHeight) / 2);
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+ const hitboxTopLeftX = clampRatio((spriteWidth - box.w) / 2 / spriteWidth);
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+ const hitboxTopLeftY = clampRatio((spriteHeight - box.h - gap) / spriteHeight);
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+ const hitboxCenterX = clampRatio(hitboxTopLeftX + box.w / 2 / spriteWidth);
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+ const hitboxCenterY = clampRatio(hitboxTopLeftY + box.h / 2 / spriteHeight);
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+ const footY = clampRatio((spriteHeight - gap) / spriteHeight);
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+ switch (box.anchorMode ?? "top-left") {
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+ case "center": return [hitboxCenterX, hitboxCenterY];
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+ case "foot": return [hitboxCenterX, footY];
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+ default: return [hitboxTopLeftX, hitboxTopLeftY];
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+ }
31
+ };
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+ var resolveScaledHitboxAnchor = (spriteWidth, spriteHeight, realSize, box, scale) => {
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+ return resolveHitboxAnchor(spriteWidth, spriteHeight, realSize, scaleHitboxForGraphicDisplay(box, scale));
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+ };
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+ //#endregion
36
+ export { resolveScaledHitboxAnchor, scaleHitboxForGraphicDisplay, toPositiveNumber };
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+
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+ //# sourceMappingURL=character-hitbox.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"character-hitbox.js","names":[],"sources":["../../src/components/character-hitbox.ts"],"sourcesContent":["export type CharacterHitbox = {\n w: number;\n h: number;\n anchorMode?: \"top-left\" | \"center\" | \"foot\";\n};\n\nexport const toPositiveNumber = (value: unknown): number | undefined => {\n const number = typeof value === \"number\" ? value : parseFloat(String(value));\n return Number.isFinite(number) && number > 0 ? number : undefined;\n};\n\nconst clampRatio = (value: number): number => Math.min(1, Math.max(0, value));\n\nexport const scaleHitboxForGraphicDisplay = (\n box: CharacterHitbox | null | undefined,\n scale: [number, number],\n): CharacterHitbox | null => {\n if (!box) return null;\n const scaleX = Math.abs(toPositiveNumber(scale[0]) ?? 1);\n const scaleY = Math.abs(toPositiveNumber(scale[1]) ?? scaleX);\n\n return {\n ...box,\n w: box.w / scaleX,\n h: box.h / scaleY,\n };\n};\n\nexport const resolveHitboxAnchor = (\n spriteWidth: number | undefined,\n spriteHeight: number | undefined,\n realSize: number | { height?: number } | undefined,\n box: CharacterHitbox | null | undefined,\n): [number, number] => {\n if (!spriteWidth || !spriteHeight || !box) {\n return [0, 0];\n }\n\n const heightOfSprite = typeof realSize === \"number\" ? realSize : realSize?.height;\n const resolvedHeight = toPositiveNumber(heightOfSprite) ?? spriteHeight;\n const gap = Math.max(0, (spriteHeight - resolvedHeight) / 2);\n const hitboxTopLeftX = clampRatio((spriteWidth - box.w) / 2 / spriteWidth);\n const hitboxTopLeftY = clampRatio((spriteHeight - box.h - gap) / spriteHeight);\n const hitboxCenterX = clampRatio(hitboxTopLeftX + box.w / 2 / spriteWidth);\n const hitboxCenterY = clampRatio(hitboxTopLeftY + box.h / 2 / spriteHeight);\n const footY = clampRatio((spriteHeight - gap) / spriteHeight);\n\n switch (box.anchorMode ?? \"top-left\") {\n case \"center\":\n return [hitboxCenterX, hitboxCenterY];\n case \"foot\":\n return [hitboxCenterX, footY];\n case \"top-left\":\n default:\n return [hitboxTopLeftX, hitboxTopLeftY];\n }\n};\n\nexport const resolveScaledHitboxAnchor = (\n spriteWidth: number | undefined,\n spriteHeight: number | undefined,\n realSize: number | { height?: number } | undefined,\n box: CharacterHitbox | null | undefined,\n scale: [number, number],\n): [number, number] => {\n return resolveHitboxAnchor(\n spriteWidth,\n spriteHeight,\n realSize,\n scaleHitboxForGraphicDisplay(box, scale),\n );\n};\n"],"mappings":";AAMA,IAAa,oBAAoB,UAAuC;CACtE,MAAM,SAAS,OAAO,UAAU,WAAW,QAAQ,WAAW,OAAO,KAAK,CAAC;CAC3E,OAAO,OAAO,SAAS,MAAM,KAAK,SAAS,IAAI,SAAS,KAAA;AAC1D;AAEA,IAAM,cAAc,UAA0B,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,KAAK,CAAC;AAE5E,IAAa,gCACX,KACA,UAC2B;CAC3B,IAAI,CAAC,KAAK,OAAO;CACjB,MAAM,SAAS,KAAK,IAAI,iBAAiB,MAAM,EAAE,KAAK,CAAC;CACvD,MAAM,SAAS,KAAK,IAAI,iBAAiB,MAAM,EAAE,KAAK,MAAM;CAE5D,OAAO;EACL,GAAG;EACH,GAAG,IAAI,IAAI;EACX,GAAG,IAAI,IAAI;CACb;AACF;AAEA,IAAa,uBACX,aACA,cACA,UACA,QACqB;CACrB,IAAI,CAAC,eAAe,CAAC,gBAAgB,CAAC,KACpC,OAAO,CAAC,GAAG,CAAC;CAId,MAAM,iBAAiB,iBADA,OAAO,aAAa,WAAW,WAAW,UAAU,MACrB,KAAK;CAC3D,MAAM,MAAM,KAAK,IAAI,IAAI,eAAe,kBAAkB,CAAC;CAC3D,MAAM,iBAAiB,YAAY,cAAc,IAAI,KAAK,IAAI,WAAW;CACzE,MAAM,iBAAiB,YAAY,eAAe,IAAI,IAAI,OAAO,YAAY;CAC7E,MAAM,gBAAgB,WAAW,iBAAiB,IAAI,IAAI,IAAI,WAAW;CACzE,MAAM,gBAAgB,WAAW,iBAAiB,IAAI,IAAI,IAAI,YAAY;CAC1E,MAAM,QAAQ,YAAY,eAAe,OAAO,YAAY;CAE5D,QAAQ,IAAI,cAAc,YAA1B;EACE,KAAK,UACH,OAAO,CAAC,eAAe,aAAa;EACtC,KAAK,QACH,OAAO,CAAC,eAAe,KAAK;EAE9B,SACE,OAAO,CAAC,gBAAgB,cAAc;CAC1C;AACF;AAEA,IAAa,6BACX,aACA,cACA,UACA,KACA,UACqB;CACrB,OAAO,oBACL,aACA,cACA,UACA,6BAA6B,KAAK,KAAK,CACzC;AACF"}
@@ -0,0 +1 @@
1
+ export {};
@@ -5,6 +5,7 @@ import { RpgGui } from "../Gui/Gui.js";
5
5
  import { normalizeEventComponent } from "../Game/EventComponentResolver.js";
6
6
  import { RpgClientEngine } from "../RpgClientEngine.js";
7
7
  import { applyCameraFollow, clearCameraFollowPlugins, ownsCameraFollowRevision } from "../services/cameraFollow.js";
8
+ import { resolveScaledHitboxAnchor, scaleHitboxForGraphicDisplay, toPositiveNumber } from "./character-hitbox.js";
8
9
  import __ce_component$1 from "./player-components.ce.js";
9
10
  import __ce_component$2 from "./interaction-components.ce.js";
10
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  import { Container, Sprite, animatedSignal, computed, cond, effect, h, loop, mount, on, signal, tick, useDefineEmits, useDefineProps, useProps } from "canvasengine";
@@ -262,6 +263,13 @@ function component($$props) {
262
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  if (!canControls()) return;
263
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  client.processDash({ direction: directionToDashVector(resolveSpriteDirection()) });
264
265
  };
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+ let lastEscapeActionAt = 0;
267
+ const processEscapeInput = () => {
268
+ const now = Date.now();
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+ if (now - lastEscapeActionAt < 50) return;
270
+ lastEscapeActionAt = now;
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+ if (canControls()) client.processAction({ action: "escape" });
272
+ };
265
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  const actionBind = () => getKeyboardControlBind(keyboardControls.action);
266
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  const keyboardEventId = (event) => `${event.keyCode}:${event.code}:${event.key}`;
267
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  const handleNativeActionWhileMoving = (event) => {
@@ -345,13 +353,13 @@ function component($$props) {
345
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  back: {
346
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  bind: keyboardControls.escape,
347
355
  keyDown() {
348
- if (canControls()) client.processAction({ action: "escape" });
356
+ processEscapeInput();
349
357
  }
350
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  },
351
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  escape: {
352
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  bind: keyboardControls.escape,
353
361
  keyDown() {
354
- if (canControls()) client.processAction({ action: "escape" });
362
+ processEscapeInput();
355
363
  }
356
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  },
357
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  joystick: {
@@ -395,20 +403,36 @@ function component($$props) {
395
403
  };
396
404
  };
397
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  const graphicScale = (graphicObject) => {
398
- const scale = graphicObject?.displayScale ?? graphicObject?.scale;
406
+ const scale = graphicObject?.scale;
407
+ if (Array.isArray(scale)) return scale;
408
+ if (typeof scale === "number") return [scale, scale];
409
+ if (scale && typeof scale === "object") {
410
+ const x = typeof scale.x === "number" ? scale.x : 1;
411
+ return [x, typeof scale.y === "number" ? scale.y : x];
412
+ }
413
+ };
414
+ const graphicContainerScale = (graphicObject) => {
415
+ const scale = graphicObject?.displayScale;
399
416
  if (Array.isArray(scale)) return scale;
400
417
  if (typeof scale === "number") return [scale, scale];
401
418
  if (scale && typeof scale === "object") {
402
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  const x = typeof scale.x === "number" ? scale.x : 1;
403
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  return [x, typeof scale.y === "number" ? scale.y : x];
404
421
  }
422
+ return [1, 1];
423
+ };
424
+ const multiplyScale = (left, right) => {
425
+ const a = normalizePair(left);
426
+ const b = normalizePair(right);
427
+ return [a[0] * b[0], a[1] * b[1]];
428
+ };
429
+ const graphicHitbox = (graphicObject) => {
430
+ return scaleHitboxForGraphicDisplay(hitbox(), graphicEffectiveScale(graphicObject));
405
431
  };
406
432
  const shadowCaster = (graphicObject) => {
407
433
  const box = hitbox();
408
434
  const bounds = graphicBounds();
409
- const scale = graphicScale(graphicObject);
410
- const scaleY = Array.isArray(scale) && typeof scale[1] === "number" ? Math.abs(scale[1]) : 1;
411
- const height = Math.max(bounds?.height ?? box?.h ?? 32, box?.h ?? 32) * scaleY;
435
+ const height = Math.max(bounds?.height ?? box?.h ?? 32, box?.h ?? 32);
412
436
  return {
413
437
  enabled: shadowsEnabled,
414
438
  height,
@@ -432,10 +456,6 @@ function component($$props) {
432
456
  };
433
457
  const imageDimensions = signal({});
434
458
  const loadingImageDimensions = /* @__PURE__ */ new Set();
435
- const toPositiveNumber = (value) => {
436
- const number = typeof value === "number" ? value : parseFloat(value);
437
- return Number.isFinite(number) && number > 0 ? number : void 0;
438
- };
439
459
  const toFiniteNumber = (value, fallback = 0) => {
440
460
  const number = typeof value === "number" ? value : parseFloat(value);
441
461
  return Number.isFinite(number) ? number : fallback;
@@ -508,6 +528,10 @@ function component($$props) {
508
528
  const optionValue = (prop, frame, textureOptions, graphicObject) => {
509
529
  return frame?.[prop] ?? textureOptions?.[prop] ?? graphicObject?.[prop];
510
530
  };
531
+ const graphicEffectiveScale = (graphicObject) => {
532
+ const textureOptions = resolveTextureOptions(graphicObject);
533
+ return multiplyScale(normalizePair(optionValue("scale", resolveFirstAnimationFrame(textureOptions), textureOptions, graphicObject) ?? graphicScale(graphicObject)), graphicContainerScale(graphicObject));
534
+ };
511
535
  const resolveFrameSize = (textureOptions, dimensions) => {
512
536
  const framesWidth = toPositiveNumber(textureOptions?.framesWidth) ?? 1;
513
537
  const framesHeight = toPositiveNumber(textureOptions?.framesHeight) ?? 1;
@@ -520,21 +544,6 @@ function component($$props) {
520
544
  height: toPositiveNumber(textureOptions?.rectHeight) ?? toPositiveNumber(textureOptions?.spriteHeight) ?? (fullHeight ? fullHeight / framesHeight : void 0)
521
545
  };
522
546
  };
523
- const resolveHitboxAnchor = (spriteWidth, spriteHeight, realSize, box) => {
524
- if (!spriteWidth || !spriteHeight || !box) return [0, 0];
525
- const resolvedHeight = toPositiveNumber(typeof realSize === "number" ? realSize : realSize?.height) ?? spriteHeight;
526
- const gap = Math.max(0, (spriteHeight - resolvedHeight) / 2);
527
- const hitboxTopLeftX = clampRatio((spriteWidth - box.w) / 2 / spriteWidth);
528
- const hitboxTopLeftY = clampRatio((spriteHeight - box.h - gap) / spriteHeight);
529
- const hitboxCenterX = clampRatio(hitboxTopLeftX + box.w / 2 / spriteWidth);
530
- const hitboxCenterY = clampRatio(hitboxTopLeftY + box.h / 2 / spriteHeight);
531
- const footY = clampRatio((spriteHeight - gap) / spriteHeight);
532
- switch (box.anchorMode ?? "top-left") {
533
- case "center": return [hitboxCenterX, hitboxCenterY];
534
- case "foot": return [hitboxCenterX, footY];
535
- default: return [hitboxTopLeftX, hitboxTopLeftY];
536
- }
537
- };
538
547
  const loadImageDimensions = (image) => {
539
548
  const source = resolveImageSource(image);
540
549
  if (!source || imageDimensions()[source] || loadingImageDimensions.has(source)) return;
@@ -596,8 +605,8 @@ function component($$props) {
596
605
  const spriteWidth = size.width ?? box?.w;
597
606
  const spriteHeight = size.height ?? box?.h;
598
607
  if (!spriteWidth || !spriteHeight) return;
599
- const anchor = normalizeAnchor(optionValue("anchor", frame, textureOptions, graphicObject)) ?? resolveHitboxAnchor(spriteWidth, spriteHeight, optionValue("spriteRealSize", frame, textureOptions, graphicObject), box);
600
- const scale = normalizePair(optionValue("scale", frame, textureOptions, graphicObject) ?? graphicScale(graphicObject));
608
+ const scale = graphicEffectiveScale(graphicObject);
609
+ const anchor = normalizeAnchor(optionValue("anchor", frame, textureOptions, graphicObject)) ?? resolveScaledHitboxAnchor(spriteWidth, spriteHeight, optionValue("spriteRealSize", frame, textureOptions, graphicObject), box, scale);
601
610
  const x = toFiniteNumber(optionValue("x", frame, textureOptions, graphicObject), 0);
602
611
  const y = toFiniteNumber(optionValue("y", frame, textureOptions, graphicObject), 0);
603
612
  const leftEdge = -anchor[0] * spriteWidth * scale[0];
@@ -837,11 +846,11 @@ function component($$props) {
837
846
  zIndex: 1e3,
838
847
  name: particleName
839
848
  }),
840
- h(Container, null, [loop(renderedGraphics, (graphicObj) => h(Container, { scale: computed(() => graphicScale(graphicObj)) }, h(Sprite, {
849
+ h(Container, null, [loop(renderedGraphics, (graphicObj) => h(Container, { scale: computed(() => graphicContainerScale(graphicObj)) }, h(Sprite, {
841
850
  sheet: computed(() => sheet(graphicObj)),
842
851
  direction,
843
852
  tint,
844
- hitbox,
853
+ hitbox: computed(() => graphicHitbox(graphicObj)),
845
854
  shadowCaster: computed(() => shadowCaster(graphicObj)),
846
855
  flash: flashConfig
847
856
  }))), loop(resolvedEventComponents, (eventComponent) => h(Container, { dependencies: eventComponent.dependencies }, h(eventComponent.component, eventComponent.props)))]),
@@ -1 +1 @@
1
- {"version":3,"file":"character.ce.js","names":[],"sources":["../../src/components/character.ce"],"sourcesContent":["<Container\n x={smoothX}\n y={smoothY}\n zIndex={z}\n controls\n onBeforeDestroy\n visible\n cursor={interactionCursor}\n pointerover={interactionPointerOver}\n pointerout={interactionPointerOut}\n pointerdown={interactionPointerDown}\n pointerup={interactionPointerUp}\n pointermove={interactionPointerMove}\n click={interactionClick}\n>\n @for (compConfig of normalizedComponentsBehind) {\n <Container>\n <compConfig.component object={sprite} ...compConfig.props />\n </Container>\n } \n <PlayerComponents object={sprite} position=\"bottom\" graphicBounds />\n <PlayerComponents object={sprite} position=\"left\" graphicBounds />\n <Particle emit={emitParticleTrigger} settings={particleSettings} zIndex={1000} name={particleName} />\n <Container>\n @for (graphicObj of renderedGraphics) {\n <Container scale={graphicScale(graphicObj)}>\n <Sprite \n sheet={sheet(graphicObj)} \n direction \n tint \n hitbox\n shadowCaster={shadowCaster(graphicObj)}\n flash={flashConfig}\n />\n </Container>\n }\n @for (eventComponent of resolvedEventComponents) {\n <Container dependencies={eventComponent.dependencies}>\n <eventComponent.component ...eventComponent.props />\n </Container>\n }\n </Container>\n <PlayerComponents object={sprite} position=\"center\" graphicBounds />\n <PlayerComponents object={sprite} position=\"right\" graphicBounds />\n <PlayerComponents object={sprite} position=\"top\" graphicBounds />\n @for (compConfig of normalizedComponentsInFront) {\n <Container dependencies={compConfig.dependencies}>\n <compConfig.component object={sprite} ...compConfig.props />\n </Container>\n }\n <InteractionComponents\n object={sprite}\n bounds={graphicBounds}\n hitboxBounds={hitboxBounds}\n graphicBounds={graphicBounds}\n />\n @for (attachedGui of attachedGuis) {\n @if (shouldDisplayAttachedGui) {\n <Container>\n <attachedGui.component ...attachedGui.data() dependencies={attachedGui.dependencies} object={sprite} guiOpenId={attachedGui.openId} onFinish={(data, guiOpenId) => {\n onAttachedGuiFinish(attachedGui, data, guiOpenId)\n }} onInteraction={(name, data) => {\n onAttachedGuiInteraction(attachedGui, name, data)\n }} />\n </Container>\n }\n }\n</Container>\n\n<script>\n import { signal, effect, mount, computed, tick, animatedSignal, on } from \"canvasengine\";\n import { Assets } from \"pixi.js\";\n\n import { lastValueFrom, combineLatest, pairwise, filter, map, startWith } from \"rxjs\";\n import { Particle } from \"@canvasengine/presets\";\n import { GameEngineToken, ModulesToken, shouldRenderLightingShadows } from \"@rpgjs/common\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { applyCameraFollow, clearCameraFollowPlugins, ownsCameraFollowRevision } from \"../services/cameraFollow\";\n import { inject } from \"../core/inject\"; \n import { Direction, Animation } from \"@rpgjs/common\";\n import { normalizeEventComponent } from \"../Game/EventComponentResolver\";\n import Hit from \"./effects/hit.ce\";\n import PlayerComponents from \"./player-components.ce\";\n import InteractionComponents from \"./interaction-components.ce\";\n import { RpgGui } from \"../Gui/Gui\";\n import { getCanMoveValue } from \"../utils/readPropValue\";\n import {\n getKeyboardControlBind,\n keyboardEventMatchesBind,\n resolveKeyboardActionInput,\n resolveKeyboardDirectionInput,\n } from \"../services/actionInput\";\n\n const { object, id } = defineProps();\n const sprite = object();\n\n const client = inject(RpgClientEngine);\n const hooks = inject(ModulesToken);\n const guiService = inject(RpgGui);\n\n const spritesheets = client.spritesheets;\n const componentsBehind = client.spriteComponentsBehind;\n const componentsInFront = client.spriteComponentsInFront;\n const readProp = (value) => typeof value === 'function' ? value() : value;\n const isCurrentPlayer = () => {\n const playerId = client.playerIdSignal();\n const currentPlayer = playerId ? client.sceneMap?.players?.()?.[playerId] : undefined;\n return readProp(id) === playerId\n || readProp(sprite?.id) === playerId\n || sprite === currentPlayer\n || sprite === client.sceneMap?.getCurrentPlayer?.();\n };\n const isMe = computed(isCurrentPlayer);\n const shadowsEnabled = computed(() => {\n const lighting = client.sceneMap?.lighting?.();\n return shouldRenderLightingShadows(lighting);\n });\n\n /**\n * Normalize a single sprite component configuration\n * \n * Handles both direct component references and configuration objects with optional props and dependencies.\n * Extracts the component reference and creates a computed function that returns the props.\n * \n * ## Design\n * \n * Supports two formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...}, dependencies: (object) => [...] }`\n * \n * The normalization process:\n * - Extracts the actual component from either format\n * - Extracts dependencies function if provided\n * - Creates a computed function that returns props (static object or dynamic function result)\n * - Returns a normalized object with `component`, `props`, and `dependencies`\n * \n * @param comp - Component reference or configuration object\n * @returns Normalized component configuration with component, props, and dependencies\n * \n * @example\n * ```ts\n * // Direct component\n * normalizeComponent(ShadowComponent)\n * // => { component: ShadowComponent, props: {}, dependencies: undefined }\n * \n * // With static props\n * normalizeComponent({ component: LightHalo, props: { radius: 30 } })\n * // => { component: LightHalo, props: { radius: 30 }, dependencies: undefined }\n * \n * // With dynamic props and dependencies\n * normalizeComponent({ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * })\n * // => { component: HealthBar, props: {...}, dependencies: (object) => [...] }\n * ```\n */\n const normalizeComponent = (comp) => {\n let componentRef;\n let propsValue;\n let dependenciesFn;\n \n // If it's a direct component reference\n if (typeof comp === 'function' || (comp && typeof comp === 'object' && !comp.component)) {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n // If it's a configuration object with component and props\n else if (comp && typeof comp === 'object' && comp.component) {\n componentRef = comp.component;\n // Support both \"data\" (legacy) and \"props\" (new) for backward compatibility\n propsValue = comp.props !== undefined ? comp.props : comp.data;\n dependenciesFn = comp.dependencies;\n }\n // Fallback: treat as direct component\n else {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n \n // Return props directly (object or function), not as computed\n // The computed will be created in the template when needed\n return {\n component: componentRef,\n props: typeof propsValue === 'function' ? propsValue(sprite) : propsValue || {},\n dependencies: dependenciesFn ? dependenciesFn(sprite) : []\n };\n };\n\n /**\n * Normalize an array of sprite components\n * \n * Applies normalization to each component in the array using `normalizeComponent`.\n * \n * @param components - Array of component references or configuration objects\n * @returns Array of normalized component configurations\n */\n const normalizeComponents = (components) => {\n return components.map((comp) => normalizeComponent(comp));\n };\n\n\n /**\n * Normalized components to render behind sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * Supports multiple formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...} }`\n * 3. With dynamic props: `{ component: LightHalo, props: (object) => {...} }`\n * 4. With dependencies: `{ component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }`\n * \n * Components with dependencies will only be displayed when all dependencies are resolved (!= undefined).\n * The object is passed to the dependencies function to allow sprite-specific dependency resolution.\n * \n * @example\n * ```ts\n * // Direct component\n * componentsBehind: [ShadowComponent]\n * \n * // With static props\n * componentsBehind: [{ component: LightHalo, props: { radius: 30 } }]\n * \n * // With dynamic props and dependencies\n * componentsBehind: [{ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * }]\n * ```\n */\n const normalizedComponentsBehind = computed(() => {\n return normalizeComponents(componentsBehind());\n });\n\n /**\n * Normalized components to render in front of sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * See `normalizedComponentsBehind` for format details.\n * Components with dependencies will only be displayed when all dependencies are resolved.\n */\n const normalizedComponentsInFront = computed(() => {\n return normalizeComponents(componentsInFront());\n });\n\n const isEventSprite = () => {\n return typeof sprite?.isEvent === 'function'\n ? sprite.isEvent()\n : sprite?._type === 'event';\n };\n\n const resolvedEventComponents = computed(() => {\n if (!isEventSprite()) return [];\n const eventComponent = normalizeEventComponent(client.resolveEventComponent(sprite), sprite);\n return eventComponent ? [eventComponent] : [];\n });\n \n /**\n * Determine if the camera should follow this sprite\n * \n * The camera follows this sprite if:\n * - It's explicitly set as the camera follow target, OR\n * - It's the current player and no explicit target is set (default behavior)\n */\n const shouldFollowCamera = computed(() => {\n const cameraTargetId = client.cameraFollowTargetId();\n // If a target is explicitly set, only follow if this sprite is the target\n if (cameraTargetId !== null) {\n return id() === cameraTargetId;\n }\n // Otherwise, follow the current player (default behavior)\n return isMe();\n });\n\n /**\n * Get all attached GUI components that should be rendered on sprites\n * These are GUIs with attachToSprite: true\n */\n const attachedGuis = computed(() => {\n return guiService.getAttachedGuis();\n });\n\n /**\n * Check if attached GUIs should be displayed for this sprite\n * This is controlled by showAttachedGui/hideAttachedGui on the server\n */\n const shouldDisplayAttachedGui = computed(() => {\n return guiService.shouldDisplayAttachedGui(id());\n });\n\n const { \n x, \n y, \n tint, \n direction, \n animationName, \n animationCurrentIndex,\n emitParticleTrigger, \n particleName, \n graphics, \n hitbox,\n isConnected,\n graphicsSignals,\n flashTrigger\n } = sprite;\n\n const renderedGraphics = computed(() => {\n const eventComponent = resolvedEventComponents()[0];\n if (eventComponent && !eventComponent.renderGraphic) return [];\n return graphicsSignals();\n });\n\n /**\n * Flash configuration signals for dynamic options\n * These signals are updated when the flash trigger is activated with options\n */\n const flashType = signal<'alpha' | 'tint' | 'both'>('alpha');\n const flashDuration = signal(300);\n const flashCycles = signal(1);\n const flashAlpha = signal(0.3);\n const flashTint = signal(0xffffff);\n\n /**\n * Listen to flash trigger to update configuration dynamically\n * When flash is triggered with options, update the signals\n */\n on(flashTrigger, (data) => {\n if (data && typeof data === 'object') {\n if (data.type !== undefined) flashType.set(data.type);\n if (data.duration !== undefined) flashDuration.set(data.duration);\n if (data.cycles !== undefined) flashCycles.set(data.cycles);\n if (data.alpha !== undefined) flashAlpha.set(data.alpha);\n if (data.tint !== undefined) flashTint.set(data.tint);\n }\n });\n\n /**\n * Flash configuration for the sprite\n * \n * This configuration is used by the flash directive to create visual feedback effects.\n * The flash trigger is exposed through the object, allowing both server events and\n * client-side code to trigger flash animations. Options can be passed dynamically\n * through the trigger, which updates the reactive signals.\n */\n const flashConfig = computed(() => ({\n trigger: flashTrigger,\n type: flashType(),\n duration: flashDuration(),\n cycles: flashCycles(),\n alpha: flashAlpha(),\n tint: flashTint(),\n }));\n\n const particleSettings = client.particleSettings;\n\n const canControls = () => isMe() && getCanMoveValue(sprite)\n const keyboardControls = client.globalConfig.keyboardControls;\n const activeDirectionKeys = new Map();\n const activeControlDirections = new Map();\n const activeControlDirectionReleaseTimers = new Map();\n const CONTROL_DIRECTION_RELEASE_GRACE_MS = 160;\n\n const hasHeldDirection = () =>\n activeDirectionKeys.size > 0 || activeControlDirections.size > 0;\n\n const publishMobileDebug = (type, payload = {}) => {\n const target = typeof window !== \"undefined\" ? window : globalThis;\n if (!target.__RPGJS_MOBILE_DEBUG__) return;\n const event = {\n source: \"character\",\n type,\n time: Date.now(),\n isCurrentPlayer: isCurrentPlayer(),\n animationName: animationName(),\n realAnimationName: realAnimationName?.(),\n activeKeyboardDirections: Array.from(activeDirectionKeys.values()),\n activeControlDirections: Array.from(activeControlDirections.values()),\n heldDirection: resolveHeldDirection(),\n canControls: canControls(),\n x: x(),\n y: y(),\n ...payload\n };\n target.__RPGJS_MOBILE_DEBUG_EVENTS__ = [\n ...(target.__RPGJS_MOBILE_DEBUG_EVENTS__ || []).slice(-199),\n event\n ];\n target.__RPGJS_MOBILE_DEBUG_LAST__ = event;\n };\n\n const resolveHeldDirection = () => {\n const directions = [\n ...Array.from(activeDirectionKeys.values()),\n ...Array.from(activeControlDirections.values()),\n ];\n return directions[directions.length - 1];\n };\n\n const resolveSpriteDirection = () => {\n const heldDirection = resolveHeldDirection();\n if (heldDirection) return heldDirection;\n if (typeof sprite.getDirection === 'function') return sprite.getDirection();\n if (typeof sprite.direction === 'function') return sprite.direction();\n return direction();\n };\n\n const directionToDashVector = (currentDirection) => {\n switch (currentDirection) {\n case Direction.Left:\n return { x: -1, y: 0 };\n case Direction.Right:\n return { x: 1, y: 0 };\n case Direction.Up:\n return { x: 0, y: -1 };\n case Direction.Down:\n default:\n return { x: 0, y: 1 };\n }\n };\n\n const withCurrentDirection = (payload) => {\n if (payload.action !== 'action') return payload;\n const data = payload.data && typeof payload.data === 'object'\n ? { ...payload.data }\n : {};\n return {\n ...payload,\n data: {\n ...data,\n direction: data.direction ?? resolveSpriteDirection(),\n },\n };\n };\n\n const resolveCurrentActionInput = () =>\n withCurrentDirection(\n resolveKeyboardActionInput(keyboardControls.action, client, sprite)\n );\n\n const playPredictedWalkAnimation = () => {\n if (sprite.animationFixed) {\n publishMobileDebug(\"walk:skip\", { reason: \"animationFixed\" });\n return;\n }\n if (sprite.animationIsPlaying && sprite.animationIsPlaying()) {\n publishMobileDebug(\"walk:skip\", { reason: \"animationIsPlaying\" });\n return;\n }\n realAnimationName.set('walk');\n publishMobileDebug(\"walk:set\", { reason: \"predicted\" });\n };\n\n const resumeHeldDirectionWalkAnimation = () => {\n if (!isCurrentPlayer()) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"notCurrentPlayer\" });\n return false;\n }\n if (!hasHeldDirection()) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"noHeldDirection\" });\n return false;\n }\n if (!canControls()) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"cannotControl\" });\n return false;\n }\n if (sprite.animationFixed) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"animationFixed\" });\n return false;\n }\n if (sprite.animationIsPlaying && sprite.animationIsPlaying()) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"animationIsPlaying\" });\n return false;\n }\n realAnimationName.set('walk');\n publishMobileDebug(\"walk:set\", { reason: \"resumeHeldDirection\" });\n return true;\n };\n\n const processMovementInput = (input) => {\n if (!canControls()) return;\n publishMobileDebug(\"movement:input\", { input });\n client.processInput({ input });\n playPredictedWalkAnimation();\n };\n\n const activateControlDirection = (name, directionInput) => {\n const releaseTimer = activeControlDirectionReleaseTimers.get(name);\n if (releaseTimer) {\n clearTimeout(releaseTimer);\n activeControlDirectionReleaseTimers.delete(name);\n }\n activeControlDirections.delete(name);\n activeControlDirections.set(name, directionInput);\n publishMobileDebug(\"control:activate\", { name, directionInput });\n resumeHeldDirectionWalkAnimation();\n };\n\n const releaseControlDirection = (name) => {\n const previousTimer = activeControlDirectionReleaseTimers.get(name);\n if (previousTimer) clearTimeout(previousTimer);\n activeControlDirectionReleaseTimers.set(name, setTimeout(() => {\n activeControlDirectionReleaseTimers.delete(name);\n activeControlDirections.delete(name);\n publishMobileDebug(\"control:release\", { name });\n if (!hasHeldDirection() && animationName() === 'stand') {\n realAnimationName.set('stand');\n publishMobileDebug(\"stand:set\", { reason: \"controlRelease\" });\n }\n }, CONTROL_DIRECTION_RELEASE_GRACE_MS));\n };\n\n const processDashInput = () => {\n if (!canControls()) return;\n client.processDash({\n direction: directionToDashVector(resolveSpriteDirection()),\n });\n };\n\n const actionBind = () => getKeyboardControlBind(keyboardControls.action);\n const keyboardEventId = (event) => `${event.keyCode}:${event.code}:${event.key}`;\n\n const handleNativeActionWhileMoving = (event) => {\n const inputDirection = resolveKeyboardDirectionInput(event, keyboardControls);\n if (inputDirection) {\n const keyId = keyboardEventId(event);\n if (event.type === 'keydown') {\n activeDirectionKeys.delete(keyId);\n activeDirectionKeys.set(keyId, inputDirection);\n resumeHeldDirectionWalkAnimation();\n }\n else {\n activeDirectionKeys.delete(keyId);\n }\n }\n\n if (!isCurrentPlayer()) return;\n if (event.type !== 'keydown' || event.repeat) return;\n if (activeDirectionKeys.size === 0) return;\n if (!keyboardEventMatchesBind(event, actionBind())) return;\n if (!canControls()) return;\n\n client.processAction(resolveCurrentActionInput());\n };\n\n const visible = computed(() => {\n if (sprite.isEvent()) {\n return true\n }\n return isConnected()\n });\n\n const controls = {\n down: {\n repeat: true,\n bind: keyboardControls.down,\n keyDown() {\n activateControlDirection('down', Direction.Down)\n processMovementInput(Direction.Down)\n },\n keyUp() {\n releaseControlDirection('down')\n },\n },\n up: {\n repeat: true,\n bind: keyboardControls.up,\n keyDown() {\n activateControlDirection('up', Direction.Up)\n processMovementInput(Direction.Up)\n },\n keyUp() {\n releaseControlDirection('up')\n },\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n keyDown() {\n activateControlDirection('left', Direction.Left)\n processMovementInput(Direction.Left)\n },\n keyUp() {\n releaseControlDirection('left')\n },\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n keyDown() {\n activateControlDirection('right', Direction.Right)\n processMovementInput(Direction.Right)\n },\n keyUp() {\n releaseControlDirection('right')\n },\n },\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (canControls()) {\n client.processAction(resolveCurrentActionInput())\n }\n },\n },\n dash: {\n bind: keyboardControls.dash,\n keyDown() {\n processDashInput()\n },\n },\n back: {\n bind: keyboardControls.escape,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'escape' })\n }\n },\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'escape' })\n }\n },\n },\n joystick: {\n enabled: true,\n directionMapping: {\n top: 'up',\n bottom: 'down',\n left: 'left',\n right: 'right',\n top_left: ['up', 'left'],\n top_right: ['up', 'right'],\n bottom_left: ['down', 'left'],\n bottom_right: ['down', 'right']\n },\n moveInterval: 50,\n threshold: 0.1\n },\n gamepad: {\n enabled: true\n }\n };\n\n const smoothX = animatedSignal(x(), {\n duration: isMe() ? 0 : 0\n });\n\n const smoothY = animatedSignal(y(), {\n duration: isMe() ? 0 : 0,\n });\n\n const z = computed(() => {\n const box = hitbox?.()\n return sprite.y() + (box?.h ?? 0) + sprite.z()\n });\n\n const realAnimationName = signal(animationName());\n\n const xSubscription = x.observable.subscribe((value) => {\n smoothX.set(value);\n });\n\n const ySubscription = y.observable.subscribe((value) => {\n smoothY.set(value);\n });\n \n const sheet = (graphicObject) => {\n return {\n definition: graphicObject,\n playing: realAnimationName(),\n params: {\n direction: direction()\n },\n onFinish() {\n animationCurrentIndex.update(index => index + 1)\n }\n };\n }\n\n const graphicScale = (graphicObject) => {\n const scale = graphicObject?.displayScale ?? graphicObject?.scale;\n if (Array.isArray(scale)) return scale;\n if (typeof scale === 'number') return [scale, scale];\n if (scale && typeof scale === 'object') {\n const x = typeof scale.x === 'number' ? scale.x : 1;\n const y = typeof scale.y === 'number' ? scale.y : x;\n return [x, y];\n }\n return undefined;\n }\n\n const shadowCaster = (graphicObject) => {\n const box = hitbox();\n const bounds = graphicBounds();\n const scale = graphicScale(graphicObject);\n const scaleY = Array.isArray(scale) && typeof scale[1] === 'number' ? Math.abs(scale[1]) : 1;\n const height = Math.max(bounds?.height ?? box?.h ?? 32, box?.h ?? 32) * scaleY;\n\n return {\n enabled: shadowsEnabled,\n height,\n footAnchor: { x: 0.5, y: 1 },\n footOffset: { x: 0, y: 2 },\n alpha: 0.5,\n blur: 3.5,\n gradientPower: 2,\n hardness: 0.42,\n minLength: Math.max(6, (box?.h ?? 32) * 0.25),\n maxLength: Math.max(90, height * 1.8),\n contactAlpha: 0.3,\n contactScale: 0.3,\n };\n }\n\n const imageDimensions = signal({});\n const loadingImageDimensions = new Set();\n\n const toPositiveNumber = (value) => {\n const number = typeof value === 'number' ? value : parseFloat(value);\n return Number.isFinite(number) && number > 0 ? number : undefined;\n };\n\n const toFiniteNumber = (value, fallback = 0) => {\n const number = typeof value === 'number' ? value : parseFloat(value);\n return Number.isFinite(number) ? number : fallback;\n };\n\n const clampRatio = (value) => Math.min(1, Math.max(0, value));\n\n const normalizePair = (value, fallback = [1, 1]) => {\n if (Array.isArray(value)) {\n const x = toFiniteNumber(value[0], fallback[0]);\n const y = toFiniteNumber(value[1] ?? value[0], x);\n return [x, y];\n }\n if (typeof value === 'number') {\n return [value, value];\n }\n if (value && typeof value === 'object') {\n const x = toFiniteNumber(value.x, fallback[0]);\n const y = toFiniteNumber(value.y ?? value.x, x);\n return [x, y];\n }\n return fallback;\n };\n\n const normalizeAnchor = (value) => {\n if (!Array.isArray(value)) return undefined;\n const [x, y] = normalizePair(value, [0, 0]);\n return [clampRatio(x), clampRatio(y)];\n };\n\n const resolveImageSource = (image) => {\n if (typeof image === 'string') return image;\n if (typeof image?.default === 'string') return image.default;\n return undefined;\n };\n\n const parentTextureOptions = (graphicObject) => {\n const props = [\n 'width',\n 'height',\n 'framesHeight',\n 'framesWidth',\n 'rectWidth',\n 'rectHeight',\n 'offset',\n 'image',\n 'sound',\n 'spriteRealSize',\n 'scale',\n 'anchor',\n 'pivot',\n 'x',\n 'y',\n 'opacity'\n ];\n\n return props.reduce((options, prop) => {\n if (graphicObject?.[prop] !== undefined) {\n options[prop] = graphicObject[prop];\n }\n return options;\n }, {});\n };\n\n const resolveTextureOptions = (graphicObject) => {\n const textures = graphicObject?.textures ?? {};\n const texture =\n textures[realAnimationName()] ??\n textures[Animation.Stand] ??\n Object.values(textures)[0] ??\n {};\n\n return {\n ...parentTextureOptions(graphicObject),\n ...texture\n };\n };\n\n const resolveFirstAnimationFrame = (textureOptions) => {\n const animations = textureOptions?.animations;\n if (!animations) return {};\n\n try {\n const frames = typeof animations === 'function'\n ? animations({ direction: direction() })\n : animations;\n if (!Array.isArray(frames)) return {};\n const firstGroup = frames[0];\n return Array.isArray(firstGroup) ? firstGroup[0] ?? {} : firstGroup ?? {};\n }\n catch {\n return {};\n }\n };\n\n const optionValue = (prop, frame, textureOptions, graphicObject) => {\n return frame?.[prop] ?? textureOptions?.[prop] ?? graphicObject?.[prop];\n };\n\n const resolveFrameSize = (textureOptions, dimensions) => {\n const framesWidth = toPositiveNumber(textureOptions?.framesWidth) ?? 1;\n const framesHeight = toPositiveNumber(textureOptions?.framesHeight) ?? 1;\n const imageSource = resolveImageSource(textureOptions?.image);\n const loadedSize = imageSource ? dimensions[imageSource] : undefined;\n const fullWidth = toPositiveNumber(textureOptions?.width) ?? loadedSize?.width;\n const fullHeight = toPositiveNumber(textureOptions?.height) ?? loadedSize?.height;\n const width = toPositiveNumber(textureOptions?.rectWidth) ??\n toPositiveNumber(textureOptions?.spriteWidth) ??\n (fullWidth ? fullWidth / framesWidth : undefined);\n const height = toPositiveNumber(textureOptions?.rectHeight) ??\n toPositiveNumber(textureOptions?.spriteHeight) ??\n (fullHeight ? fullHeight / framesHeight : undefined);\n\n return {\n width,\n height\n };\n };\n\n const resolveHitboxAnchor = (spriteWidth, spriteHeight, realSize, box) => {\n if (!spriteWidth || !spriteHeight || !box) {\n return [0, 0];\n }\n\n const heightOfSprite = typeof realSize === 'number' ? realSize : realSize?.height;\n const resolvedHeight = toPositiveNumber(heightOfSprite) ?? spriteHeight;\n const gap = Math.max(0, (spriteHeight - resolvedHeight) / 2);\n const hitboxTopLeftX = clampRatio((spriteWidth - box.w) / 2 / spriteWidth);\n const hitboxTopLeftY = clampRatio((spriteHeight - box.h - gap) / spriteHeight);\n const hitboxCenterX = clampRatio(hitboxTopLeftX + box.w / 2 / spriteWidth);\n const hitboxCenterY = clampRatio(hitboxTopLeftY + box.h / 2 / spriteHeight);\n const footY = clampRatio((spriteHeight - gap) / spriteHeight);\n\n switch (box.anchorMode ?? 'top-left') {\n case 'center':\n return [hitboxCenterX, hitboxCenterY];\n case 'foot':\n return [hitboxCenterX, footY];\n case 'top-left':\n default:\n return [hitboxTopLeftX, hitboxTopLeftY];\n }\n };\n\n const loadImageDimensions = (image) => {\n const source = resolveImageSource(image);\n if (!source || imageDimensions()[source] || loadingImageDimensions.has(source)) {\n return;\n }\n\n loadingImageDimensions.add(source);\n Assets.load(source)\n .then((texture) => {\n const width = toPositiveNumber(texture?.width);\n const height = toPositiveNumber(texture?.height);\n if (!width || !height) return;\n\n imageDimensions.update((dimensions) => ({\n ...dimensions,\n [source]: { width, height }\n }));\n })\n .catch(() => {})\n .finally(() => {\n loadingImageDimensions.delete(source);\n });\n };\n\n effect(() => {\n const sources = new Set();\n\n graphicsSignals().forEach((graphicObject) => {\n const baseImage = resolveImageSource(graphicObject?.image);\n if (baseImage) sources.add(baseImage);\n\n Object.values(graphicObject?.textures ?? {}).forEach((textureOptions) => {\n const image = resolveImageSource(textureOptions?.image ?? graphicObject?.image);\n if (image) sources.add(image);\n });\n });\n\n sources.forEach((source) => loadImageDimensions(source));\n });\n\n const hitboxBounds = computed(() => {\n const box = hitbox();\n const width = box?.w ?? 0;\n const height = box?.h ?? 0;\n\n return {\n left: 0,\n top: 0,\n right: width,\n bottom: height,\n width,\n height,\n centerX: width / 2,\n centerY: height / 2\n };\n });\n\n const graphicBounds = computed(() => {\n const box = hitbox();\n const fallback = hitboxBounds();\n const customEventComponent = resolvedEventComponents()[0];\n if (customEventComponent && !customEventComponent.renderGraphic) {\n return fallback;\n }\n const dimensions = imageDimensions();\n const graphics = graphicsSignals();\n let bounds = null;\n\n graphics.forEach((graphicObject) => {\n const textureOptions = resolveTextureOptions(graphicObject);\n const frame = resolveFirstAnimationFrame(textureOptions);\n const size = resolveFrameSize(textureOptions, dimensions);\n const spriteWidth = size.width ?? box?.w;\n const spriteHeight = size.height ?? box?.h;\n\n if (!spriteWidth || !spriteHeight) {\n return;\n }\n\n const explicitAnchor = normalizeAnchor(optionValue('anchor', frame, textureOptions, graphicObject));\n const anchor = explicitAnchor ?? resolveHitboxAnchor(\n spriteWidth,\n spriteHeight,\n optionValue('spriteRealSize', frame, textureOptions, graphicObject),\n box\n );\n const scale = normalizePair(optionValue('scale', frame, textureOptions, graphicObject) ?? graphicScale(graphicObject));\n const x = toFiniteNumber(optionValue('x', frame, textureOptions, graphicObject), 0);\n const y = toFiniteNumber(optionValue('y', frame, textureOptions, graphicObject), 0);\n const leftEdge = -anchor[0] * spriteWidth * scale[0];\n const rightEdge = (1 - anchor[0]) * spriteWidth * scale[0];\n const topEdge = -anchor[1] * spriteHeight * scale[1];\n const bottomEdge = (1 - anchor[1]) * spriteHeight * scale[1];\n const graphic = {\n left: x + Math.min(leftEdge, rightEdge),\n top: y + Math.min(topEdge, bottomEdge),\n right: x + Math.max(leftEdge, rightEdge),\n bottom: y + Math.max(topEdge, bottomEdge)\n };\n\n bounds = bounds\n ? {\n left: Math.min(bounds.left, graphic.left),\n top: Math.min(bounds.top, graphic.top),\n right: Math.max(bounds.right, graphic.right),\n bottom: Math.max(bounds.bottom, graphic.bottom)\n }\n : graphic;\n });\n\n if (!bounds) {\n return fallback;\n }\n\n const width = bounds.right - bounds.left;\n const height = bounds.bottom - bounds.top;\n\n return {\n ...bounds,\n width,\n height,\n centerX: bounds.left + width / 2,\n centerY: bounds.top + height / 2\n };\n });\n\n const interactionBounds = () => ({\n bounds: graphicBounds(),\n hitbox: hitboxBounds(),\n graphic: graphicBounds()\n });\n\n const interactionCursor = computed(() =>\n client.interactions.cursorFor(sprite, interactionBounds())\n );\n\n const handleInteraction = (type) => (event) => {\n client.updatePointerFromInteractionEvent(event);\n client.interactions.handle(sprite, type, {\n event,\n bounds: interactionBounds()\n });\n };\n\n const interactionPointerOver = handleInteraction('pointerover');\n const interactionPointerOut = handleInteraction('pointerout');\n const interactionPointerDown = handleInteraction('pointerdown');\n const interactionPointerUp = handleInteraction('pointerup');\n const interactionPointerMove = handleInteraction('pointermove');\n const interactionClick = handleInteraction('click');\n\n // Combine animation change detection with movement state from smoothX/smoothY\n const movementAnimations = ['walk', 'stand'];\n const epsilon = 0; // movement threshold to consider the easing still running\n\n const stateX$ = smoothX.animatedState.observable;\n const stateY$ = smoothY.animatedState.observable;\n const animationName$ = animationName.observable;\n\n const moving$ = combineLatest([stateX$, stateY$]).pipe(\n map(([sx, sy]) => {\n const xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;\n const yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;\n return !xFinished || !yFinished; // moving if X or Y is not finished\n }),\n startWith(false)\n );\n\n const animationChange$ = animationName$.pipe(\n startWith(animationName()),\n pairwise(),\n filter(([prev, curr]) => prev !== curr)\n );\n\n let beforeRemovePromise = null;\n let beforeRemoveTransitionValue = null;\n const resolveRemoveContext = () => {\n if (!sprite._removeTransition) return null;\n const value = sprite._removeTransition();\n if (!value || typeof value !== 'string') return null;\n try {\n const context = JSON.parse(value);\n if (!context || typeof context !== 'object' || !context.active) return null;\n context.__transitionValue = value;\n return context;\n }\n catch {\n return null;\n }\n };\n\n const withTimeout = (promise, timeoutMs = 0) => {\n if (!timeoutMs || timeoutMs <= 0) return promise;\n return Promise.race([\n promise,\n new Promise((resolve) => setTimeout(resolve, timeoutMs)),\n ]);\n };\n\n const runBeforeRemove = () => {\n const context = resolveRemoveContext();\n if (!context) return Promise.resolve();\n if (beforeRemovePromise && beforeRemoveTransitionValue === context.__transitionValue) {\n return beforeRemovePromise;\n }\n beforeRemoveTransitionValue = context.__transitionValue;\n beforeRemovePromise = withTimeout(\n lastValueFrom(hooks.callHooks(\"client-sprite-onBeforeRemove\", sprite, context)),\n context.timeoutMs\n );\n return beforeRemovePromise;\n };\n\n const removeTransitionSubscription = sprite._removeTransition?.observable?.subscribe(() => {\n if (resolveRemoveContext()) {\n runBeforeRemove();\n }\n });\n\n const animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(([[prev, curr], isMoving]) => {\n const isMovementAnimation = movementAnimations.includes(curr);\n const isTemporaryAnimationPlaying =\n sprite.animationIsPlaying && sprite.animationIsPlaying();\n\n if (sprite.animationFixed && isMovementAnimation) {\n realAnimationName.set(curr);\n return;\n }\n\n if (curr == 'stand' && !isMoving) {\n if (!resumeHeldDirectionWalkAnimation()) {\n realAnimationName.set(curr);\n }\n }\n else if (curr == 'walk' && isMoving) {\n realAnimationName.set(curr);\n }\n else if (!isMovementAnimation) {\n realAnimationName.set(curr);\n }\n if (!isMoving && isTemporaryAnimationPlaying) {\n if (isMovementAnimation) {\n if (typeof sprite.resetAnimationState === 'function') {\n sprite.resetAnimationState();\n }\n }\n }\n });\n\n const resumeWalkSubscriptions = [\n sprite._canMove,\n sprite._animationFixed,\n sprite.animationIsPlaying,\n ]\n .filter(signal => signal?.observable)\n .map(signal => signal.observable.subscribe(() => {\n resumeHeldDirectionWalkAnimation();\n }));\n\n /**\n * Cleanup subscriptions and call hooks before sprite destruction.\n *\n * # Design\n * - Prevent memory leaks by unsubscribing from all local subscriptions created in this component.\n * - Execute destruction hooks to notify modules and scene map of sprite removal.\n *\n * @example\n * await onBeforeDestroy();\n */\n const waitForTemporaryAnimationEnd = (maxDuration = 1200) => {\n if (!sprite.animationIsPlaying || !sprite.animationIsPlaying()) {\n return Promise.resolve();\n }\n\n return new Promise((resolve) => {\n let finished = false;\n let timeout;\n let subscription;\n const finish = () => {\n if (finished) return;\n finished = true;\n clearTimeout(timeout);\n subscription?.unsubscribe();\n resolve();\n };\n timeout = setTimeout(finish, maxDuration);\n subscription = sprite.animationIsPlaying.observable.subscribe((isPlaying) => {\n if (!isPlaying) finish();\n });\n if (finished) subscription.unsubscribe();\n });\n };\n\n const onBeforeDestroy = async () => {\n await runBeforeRemove();\n await waitForTemporaryAnimationEnd();\n if (typeof document !== 'undefined') {\n document.removeEventListener('keydown', handleNativeActionWhileMoving);\n document.removeEventListener('keyup', handleNativeActionWhileMoving);\n }\n removeTransitionSubscription?.unsubscribe();\n animationMovementSubscription.unsubscribe();\n resumeWalkSubscriptions.forEach(subscription => subscription.unsubscribe());\n activeControlDirectionReleaseTimers.forEach(timer => clearTimeout(timer));\n activeControlDirectionReleaseTimers.clear();\n xSubscription.unsubscribe();\n ySubscription.unsubscribe();\n await lastValueFrom(hooks.callHooks(\"client-sprite-onDestroy\", sprite)) \n await lastValueFrom(hooks.callHooks(\"client-sceneMap-onRemoveSprite\", client.sceneMap, sprite))\n }\n\n mount((element) => {\n let appliedCameraFollowRevision = null;\n if (typeof document !== 'undefined') {\n document.addEventListener('keydown', handleNativeActionWhileMoving);\n document.addEventListener('keyup', handleNativeActionWhileMoving);\n }\n hooks.callHooks(\"client-sprite-onAdd\", sprite).subscribe()\n hooks.callHooks(\"client-sceneMap-onAddSprite\", client.sceneMap, sprite).subscribe()\n effect(() => {\n if (isCurrentPlayer()) {\n client.setKeyboardControls(element.directives.controls)\n }\n })\n\n effect(() => {\n const followRevision = client.cameraFollowRevision();\n if (!shouldFollowCamera()) {\n appliedCameraFollowRevision = null;\n return;\n }\n\n const smoothMove = client.cameraFollowSmoothMove;\n const viewport = element.props.context?.viewport;\n const target = element.componentInstance;\n if (!viewport || !target) {\n appliedCameraFollowRevision = null;\n return;\n }\n\n const appliedCameraFollow = applyCameraFollow({\n viewport,\n target,\n smoothMove,\n followRevision,\n isCurrentRevision: (revision) => client.cameraFollowRevision() === revision,\n shouldFollowCamera\n });\n appliedCameraFollowRevision = appliedCameraFollow ? followRevision : null;\n })\n\n return () => {\n if (ownsCameraFollowRevision(appliedCameraFollowRevision, client.cameraFollowRevision())) {\n clearCameraFollowPlugins(element.props.context?.viewport);\n }\n }\n })\n\n /**\n * Handle attached GUI finish event\n * \n * @param gui - The GUI instance\n * @param data - Data passed from the GUI component\n */\n const normalizeOpenId = (value) => {\n const resolved = typeof value === \"function\" ? value() : value;\n return typeof resolved === \"string\" && resolved.length > 0 ? resolved : undefined;\n };\n\n const onAttachedGuiFinish = (gui, data, guiOpenId) => {\n const completedOpenId = normalizeOpenId(guiOpenId);\n const currentOpenId = normalizeOpenId(gui.openId);\n if (completedOpenId && currentOpenId && completedOpenId !== currentOpenId) return;\n guiService.guiClose(gui.name, data, completedOpenId ?? currentOpenId);\n };\n\n /**\n * Handle attached GUI interaction event\n * \n * @param gui - The GUI instance\n * @param name - Interaction name\n * @param data - Interaction data\n */\n const onAttachedGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data);\n };\n\n tick(() => {\n hooks.callHooks(\"client-sprite-onUpdate\").subscribe()\n 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+ {"version":3,"file":"character.ce.js","names":[],"sources":["../../src/components/character.ce"],"sourcesContent":["<Container\n x={smoothX}\n y={smoothY}\n zIndex={z}\n controls\n onBeforeDestroy\n visible\n cursor={interactionCursor}\n pointerover={interactionPointerOver}\n pointerout={interactionPointerOut}\n pointerdown={interactionPointerDown}\n pointerup={interactionPointerUp}\n pointermove={interactionPointerMove}\n click={interactionClick}\n>\n @for (compConfig of normalizedComponentsBehind) {\n <Container>\n <compConfig.component object={sprite} ...compConfig.props />\n </Container>\n } \n <PlayerComponents object={sprite} position=\"bottom\" graphicBounds />\n <PlayerComponents object={sprite} position=\"left\" graphicBounds />\n <Particle emit={emitParticleTrigger} settings={particleSettings} zIndex={1000} name={particleName} />\n <Container>\n @for (graphicObj of renderedGraphics) {\n <Container scale={graphicContainerScale(graphicObj)}>\n <Sprite \n sheet={sheet(graphicObj)} \n direction \n tint \n hitbox={graphicHitbox(graphicObj)}\n shadowCaster={shadowCaster(graphicObj)}\n flash={flashConfig}\n />\n </Container>\n }\n @for (eventComponent of resolvedEventComponents) {\n <Container dependencies={eventComponent.dependencies}>\n <eventComponent.component ...eventComponent.props />\n </Container>\n }\n </Container>\n <PlayerComponents object={sprite} position=\"center\" graphicBounds />\n <PlayerComponents object={sprite} position=\"right\" graphicBounds />\n <PlayerComponents object={sprite} position=\"top\" graphicBounds />\n @for (compConfig of normalizedComponentsInFront) {\n <Container dependencies={compConfig.dependencies}>\n <compConfig.component object={sprite} ...compConfig.props />\n </Container>\n }\n <InteractionComponents\n object={sprite}\n bounds={graphicBounds}\n hitboxBounds={hitboxBounds}\n graphicBounds={graphicBounds}\n />\n @for (attachedGui of attachedGuis) {\n @if (shouldDisplayAttachedGui) {\n <Container>\n <attachedGui.component ...attachedGui.data() dependencies={attachedGui.dependencies} object={sprite} guiOpenId={attachedGui.openId} onFinish={(data, guiOpenId) => {\n onAttachedGuiFinish(attachedGui, data, guiOpenId)\n }} onInteraction={(name, data) => {\n onAttachedGuiInteraction(attachedGui, name, data)\n }} />\n </Container>\n }\n }\n</Container>\n\n<script>\n import { signal, effect, mount, computed, tick, animatedSignal, on } from \"canvasengine\";\n import { Assets } from \"pixi.js\";\n\n import { lastValueFrom, combineLatest, pairwise, filter, map, startWith } from \"rxjs\";\n import { Particle } from \"@canvasengine/presets\";\n import { GameEngineToken, ModulesToken, shouldRenderLightingShadows } from \"@rpgjs/common\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { applyCameraFollow, clearCameraFollowPlugins, ownsCameraFollowRevision } from \"../services/cameraFollow\";\n import { resolveScaledHitboxAnchor, scaleHitboxForGraphicDisplay, toPositiveNumber } from \"./character-hitbox\";\n import { inject } from \"../core/inject\"; \n import { Direction, Animation } from \"@rpgjs/common\";\n import { normalizeEventComponent } from \"../Game/EventComponentResolver\";\n import Hit from \"./effects/hit.ce\";\n import PlayerComponents from \"./player-components.ce\";\n import InteractionComponents from \"./interaction-components.ce\";\n import { RpgGui } from \"../Gui/Gui\";\n import { getCanMoveValue } from \"../utils/readPropValue\";\n import {\n getKeyboardControlBind,\n keyboardEventMatchesBind,\n resolveKeyboardActionInput,\n resolveKeyboardDirectionInput,\n } from \"../services/actionInput\";\n\n const { object, id } = defineProps();\n const sprite = object();\n\n const client = inject(RpgClientEngine);\n const hooks = inject(ModulesToken);\n const guiService = inject(RpgGui);\n\n const spritesheets = client.spritesheets;\n const componentsBehind = client.spriteComponentsBehind;\n const componentsInFront = client.spriteComponentsInFront;\n const readProp = (value) => typeof value === 'function' ? value() : value;\n const isCurrentPlayer = () => {\n const playerId = client.playerIdSignal();\n const currentPlayer = playerId ? client.sceneMap?.players?.()?.[playerId] : undefined;\n return readProp(id) === playerId\n || readProp(sprite?.id) === playerId\n || sprite === currentPlayer\n || sprite === client.sceneMap?.getCurrentPlayer?.();\n };\n const isMe = computed(isCurrentPlayer);\n const shadowsEnabled = computed(() => {\n const lighting = client.sceneMap?.lighting?.();\n return shouldRenderLightingShadows(lighting);\n });\n\n /**\n * Normalize a single sprite component configuration\n * \n * Handles both direct component references and configuration objects with optional props and dependencies.\n * Extracts the component reference and creates a computed function that returns the props.\n * \n * ## Design\n * \n * Supports two formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...}, dependencies: (object) => [...] }`\n * \n * The normalization process:\n * - Extracts the actual component from either format\n * - Extracts dependencies function if provided\n * - Creates a computed function that returns props (static object or dynamic function result)\n * - Returns a normalized object with `component`, `props`, and `dependencies`\n * \n * @param comp - Component reference or configuration object\n * @returns Normalized component configuration with component, props, and dependencies\n * \n * @example\n * ```ts\n * // Direct component\n * normalizeComponent(ShadowComponent)\n * // => { component: ShadowComponent, props: {}, dependencies: undefined }\n * \n * // With static props\n * normalizeComponent({ component: LightHalo, props: { radius: 30 } })\n * // => { component: LightHalo, props: { radius: 30 }, dependencies: undefined }\n * \n * // With dynamic props and dependencies\n * normalizeComponent({ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * })\n * // => { component: HealthBar, props: {...}, dependencies: (object) => [...] }\n * ```\n */\n const normalizeComponent = (comp) => {\n let componentRef;\n let propsValue;\n let dependenciesFn;\n \n // If it's a direct component reference\n if (typeof comp === 'function' || (comp && typeof comp === 'object' && !comp.component)) {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n // If it's a configuration object with component and props\n else if (comp && typeof comp === 'object' && comp.component) {\n componentRef = comp.component;\n // Support both \"data\" (legacy) and \"props\" (new) for backward compatibility\n propsValue = comp.props !== undefined ? comp.props : comp.data;\n dependenciesFn = comp.dependencies;\n }\n // Fallback: treat as direct component\n else {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n \n // Return props directly (object or function), not as computed\n // The computed will be created in the template when needed\n return {\n component: componentRef,\n props: typeof propsValue === 'function' ? propsValue(sprite) : propsValue || {},\n dependencies: dependenciesFn ? dependenciesFn(sprite) : []\n };\n };\n\n /**\n * Normalize an array of sprite components\n * \n * Applies normalization to each component in the array using `normalizeComponent`.\n * \n * @param components - Array of component references or configuration objects\n * @returns Array of normalized component configurations\n */\n const normalizeComponents = (components) => {\n return components.map((comp) => normalizeComponent(comp));\n };\n\n\n /**\n * Normalized components to render behind sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * Supports multiple formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...} }`\n * 3. With dynamic props: `{ component: LightHalo, props: (object) => {...} }`\n * 4. With dependencies: `{ component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }`\n * \n * Components with dependencies will only be displayed when all dependencies are resolved (!= undefined).\n * The object is passed to the dependencies function to allow sprite-specific dependency resolution.\n * \n * @example\n * ```ts\n * // Direct component\n * componentsBehind: [ShadowComponent]\n * \n * // With static props\n * componentsBehind: [{ component: LightHalo, props: { radius: 30 } }]\n * \n * // With dynamic props and dependencies\n * componentsBehind: [{ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * }]\n * ```\n */\n const normalizedComponentsBehind = computed(() => {\n return normalizeComponents(componentsBehind());\n });\n\n /**\n * Normalized components to render in front of sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * See `normalizedComponentsBehind` for format details.\n * Components with dependencies will only be displayed when all dependencies are resolved.\n */\n const normalizedComponentsInFront = computed(() => {\n return normalizeComponents(componentsInFront());\n });\n\n const isEventSprite = () => {\n return typeof sprite?.isEvent === 'function'\n ? sprite.isEvent()\n : sprite?._type === 'event';\n };\n\n const resolvedEventComponents = computed(() => {\n if (!isEventSprite()) return [];\n const eventComponent = normalizeEventComponent(client.resolveEventComponent(sprite), sprite);\n return eventComponent ? [eventComponent] : [];\n });\n \n /**\n * Determine if the camera should follow this sprite\n * \n * The camera follows this sprite if:\n * - It's explicitly set as the camera follow target, OR\n * - It's the current player and no explicit target is set (default behavior)\n */\n const shouldFollowCamera = computed(() => {\n const cameraTargetId = client.cameraFollowTargetId();\n // If a target is explicitly set, only follow if this sprite is the target\n if (cameraTargetId !== null) {\n return id() === cameraTargetId;\n }\n // Otherwise, follow the current player (default behavior)\n return isMe();\n });\n\n /**\n * Get all attached GUI components that should be rendered on sprites\n * These are GUIs with attachToSprite: true\n */\n const attachedGuis = computed(() => {\n return guiService.getAttachedGuis();\n });\n\n /**\n * Check if attached GUIs should be displayed for this sprite\n * This is controlled by showAttachedGui/hideAttachedGui on the server\n */\n const shouldDisplayAttachedGui = computed(() => {\n return guiService.shouldDisplayAttachedGui(id());\n });\n\n const { \n x, \n y, \n tint, \n direction, \n animationName, \n animationCurrentIndex,\n emitParticleTrigger, \n particleName, \n graphics, \n hitbox,\n isConnected,\n graphicsSignals,\n flashTrigger\n } = sprite;\n\n const renderedGraphics = computed(() => {\n const eventComponent = resolvedEventComponents()[0];\n if (eventComponent && !eventComponent.renderGraphic) return [];\n return graphicsSignals();\n });\n\n /**\n * Flash configuration signals for dynamic options\n * These signals are updated when the flash trigger is activated with options\n */\n const flashType = signal<'alpha' | 'tint' | 'both'>('alpha');\n const flashDuration = signal(300);\n const flashCycles = signal(1);\n const flashAlpha = signal(0.3);\n const flashTint = signal(0xffffff);\n\n /**\n * Listen to flash trigger to update configuration dynamically\n * When flash is triggered with options, update the signals\n */\n on(flashTrigger, (data) => {\n if (data && typeof data === 'object') {\n if (data.type !== undefined) flashType.set(data.type);\n if (data.duration !== undefined) flashDuration.set(data.duration);\n if (data.cycles !== undefined) flashCycles.set(data.cycles);\n if (data.alpha !== undefined) flashAlpha.set(data.alpha);\n if (data.tint !== undefined) flashTint.set(data.tint);\n }\n });\n\n /**\n * Flash configuration for the sprite\n * \n * This configuration is used by the flash directive to create visual feedback effects.\n * The flash trigger is exposed through the object, allowing both server events and\n * client-side code to trigger flash animations. Options can be passed dynamically\n * through the trigger, which updates the reactive signals.\n */\n const flashConfig = computed(() => ({\n trigger: flashTrigger,\n type: flashType(),\n duration: flashDuration(),\n cycles: flashCycles(),\n alpha: flashAlpha(),\n tint: flashTint(),\n }));\n\n const particleSettings = client.particleSettings;\n\n const canControls = () => isMe() && getCanMoveValue(sprite)\n const keyboardControls = client.globalConfig.keyboardControls;\n const activeDirectionKeys = new Map();\n const activeControlDirections = new Map();\n const activeControlDirectionReleaseTimers = new Map();\n const CONTROL_DIRECTION_RELEASE_GRACE_MS = 160;\n\n const hasHeldDirection = () =>\n activeDirectionKeys.size > 0 || activeControlDirections.size > 0;\n\n const publishMobileDebug = (type, payload = {}) => {\n const target = typeof window !== \"undefined\" ? window : globalThis;\n if (!target.__RPGJS_MOBILE_DEBUG__) return;\n const event = {\n source: \"character\",\n type,\n time: Date.now(),\n isCurrentPlayer: isCurrentPlayer(),\n animationName: animationName(),\n realAnimationName: realAnimationName?.(),\n activeKeyboardDirections: Array.from(activeDirectionKeys.values()),\n activeControlDirections: Array.from(activeControlDirections.values()),\n heldDirection: resolveHeldDirection(),\n canControls: canControls(),\n x: x(),\n y: y(),\n ...payload\n };\n target.__RPGJS_MOBILE_DEBUG_EVENTS__ = [\n ...(target.__RPGJS_MOBILE_DEBUG_EVENTS__ || []).slice(-199),\n event\n ];\n target.__RPGJS_MOBILE_DEBUG_LAST__ = event;\n };\n\n const resolveHeldDirection = () => {\n const directions = [\n ...Array.from(activeDirectionKeys.values()),\n ...Array.from(activeControlDirections.values()),\n ];\n return directions[directions.length - 1];\n };\n\n const resolveSpriteDirection = () => {\n const heldDirection = resolveHeldDirection();\n if (heldDirection) return heldDirection;\n if (typeof sprite.getDirection === 'function') return sprite.getDirection();\n if (typeof sprite.direction === 'function') return sprite.direction();\n return direction();\n };\n\n const directionToDashVector = (currentDirection) => {\n switch (currentDirection) {\n case Direction.Left:\n return { x: -1, y: 0 };\n case Direction.Right:\n return { x: 1, y: 0 };\n case Direction.Up:\n return { x: 0, y: -1 };\n case Direction.Down:\n default:\n return { x: 0, y: 1 };\n }\n };\n\n const withCurrentDirection = (payload) => {\n if (payload.action !== 'action') return payload;\n const data = payload.data && typeof payload.data === 'object'\n ? { ...payload.data }\n : {};\n return {\n ...payload,\n data: {\n ...data,\n direction: data.direction ?? resolveSpriteDirection(),\n },\n };\n };\n\n const resolveCurrentActionInput = () =>\n withCurrentDirection(\n resolveKeyboardActionInput(keyboardControls.action, client, sprite)\n );\n\n const playPredictedWalkAnimation = () => {\n if (sprite.animationFixed) {\n publishMobileDebug(\"walk:skip\", { reason: \"animationFixed\" });\n return;\n }\n if (sprite.animationIsPlaying && sprite.animationIsPlaying()) {\n publishMobileDebug(\"walk:skip\", { reason: \"animationIsPlaying\" });\n return;\n }\n realAnimationName.set('walk');\n publishMobileDebug(\"walk:set\", { reason: \"predicted\" });\n };\n\n const resumeHeldDirectionWalkAnimation = () => {\n if (!isCurrentPlayer()) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"notCurrentPlayer\" });\n return false;\n }\n if (!hasHeldDirection()) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"noHeldDirection\" });\n return false;\n }\n if (!canControls()) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"cannotControl\" });\n return false;\n }\n if (sprite.animationFixed) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"animationFixed\" });\n return false;\n }\n if (sprite.animationIsPlaying && sprite.animationIsPlaying()) {\n publishMobileDebug(\"walk:resume-fail\", { reason: \"animationIsPlaying\" });\n return false;\n }\n realAnimationName.set('walk');\n publishMobileDebug(\"walk:set\", { reason: \"resumeHeldDirection\" });\n return true;\n };\n\n const processMovementInput = (input) => {\n if (!canControls()) return;\n publishMobileDebug(\"movement:input\", { input });\n client.processInput({ input });\n playPredictedWalkAnimation();\n };\n\n const activateControlDirection = (name, directionInput) => {\n const releaseTimer = activeControlDirectionReleaseTimers.get(name);\n if (releaseTimer) {\n clearTimeout(releaseTimer);\n activeControlDirectionReleaseTimers.delete(name);\n }\n activeControlDirections.delete(name);\n activeControlDirections.set(name, directionInput);\n publishMobileDebug(\"control:activate\", { name, directionInput });\n resumeHeldDirectionWalkAnimation();\n };\n\n const releaseControlDirection = (name) => {\n const previousTimer = activeControlDirectionReleaseTimers.get(name);\n if (previousTimer) clearTimeout(previousTimer);\n activeControlDirectionReleaseTimers.set(name, setTimeout(() => {\n activeControlDirectionReleaseTimers.delete(name);\n activeControlDirections.delete(name);\n publishMobileDebug(\"control:release\", { name });\n if (!hasHeldDirection() && animationName() === 'stand') {\n realAnimationName.set('stand');\n publishMobileDebug(\"stand:set\", { reason: \"controlRelease\" });\n }\n }, CONTROL_DIRECTION_RELEASE_GRACE_MS));\n };\n\n const processDashInput = () => {\n if (!canControls()) return;\n client.processDash({\n direction: directionToDashVector(resolveSpriteDirection()),\n });\n };\n\n let lastEscapeActionAt = 0;\n const processEscapeInput = () => {\n const now = Date.now();\n if (now - lastEscapeActionAt < 50) return;\n lastEscapeActionAt = now;\n if (canControls()) {\n client.processAction({ action: 'escape' })\n }\n };\n\n const actionBind = () => getKeyboardControlBind(keyboardControls.action);\n const keyboardEventId = (event) => `${event.keyCode}:${event.code}:${event.key}`;\n\n const handleNativeActionWhileMoving = (event) => {\n const inputDirection = resolveKeyboardDirectionInput(event, keyboardControls);\n if (inputDirection) {\n const keyId = keyboardEventId(event);\n if (event.type === 'keydown') {\n activeDirectionKeys.delete(keyId);\n activeDirectionKeys.set(keyId, inputDirection);\n resumeHeldDirectionWalkAnimation();\n }\n else {\n activeDirectionKeys.delete(keyId);\n }\n }\n\n if (!isCurrentPlayer()) return;\n if (event.type !== 'keydown' || event.repeat) return;\n if (activeDirectionKeys.size === 0) return;\n if (!keyboardEventMatchesBind(event, actionBind())) return;\n if (!canControls()) return;\n\n client.processAction(resolveCurrentActionInput());\n };\n\n const visible = computed(() => {\n if (sprite.isEvent()) {\n return true\n }\n return isConnected()\n });\n\n const controls = {\n down: {\n repeat: true,\n bind: keyboardControls.down,\n keyDown() {\n activateControlDirection('down', Direction.Down)\n processMovementInput(Direction.Down)\n },\n keyUp() {\n releaseControlDirection('down')\n },\n },\n up: {\n repeat: true,\n bind: keyboardControls.up,\n keyDown() {\n activateControlDirection('up', Direction.Up)\n processMovementInput(Direction.Up)\n },\n keyUp() {\n releaseControlDirection('up')\n },\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n keyDown() {\n activateControlDirection('left', Direction.Left)\n processMovementInput(Direction.Left)\n },\n keyUp() {\n releaseControlDirection('left')\n },\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n keyDown() {\n activateControlDirection('right', Direction.Right)\n processMovementInput(Direction.Right)\n },\n keyUp() {\n releaseControlDirection('right')\n },\n },\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (canControls()) {\n client.processAction(resolveCurrentActionInput())\n }\n },\n },\n dash: {\n bind: keyboardControls.dash,\n keyDown() {\n processDashInput()\n },\n },\n back: {\n bind: keyboardControls.escape,\n keyDown() {\n processEscapeInput()\n },\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n processEscapeInput()\n },\n },\n joystick: {\n enabled: true,\n directionMapping: {\n top: 'up',\n bottom: 'down',\n left: 'left',\n right: 'right',\n top_left: ['up', 'left'],\n top_right: ['up', 'right'],\n bottom_left: ['down', 'left'],\n bottom_right: ['down', 'right']\n },\n moveInterval: 50,\n threshold: 0.1\n },\n gamepad: {\n enabled: true\n }\n };\n\n const smoothX = animatedSignal(x(), {\n duration: isMe() ? 0 : 0\n });\n\n const smoothY = animatedSignal(y(), {\n duration: isMe() ? 0 : 0,\n });\n\n const z = computed(() => {\n const box = hitbox?.()\n return sprite.y() + (box?.h ?? 0) + sprite.z()\n });\n\n const realAnimationName = signal(animationName());\n\n const xSubscription = x.observable.subscribe((value) => {\n smoothX.set(value);\n });\n\n const ySubscription = y.observable.subscribe((value) => {\n smoothY.set(value);\n });\n \n const sheet = (graphicObject) => {\n return {\n definition: graphicObject,\n playing: realAnimationName(),\n params: {\n direction: direction()\n },\n onFinish() {\n animationCurrentIndex.update(index => index + 1)\n }\n };\n }\n\n const graphicScale = (graphicObject) => {\n const scale = graphicObject?.scale;\n if (Array.isArray(scale)) return scale;\n if (typeof scale === 'number') return [scale, scale];\n if (scale && typeof scale === 'object') {\n const x = typeof scale.x === 'number' ? scale.x : 1;\n const y = typeof scale.y === 'number' ? scale.y : x;\n return [x, y];\n }\n return undefined;\n }\n\n const graphicContainerScale = (graphicObject) => {\n const scale = graphicObject?.displayScale;\n if (Array.isArray(scale)) return scale;\n if (typeof scale === 'number') return [scale, scale];\n if (scale && typeof scale === 'object') {\n const x = typeof scale.x === 'number' ? scale.x : 1;\n const y = typeof scale.y === 'number' ? scale.y : x;\n return [x, y];\n }\n return [1, 1];\n }\n\n const multiplyScale = (left, right) => {\n const a = normalizePair(left);\n const b = normalizePair(right);\n return [a[0] * b[0], a[1] * b[1]];\n }\n\n const graphicHitbox = (graphicObject) => {\n const box = hitbox();\n const scale = graphicEffectiveScale(graphicObject);\n return scaleHitboxForGraphicDisplay(box, scale);\n }\n\n const shadowCaster = (graphicObject) => {\n const box = hitbox();\n const bounds = graphicBounds();\n const height = Math.max(bounds?.height ?? box?.h ?? 32, box?.h ?? 32);\n\n return {\n enabled: shadowsEnabled,\n height,\n footAnchor: { x: 0.5, y: 1 },\n footOffset: { x: 0, y: 2 },\n alpha: 0.5,\n blur: 3.5,\n gradientPower: 2,\n hardness: 0.42,\n minLength: Math.max(6, (box?.h ?? 32) * 0.25),\n maxLength: Math.max(90, height * 1.8),\n contactAlpha: 0.3,\n contactScale: 0.3,\n };\n }\n\n const imageDimensions = signal({});\n const loadingImageDimensions = new Set();\n\n const toFiniteNumber = (value, fallback = 0) => {\n const number = typeof value === 'number' ? value : parseFloat(value);\n return Number.isFinite(number) ? number : fallback;\n };\n\n const clampRatio = (value) => Math.min(1, Math.max(0, value));\n\n const normalizePair = (value, fallback = [1, 1]) => {\n if (Array.isArray(value)) {\n const x = toFiniteNumber(value[0], fallback[0]);\n const y = toFiniteNumber(value[1] ?? value[0], x);\n return [x, y];\n }\n if (typeof value === 'number') {\n return [value, value];\n }\n if (value && typeof value === 'object') {\n const x = toFiniteNumber(value.x, fallback[0]);\n const y = toFiniteNumber(value.y ?? value.x, x);\n return [x, y];\n }\n return fallback;\n };\n\n const normalizeAnchor = (value) => {\n if (!Array.isArray(value)) return undefined;\n const [x, y] = normalizePair(value, [0, 0]);\n return [clampRatio(x), clampRatio(y)];\n };\n\n const resolveImageSource = (image) => {\n if (typeof image === 'string') return image;\n if (typeof image?.default === 'string') return image.default;\n return undefined;\n };\n\n const parentTextureOptions = (graphicObject) => {\n const props = [\n 'width',\n 'height',\n 'framesHeight',\n 'framesWidth',\n 'rectWidth',\n 'rectHeight',\n 'offset',\n 'image',\n 'sound',\n 'spriteRealSize',\n 'scale',\n 'anchor',\n 'pivot',\n 'x',\n 'y',\n 'opacity'\n ];\n\n return props.reduce((options, prop) => {\n if (graphicObject?.[prop] !== undefined) {\n options[prop] = graphicObject[prop];\n }\n return options;\n }, {});\n };\n\n const resolveTextureOptions = (graphicObject) => {\n const textures = graphicObject?.textures ?? {};\n const texture =\n textures[realAnimationName()] ??\n textures[Animation.Stand] ??\n Object.values(textures)[0] ??\n {};\n\n return {\n ...parentTextureOptions(graphicObject),\n ...texture\n };\n };\n\n const resolveFirstAnimationFrame = (textureOptions) => {\n const animations = textureOptions?.animations;\n if (!animations) return {};\n\n try {\n const frames = typeof animations === 'function'\n ? animations({ direction: direction() })\n : animations;\n if (!Array.isArray(frames)) return {};\n const firstGroup = frames[0];\n return Array.isArray(firstGroup) ? firstGroup[0] ?? {} : firstGroup ?? {};\n }\n catch {\n return {};\n }\n };\n\n const optionValue = (prop, frame, textureOptions, graphicObject) => {\n return frame?.[prop] ?? textureOptions?.[prop] ?? graphicObject?.[prop];\n };\n\n const graphicEffectiveScale = (graphicObject) => {\n const textureOptions = resolveTextureOptions(graphicObject);\n const frame = resolveFirstAnimationFrame(textureOptions);\n const spriteScale = normalizePair(optionValue('scale', frame, textureOptions, graphicObject) ?? graphicScale(graphicObject));\n return multiplyScale(spriteScale, graphicContainerScale(graphicObject));\n };\n\n const resolveFrameSize = (textureOptions, dimensions) => {\n const framesWidth = toPositiveNumber(textureOptions?.framesWidth) ?? 1;\n const framesHeight = toPositiveNumber(textureOptions?.framesHeight) ?? 1;\n const imageSource = resolveImageSource(textureOptions?.image);\n const loadedSize = imageSource ? dimensions[imageSource] : undefined;\n const fullWidth = toPositiveNumber(textureOptions?.width) ?? loadedSize?.width;\n const fullHeight = toPositiveNumber(textureOptions?.height) ?? loadedSize?.height;\n const width = toPositiveNumber(textureOptions?.rectWidth) ??\n toPositiveNumber(textureOptions?.spriteWidth) ??\n (fullWidth ? fullWidth / framesWidth : undefined);\n const height = toPositiveNumber(textureOptions?.rectHeight) ??\n toPositiveNumber(textureOptions?.spriteHeight) ??\n (fullHeight ? fullHeight / framesHeight : undefined);\n\n return {\n width,\n height\n };\n };\n\n const loadImageDimensions = (image) => {\n const source = resolveImageSource(image);\n if (!source || imageDimensions()[source] || loadingImageDimensions.has(source)) {\n return;\n }\n\n loadingImageDimensions.add(source);\n Assets.load(source)\n .then((texture) => {\n const width = toPositiveNumber(texture?.width);\n const height = toPositiveNumber(texture?.height);\n if (!width || !height) return;\n\n imageDimensions.update((dimensions) => ({\n ...dimensions,\n [source]: { width, height }\n }));\n })\n .catch(() => {})\n .finally(() => {\n loadingImageDimensions.delete(source);\n });\n };\n\n effect(() => {\n const sources = new Set();\n\n graphicsSignals().forEach((graphicObject) => {\n const baseImage = resolveImageSource(graphicObject?.image);\n if (baseImage) sources.add(baseImage);\n\n Object.values(graphicObject?.textures ?? {}).forEach((textureOptions) => {\n const image = resolveImageSource(textureOptions?.image ?? graphicObject?.image);\n if (image) sources.add(image);\n });\n });\n\n sources.forEach((source) => loadImageDimensions(source));\n });\n\n const hitboxBounds = computed(() => {\n const box = hitbox();\n const width = box?.w ?? 0;\n const height = box?.h ?? 0;\n\n return {\n left: 0,\n top: 0,\n right: width,\n bottom: height,\n width,\n height,\n centerX: width / 2,\n centerY: height / 2\n };\n });\n\n const graphicBounds = computed(() => {\n const box = hitbox();\n const fallback = hitboxBounds();\n const customEventComponent = resolvedEventComponents()[0];\n if (customEventComponent && !customEventComponent.renderGraphic) {\n return fallback;\n }\n const dimensions = imageDimensions();\n const graphics = graphicsSignals();\n let bounds = null;\n\n graphics.forEach((graphicObject) => {\n const textureOptions = resolveTextureOptions(graphicObject);\n const frame = resolveFirstAnimationFrame(textureOptions);\n const size = resolveFrameSize(textureOptions, dimensions);\n const spriteWidth = size.width ?? box?.w;\n const spriteHeight = size.height ?? box?.h;\n\n if (!spriteWidth || !spriteHeight) {\n return;\n }\n\n const scale = graphicEffectiveScale(graphicObject);\n const explicitAnchor = normalizeAnchor(optionValue('anchor', frame, textureOptions, graphicObject));\n const anchor = explicitAnchor ?? resolveScaledHitboxAnchor(\n spriteWidth,\n spriteHeight,\n optionValue('spriteRealSize', frame, textureOptions, graphicObject),\n box,\n scale\n );\n const x = toFiniteNumber(optionValue('x', frame, textureOptions, graphicObject), 0);\n const y = toFiniteNumber(optionValue('y', frame, textureOptions, graphicObject), 0);\n const leftEdge = -anchor[0] * spriteWidth * scale[0];\n const rightEdge = (1 - anchor[0]) * spriteWidth * scale[0];\n const topEdge = -anchor[1] * spriteHeight * scale[1];\n const bottomEdge = (1 - anchor[1]) * spriteHeight * scale[1];\n const graphic = {\n left: x + Math.min(leftEdge, rightEdge),\n top: y + Math.min(topEdge, bottomEdge),\n right: x + Math.max(leftEdge, rightEdge),\n bottom: y + Math.max(topEdge, bottomEdge)\n };\n\n bounds = bounds\n ? {\n left: Math.min(bounds.left, graphic.left),\n top: Math.min(bounds.top, graphic.top),\n right: Math.max(bounds.right, graphic.right),\n bottom: Math.max(bounds.bottom, graphic.bottom)\n }\n : graphic;\n });\n\n if (!bounds) {\n return fallback;\n }\n\n const width = bounds.right - bounds.left;\n const height = bounds.bottom - bounds.top;\n\n return {\n ...bounds,\n width,\n height,\n centerX: bounds.left + width / 2,\n centerY: bounds.top + height / 2\n };\n });\n\n const interactionBounds = () => ({\n bounds: graphicBounds(),\n hitbox: hitboxBounds(),\n graphic: graphicBounds()\n });\n\n const interactionCursor = computed(() =>\n client.interactions.cursorFor(sprite, interactionBounds())\n );\n\n const handleInteraction = (type) => (event) => {\n client.updatePointerFromInteractionEvent(event);\n client.interactions.handle(sprite, type, {\n event,\n bounds: interactionBounds()\n });\n };\n\n const interactionPointerOver = handleInteraction('pointerover');\n const interactionPointerOut = handleInteraction('pointerout');\n const interactionPointerDown = handleInteraction('pointerdown');\n const interactionPointerUp = handleInteraction('pointerup');\n const interactionPointerMove = handleInteraction('pointermove');\n const interactionClick = handleInteraction('click');\n\n // Combine animation change detection with movement state from smoothX/smoothY\n const movementAnimations = ['walk', 'stand'];\n const epsilon = 0; // movement threshold to consider the easing still running\n\n const stateX$ = smoothX.animatedState.observable;\n const stateY$ = smoothY.animatedState.observable;\n const animationName$ = animationName.observable;\n\n const moving$ = combineLatest([stateX$, stateY$]).pipe(\n map(([sx, sy]) => {\n const xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;\n const yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;\n return !xFinished || !yFinished; // moving if X or Y is not finished\n }),\n startWith(false)\n );\n\n const animationChange$ = animationName$.pipe(\n startWith(animationName()),\n pairwise(),\n filter(([prev, curr]) => prev !== curr)\n );\n\n let beforeRemovePromise = null;\n let beforeRemoveTransitionValue = null;\n const resolveRemoveContext = () => {\n if (!sprite._removeTransition) return null;\n const value = sprite._removeTransition();\n if (!value || typeof value !== 'string') return null;\n try {\n const context = JSON.parse(value);\n if (!context || typeof context !== 'object' || !context.active) return null;\n context.__transitionValue = value;\n return context;\n }\n catch {\n return null;\n }\n };\n\n const withTimeout = (promise, timeoutMs = 0) => {\n if (!timeoutMs || timeoutMs <= 0) return promise;\n return Promise.race([\n promise,\n new Promise((resolve) => setTimeout(resolve, timeoutMs)),\n ]);\n };\n\n const runBeforeRemove = () => {\n const context = resolveRemoveContext();\n if (!context) return Promise.resolve();\n if (beforeRemovePromise && beforeRemoveTransitionValue === context.__transitionValue) {\n return beforeRemovePromise;\n }\n beforeRemoveTransitionValue = context.__transitionValue;\n beforeRemovePromise = withTimeout(\n lastValueFrom(hooks.callHooks(\"client-sprite-onBeforeRemove\", sprite, context)),\n context.timeoutMs\n );\n return beforeRemovePromise;\n };\n\n const removeTransitionSubscription = sprite._removeTransition?.observable?.subscribe(() => {\n if (resolveRemoveContext()) {\n runBeforeRemove();\n }\n });\n\n const animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(([[prev, curr], isMoving]) => {\n const isMovementAnimation = movementAnimations.includes(curr);\n const isTemporaryAnimationPlaying =\n sprite.animationIsPlaying && sprite.animationIsPlaying();\n\n if (sprite.animationFixed && isMovementAnimation) {\n realAnimationName.set(curr);\n return;\n }\n\n if (curr == 'stand' && !isMoving) {\n if (!resumeHeldDirectionWalkAnimation()) {\n realAnimationName.set(curr);\n }\n }\n else if (curr == 'walk' && isMoving) {\n realAnimationName.set(curr);\n }\n else if (!isMovementAnimation) {\n realAnimationName.set(curr);\n }\n if (!isMoving && isTemporaryAnimationPlaying) {\n if (isMovementAnimation) {\n if (typeof sprite.resetAnimationState === 'function') {\n sprite.resetAnimationState();\n }\n }\n }\n });\n\n const resumeWalkSubscriptions = [\n sprite._canMove,\n sprite._animationFixed,\n sprite.animationIsPlaying,\n ]\n .filter(signal => signal?.observable)\n .map(signal => signal.observable.subscribe(() => {\n resumeHeldDirectionWalkAnimation();\n }));\n\n /**\n * Cleanup subscriptions and call hooks before sprite destruction.\n *\n * # Design\n * - Prevent memory leaks by unsubscribing from all local subscriptions created in this component.\n * - Execute destruction hooks to notify modules and scene map of sprite removal.\n *\n * @example\n * await onBeforeDestroy();\n */\n const waitForTemporaryAnimationEnd = (maxDuration = 1200) => {\n if (!sprite.animationIsPlaying || !sprite.animationIsPlaying()) {\n return Promise.resolve();\n }\n\n return new Promise((resolve) => {\n let finished = false;\n let timeout;\n let subscription;\n const finish = () => {\n if (finished) return;\n finished = true;\n 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@@ -87,6 +87,16 @@ function component($$props) {
87
87
  function _onFinish(value) {
88
88
  if (onFinish) onFinish(value, normalizeOpenId(guiOpenId));
89
89
  }
90
+ const stopEvent = (event) => {
91
+ event?.stopPropagation?.();
92
+ };
93
+ const closeDialog = () => {
94
+ _onFinish();
95
+ };
96
+ const closeDialogFromPointer = (event) => {
97
+ stopEvent(event);
98
+ closeDialog();
99
+ };
90
100
  const onSelect = (index) => {
91
101
  _onFinish(index);
92
102
  };
@@ -155,6 +165,22 @@ function component($$props) {
155
165
  height: "100%",
156
166
  controls: dialogControls
157
167
  }, h(DOMElement, {
168
+ element: "div",
169
+ attrs: {
170
+ class: "rpg-ui-dialog-layer",
171
+ click: closeDialogFromPointer
172
+ }
173
+ }, [h(DOMElement, {
174
+ element: "button",
175
+ attrs: {
176
+ class: "rpg-ui-close-button",
177
+ type: "button",
178
+ title: "Close",
179
+ "aria-label": "Close dialog",
180
+ click: closeDialogFromPointer
181
+ },
182
+ textContent: "x"
183
+ }), h(DOMElement, {
158
184
  element: "div",
159
185
  attrs: {
160
186
  class: "rpg-ui-dialog-container",
@@ -164,7 +190,10 @@ function component($$props) {
164
190
  }
165
191
  }, h(DOMElement, {
166
192
  element: "div",
167
- attrs: { class: "rpg-ui-dialog rpg-anim-fade-in" }
193
+ attrs: {
194
+ class: "rpg-ui-dialog rpg-anim-fade-in",
195
+ click: stopEvent
196
+ }
168
197
  }, [h(DOMElement, {
169
198
  element: "div",
170
199
  attrs: { class: "rpg-ui-dialog-body" }
@@ -206,7 +235,7 @@ function component($$props) {
206
235
  })))]), cond(showIndicator, () => h(DOMElement, {
207
236
  element: "div",
208
237
  attrs: { class: "rpg-ui-dialog-indicator" }
209
- }))])));
238
+ }))]))]));
210
239
  }
211
240
  var __ce_component = component;
212
241
  //#endregion