@rpgjs/client 5.0.0-beta.26 → 5.0.0-beta.28
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +47 -0
- package/dist/Game/AnimationManager.js.map +1 -1
- package/dist/Game/ClientVisuals.js.map +1 -1
- package/dist/Game/Map.js +2 -2
- package/dist/Game/Map.js.map +1 -1
- package/dist/Game/Object.js +1 -1
- package/dist/Game/Object.js.map +1 -1
- package/dist/Game/ProjectileManager.js.map +1 -1
- package/dist/Gui/Gui.d.ts +36 -17
- package/dist/Gui/Gui.js +40 -22
- package/dist/Gui/Gui.js.map +1 -1
- package/dist/Gui/NotificationManager.js.map +1 -1
- package/dist/RpgClient.d.ts +3 -64
- package/dist/RpgClientEngine.js +1 -1
- package/dist/RpgClientEngine.js.map +1 -1
- package/dist/_virtual/{_@oxc-project_runtime@0.133.0 → _@oxc-project_runtime@0.139.0}/helpers/esm/decorate.js +2 -2
- package/dist/_virtual/{_@oxc-project_runtime@0.133.0 → _@oxc-project_runtime@0.139.0}/helpers/esm/decorateMetadata.js +2 -2
- package/dist/components/animations/animation.ce.js.map +1 -1
- package/dist/components/animations/fx.ce.js.map +1 -1
- package/dist/components/animations/hit.ce.js.map +1 -1
- package/dist/components/character-hitbox.js +1 -1
- package/dist/components/character.ce.js +3 -1
- package/dist/components/character.ce.js.map +1 -1
- package/dist/components/dynamics/bar.ce.js.map +1 -1
- package/dist/components/dynamics/image.ce.js.map +1 -1
- package/dist/components/dynamics/parse-value.js +1 -1
- package/dist/components/dynamics/parse-value.js.map +1 -1
- package/dist/components/dynamics/shape-utils.js +1 -1
- package/dist/components/dynamics/shape.ce.js.map +1 -1
- package/dist/components/dynamics/text.ce.js.map +1 -1
- package/dist/components/gui/box.ce.js.map +1 -1
- package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
- package/dist/components/gui/gameover.ce.js.map +1 -1
- package/dist/components/gui/hud/hud.ce.js.map +1 -1
- package/dist/components/gui/index.js +17 -16
- package/dist/components/gui/input-field.ce.js.map +1 -1
- package/dist/components/gui/input.ce.js.map +1 -1
- package/dist/components/gui/menu/equip-menu.ce.js +1 -1
- package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
- package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
- package/dist/components/gui/notification/notification.ce.js.map +1 -1
- package/dist/components/gui/save-load.ce.js.map +1 -1
- package/dist/components/gui/shop/shop.ce.js +4 -2
- package/dist/components/gui/shop/shop.ce.js.map +1 -1
- package/dist/components/gui/title-screen.ce.js.map +1 -1
- package/dist/components/index.js +4 -3
- package/dist/components/interaction-components.ce.js.map +1 -1
- package/dist/components/player-components-utils.js +1 -1
- package/dist/components/player-components-utils.js.map +1 -1
- package/dist/components/player-components.ce.js.map +1 -1
- package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
- package/dist/components/prebuilt/index.js +3 -2
- package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
- package/dist/components/scenes/canvas.ce.js.map +1 -1
- package/dist/components/scenes/draw-map.ce.js.map +1 -1
- package/dist/components/scenes/event-layer.ce.js.map +1 -1
- package/dist/components/scenes/weather-tick-lifecycle.js.map +1 -1
- package/dist/core/inject.d.ts +4 -4
- package/dist/core/inject.js.map +1 -1
- package/dist/core/setup.d.ts +3 -3
- package/dist/core/setup.js +1 -1
- package/dist/core/setup.js.map +1 -1
- package/dist/core/setup.spec.d.ts +1 -0
- package/dist/i18n.d.ts +1 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.js +1 -2
- package/dist/module.d.ts +2 -2
- package/dist/module.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_di@3.1.0/node_modules/@signe/di/dist/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_reactive@3.1.0/node_modules/@signe/reactive/dist/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_reactive@3.1.0/node_modules/@signe/reactive/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_room@3.1.0_react@19.2.7/node_modules/@signe/room/dist/index.js +2 -2
- package/dist/node_modules/.pnpm/@signe_room@3.1.0_react@19.2.7/node_modules/@signe/room/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/client/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/index.js +1 -1
- package/dist/node_modules/.pnpm/@signe_sync@3.1.0_react@19.2.7/node_modules/@signe/sync/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/index.js +2 -2
- package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/index.js.map +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/ws.js +1 -1
- package/dist/node_modules/.pnpm/partysocket@1.2.0_react@19.2.7/node_modules/partysocket/dist/ws.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/index.js +7 -7
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/ZodError.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/errors.js +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/external.js +2 -2
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/errorUtil.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/parseUtil.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/helpers/util.js.map +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/types.js +1 -1
- package/dist/node_modules/.pnpm/zod@3.25.76/node_modules/zod/v3/types.js.map +1 -1
- package/dist/presets/faceset.js.map +1 -1
- package/dist/presets/rmspritesheet.js.map +1 -1
- package/dist/public-api-types.spec.d.ts +1 -0
- package/dist/services/AbstractSocket.d.ts +3 -3
- package/dist/services/AbstractSocket.js.map +1 -1
- package/dist/services/cameraFollow.js +1 -1
- package/dist/services/cameraFollow.js.map +1 -1
- package/dist/services/interactions.js.map +1 -1
- package/dist/services/loadMap.d.ts +3 -7
- package/dist/services/loadMap.js +2 -2
- package/dist/services/loadMap.js.map +1 -1
- package/dist/services/mapStreaming.d.ts +2 -16
- package/dist/services/mapStreaming.js.map +1 -1
- package/dist/services/mmorpg-connection.js +1 -1
- package/dist/services/mmorpg-connection.js.map +1 -1
- package/dist/services/mmorpg.d.ts +4 -26
- package/dist/services/mmorpg.js.map +1 -1
- package/dist/services/pointerContext.js +2 -1
- package/dist/services/pointerContext.js.map +1 -1
- package/dist/services/save.js.map +1 -1
- package/dist/services/standalone.d.ts +2 -98
- package/dist/services/standalone.js.map +1 -1
- package/dist/utils/getEntityProp.js.map +1 -1
- package/dist/utils/syncHitbox.js.map +1 -1
- package/package.json +10 -10
- package/src/Game/Object.spec.ts +1 -1
- package/src/Game/Object.ts +4 -4
- package/src/Gui/Gui.spec.ts +26 -1
- package/src/Gui/Gui.ts +104 -40
- package/src/RpgClient.ts +2 -63
- package/src/core/inject.ts +6 -5
- package/src/core/setup.spec.ts +35 -0
- package/src/core/setup.ts +8 -6
- package/src/index.ts +12 -1
- package/src/module.ts +2 -2
- package/src/public-api-types.spec.ts +37 -0
- package/src/services/AbstractSocket.ts +2 -2
- package/src/services/loadMap.ts +8 -8
- package/src/services/mapStreaming.ts +7 -5
- package/src/services/mmorpg.ts +6 -7
- package/src/services/standalone.ts +4 -5
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{"version":3,"file":"title-screen.ce.js","names":[],"sources":["../../../src/components/gui/title-screen.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-title-screen rpg-anim-fade-in\">\n <div class=\"rpg-ui-title-screen-header rpg-anim-float\">\n <div class=\"rpg-ui-title-screen-title\">{titleText()}</div>\n @if (subtitleText()) {\n <div class=\"rpg-ui-title-screen-subtitle\">{subtitleText()}</div>\n }\n </div>\n <Navigation tabindex={selectedEntry} controls={controls}>\n <div class=\"rpg-ui-menu rpg-ui-title-screen-menu rpg-anim-slide-up\">\n @for ((entry,index) of entryList()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isEntryDisabled(entry)}}\n data-selected={selectedEntry() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectEntry(index)}\n >{entry.label}</div>\n }\n </div>\n </Navigation>\n @if (versionText()) {\n <div class=\"rpg-ui-title-screen-version\">{versionText()}</div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect } from \"canvasengine\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { getKeyboardControlBind } from \"../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\n const guiService = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { data, onInteraction } = defineProps({\n entries: {\n default: () => []\n },\n saveLoad: {\n default: () => ({})\n },\n localActions: {\n default: false\n }\n });\n\n const { entries, title, subtitle, version, saveLoad, localActions } = data();\n\n const defaultEntries = [\n { id: \"start\", label: t(\"rpg.title.start\") },\n { id: \"load\", label: t(\"rpg.title.load\") }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const titleText = computed(() => resolveProp(title) || t(\"rpg.title.default\"));\n const subtitleText = computed(() => resolveProp(subtitle) || \"\");\n const versionText = computed(() => resolveProp(version) || \"\");\n const localActionsEnabled = computed(() => resolveProp(localActions) === true);\n\n const entryList = computed(() => {\n const list = resolveProp(entries);\n if (Array.isArray(list) && list.length) return list;\n return defaultEntries;\n });\n\n const isEntryDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n return false;\n };\n\n const selectedEntry = signal(0);\n const selectableIndexes = computed(() => {\n const list = entryList();\n return list\n .map((entry, index) => (isEntryDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n if (!available.includes(current)) {\n selectedEntry.set(available[0]);\n }\n });\n\n const moveSelection = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n selectedEntry.set(available[nextIndex]);\n };\n\n const triggerSelect = (index) => {\n const list = entryList();\n const entry = list[index];\n if (!entry || isEntryDisabled(entry)) return;\n if (localActionsEnabled()) {\n if (entry.id === \"start\") {\n guiService.hide(PrebuiltGui.TitleScreen);\n }\n if (entry.id === \"load\") {\n const config = resolveProp(saveLoad) || {};\n const slots = Array.isArray(config.slots) ? config.slots : [null, null, null];\n guiService.display(PrebuiltGui.Save, {\n ...config,\n mode: config.mode || \"load\",\n slots\n });\n }\n }\n if (onInteraction) {\n onInteraction(\"select\", { id: entry.id, index, entry });\n }\n };\n\n function selectEntry(index) {\n return function() {\n selectedEntry.set(index);\n triggerSelect(index);\n };\n }\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (guiService.isDisplaying(PrebuiltGui.Save)) return;\n moveSelection(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (guiService.isDisplaying(PrebuiltGui.Save)) return;\n moveSelection(1);\n }\n },\n action: {\n bind: getKeyboardControlBind(keyboardControls.action),\n keyDown() {\n if (guiService.isDisplaying(PrebuiltGui.Save)) return;\n triggerSelect(selectedEntry());\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;;;;AAaM,SAAS,
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{"version":3,"file":"title-screen.ce.js","names":[],"sources":["../../../src/components/gui/title-screen.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-title-screen rpg-anim-fade-in\">\n <div class=\"rpg-ui-title-screen-header rpg-anim-float\">\n <div class=\"rpg-ui-title-screen-title\">{titleText()}</div>\n @if (subtitleText()) {\n <div class=\"rpg-ui-title-screen-subtitle\">{subtitleText()}</div>\n }\n </div>\n <Navigation tabindex={selectedEntry} controls={controls}>\n <div class=\"rpg-ui-menu rpg-ui-title-screen-menu rpg-anim-slide-up\">\n @for ((entry,index) of entryList()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isEntryDisabled(entry)}}\n data-selected={selectedEntry() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectEntry(index)}\n >{entry.label}</div>\n }\n </div>\n </Navigation>\n @if (versionText()) {\n <div class=\"rpg-ui-title-screen-version\">{versionText()}</div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect } from \"canvasengine\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { getKeyboardControlBind } from \"../../services/actionInput\";\n\n const engine = inject(RpgClientEngine);\n const { t } = engine.i18n();\n const guiService = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { data, onInteraction } = defineProps({\n entries: {\n default: () => []\n },\n saveLoad: {\n default: () => ({})\n },\n localActions: {\n default: false\n }\n });\n\n const { entries, title, subtitle, version, saveLoad, localActions } = data();\n\n const defaultEntries = [\n { id: \"start\", label: t(\"rpg.title.start\") },\n { id: \"load\", label: t(\"rpg.title.load\") }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const titleText = computed(() => resolveProp(title) || t(\"rpg.title.default\"));\n const subtitleText = computed(() => resolveProp(subtitle) || \"\");\n const versionText = computed(() => resolveProp(version) || \"\");\n const localActionsEnabled = computed(() => resolveProp(localActions) === true);\n\n const entryList = computed(() => {\n const list = resolveProp(entries);\n if (Array.isArray(list) && list.length) return list;\n return defaultEntries;\n });\n\n const isEntryDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n return false;\n };\n\n const selectedEntry = signal(0);\n const selectableIndexes = computed(() => {\n const list = entryList();\n return list\n .map((entry, index) => (isEntryDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n if (!available.includes(current)) {\n selectedEntry.set(available[0]);\n }\n });\n\n const moveSelection = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n selectedEntry.set(available[nextIndex]);\n };\n\n const triggerSelect = (index) => {\n const list = entryList();\n const entry = list[index];\n if (!entry || isEntryDisabled(entry)) return;\n if (localActionsEnabled()) {\n if (entry.id === \"start\") {\n guiService.hide(PrebuiltGui.TitleScreen);\n }\n if (entry.id === \"load\") {\n const config = resolveProp(saveLoad) || {};\n const slots = Array.isArray(config.slots) ? 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package/dist/components/index.js
CHANGED
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@@ -1,5 +1,6 @@
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1
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-
import "./scenes/draw-map.ce.js";
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1
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+
import __ce_component from "./scenes/draw-map.ce.js";
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2
2
|
import "./prebuilt/hp-bar.ce.js";
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3
3
|
import "./prebuilt/index.js";
|
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4
|
-
import "./character.ce.js";
|
|
5
|
-
import "./scenes/event-layer.ce.js";
|
|
4
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+
import __ce_component$2 from "./character.ce.js";
|
|
5
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+
import __ce_component$3 from "./scenes/event-layer.ce.js";
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6
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+
export { __ce_component$2 as CharacterComponent, __ce_component$3 as EventLayerComponent, __ce_component as SceneMap };
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"interaction-components.ce.js","names":[],"sources":["../../src/components/interaction-components.ce"],"sourcesContent":["<Container>\n @for (entry of renderedComponents) {\n <Container dependencies={entry.dependencies}>\n <entry.component ...entry.props />\n </Container>\n }\n</Container>\n\n<script>\n import { computed } from \"canvasengine\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\";\n\n const { object, bounds, hitboxBounds, graphicBounds } = defineProps();\n const client = inject(RpgClientEngine);\n const sprite = object();\n\n const renderedComponents = computed(() => client.interactions.getRenderedComponents(sprite, {\n bounds: typeof bounds === \"function\" ? bounds() : undefined,\n hitbox: typeof hitboxBounds === \"function\" ? hitboxBounds() : undefined,\n graphic: typeof graphicBounds === \"function\" ? graphicBounds() : undefined,\n }));\n</script>\n"],"mappings":";;;;
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1
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+
{"version":3,"file":"interaction-components.ce.js","names":[],"sources":["../../src/components/interaction-components.ce"],"sourcesContent":["<Container>\n @for (entry of renderedComponents) {\n <Container dependencies={entry.dependencies}>\n <entry.component ...entry.props />\n </Container>\n }\n</Container>\n\n<script>\n import { computed } from \"canvasengine\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\";\n\n const { object, bounds, hitboxBounds, graphicBounds } = defineProps();\n const client = inject(RpgClientEngine);\n const sprite = object();\n\n const renderedComponents = computed(() => client.interactions.getRenderedComponents(sprite, {\n bounds: typeof bounds === \"function\" ? bounds() : undefined,\n hitbox: typeof hitboxBounds === \"function\" ? hitboxBounds() : undefined,\n graphic: typeof graphicBounds === \"function\" ? graphicBounds() : undefined,\n }));\n</script>\n"],"mappings":";;;;AAQM,SAAS,UAAU,SAAS;CACX,SAAS,OAAO;CAC/B,MAAM,cAAc,eAAe,OAAO;CACtB,eAAe,OAAO;CAC1C,MAAM,EAAE,QAAQ,QAAQ,cAAc,kBAAkB,YAAY;CAC5E,MAAM,SAAS,OAAO,eAAe;CACrC,MAAM,SAAS,OAAO;CAOd,OADY,EAAE,WAAW,MAAM,KALZ,eAAe,OAAO,aAAa,sBAAsB,QAAQ;EACxF,QAAQ,OAAO,WAAW,aAAa,OAAO,IAAI,KAAA;EAClD,QAAQ,OAAO,iBAAiB,aAAa,aAAa,IAAI,KAAA;EAC9D,SAAS,OAAO,kBAAkB,aAAa,cAAc,IAAI,KAAA;CACrE,CAAC,CAC4D,IAAG,UAAS,EAAE,WAAW,EAAE,cAAc,MAAM,aAAa,GAAG,EAAE,MAAM,WAAW,MAAM,KAAK,CAAC,CAAC,CACzI;AACb;AAEA,IAAM,iBAAiB"}
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@@ -157,6 +157,6 @@ function computeBlockPosition({ position, size, layout = {}, graphic, hitbox })
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157
157
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}
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158
158
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}
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159
159
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//#endregion
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160
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-
export { computeBlockPosition, computeBlockSize, estimateComponentSize, getComponentId, getComponentProps };
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160
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+
export { DEFAULT_HP_BAR_STYLE, DEFAULT_SP_BAR_STYLE, computeBlockPosition, computeBlockSize, estimateComponentSize, getComponentId, getComponentProps, getPointBounds };
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161
161
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162
162
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//# sourceMappingURL=player-components-utils.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"player-components-utils.js","names":[],"sources":["../../src/components/player-components-utils.ts"],"sourcesContent":["export const DEFAULT_HP_BAR_STYLE = { fillColor: '#ef4444' };\nexport const DEFAULT_SP_BAR_STYLE = { fillColor: '#3b82f6' };\n\nconst DEFAULT_CELL_HEIGHT = 16;\nconst DEFAULT_CELL_WIDTH = 32;\n\ntype NumberResolver = (value: any, fallback?: number) => number;\n\nconst defaultToNumber: NumberResolver = (value, fallback = 0) => {\n const num = typeof value === 'number' ? value : parseFloat(value);\n return Number.isFinite(num) ? num : fallback;\n};\n\nexport function getPointBounds(points: any[] = [], toNumber: NumberResolver = defaultToNumber) {\n if (!Array.isArray(points) || points.length < 2) {\n return { width: 1, height: 1 };\n }\n\n let minX = Infinity;\n let minY = Infinity;\n let maxX = -Infinity;\n let maxY = -Infinity;\n\n for (let i = 0; i < points.length; i += 2) {\n const x = toNumber(points[i], 0);\n const y = toNumber(points[i + 1], 0);\n minX = Math.min(minX, x);\n minY = Math.min(minY, y);\n maxX = Math.max(maxX, x);\n maxY = Math.max(maxY, y);\n }\n\n return {\n width: Math.max(1, maxX - minX),\n height: Math.max(1, maxY - minY)\n };\n}\n\nexport function getComponentId(definition: any) {\n if (!definition) return undefined;\n if (definition.id) return definition.id;\n if (definition.type === 'text') return 'rpg:text';\n if (definition.type === 'hpBar') return 'rpg:hpBar';\n if (definition.type === 'spBar') return 'rpg:spBar';\n if (definition.type === 'bar') return 'rpg:bar';\n if (definition.type === 'shape') return 'rpg:shape';\n if (definition.type === 'image') return 'rpg:image';\n if (definition.type === 'tile') return 'rpg:tile';\n return definition.type;\n}\n\nexport function getComponentProps(definition: any) {\n if (definition.props) return definition.props;\n\n if (definition.type === 'text') {\n return { value: definition.value, style: definition.style };\n }\n if (definition.type === 'hpBar') {\n return { current: '{hp}', max: '{param.maxHp}', style: { ...DEFAULT_HP_BAR_STYLE, ...definition.style }, text: definition.text };\n }\n if (definition.type === 'spBar') {\n return { current: '{sp}', max: '{param.maxSp}', style: { ...DEFAULT_SP_BAR_STYLE, ...definition.style }, text: definition.text };\n }\n if (definition.type === 'bar') {\n return { current: `{${definition.current}}`, max: `{${definition.max}}`, style: definition.style, text: definition.text };\n }\n if (definition.type === 'shape') {\n return definition.value;\n }\n if (definition.type === 'image' || definition.type === 'tile') {\n return { value: definition.value };\n }\n\n return {};\n}\n\nexport function estimateComponentSize(\n definition: any,\n {\n toNumber = defaultToNumber,\n estimateTextWidth = (value: any) => String(value ?? '').length * 8\n }: {\n toNumber?: NumberResolver;\n estimateTextWidth?: (value: any, style?: any) => number;\n } = {}\n) {\n const props = getComponentProps(definition);\n const style = props?.style ?? definition?.style ?? {};\n\n if (definition?.type === 'text' || definition?.id === 'rpg:text') {\n return {\n width: estimateTextWidth(props.value ?? definition.value, style),\n height: toNumber(style.fontSize, 12)\n };\n }\n\n if (definition?.type === 'hpBar' || definition?.type === 'spBar' || definition?.type === 'bar' || definition?.id === 'rpg:hpBar' || definition?.id === 'rpg:spBar' || definition?.id === 'rpg:bar') {\n const barHeight = toNumber(style.height, 8);\n const labelHeight = props.text != null && props.text !== '' ? toNumber(style.fontSize, 10) + 2 : 0;\n return {\n width: toNumber(style.width, 50),\n height: barHeight + labelHeight\n };\n }\n\n if (definition?.type === 'shape' || definition?.id === 'rpg:shape') {\n const shape = props ?? {};\n if (shape.type === 'circle') {\n const radius = toNumber(shape.radius, 8);\n return { width: radius * 2, height: radius * 2 };\n }\n if (shape.type === 'line') {\n return {\n width: Math.max(1, Math.abs(toNumber(shape.x2, 16) - toNumber(shape.x1, 0))),\n height: Math.max(1, Math.abs(toNumber(shape.y2, 0) - toNumber(shape.y1, 0)))\n };\n }\n if (shape.type === 'polygon') {\n return getPointBounds(shape.points, toNumber);\n }\n return {\n width: toNumber(shape.width, 16),\n height: toNumber(shape.height, 16)\n };\n }\n\n return {\n width: toNumber(definition?.props?.width, DEFAULT_CELL_WIDTH),\n height: toNumber(definition?.props?.height, DEFAULT_CELL_HEIGHT)\n };\n}\n\nexport function computeBlockSize({\n position,\n layout = {},\n rowMetrics,\n gap = { row: 0, column: 0 },\n graphic,\n hitbox\n}: {\n position: string;\n layout?: any;\n rowMetrics: Array<{ width: number; height: number; cells: any[] }>;\n gap?: { row: number; column: number };\n graphic: { width: number; height: number };\n hitbox: { w: number; h: number };\n}) {\n const rowGapTotal = Math.max(0, rowMetrics.length - 1) * gap.row;\n const maxColumns = rowMetrics.reduce((max, row) => Math.max(max, row.cells.length), 0);\n const columnGapTotal = Math.max(0, maxColumns - 1) * gap.column;\n const contentWidth = rowMetrics.reduce((max, row) => Math.max(max, row.width), 0) + columnGapTotal;\n const contentHeight = rowMetrics.reduce((sum, row) => sum + row.height, 0) + rowGapTotal;\n const width = layout.width ?? Math.max(contentWidth, position === 'bottom' ? hitbox.w : position === 'top' || position === 'center' ? graphic.width : contentWidth);\n const height = layout.height ?? Math.max(contentHeight, position === 'bottom' ? hitbox.h : position === 'left' || position === 'right' || position === 'center' ? graphic.height : contentHeight);\n\n return { width, height };\n}\n\nexport function computeBlockPosition({\n position,\n size,\n layout = {},\n graphic,\n hitbox\n}: {\n position: string;\n size: { width: number; height: number };\n layout?: any;\n graphic: { left: number; top: number; right: number; centerX: number; centerY: number };\n hitbox: { w: number; h: number };\n}) {\n const marginLeft = layout.marginLeft ?? 0;\n const marginRight = layout.marginRight ?? 0;\n const marginTop = layout.marginTop ?? 0;\n const marginBottom = layout.marginBottom ?? 0;\n\n switch (position) {\n case 'bottom':\n return {\n x: (hitbox.w / 2) - (size.width / 2) + marginLeft - marginRight,\n y: (hitbox.h / 2) - (size.height / 2) + marginBottom - marginTop\n };\n case 'center':\n return {\n x: graphic.centerX - (size.width / 2) + marginLeft - marginRight,\n y: graphic.centerY - 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{"version":3,"file":"player-components-utils.js","names":[],"sources":["../../src/components/player-components-utils.ts"],"sourcesContent":["export const DEFAULT_HP_BAR_STYLE = { fillColor: '#ef4444' };\nexport const DEFAULT_SP_BAR_STYLE = { fillColor: '#3b82f6' };\n\nconst DEFAULT_CELL_HEIGHT = 16;\nconst DEFAULT_CELL_WIDTH = 32;\n\ntype NumberResolver = (value: any, fallback?: number) => number;\n\nconst defaultToNumber: NumberResolver = (value, fallback = 0) => {\n const num = typeof value === 'number' ? value : parseFloat(value);\n return Number.isFinite(num) ? num : fallback;\n};\n\nexport function getPointBounds(points: any[] = [], toNumber: NumberResolver = defaultToNumber) {\n if (!Array.isArray(points) || points.length < 2) {\n return { width: 1, height: 1 };\n }\n\n let minX = Infinity;\n let minY = Infinity;\n let maxX = -Infinity;\n let maxY = -Infinity;\n\n for (let i = 0; i < points.length; i += 2) {\n const x = toNumber(points[i], 0);\n const y = toNumber(points[i + 1], 0);\n minX = Math.min(minX, x);\n minY = Math.min(minY, y);\n maxX = Math.max(maxX, x);\n maxY = Math.max(maxY, y);\n }\n\n return {\n width: Math.max(1, maxX - minX),\n height: Math.max(1, maxY - minY)\n };\n}\n\nexport function getComponentId(definition: any) {\n if (!definition) return undefined;\n if (definition.id) return definition.id;\n if (definition.type === 'text') return 'rpg:text';\n if (definition.type === 'hpBar') return 'rpg:hpBar';\n if (definition.type === 'spBar') return 'rpg:spBar';\n if (definition.type === 'bar') return 'rpg:bar';\n if (definition.type === 'shape') return 'rpg:shape';\n if (definition.type === 'image') return 'rpg:image';\n if (definition.type === 'tile') return 'rpg:tile';\n return definition.type;\n}\n\nexport function getComponentProps(definition: any) {\n if (definition.props) return definition.props;\n\n if (definition.type === 'text') {\n return { value: definition.value, style: definition.style };\n }\n if (definition.type === 'hpBar') {\n return { current: '{hp}', max: '{param.maxHp}', style: { ...DEFAULT_HP_BAR_STYLE, ...definition.style }, text: definition.text };\n }\n if (definition.type === 'spBar') {\n return { current: '{sp}', max: '{param.maxSp}', style: { ...DEFAULT_SP_BAR_STYLE, ...definition.style }, text: definition.text };\n }\n if (definition.type === 'bar') {\n return { current: `{${definition.current}}`, max: `{${definition.max}}`, style: definition.style, text: definition.text };\n }\n if (definition.type === 'shape') {\n return definition.value;\n }\n if (definition.type === 'image' || definition.type === 'tile') {\n return { value: definition.value };\n }\n\n return {};\n}\n\nexport function estimateComponentSize(\n definition: any,\n {\n toNumber = defaultToNumber,\n estimateTextWidth = (value: any) => String(value ?? '').length * 8\n }: {\n toNumber?: NumberResolver;\n estimateTextWidth?: (value: any, style?: any) => number;\n } = {}\n) {\n const props = getComponentProps(definition);\n const style = props?.style ?? definition?.style ?? {};\n\n if (definition?.type === 'text' || definition?.id === 'rpg:text') {\n return {\n width: estimateTextWidth(props.value ?? definition.value, style),\n height: toNumber(style.fontSize, 12)\n };\n }\n\n if (definition?.type === 'hpBar' || definition?.type === 'spBar' || definition?.type === 'bar' || definition?.id === 'rpg:hpBar' || definition?.id === 'rpg:spBar' || definition?.id === 'rpg:bar') {\n const barHeight = toNumber(style.height, 8);\n const labelHeight = props.text != null && props.text !== '' ? toNumber(style.fontSize, 10) + 2 : 0;\n return {\n width: toNumber(style.width, 50),\n height: barHeight + labelHeight\n };\n }\n\n if (definition?.type === 'shape' || definition?.id === 'rpg:shape') {\n const shape = props ?? {};\n if (shape.type === 'circle') {\n const radius = toNumber(shape.radius, 8);\n return { width: radius * 2, height: radius * 2 };\n }\n if (shape.type === 'line') {\n return {\n width: Math.max(1, Math.abs(toNumber(shape.x2, 16) - toNumber(shape.x1, 0))),\n height: Math.max(1, Math.abs(toNumber(shape.y2, 0) - toNumber(shape.y1, 0)))\n };\n }\n if (shape.type === 'polygon') {\n return getPointBounds(shape.points, toNumber);\n }\n return {\n width: toNumber(shape.width, 16),\n height: toNumber(shape.height, 16)\n };\n }\n\n return {\n width: toNumber(definition?.props?.width, DEFAULT_CELL_WIDTH),\n height: toNumber(definition?.props?.height, DEFAULT_CELL_HEIGHT)\n };\n}\n\nexport function computeBlockSize({\n position,\n layout = {},\n rowMetrics,\n gap = { row: 0, column: 0 },\n graphic,\n hitbox\n}: {\n position: string;\n layout?: any;\n rowMetrics: Array<{ width: number; height: number; cells: any[] }>;\n gap?: { row: number; column: number };\n graphic: { width: number; height: number };\n hitbox: { w: number; h: number };\n}) {\n const rowGapTotal = Math.max(0, rowMetrics.length - 1) * gap.row;\n const maxColumns = rowMetrics.reduce((max, row) => Math.max(max, row.cells.length), 0);\n const columnGapTotal = Math.max(0, maxColumns - 1) * gap.column;\n const contentWidth = rowMetrics.reduce((max, row) => Math.max(max, row.width), 0) + columnGapTotal;\n const contentHeight = rowMetrics.reduce((sum, row) => sum + row.height, 0) + rowGapTotal;\n const width = layout.width ?? Math.max(contentWidth, position === 'bottom' ? hitbox.w : position === 'top' || position === 'center' ? graphic.width : contentWidth);\n const height = layout.height ?? 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{"version":3,"file":"player-components.ce.js","names":[],"sources":["../../src/components/player-components.ce"],"sourcesContent":["<Container\n x={blockPosition().x}\n y={blockPosition().y}\n width={blockSize().width}\n height={blockSize().height}\n minWidth={blockSize().width}\n minHeight={blockSize().height}\n display=\"flex\"\n flexDirection=\"column\"\n justifyContent=\"center\"\n alignItems=\"center\"\n rowGap={gap().row}\n>\n @for (row of renderedRows) {\n <Container\n width=\"100%\"\n height={row.height}\n display=\"flex\"\n flexDirection=\"row\"\n justifyContent=\"center\"\n alignItems=\"center\"\n columnGap={gap().column}\n >\n @for (entry of row.entries) {\n <Container\n width={entry.width}\n height={entry.height}\n display=\"flex\"\n justifyContent=\"center\"\n alignItems=\"center\"\n >\n <entry.component object={sprite} ...entry.props />\n </Container>\n }\n </Container>\n }\n</Container>\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\nimport { resolveDynamicProps, resolveDynamicValue } from \"./dynamics/parse-value\";\nimport {\n computeBlockPosition,\n computeBlockSize,\n estimateComponentSize,\n getComponentId,\n getComponentProps\n} from \"./player-components-utils\";\n\nconst { object, position, graphicBounds } = defineProps({\n position: {\n default: 'top'\n }\n});\nconst sprite = object();\n\nconst client = inject(RpgClientEngine);\nconst warnedComponents = new Set();\n\nconst readPosition = computed(() => position?.() ?? 'top');\n\nconst componentSource = computed(() => {\n switch (readPosition()) {\n case 'bottom':\n return sprite.componentsBottom?.();\n case 'center':\n return sprite.componentsCenter?.();\n case 'left':\n return sprite.componentsLeft?.();\n case 'right':\n return sprite.componentsRight?.();\n case 'top':\n default:\n return sprite.componentsTop?.();\n }\n});\n\nconst componentData = computed(() => {\n const value = componentSource();\n if (!value) {\n return { components: [], layout: {} };\n }\n\n if (typeof value !== 'string') {\n return value;\n }\n\n try {\n return JSON.parse(value);\n } catch (error) {\n if (typeof process === 'undefined' || process.env?.NODE_ENV !== 'production') {\n console.warn('[RPGJS] Invalid server sprite component payload', error);\n }\n return { components: [], layout: {} };\n }\n});\n\nconst layout = computed(() => componentData()?.layout ?? {});\nconst rows = computed(() => componentData()?.components ?? []);\nconst hitbox = sprite.hitbox;\n\nconst toNumber = (value, fallback = 0) => {\n const resolved = resolveDynamicValue(value, sprite);\n const num = typeof resolved === 'number' ? resolved : parseFloat(resolved);\n return Number.isFinite(num) ? num : fallback;\n};\n\nconst estimateTextWidth = (value, style = {}) => {\n const text = String(resolveDynamicValue(value ?? '', sprite) ?? '');\n const fontSize = toNumber(style.fontSize, 12);\n return Math.max(1, Math.ceil(text.length * fontSize * 0.6));\n};\n\nconst rowMetrics = computed(() => {\n return rows().map((row) => {\n const cells = row.map((definition) => {\n const intrinsic = estimateComponentSize(definition, { toNumber, estimateTextWidth });\n return {\n definition,\n width: intrinsic.width,\n height: intrinsic.height\n };\n });\n\n return {\n cells,\n width: cells.reduce((sum, cell) => sum + cell.width, 0),\n height: cells.reduce((max, cell) => Math.max(max, cell.height), 0)\n };\n });\n});\n\nconst gap = computed(() => ({\n row: toNumber(layout().rowGap ?? layout().gap, 0),\n column: toNumber(layout().columnGap ?? layout().gap, 0)\n}));\n\nconst fallbackBounds = 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\nconst bounds = computed(() => {\n const resolvedBounds = typeof graphicBounds === 'function' ? graphicBounds() : undefined;\n return resolvedBounds ?? fallbackBounds();\n});\n\nconst blockSize = computed(() => {\n const box = hitbox() ?? { w: 0, h: 0 };\n const graphic = bounds();\n return computeBlockSize({\n position: readPosition(),\n layout: layout(),\n rowMetrics: rowMetrics(),\n gap: gap(),\n graphic,\n hitbox: box\n });\n});\n\nconst blockPosition = computed(() => {\n const box = hitbox() ?? { w: 0, h: 0 };\n const graphic = bounds();\n return computeBlockPosition({\n position: readPosition(),\n size: blockSize(),\n layout: layout(),\n graphic,\n hitbox: box\n });\n});\n\nconst warnMissingComponent = (id) => {\n if (!id || warnedComponents.has(id)) return;\n if (typeof process !== 'undefined' && process.env?.NODE_ENV === 'production') return;\n warnedComponents.add(id);\n console.warn(`[RPGJS] Server sprite component \"${id}\" is not registered on the client.`);\n};\n\nconst renderedRows = computed(() => {\n return rowMetrics().map((row) => {\n const entries = [];\n\n row.cells.forEach((cell) => {\n const definition = cell.definition;\n const id = getComponentId(definition);\n const component = client.getSpriteComponent(id);\n\n if (!component) {\n warnMissingComponent(id);\n return;\n }\n\n entries.push({\n component,\n props: resolveDynamicProps(getComponentProps(definition), sprite),\n width: cell.width,\n height: cell.height\n });\n });\n\n return {\n height: row.height,\n entries\n };\n });\n});\n</script>\n"],"mappings":";;;;;;
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{"version":3,"file":"player-components.ce.js","names":[],"sources":["../../src/components/player-components.ce"],"sourcesContent":["<Container\n x={blockPosition().x}\n y={blockPosition().y}\n width={blockSize().width}\n height={blockSize().height}\n minWidth={blockSize().width}\n minHeight={blockSize().height}\n display=\"flex\"\n flexDirection=\"column\"\n justifyContent=\"center\"\n alignItems=\"center\"\n rowGap={gap().row}\n>\n @for (row of renderedRows) {\n <Container\n width=\"100%\"\n height={row.height}\n display=\"flex\"\n flexDirection=\"row\"\n justifyContent=\"center\"\n alignItems=\"center\"\n columnGap={gap().column}\n >\n @for (entry of row.entries) {\n <Container\n width={entry.width}\n height={entry.height}\n display=\"flex\"\n justifyContent=\"center\"\n alignItems=\"center\"\n >\n <entry.component object={sprite} ...entry.props />\n </Container>\n }\n </Container>\n }\n</Container>\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\nimport { resolveDynamicProps, resolveDynamicValue } from \"./dynamics/parse-value\";\nimport {\n computeBlockPosition,\n computeBlockSize,\n estimateComponentSize,\n getComponentId,\n getComponentProps\n} from \"./player-components-utils\";\n\nconst { object, position, graphicBounds } = defineProps({\n position: {\n default: 'top'\n }\n});\nconst sprite = object();\n\nconst client = inject(RpgClientEngine);\nconst warnedComponents = new Set();\n\nconst readPosition = computed(() => position?.() ?? 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{"version":3,"file":"hp-bar.ce.js","names":[],"sources":["../../../src/components/prebuilt/hp-bar.ce"],"sourcesContent":["<!-- \n HP Bar Component\n \n A beautiful, animated health bar component for displaying player HP above sprites.\n Features a gradient color based on HP level, smooth animations, and modern styling.\n \n ## Design\n \n The bar changes color dynamically based on HP percentage:\n - Green (#4ade80) when HP > 60% - Healthy state\n - Yellow (#facc15) when HP 30-60% - Caution state \n - Orange (#fb923c) when HP 15-30% - Danger state\n - Red (#ef4444) when HP < 15% - Critical state\n \n @example\n ```ts\n import HpBar from './hp-bar.ce';\n \n // In module configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsInFront: [HpBar]\n }\n })\n ```\n-->\n\n<Container x={position.x} y={position.y}>\n <!-- Background shadow for depth effect -->\n <Graphics draw={drawShadow} x={1} y={1} />\n \n <!-- Main background -->\n <Graphics draw={drawBackground} />\n \n <!-- HP fill bar -->\n <Graphics draw={drawFill} />\n \n <!-- Highlight overlay for 3D effect -->\n <Graphics draw={drawHighlight} />\n \n <!-- Border frame -->\n <Graphics draw={drawBorder} />\n</Container>\n\n<script>\nimport { computed, animatedSignal, effect } from \"canvasengine\";\n\nconst { object } = defineProps();\nconst sprite = object();\n\n// ====================\n// Configuration\n// ====================\n\n/** Total width of the HP bar in pixels */\nconst barWidth = 50;\n\n/** Total height of the HP bar in pixels */\nconst barHeight = 8;\n\n/** Border radius for rounded corners */\nconst borderRadius = 4;\n\n/** Inner border radius for the fill bar */\nconst innerRadius = 3;\n\n/** Padding between background and fill */\nconst padding = 1;\n\n/** Background color (dark theme) */\nconst bgColor = 0x16213e;\n\n/** Shadow color */\nconst shadowColor = 0x000000;\n\n/** Border color */\nconst borderColor = 0x4a5568;\n\n// ====================\n// Calculated dimensions\n// ====================\n\n/** Maximum fill width */\nconst maxFillWidth = barWidth - (padding * 2);\n\n/** Fill height */\nconst fillHeight = barHeight - (padding * 2);\n\n/** Highlight height (half of fill) */\nconst highlightHeight = Math.floor(fillHeight / 2);\n\n// ====================\n// Reactive HP values\n// ====================\n\n/** Gets hitbox dimensions for positioning */\nconst hitbox = sprite.hitbox;\n\n/**\n * Gets the current HP value from the player object\n * Uses hpSignal which is synchronized from the server\n */\nconst currentHp = computed(() => {\n return sprite.hpSignal?.() ?? 0;\n});\n\n/**\n * Gets the maximum HP value from player parameters\n * Reads from _param.maxHp which contains calculated stats\n */\nconst maxHp = computed(() => {\n const params = sprite._param?.() ?? {};\n return params.maxHp ?? 100;\n});\n\n/**\n * Calculates HP percentage (0 to 1)\n */\nconst hpPercent = computed(() => {\n const max = maxHp();\n if (max <= 0) return 0;\n const percent = currentHp() / max;\n return Math.max(0, Math.min(1, percent));\n});\n\n// ====================\n// Animated values\n// ====================\n\n/**\n * Animated percentage for smooth bar transitions\n */\nconst animatedPercent = animatedSignal(hpPercent(), {\n duration: 300,\n easing: 'easeOutCubic'\n});\n\n// Update animated value when HP changes\neffect(() => {\n const newPercent = hpPercent();\n animatedPercent.set(newPercent);\n});\n\n// ====================\n// Visual calculations\n// ====================\n\n/**\n * Position of the bar relative to the sprite\n */\nconst position = computed(() => ({\n x: (hitbox().w / 2) - (barWidth / 2),\n y: -barHeight - 8\n}));\n\n/**\n * Current width of the HP fill based on animated percentage\n */\nconst fillWidth = computed(() => {\n const percent = animatedPercent();\n const width = maxFillWidth * percent;\n // Ensure minimum visible width when HP > 0\n if (percent > 0 && width < innerRadius * 2) {\n return innerRadius * 2;\n }\n return Math.max(0, width);\n});\n\n/**\n * Determines HP bar color based on current HP percentage\n * Returns hex color number for PixiJS\n * \n * ## Color Thresholds\n * - Green (0x4ade80): HP > 60% - Healthy\n * - Yellow (0xfacc15): HP 30-60% - Caution\n * - Orange (0xfb923c): HP 15-30% - Danger\n * - Red (0xef4444): HP < 15% - Critical\n */\nconst hpColorHex = computed(() => {\n const percent = hpPercent();\n \n if (percent > 0.6) {\n return 0x4ade80; // Green - healthy\n } else if (percent > 0.3) {\n return 0xfacc15; // Yellow - caution\n } else if (percent > 0.15) {\n return 0xfb923c; // Orange - danger\n } else {\n return 0xef4444; // Red - critical\n }\n});\n\n// ====================\n// Drawing functions\n// ====================\n\n/**\n * Draws the shadow behind the HP bar for depth effect\n */\nconst drawShadow = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: shadowColor, alpha: 0.3 });\n};\n\n/**\n * Draws the main background of the HP bar\n */\nconst drawBackground = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: bgColor, alpha: 0.9 });\n};\n\n/**\n * Draws the HP fill bar with dynamic color\n */\nconst drawFill = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, fillHeight, innerRadius);\n g.fill({ color: hpColorHex() });\n }\n};\n\n/**\n * Draws the highlight overlay for 3D effect\n */\nconst drawHighlight = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, highlightHeight, innerRadius);\n g.fill({ color: 0xffffff, alpha: 0.25 });\n }\n};\n\n/**\n * Draws the border frame around the HP bar\n * \n * Uses PixiJS Graphics API to create a rounded rectangle stroke\n * that serves as a visual border for the bar.\n * \n * @param g - PixiJS Graphics object\n * \n * @example\n * ```html\n * <Graphics draw={drawBorder} />\n * ```\n */\nconst drawBorder = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.stroke({ \n color: borderColor, \n width: 1,\n alpha: 0.7\n });\n};\n</script>\n"],"mappings":";;
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{"version":3,"file":"hp-bar.ce.js","names":[],"sources":["../../../src/components/prebuilt/hp-bar.ce"],"sourcesContent":["<!-- \n HP Bar Component\n \n A beautiful, animated health bar component for displaying player HP above sprites.\n Features a gradient color based on HP level, smooth animations, and modern styling.\n \n ## Design\n \n The bar changes color dynamically based on HP percentage:\n - Green (#4ade80) when HP > 60% - Healthy state\n - Yellow (#facc15) when HP 30-60% - Caution state \n - Orange (#fb923c) when HP 15-30% - Danger state\n - Red (#ef4444) when HP < 15% - Critical state\n \n @example\n ```ts\n import HpBar from './hp-bar.ce';\n \n // In module configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsInFront: [HpBar]\n }\n })\n ```\n-->\n\n<Container x={position.x} y={position.y}>\n <!-- Background shadow for depth effect -->\n <Graphics draw={drawShadow} x={1} y={1} />\n \n <!-- Main background -->\n <Graphics draw={drawBackground} />\n \n <!-- HP fill bar -->\n <Graphics draw={drawFill} />\n \n <!-- Highlight overlay for 3D effect -->\n <Graphics draw={drawHighlight} />\n \n <!-- Border frame -->\n <Graphics draw={drawBorder} />\n</Container>\n\n<script>\nimport { computed, animatedSignal, effect } from \"canvasengine\";\n\nconst { object } = defineProps();\nconst sprite = object();\n\n// ====================\n// Configuration\n// ====================\n\n/** Total width of the HP bar in pixels */\nconst barWidth = 50;\n\n/** Total height of the HP bar in pixels */\nconst barHeight = 8;\n\n/** Border radius for rounded corners */\nconst borderRadius = 4;\n\n/** Inner border radius for the fill bar */\nconst innerRadius = 3;\n\n/** Padding between background and fill */\nconst padding = 1;\n\n/** Background color (dark theme) */\nconst bgColor = 0x16213e;\n\n/** Shadow color */\nconst shadowColor = 0x000000;\n\n/** Border color */\nconst borderColor = 0x4a5568;\n\n// ====================\n// Calculated dimensions\n// ====================\n\n/** Maximum fill width */\nconst maxFillWidth = barWidth - (padding * 2);\n\n/** Fill height */\nconst fillHeight = barHeight - (padding * 2);\n\n/** Highlight height (half of fill) */\nconst highlightHeight = Math.floor(fillHeight / 2);\n\n// ====================\n// Reactive HP values\n// ====================\n\n/** Gets hitbox dimensions for positioning */\nconst hitbox = sprite.hitbox;\n\n/**\n * Gets the current HP value from the player object\n * Uses hpSignal which is synchronized from the server\n */\nconst currentHp = computed(() => {\n return sprite.hpSignal?.() ?? 0;\n});\n\n/**\n * Gets the maximum HP value from player parameters\n * Reads from _param.maxHp which contains calculated stats\n */\nconst maxHp = computed(() => {\n const params = sprite._param?.() ?? {};\n return params.maxHp ?? 100;\n});\n\n/**\n * Calculates HP percentage (0 to 1)\n */\nconst hpPercent = computed(() => {\n const max = maxHp();\n if (max <= 0) return 0;\n const percent = currentHp() / max;\n return Math.max(0, Math.min(1, percent));\n});\n\n// ====================\n// Animated values\n// ====================\n\n/**\n * Animated percentage for smooth bar transitions\n */\nconst animatedPercent = animatedSignal(hpPercent(), {\n duration: 300,\n easing: 'easeOutCubic'\n});\n\n// Update animated value when HP changes\neffect(() => {\n const newPercent = hpPercent();\n animatedPercent.set(newPercent);\n});\n\n// ====================\n// Visual calculations\n// ====================\n\n/**\n * Position of the bar relative to the sprite\n */\nconst position = computed(() => ({\n x: (hitbox().w / 2) - (barWidth / 2),\n y: -barHeight - 8\n}));\n\n/**\n * Current width of the HP fill based on animated percentage\n */\nconst fillWidth = computed(() => {\n const percent = animatedPercent();\n const width = maxFillWidth * percent;\n // Ensure minimum visible width when HP > 0\n if (percent > 0 && width < innerRadius * 2) {\n return innerRadius * 2;\n }\n return Math.max(0, width);\n});\n\n/**\n * Determines HP bar color based on current HP percentage\n * Returns hex color number for PixiJS\n * \n * ## Color Thresholds\n * - Green (0x4ade80): HP > 60% - Healthy\n * - Yellow (0xfacc15): HP 30-60% - Caution\n * - Orange (0xfb923c): HP 15-30% - Danger\n * - Red (0xef4444): HP < 15% - Critical\n */\nconst hpColorHex = computed(() => {\n const percent = hpPercent();\n \n if (percent > 0.6) {\n return 0x4ade80; // Green - healthy\n } else if (percent > 0.3) {\n return 0xfacc15; // Yellow - caution\n } else if (percent > 0.15) {\n return 0xfb923c; // Orange - danger\n } else {\n return 0xef4444; // Red - critical\n }\n});\n\n// ====================\n// Drawing functions\n// ====================\n\n/**\n * Draws the shadow behind the HP bar for depth effect\n */\nconst drawShadow = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: shadowColor, alpha: 0.3 });\n};\n\n/**\n * Draws the main background of the HP bar\n */\nconst drawBackground = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.fill({ color: bgColor, alpha: 0.9 });\n};\n\n/**\n * Draws the HP fill bar with dynamic color\n */\nconst drawFill = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, fillHeight, innerRadius);\n g.fill({ color: hpColorHex() });\n }\n};\n\n/**\n * Draws the highlight overlay for 3D effect\n */\nconst drawHighlight = (g) => {\n const width = fillWidth();\n if (width > 0) {\n g.roundRect(padding, padding, width, highlightHeight, innerRadius);\n g.fill({ color: 0xffffff, alpha: 0.25 });\n }\n};\n\n/**\n * Draws the border frame around the HP bar\n * \n * Uses PixiJS Graphics API to create a rounded rectangle stroke\n * that serves as a visual border for the bar.\n * \n * @param g - PixiJS Graphics object\n * \n * @example\n * ```html\n * <Graphics draw={drawBorder} />\n * ```\n */\nconst drawBorder = (g) => {\n g.roundRect(0, 0, barWidth, barHeight, borderRadius);\n g.stroke({ \n color: borderColor, \n width: 1,\n alpha: 0.7\n });\n};\n</script>\n"],"mappings":";;AAOM,SAAS,UAAU,SAAS;CACX,SAAS,OAAO;CAC/B,MAAM,cAAc,eAAe,OAAO;CACtB,eAAe,OAAO;CAC1C,MAAM,EAAE,WAAW,YAAY;CACvC,MAAM,SAAS,OAAO;CACtB,MAAM,WAAW;CACjB,MAAM,YAAY;CAClB,MAAM,eAAe;CACrB,MAAM,cAAc;CACpB,MAAM,UAAU;CAChB,MAAM,UAAU;CAChB,MAAM,cAAc;CACpB,MAAM,cAAc;CACpB,MAAM,eAAe,WAAY,UAAU;CAC3C,MAAM,aAAa,YAAa,UAAU;CAC1C,MAAM,kBAAkB,KAAK,MAAM,aAAa,CAAC;CACjD,MAAM,SAAS,OAAO;CACtB,MAAM,YAAY,eAAe;EAC7B,OAAO,OAAO,WAAW,KAAK;CAClC,CAAC;CACD,MAAM,QAAQ,eAAe;EAEzB,QADe,OAAO,SAAS,KAAK,CAAC,EAAA,CACvB,SAAS;CAC3B,CAAC;CACD,MAAM,YAAY,eAAe;EAC7B,MAAM,MAAM,MAAM;EAClB,IAAI,OAAO,GACP,OAAO;EACX,MAAM,UAAU,UAAU,IAAI;EAC9B,OAAO,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,OAAO,CAAC;CAC3C,CAAC;CACD,MAAM,kBAAkB,eAAe,UAAU,GAAG;EAChD,UAAU;EACV,QAAQ;CACZ,CAAC;CACD,aAAa;EACT,MAAM,aAAa,UAAU;EAC7B,gBAAgB,IAAI,UAAU;CAClC,CAAC;CACD,MAAM,WAAW,gBAAgB;EAC7B,GAAI,OAAO,CAAC,CAAC,IAAI,IAAM,WAAW;EAClC,GAAG;CACP,EAAE;CACF,MAAM,YAAY,eAAe;EAC7B,MAAM,UAAU,gBAAgB;EAChC,MAAM,QAAQ,eAAe;EAE7B,IAAI,UAAU,KAAK,QAAQ,cAAc,GACrC,OAAO,cAAc;EAEzB,OAAO,KAAK,IAAI,GAAG,KAAK;CAC5B,CAAC;CACD,MAAM,aAAa,eAAe;EAC9B,MAAM,UAAU,UAAU;EAC1B,IAAI,UAAU,IACV,OAAO;OAEN,IAAI,UAAU,IACf,OAAO;OAEN,IAAI,UAAU,KACf,OAAO;OAGP,OAAO;CAEf,CAAC;CACD,MAAM,cAAc,MAAM;EACtB,EAAE,UAAU,GAAG,GAAG,UAAU,WAAW,YAAY;EACnD,EAAE,KAAK;GAAE,OAAO;GAAa,OAAO;EAAI,CAAC;CAC7C;CACA,MAAM,kBAAkB,MAAM;EAC1B,EAAE,UAAU,GAAG,GAAG,UAAU,WAAW,YAAY;EACnD,EAAE,KAAK;GAAE,OAAO;GAAS,OAAO;EAAI,CAAC;CACzC;CACA,MAAM,YAAY,MAAM;EACpB,MAAM,QAAQ,UAAU;EACxB,IAAI,QAAQ,GAAG;GACX,EAAE,UAAU,SAAS,SAAS,OAAO,YAAY,WAAW;GAC5D,EAAE,KAAK,EAAE,OAAO,WAAW,EAAE,CAAC;EAClC;CACJ;CACA,MAAM,iBAAiB,MAAM;EACzB,MAAM,QAAQ,UAAU;EACxB,IAAI,QAAQ,GAAG;GACX,EAAE,UAAU,SAAS,SAAS,OAAO,iBAAiB,WAAW;GACjE,EAAE,KAAK;IAAE,OAAO;IAAU,OAAO;GAAK,CAAC;EAC3C;CACJ;CACA,MAAM,cAAc,MAAM;EACtB,EAAE,UAAU,GAAG,GAAG,UAAU,WAAW,YAAY;EACnD,EAAE,OAAO;GACL,OAAO;GACP,OAAO;GACP,OAAO;EACX,CAAC;CACL;CAEQ,OAAO,GADO,EAAE,WAAW;EAAE,GAAG,SAAS;EAAG,GAAG,SAAS;CAAE,GAAG;EAAC,EAAE,UAAU;GAAE,MAAM;GAAY,GAAG;GAAG,GAAG;EAAE,CAAC;EAAG,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;EAAG,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;EAAG,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;EAAG,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;CAAC,CAAC,CAClP;AACb;AAEA,IAAM,iBAAiB"}
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import "./hp-bar.ce.js";
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import "./light-halo.ce.js";
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import __ce_component from "./hp-bar.ce.js";
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import __ce_component$1 from "./light-halo.ce.js";
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export { __ce_component as HpBar, __ce_component$1 as LightHalo };
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{"version":3,"file":"light-halo.ce.js","names":[],"sources":["../../../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<Container x={position.x} y={position.y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\nconst sprite = object();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 30);\nconst getRadiusVariation = computed(() => radiusVariation?.() ?? 10);\nconst getBaseOpacity = computed(() => baseOpacity?.() ?? 0.6);\nconst getOpacityVariation = computed(() => opacityVariation?.() ?? 0.3);\nconst getSizeSpeed = computed(() => sizeSpeed?.() ?? 0.002);\nconst getOpacitySpeed = computed(() => opacitySpeed?.() ?? 0.003);\nconst getLightColor = computed(() => lightColor?.() ?? 0xffffaa);\n\n// ====================\n// Animation state\n// ====================\n\n/** Time counter for animations */\nconst time = signal(0);\n\n/**\n * Current radius of the halo with pulsing animation\n * Uses multiple sine waves for more organic movement\n */\nconst currentRadius = computed(() => {\n const t = time();\n const base = getBaseRadius();\n const variation = getRadiusVariation();\n const speed = getSizeSpeed();\n \n // Combine two sine waves for less predictable pulsing\n const pulse1 = Math.sin(t * speed);\n const pulse2 = Math.sin(t * speed * 1.5) * 0.5;\n const combinedPulse = (pulse1 + pulse2) / 1.5;\n \n return base + (combinedPulse * variation);\n});\n\n/**\n * Current opacity of the halo with fading animation\n * Includes a subtle flicker effect\n */\nconst currentOpacity = computed(() => {\n const t = time();\n const base = getBaseOpacity();\n const variation = getOpacityVariation();\n const speed = getOpacitySpeed();\n \n // Main breathing cycle\n const fade = Math.sin(t * speed);\n \n // Subtle high-frequency flicker (candle-like)\n const flicker = (Math.random() - 0.5) * 0.1;\n \n return Math.max(0, Math.min(1, base + (fade * variation) + flicker));\n});\n\n// ====================\n// Position calculations\n// ====================\n\nconst hitbox = sprite.hitbox;\n\nconst position = computed(() => ({\n x: hitbox().w / 2,\n y: hitbox().h / 2\n}));\n\n// ====================\n// Drawing function\n// ====================\n\n// Create filters once to avoid recreation on every frame\nconst blurFilter = new BlurFilter({ strength: 20, quality: 3 });\n\n/**\n * Draws the light halo effect with realistic diffusion\n */\nconst drawHalo = (g) => {\n const radius = currentRadius();\n const opacity = currentOpacity();\n const color = getLightColor();\n \n if (opacity <= 0 || radius <= 0) return;\n\n // Set blend mode to ADD for glowing light effect\n g.blendMode = 'add';\n \n // Apply blur filter for soft light diffusion\n g.filters = [blurFilter];\n \n // Draw main light source\n // The blur filter will spread this out into a nice gradient\n g.circle(0, 0, radius);\n g.fill({ \n color: color, \n alpha: opacity \n });\n \n // Draw a smaller, brighter core\n g.circle(0, 0, radius * 0.4);\n g.fill({ \n color: 0xffffff, \n alpha: opacity * 0.5 \n });\n};\n\n// ====================\n// Animation loop\n// ====================\ntick(() => {\n time.update(t => t + 1);\n});\n</script>\n"],"mappings":";;;
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{"version":3,"file":"light-halo.ce.js","names":[],"sources":["../../../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<Container x={position.x} y={position.y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\nconst sprite = object();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 30);\nconst getRadiusVariation = computed(() => radiusVariation?.() ?? 10);\nconst getBaseOpacity = computed(() => baseOpacity?.() ?? 0.6);\nconst getOpacityVariation = computed(() => opacityVariation?.() ?? 0.3);\nconst getSizeSpeed = computed(() => sizeSpeed?.() ?? 0.002);\nconst getOpacitySpeed = computed(() => opacitySpeed?.() ?? 0.003);\nconst getLightColor = computed(() => lightColor?.() ?? 0xffffaa);\n\n// ====================\n// Animation state\n// ====================\n\n/** Time counter for animations */\nconst time = signal(0);\n\n/**\n * Current radius of the halo with pulsing animation\n * Uses multiple sine waves for more organic movement\n */\nconst currentRadius = computed(() => {\n const t = time();\n const base = getBaseRadius();\n const variation = getRadiusVariation();\n const speed = getSizeSpeed();\n \n // Combine two sine waves for less predictable pulsing\n const pulse1 = Math.sin(t * speed);\n const pulse2 = Math.sin(t * speed * 1.5) * 0.5;\n const combinedPulse = (pulse1 + pulse2) / 1.5;\n \n return base + (combinedPulse * variation);\n});\n\n/**\n * Current opacity of the halo with fading animation\n * Includes a subtle flicker effect\n */\nconst currentOpacity = computed(() => {\n const t = time();\n const base = getBaseOpacity();\n const variation = getOpacityVariation();\n const speed = getOpacitySpeed();\n \n // Main breathing cycle\n const fade = Math.sin(t * speed);\n \n // Subtle high-frequency flicker (candle-like)\n const flicker = (Math.random() - 0.5) * 0.1;\n \n return Math.max(0, Math.min(1, base + (fade * variation) + flicker));\n});\n\n// ====================\n// Position calculations\n// ====================\n\nconst hitbox = sprite.hitbox;\n\nconst position = computed(() => ({\n x: hitbox().w / 2,\n y: hitbox().h / 2\n}));\n\n// ====================\n// Drawing function\n// ====================\n\n// Create filters once to avoid recreation on every frame\nconst blurFilter = new BlurFilter({ strength: 20, quality: 3 });\n\n/**\n * Draws the light halo effect with realistic diffusion\n */\nconst drawHalo = (g) => {\n const radius = currentRadius();\n const opacity = currentOpacity();\n const color = getLightColor();\n \n if (opacity <= 0 || radius <= 0) return;\n\n // Set blend mode to ADD for glowing light effect\n g.blendMode = 'add';\n \n // Apply blur filter for soft light diffusion\n g.filters = [blurFilter];\n \n // Draw main light source\n // The blur filter will spread this out into a nice gradient\n g.circle(0, 0, radius);\n g.fill({ \n color: color, \n alpha: opacity \n });\n \n // Draw a smaller, brighter core\n g.circle(0, 0, radius * 0.4);\n g.fill({ \n color: 0xffffff, \n alpha: opacity * 0.5 \n });\n};\n\n// ====================\n// Animation loop\n// ====================\ntick(() => {\n time.update(t => t + 1);\n});\n</script>\n"],"mappings":";;;AAQM,SAAS,UAAU,SAAS;CACX,SAAS,OAAO;CAC/B,MAAM,cAAc,eAAe,OAAO;CACtB,eAAe,OAAO;CAC1C,MAAM,EAAE,QAAQ,YAAY,iBAAiB,aAAa,kBAAkB,WAAW,cAAc,eAAe,YAAY;CACxI,MAAM,SAAS,OAAO;CACtB,MAAM,gBAAgB,eAAe,aAAa,KAAK,EAAE;CACzD,MAAM,qBAAqB,eAAe,kBAAkB,KAAK,EAAE;CACnE,MAAM,iBAAiB,eAAe,cAAc,KAAK,EAAG;CAC5D,MAAM,sBAAsB,eAAe,mBAAmB,KAAK,EAAG;CACtE,MAAM,eAAe,eAAe,YAAY,KAAK,IAAK;CAC1D,MAAM,kBAAkB,eAAe,eAAe,KAAK,IAAK;CAChE,MAAM,gBAAgB,eAAe,aAAa,KAAK,QAAQ;CAC/D,MAAM,OAAO,OAAO,CAAC;CACrB,MAAM,gBAAgB,eAAe;EACjC,MAAM,IAAI,KAAK;EACf,MAAM,OAAO,cAAc;EAC3B,MAAM,YAAY,mBAAmB;EACrC,MAAM,QAAQ,aAAa;EAK3B,OAAO,QAHQ,KAAK,IAAI,IAAI,KAEA,IADb,KAAK,IAAI,IAAI,QAAQ,GAAG,IAAI,MACD,MACX;CACnC,CAAC;CACD,MAAM,iBAAiB,eAAe;EAClC,MAAM,IAAI,KAAK;EACf,MAAM,OAAO,eAAe;EAC5B,MAAM,YAAY,oBAAoB;EACtC,MAAM,QAAQ,gBAAgB;EAE9B,MAAM,OAAO,KAAK,IAAI,IAAI,KAAK;EAE/B,MAAM,WAAW,KAAK,OAAO,IAAI,MAAO;EACxC,OAAO,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,OAAQ,OAAO,YAAa,OAAO,CAAC;CACvE,CAAC;CACD,MAAM,SAAS,OAAO;CACtB,MAAM,WAAW,gBAAgB;EAC7B,GAAG,OAAO,CAAC,CAAC,IAAI;EAChB,GAAG,OAAO,CAAC,CAAC,IAAI;CACpB,EAAE;CACF,MAAM,aAAa,IAAI,WAAW;EAAE,UAAU;EAAI,SAAS;CAAE,CAAC;CAC9D,MAAM,YAAY,MAAM;EACpB,MAAM,SAAS,cAAc;EAC7B,MAAM,UAAU,eAAe;EAC/B,MAAM,QAAQ,cAAc;EAC5B,IAAI,WAAW,KAAK,UAAU,GAC1B;EAEJ,EAAE,YAAY;EAEd,EAAE,UAAU,CAAC,UAAU;EAGvB,EAAE,OAAO,GAAG,GAAG,MAAM;EACrB,EAAE,KAAK;GACI;GACP,OAAO;EACX,CAAC;EAED,EAAE,OAAO,GAAG,GAAG,SAAS,EAAG;EAC3B,EAAE,KAAK;GACH,OAAO;GACP,OAAO,UAAU;EACrB,CAAC;CACL;CACA,WAAW;EACP,KAAK,QAAO,MAAK,IAAI,CAAC;CAC1B,CAAC;CAEO,OADY,EAAE,WAAW;EAAE,GAAG,SAAS;EAAG,GAAG,SAAS;CAAE,GAAG,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC,CAC9E;AACb;AAEA,IAAM,iBAAiB"}
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{"version":3,"file":"canvas.ce.js","names":[],"sources":["../../../src/components/scenes/canvas.ce"],"sourcesContent":["<Canvas width={engine.width} height={engine.height}>\n <Viewport worldWidth worldHeight clamp sortableChildren={true}>\n @if (lightingAmbientEnabled()) {\n <NightAmbiant\n spots={nightLights}\n darkness={lightingDarknessProps}\n haze={lightingHaze}\n />\n }\n @if (shadowEnabled()) {\n <SpriteShadows\n lights={shadowLights}\n ambientLight={shadowAmbientLight}\n minInfluence={shadowMinInfluence}\n falloffPower={shadowFalloffPower}\n mode={shadowMode}\n updateHz={shadowUpdateHz}\n scanHz={shadowScanHz}\n cullToViewport={shadowCullToViewport}\n shadowColor={shadowColor}\n />\n }\n <SceneMap />\n </Viewport>\n @for (gui of guiList) {\n <Container\n positionType=\"absolute\"\n top={0}\n left={0}\n right={0}\n bottom={0}\n width={engine.width}\n height={engine.height}\n >\n @if (gui.display) {\n <gui.component data={gui.data} dependencies={gui.dependencies} guiOpenId={gui.openId} onFinish={(data, guiOpenId) => {\n onGuiFinish(gui, data, guiOpenId)\n }} onInteraction={(name, data) => {\n onGuiInteraction(gui, name, data)\n }} /> \n }\n </Container>\n }\n</Canvas>\n\n<script>\n import { computed, effect } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { NightAmbiant, SpriteShadows } from '@canvasengine/presets'\n import { shouldRenderLightingShadows } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const SceneMap = engine.sceneMapComponent;\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const lighting = engine.sceneMap.lighting\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.width ?? data?.params?.width ?? 2048) * scale\n })\n const worldHeight = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.height ?? data?.params?.height ?? 2048) * scale\n })\n\n effect(() => {\n if (sceneData() && !sceneData().component) {\n throw new Error(\"Warning ! 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Use provideLoadMap() to define a component for the scene.\")\n }\n })\n\n const normalizeOpenId = (value) => {\n const resolved = typeof value === \"function\" ? value() : value\n return typeof resolved === \"string\" && resolved.length > 0 ? resolved : undefined\n }\n\n const onGuiFinish = (gui, data, guiOpenId) => {\n const completedOpenId = normalizeOpenId(guiOpenId)\n const currentOpenId = normalizeOpenId(gui.openId)\n if (completedOpenId && currentOpenId && completedOpenId !== currentOpenId) return\n guiService.guiClose(gui.name, data, completedOpenId ?? currentOpenId)\n }\n\n const onGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data)\n }\n\n const clamp = {\n direction: \"all\"\n }\n const NIGHT_SPOT_RADIUS_SCALE = 4.25\n const NIGHT_SPOT_MIN_RADIUS = 170\n const NIGHT_SPOT_MIN_INTENSITY = 1\n const SHADOW_SPOT_RADIUS_SCALE = 12\n const SHADOW_SPOT_MIN_RADIUS = 480\n\n const toFiniteNumber = (value, fallback = null) => {\n const number = Number(value)\n return Number.isFinite(number) ? number : fallback\n }\n const clampNumber = (value, min, max) => Math.max(min, Math.min(max, value))\n const nightSpotRadius = (radius) => Math.max(radius * NIGHT_SPOT_RADIUS_SCALE, NIGHT_SPOT_MIN_RADIUS)\n const shadowSpotRadius = (radius) => Math.max(radius * SHADOW_SPOT_RADIUS_SCALE, SHADOW_SPOT_MIN_RADIUS)\n const nightSpotIntensity = (intensity, fallback) => Math.max(intensity ?? fallback, NIGHT_SPOT_MIN_INTENSITY)\n const shadowLightIntensity = (intensity, fallback = 1) => {\n const value = Number(intensity ?? fallback)\n return Number.isFinite(value) ? 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shadowMinInfluence = computed(() => shadowState()?.minInfluence ?? 0.24)\n const shadowFalloffPower = computed(() => shadowState()?.falloffPower ?? 0.85)\n const shadowColor = computed(() => shadowState()?.shadowColor ?? 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{"version":3,"file":"canvas.ce.js","names":[],"sources":["../../../src/components/scenes/canvas.ce"],"sourcesContent":["<Canvas width={engine.width} height={engine.height}>\n <Viewport worldWidth worldHeight clamp sortableChildren={true}>\n @if (lightingAmbientEnabled()) {\n <NightAmbiant\n spots={nightLights}\n darkness={lightingDarknessProps}\n haze={lightingHaze}\n />\n }\n @if (shadowEnabled()) {\n <SpriteShadows\n lights={shadowLights}\n ambientLight={shadowAmbientLight}\n minInfluence={shadowMinInfluence}\n falloffPower={shadowFalloffPower}\n mode={shadowMode}\n updateHz={shadowUpdateHz}\n scanHz={shadowScanHz}\n cullToViewport={shadowCullToViewport}\n shadowColor={shadowColor}\n />\n }\n <SceneMap />\n </Viewport>\n @for (gui of guiList) {\n <Container\n positionType=\"absolute\"\n top={0}\n left={0}\n right={0}\n bottom={0}\n width={engine.width}\n height={engine.height}\n >\n @if (gui.display) {\n <gui.component data={gui.data} dependencies={gui.dependencies} guiOpenId={gui.openId} onFinish={(data, guiOpenId) => {\n onGuiFinish(gui, data, guiOpenId)\n }} onInteraction={(name, data) => {\n onGuiInteraction(gui, name, data)\n }} /> \n }\n </Container>\n }\n</Canvas>\n\n<script>\n import { computed, effect } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n import { NightAmbiant, SpriteShadows } from '@canvasengine/presets'\n import { shouldRenderLightingShadows } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const SceneMap = engine.sceneMapComponent;\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const lighting = engine.sceneMap.lighting\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.width ?? data?.params?.width ?? 2048) * scale\n })\n const worldHeight = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.height ?? data?.params?.height ?? 2048) * scale\n })\n\n effect(() => {\n if (sceneData() && !sceneData().component) {\n throw new Error(\"Warning ! 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{"version":3,"file":"draw-map.ce.js","names":[],"sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container shake={shakeConfig} freeze={engine.gamePause}>\n @if (backgroundMusic()) {\n <Container sound={backgroundMusic()} />\n }\n\n @if (backgroundAmbientSound()) {\n <Container sound={backgroundAmbientSound()} />\n }\n\n <Container>\n @if (map() && sceneComponent()) {\n <sceneComponent() data={map()?.data ?? emptySceneData} params={map()?.params ?? emptySceneParams} />\n }\n </Container>\n\n @for (child of children) {\n <child />\n }\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n\n <Container sortableChildren={true}>\n @for (projectile of projectiles() ; track projectile.props.id) {\n <projectile.component ...projectile.props />\n }\n </Container>\n\n @if (weatherProps()) {\n <Weather ...weatherProps() />\n }\n</Container>\n\n<script>\n import { computed, effect } from 'canvasengine'\n import './weather-lifecycle-compat'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { Weather } from '@canvasengine/presets'\n\n const { children } = defineProps()\n const engine = inject(RpgClientEngine);\n const componentAnimations = engine.componentAnimations\n const projectiles = engine.projectiles.current\n const map = engine.sceneMap?.data\n const emptySceneData = { params: {} }\n const emptySceneParams = {}\n const sceneComponent = computed(() => map()?.component)\n const weather = engine.sceneMap.weather\n const backgroundMusic = computed(() => {\n const src = map()?.params?.backgroundMusic\n return src ? { src, autoplay: true, loop: true } : undefined\n })\n const backgroundAmbientSound = computed(() => {\n const src = map()?.params?.backgroundAmbientSound\n return src ? { src, autoplay: true, loop: true } : undefined\n })\n\n const shakeConfig = {\n trigger: engine.mapShakeTrigger,\n intensity: 10,\n duration: 500,\n frequency: 10,\n direction: 'both'\n }\n\n const weatherProps = computed(() => {\n const state = weather?.()\n if (!state) {\n return null\n }\n const validEffects = ['rain', 'snow', 'fog', 'cloud']\n if (!validEffects.includes(state.effect)) {\n return null\n }\n const params = state.params ?? {}\n return {\n effect: state.effect,\n speed: params.speed,\n windDirection: params.windDirection,\n windStrength: params.windStrength,\n density: params.density,\n maxDrops: params.maxDrops,\n height: params.height,\n scale: params.scale,\n sunIntensity: params.sunIntensity,\n sunAngle: params.sunAngle,\n raySpread: params.raySpread,\n rayTwinkle: params.rayTwinkle,\n rayTwinkleSpeed: params.rayTwinkleSpeed,\n zIndex: params.zIndex ?? 1000,\n alpha: params.alpha,\n blendMode: params.blendMode,\n }\n })\n</script>\n"],"mappings":";;;;;;
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{"version":3,"file":"draw-map.ce.js","names":[],"sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container shake={shakeConfig} freeze={engine.gamePause}>\n @if (backgroundMusic()) {\n <Container sound={backgroundMusic()} />\n }\n\n @if (backgroundAmbientSound()) {\n <Container sound={backgroundAmbientSound()} />\n }\n\n <Container>\n @if (map() && sceneComponent()) {\n <sceneComponent() data={map()?.data ?? emptySceneData} params={map()?.params ?? emptySceneParams} />\n }\n </Container>\n\n @for (child of children) {\n <child />\n }\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n\n <Container sortableChildren={true}>\n @for (projectile of projectiles() ; track projectile.props.id) {\n <projectile.component ...projectile.props />\n }\n </Container>\n\n @if (weatherProps()) {\n <Weather ...weatherProps() />\n }\n</Container>\n\n<script>\n import { computed, effect } from 'canvasengine'\n import './weather-lifecycle-compat'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { Weather } from '@canvasengine/presets'\n\n const { children } = defineProps()\n const engine = inject(RpgClientEngine);\n const componentAnimations = engine.componentAnimations\n const projectiles = engine.projectiles.current\n const map = engine.sceneMap?.data\n const emptySceneData = { params: {} }\n const emptySceneParams = {}\n const sceneComponent = computed(() => map()?.component)\n const weather = engine.sceneMap.weather\n const backgroundMusic = computed(() => {\n const src = map()?.params?.backgroundMusic\n return src ? { src, autoplay: true, loop: true } : undefined\n })\n const backgroundAmbientSound = computed(() => {\n const src = map()?.params?.backgroundAmbientSound\n return src ? { src, autoplay: true, loop: true } : undefined\n })\n\n const shakeConfig = {\n trigger: engine.mapShakeTrigger,\n intensity: 10,\n duration: 500,\n frequency: 10,\n direction: 'both'\n }\n\n const weatherProps = computed(() => {\n const state = weather?.()\n if (!state) {\n return null\n }\n const validEffects = ['rain', 'snow', 'fog', 'cloud']\n if (!validEffects.includes(state.effect)) {\n return null\n }\n const params = state.params ?? {}\n return {\n effect: state.effect,\n speed: params.speed,\n windDirection: params.windDirection,\n windStrength: params.windStrength,\n density: params.density,\n maxDrops: params.maxDrops,\n height: params.height,\n scale: params.scale,\n sunIntensity: params.sunIntensity,\n sunAngle: params.sunAngle,\n raySpread: params.raySpread,\n rayTwinkle: params.rayTwinkle,\n rayTwinkleSpeed: params.rayTwinkleSpeed,\n zIndex: params.zIndex ?? 1000,\n alpha: params.alpha,\n blendMode: params.blendMode,\n }\n })\n</script>\n"],"mappings":";;;;;;AAUM,SAAS,UAAU,SAAS;CACX,SAAS,OAAO;CAC/B,MAAM,cAAc,eAAe,OAAO;CACtB,eAAe,OAAO;CAC1C,MAAM,EAAE,aAAa,YAAY;CACzC,MAAM,SAAS,OAAO,eAAe;CACrC,MAAM,sBAAsB,OAAO;CACnC,MAAM,cAAc,OAAO,YAAY;CACvC,MAAM,MAAM,OAAO,UAAU;CAC7B,MAAM,iBAAiB,EAAE,QAAQ,CAAC,EAAE;CACpC,MAAM,mBAAmB,CAAC;CAC1B,MAAM,iBAAiB,eAAe,IAAI,CAAC,EAAE,SAAS;CACtD,MAAM,UAAU,OAAO,SAAS;CAChC,MAAM,kBAAkB,eAAe;EACnC,MAAM,MAAM,IAAI,CAAC,EAAE,QAAQ;EAC3B,OAAO,MAAM;GAAE;GAAK,UAAU;GAAM,MAAM;EAAK,IAAI,KAAA;CACvD,CAAC;CACD,MAAM,yBAAyB,eAAe;EAC1C,MAAM,MAAM,IAAI,CAAC,EAAE,QAAQ;EAC3B,OAAO,MAAM;GAAE;GAAK,UAAU;GAAM,MAAM;EAAK,IAAI,KAAA;CACvD,CAAC;CACD,MAAM,cAAc;EAChB,SAAS,OAAO;EAChB,WAAW;EACX,UAAU;EACV,WAAW;EACX,WAAW;CACf;CACA,MAAM,eAAe,eAAe;EAChC,MAAM,QAAQ,UAAU;EACxB,IAAI,CAAC,OACD,OAAO;EAGX,IAAI,CAAC;GADiB;GAAQ;GAAQ;GAAO;EAC7B,CAAC,CAAC,SAAS,MAAM,MAAM,GACnC,OAAO;EAEX,MAAM,SAAS,MAAM,UAAU,CAAC;EAChC,OAAO;GACH,QAAQ,MAAM;GACd,OAAO,OAAO;GACd,eAAe,OAAO;GACtB,cAAc,OAAO;GACrB,SAAS,OAAO;GAChB,UAAU,OAAO;GACjB,QAAQ,OAAO;GACf,OAAO,OAAO;GACd,cAAc,OAAO;GACrB,UAAU,OAAO;GACjB,WAAW,OAAO;GAClB,YAAY,OAAO;GACnB,iBAAiB,OAAO;GACxB,QAAQ,OAAO,UAAU;GACzB,OAAO,OAAO;GACd,WAAW,OAAO;EACtB;CACJ,CAAC;CAEO,OADY,EAAE,WAAW;EAAE,OAAO;EAAa,QAAQ,OAAO;CAAU,GAAG;EAAC,KAAK,eAAe,gBAAgB,CAAC,SAAS,EAAE,WAAW,EAAE,OAAO,eAAe,gBAAgB,CAAC,EAAE,CAAC,CAAC;EAAG,KAAK,eAAe,uBAAuB,CAAC,SAAS,EAAE,WAAW,EAAE,OAAO,eAAe,uBAAuB,CAAC,EAAE,CAAC,CAAC;EAAG,EAAE,WAAW,MAAM,KAAK,eAAe,IAAI,KAAK,eAAe,CAAC,SAAS,EAAE,eAAe,GAAG;GAAE,MAAM,eAAe,IAAI,CAAC,EAAE,QAAQ,cAAc;GAAG,QAAQ,eAAe,IAAI,CAAC,EAAE,UAAU,gBAAgB;EAAE,CAAC,CAAC,CAAC;EAAG,KAAK,WAAU,UAAS,EAAE,KAAK,CAAC;EAAG,KAAK,sBAAqB,uBAAsB,EAAE,WAAW,MAAM,KAAK,mBAAmB,UAAS,cAAa,EAAE,mBAAmB,WAAW,SAAS,CAAC,CAAC,CAAC;EAAG,EAAE,WAAW,EAAE,kBAAkB,KAAK,GAAG,KAAK,eAAe,YAAY,CAAC,IAAG,eAAc,EAAE,WAAW,WAAW,WAAW,KAAK,GAAG,EAAE,QAAO,eAAc,WAAW,MAAM,GAAG,CAAC,CAAC;EAAG,KAAK,eAAe,aAAa,CAAC,SAAS,EAAE,SAAS,aAAa,CAAC,CAAC;CAAC,CACx7B;AACb;AAEA,IAAM,iBAAiB"}
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-
{"version":3,"file":"event-layer.ce.js","names":[],"sources":["../../../src/components/scenes/event-layer.ce"],"sourcesContent":["<Container sortableChildren={true} onBeforeDestroy={detachPixiChildren}>\n @for ((event,id) of events) {\n <Character id={id} object={event} />\n }\n\n @for ((player,id) of players) {\n <Character id={id} object={player} />\n }\n\n @for (child of children) {\n <child />\n }\n</Container>\n\n<script>\n import { effect, mount } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import Character from \"../character.ce\";\n import LightHalo from \"../prebuilt/light-halo.ce\";\n \n const engine = inject(RpgClientEngine);\n const { children, pixiChildren } = defineProps({\n pixiChildren: {\n default: []\n }\n })\n const readValue = (value) => typeof value === \"function\" ? value() : value\n let rootContainer = null\n let mountedPixiChildren = []\n \n const players = engine.sceneMap.players\n const events = engine.sceneMap.events\n\n const getPixiChildren = () => {\n const value = readValue(pixiChildren)\n return Array.isArray(value) ? value.filter(Boolean) : []\n }\n\n const syncPixiChildren = () => {\n if (!rootContainer) return\n const nextPixiChildren = getPixiChildren()\n mountedPixiChildren.forEach((child) => {\n if (!nextPixiChildren.includes(child) && child.parent === rootContainer) {\n rootContainer.removeChild(child)\n }\n })\n nextPixiChildren.forEach((child) => {\n if (child.parent === rootContainer) return\n if (child.parent) {\n child.parent.removeChild(child)\n }\n rootContainer.addChild(child)\n })\n mountedPixiChildren = nextPixiChildren\n }\n\n const detachPixiChildren = () => {\n if (!rootContainer) return\n mountedPixiChildren.forEach((child) => {\n if (child.parent === rootContainer) {\n rootContainer.removeChild(child)\n }\n })\n mountedPixiChildren = []\n }\n\n effect(() => {\n readValue(pixiChildren)\n syncPixiChildren()\n })\n\n mount((element) => {\n rootContainer = element.componentInstance\n syncPixiChildren()\n return detachPixiChildren\n })\n</script>\n"],"mappings":";;;;;
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1
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+
{"version":3,"file":"event-layer.ce.js","names":["Character"],"sources":["../../../src/components/scenes/event-layer.ce"],"sourcesContent":["<Container sortableChildren={true} onBeforeDestroy={detachPixiChildren}>\n @for ((event,id) of events) {\n <Character id={id} object={event} />\n }\n\n @for ((player,id) of players) {\n <Character id={id} object={player} />\n }\n\n @for (child of children) {\n <child />\n }\n</Container>\n\n<script>\n import { effect, mount } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import Character from \"../character.ce\";\n import LightHalo from \"../prebuilt/light-halo.ce\";\n \n const engine = inject(RpgClientEngine);\n const { children, pixiChildren } = defineProps({\n pixiChildren: {\n default: []\n }\n })\n const readValue = (value) => typeof value === \"function\" ? value() : value\n let rootContainer = null\n let mountedPixiChildren = []\n \n const players = engine.sceneMap.players\n const events = engine.sceneMap.events\n\n const getPixiChildren = () => {\n const value = readValue(pixiChildren)\n return Array.isArray(value) ? value.filter(Boolean) : []\n }\n\n const syncPixiChildren = () => {\n if (!rootContainer) return\n const nextPixiChildren = getPixiChildren()\n mountedPixiChildren.forEach((child) => {\n if (!nextPixiChildren.includes(child) && child.parent === rootContainer) {\n rootContainer.removeChild(child)\n }\n })\n nextPixiChildren.forEach((child) => {\n if (child.parent === rootContainer) return\n if (child.parent) {\n child.parent.removeChild(child)\n }\n rootContainer.addChild(child)\n })\n mountedPixiChildren = nextPixiChildren\n }\n\n const detachPixiChildren = () => {\n if (!rootContainer) return\n mountedPixiChildren.forEach((child) => {\n if (child.parent === rootContainer) {\n rootContainer.removeChild(child)\n }\n })\n mountedPixiChildren = []\n }\n\n effect(() => {\n readValue(pixiChildren)\n syncPixiChildren()\n })\n\n mount((element) => {\n rootContainer = element.componentInstance\n syncPixiChildren()\n return detachPixiChildren\n })\n</script>\n"],"mappings":";;;;;AASM,SAAS,UAAU,SAAS;CACX,SAAS,OAAO;CAC/B,MAAM,cAAc,eAAe,OAAO;CACtB,eAAe,OAAO;CAC1C,MAAM,SAAS,OAAO,eAAe;CAC7C,MAAM,EAAE,UAAU,iBAAiB,YAAY,EAC3C,cAAc,EACV,SAAS,CAAC,EACd,EACJ,CAAC;CACD,MAAM,aAAa,UAAU,OAAO,UAAU,aAAa,MAAM,IAAI;CACrE,IAAI,gBAAgB;CACpB,IAAI,sBAAsB,CAAC;CAC3B,MAAM,UAAU,OAAO,SAAS;CAChC,MAAM,SAAS,OAAO,SAAS;CAC/B,MAAM,wBAAwB;EAC1B,MAAM,QAAQ,UAAU,YAAY;EACpC,OAAO,MAAM,QAAQ,KAAK,IAAI,MAAM,OAAO,OAAO,IAAI,CAAC;CAC3D;CACA,MAAM,yBAAyB;EAC3B,IAAI,CAAC,eACD;EACJ,MAAM,mBAAmB,gBAAgB;EACzC,oBAAoB,SAAS,UAAU;GACnC,IAAI,CAAC,iBAAiB,SAAS,KAAK,KAAK,MAAM,WAAW,eACtD,cAAc,YAAY,KAAK;EAEvC,CAAC;EACD,iBAAiB,SAAS,UAAU;GAChC,IAAI,MAAM,WAAW,eACjB;GACJ,IAAI,MAAM,QACN,MAAM,OAAO,YAAY,KAAK;GAElC,cAAc,SAAS,KAAK;EAChC,CAAC;EACD,sBAAsB;CAC1B;CACA,MAAM,2BAA2B;EAC7B,IAAI,CAAC,eACD;EACJ,oBAAoB,SAAS,UAAU;GACnC,IAAI,MAAM,WAAW,eACjB,cAAc,YAAY,KAAK;EAEvC,CAAC;EACD,sBAAsB,CAAC;CAC3B;CACA,aAAa;EACT,UAAU,YAAY;EACtB,iBAAiB;CACrB,CAAC;CACD,OAAO,YAAY;EACf,gBAAgB,QAAQ;EACxB,iBAAiB;EACjB,OAAO;CACX,CAAC;CAEO,OADY,EAAE,WAAW;EAAE,kBAAkB;EAAM,iBAAiB;CAAmB,GAAG;EAAC,KAAK,SAAS,OAAO,OAAO,EAAEA,kBAAW;GAAM;GAAI,QAAQ;EAAM,CAAC,CAAC;EAAG,KAAK,UAAU,QAAQ,OAAO,EAAEA,kBAAW;GAAM;GAAI,QAAQ;EAAO,CAAC,CAAC;EAAG,KAAK,WAAU,UAAS,EAAE,KAAK,CAAC;CAAC,CAChQ;AACb;AAEA,IAAM,iBAAiB"}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"weather-tick-lifecycle.js","names":[],"sources":["../../../src/components/scenes/weather-tick-lifecycle.ts"],"sourcesContent":["const PATCHED = Symbol.for(\"@rpgjs/client/weather-tick-lifecycle-patched\");\nconst DISPOSED = Symbol(\"weather-tick-lifecycle-disposed\");\nconst MOUNT_QUEUE = Symbol(\"weather-tick-lifecycle-mount-queue\");\n\ntype TickSubscription = {\n unsubscribe?: () => void;\n};\n\ntype TickSubscriptionInstance = {\n destroyed?: boolean;\n tickSubscription?: TickSubscription;\n [DISPOSED]?: boolean;\n [MOUNT_QUEUE]?: Promise<void>;\n};\n\ntype TickSubscriptionPrototype = {\n [PATCHED]?: boolean;\n onMount?: (...args: any[]) => unknown;\n onDestroy?: (...args: any[]) => unknown;\n};\n\nfunction stopTickSubscription(instance: TickSubscriptionInstance) {\n instance.tickSubscription?.unsubscribe?.();\n instance.tickSubscription = undefined;\n}\n\n/**\n * CanvasEngine presets 2.0.0 can finish mounting a rain layer after that layer\n * has already been destroyed. The late mount then leaves a tick subscription\n * operating on a destroyed Pixi object. It can also overwrite an existing\n * subscription when mounts overlap.\n *\n * Keep this compatibility patch local to the affected preset prototypes. It\n * can be removed once the preset owns the same lifecycle guarantees.\n */\nexport function patchWeatherTickLifecycle(prototype: TickSubscriptionPrototype) {\n if (!prototype || prototype[PATCHED]) return;\n\n const originalOnMount = prototype.onMount;\n const originalOnDestroy = prototype.onDestroy;\n if (!originalOnMount || !originalOnDestroy) return;\n\n Object.defineProperty(prototype, PATCHED, { value: true });\n\n prototype.onMount = function (this: TickSubscriptionInstance, ...args: any[]) {\n const mount = async () => {\n if (this[DISPOSED] || this.destroyed) return;\n\n stopTickSubscription(this);\n await originalOnMount.apply(this, args);\n\n if (this[DISPOSED] || this.destroyed) {\n stopTickSubscription(this);\n }\n };\n\n const pendingMount = (this[MOUNT_QUEUE] ?? Promise.resolve())\n .catch(() => undefined)\n .then(mount);\n this[MOUNT_QUEUE] = pendingMount;\n return pendingMount;\n };\n\n prototype.onDestroy = function (this: TickSubscriptionInstance, ...args: any[]) {\n this[DISPOSED] = true;\n stopTickSubscription(this);\n return originalOnDestroy.apply(this, args);\n };\n}\n"],"mappings":";AAAA,IAAM,UAAU,OAAO,IAAI,8CAA8C;AACzE,IAAM,WAAW,OAAO,iCAAiC;AACzD,IAAM,cAAc,OAAO,oCAAoC;AAmB/D,SAAS,qBAAqB,UAAoC;CAChE,SAAS,kBAAkB,cAAc;CACzC,SAAS,mBAAmB,KAAA;AAC9B;;;;;;;;;;AAWA,SAAgB,0BAA0B,WAAsC;CAC9E,IAAI,CAAC,aAAa,UAAU,UAAU;CAEtC,MAAM,kBAAkB,UAAU;CAClC,MAAM,oBAAoB,UAAU;CACpC,IAAI,CAAC,mBAAmB,CAAC,mBAAmB;CAE5C,OAAO,eAAe,WAAW,SAAS,EAAE,OAAO,KAAK,CAAC;CAEzD,UAAU,UAAU,SAA0C,GAAG,MAAa;EAC5E,MAAM,QAAQ,YAAY;GACxB,IAAI,KAAK,aAAa,KAAK,WAAW;GAEtC,qBAAqB,IAAI;GACzB,MAAM,gBAAgB,MAAM,MAAM,IAAI;GAEtC,IAAI,KAAK,aAAa,KAAK,WACzB,qBAAqB,IAAI;EAE7B;EAEA,MAAM,gBAAgB,KAAK,gBAAgB,QAAQ,QAAQ,
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1
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+
{"version":3,"file":"weather-tick-lifecycle.js","names":[],"sources":["../../../src/components/scenes/weather-tick-lifecycle.ts"],"sourcesContent":["const PATCHED = Symbol.for(\"@rpgjs/client/weather-tick-lifecycle-patched\");\nconst DISPOSED = Symbol(\"weather-tick-lifecycle-disposed\");\nconst MOUNT_QUEUE = Symbol(\"weather-tick-lifecycle-mount-queue\");\n\ntype TickSubscription = {\n unsubscribe?: () => void;\n};\n\ntype TickSubscriptionInstance = {\n destroyed?: boolean;\n tickSubscription?: TickSubscription;\n [DISPOSED]?: boolean;\n [MOUNT_QUEUE]?: Promise<void>;\n};\n\ntype TickSubscriptionPrototype = {\n [PATCHED]?: boolean;\n onMount?: (...args: any[]) => unknown;\n onDestroy?: (...args: any[]) => unknown;\n};\n\nfunction stopTickSubscription(instance: TickSubscriptionInstance) {\n instance.tickSubscription?.unsubscribe?.();\n instance.tickSubscription = undefined;\n}\n\n/**\n * CanvasEngine presets 2.0.0 can finish mounting a rain layer after that layer\n * has already been destroyed. The late mount then leaves a tick subscription\n * operating on a destroyed Pixi object. It can also overwrite an existing\n * subscription when mounts overlap.\n *\n * Keep this compatibility patch local to the affected preset prototypes. It\n * can be removed once the preset owns the same lifecycle guarantees.\n */\nexport function patchWeatherTickLifecycle(prototype: TickSubscriptionPrototype) {\n if (!prototype || prototype[PATCHED]) return;\n\n const originalOnMount = prototype.onMount;\n const originalOnDestroy = prototype.onDestroy;\n if (!originalOnMount || !originalOnDestroy) return;\n\n Object.defineProperty(prototype, PATCHED, { value: true });\n\n prototype.onMount = function (this: TickSubscriptionInstance, ...args: any[]) {\n const mount = async () => {\n if (this[DISPOSED] || this.destroyed) return;\n\n stopTickSubscription(this);\n await originalOnMount.apply(this, args);\n\n if (this[DISPOSED] || this.destroyed) {\n stopTickSubscription(this);\n }\n };\n\n const pendingMount = (this[MOUNT_QUEUE] ?? Promise.resolve())\n .catch(() => undefined)\n .then(mount);\n this[MOUNT_QUEUE] = pendingMount;\n return pendingMount;\n };\n\n prototype.onDestroy = function (this: TickSubscriptionInstance, ...args: any[]) {\n this[DISPOSED] = true;\n stopTickSubscription(this);\n return originalOnDestroy.apply(this, args);\n };\n}\n"],"mappings":";AAAA,IAAM,UAAU,OAAO,IAAI,8CAA8C;AACzE,IAAM,WAAW,OAAO,iCAAiC;AACzD,IAAM,cAAc,OAAO,oCAAoC;AAmB/D,SAAS,qBAAqB,UAAoC;CAChE,SAAS,kBAAkB,cAAc;CACzC,SAAS,mBAAmB,KAAA;AAC9B;;;;;;;;;;AAWA,SAAgB,0BAA0B,WAAsC;CAC9E,IAAI,CAAC,aAAa,UAAU,UAAU;CAEtC,MAAM,kBAAkB,UAAU;CAClC,MAAM,oBAAoB,UAAU;CACpC,IAAI,CAAC,mBAAmB,CAAC,mBAAmB;CAE5C,OAAO,eAAe,WAAW,SAAS,EAAE,OAAO,KAAK,CAAC;CAEzD,UAAU,UAAU,SAA0C,GAAG,MAAa;EAC5E,MAAM,QAAQ,YAAY;GACxB,IAAI,KAAK,aAAa,KAAK,WAAW;GAEtC,qBAAqB,IAAI;GACzB,MAAM,gBAAgB,MAAM,MAAM,IAAI;GAEtC,IAAI,KAAK,aAAa,KAAK,WACzB,qBAAqB,IAAI;EAE7B;EAEA,MAAM,gBAAgB,KAAK,gBAAgB,QAAQ,QAAQ,EAAA,CACxD,YAAY,KAAA,CAAS,CAAC,CACtB,KAAK,KAAK;EACb,KAAK,eAAe;EACpB,OAAO;CACT;CAEA,UAAU,YAAY,SAA0C,GAAG,MAAa;EAC9E,KAAK,YAAY;EACjB,qBAAqB,IAAI;EACzB,OAAO,kBAAkB,MAAM,MAAM,IAAI;CAC3C;AACF"}
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package/dist/core/inject.d.ts
CHANGED
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@@ -1,5 +1,5 @@
|
|
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1
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-
import {
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2
|
-
export declare let context:
|
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3
|
-
export declare function inject<T>(service: (new (...args: any[]) => T) | string, _context?:
|
|
4
|
-
export declare function setInject(_context:
|
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1
|
+
import { RpgContext } from '@rpgjs/common';
|
|
2
|
+
export declare let context: RpgContext | null;
|
|
3
|
+
export declare function inject<T>(service: (new (...args: any[]) => T) | string, _context?: RpgContext): T;
|
|
4
|
+
export declare function setInject(_context: RpgContext): void;
|
|
5
5
|
export declare function clearInject(): void;
|
package/dist/core/inject.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"inject.js","names":[],"sources":["../../src/core/inject.ts"],"sourcesContent":["import { Context, inject as injector } from \"@signe/di\";\n\nexport let context:
|
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1
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+
{"version":3,"file":"inject.js","names":[],"sources":["../../src/core/inject.ts"],"sourcesContent":["import { Context, inject as injector } from \"@signe/di\";\nimport type { RpgContext } from \"@rpgjs/common\";\n\nexport let context: RpgContext | null = null\n\nexport function inject<T>(service: (new (...args: any[]) => T) | string, _context?: RpgContext): T {\n const c = _context ?? context\n if (!c) throw new Error(\"Context is not set. use setInject() to set the context\");\n return injector(c as Context, service);\n}\n\nexport function setInject(_context: RpgContext) {\n context = _context;\n}\n\nexport function clearInject() {\n context = null\n}\n"],"mappings":";;AAGA,IAAW,UAA6B;AAExC,SAAgB,OAAU,SAA+C,UAA0B;CAC/F,MAAM,IAAI,YAAY;CACtB,IAAI,CAAC,GAAG,MAAM,IAAI,MAAM,wDAAwD;CAChF,OAAO,SAAS,GAAc,OAAO;AACzC;AAEA,SAAgB,UAAU,UAAsB;CAC5C,UAAU;AACd;AAEA,SAAgB,cAAc;CAC1B,UAAU;AACd"}
|
package/dist/core/setup.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
|
-
import {
|
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1
|
+
import { RpgContext, RpgProviders } from '@rpgjs/common';
|
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2
2
|
interface SetupOptions {
|
|
3
|
-
providers:
|
|
3
|
+
providers: RpgProviders;
|
|
4
4
|
}
|
|
5
|
-
export declare function startGame(options: SetupOptions): Promise<
|
|
5
|
+
export declare function startGame(options: SetupOptions): Promise<RpgContext>;
|
|
6
6
|
export {};
|
package/dist/core/setup.js
CHANGED
|
@@ -6,7 +6,7 @@ async function startGame(options) {
|
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6
6
|
const context = new Context();
|
|
7
7
|
context["side"] = "client";
|
|
8
8
|
setInject(context);
|
|
9
|
-
await injector(context, options.providers);
|
|
9
|
+
await injector(context, options.providers.flat(Infinity));
|
|
10
10
|
await inject(context, RpgClientEngine).start();
|
|
11
11
|
return context;
|
|
12
12
|
}
|
package/dist/core/setup.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"setup.js","names":[],"sources":["../../src/core/setup.ts"],"sourcesContent":["import { Context,
|
|
1
|
+
{"version":3,"file":"setup.js","names":[],"sources":["../../src/core/setup.ts"],"sourcesContent":["import { Context, inject, injector, type Providers } from \"@signe/di\";\nimport type { RpgContext, RpgProviders } from \"@rpgjs/common\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { setInject } from \"./inject\";\n\ninterface SetupOptions {\n providers: RpgProviders;\n}\n\n\nexport async function startGame(options: SetupOptions): Promise<RpgContext> {\n const context = new Context();\n context['side'] = 'client'\n setInject(context as unknown as RpgContext);\n\n const providers = (options.providers as unknown[]).flat(Infinity) as Providers;\n await injector(context, providers);\n\n const engine = inject<RpgClientEngine>(context, RpgClientEngine);\n await engine.start();\n return context as unknown as RpgContext;\n}\n"],"mappings":";;;;AAUA,eAAsB,UAAU,SAA4C;CAC1E,MAAM,UAAU,IAAI,QAAQ;CAC5B,QAAQ,UAAU;CAClB,UAAU,OAAgC;CAG1C,MAAM,SAAS,SADI,QAAQ,UAAwB,KAAK,QAChC,CAAS;CAGjC,MADe,OAAwB,SAAS,eAC1C,CAAA,CAAO,MAAM;CACnB,OAAO;AACT"}
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export {};
|
package/dist/i18n.d.ts
CHANGED
|
@@ -64,4 +64,4 @@ export declare const RpgClientBuiltinI18n: {
|
|
|
64
64
|
"rpg.shop.total": string;
|
|
65
65
|
};
|
|
66
66
|
};
|
|
67
|
-
export declare function provideI18n(config?: I18nConfig): import('@
|
|
67
|
+
export declare function provideI18n(config?: I18nConfig): import('@rpgjs/common').RpgFactoryProvider<import('@rpgjs/common').I18nService>;
|