@rpgjs/client 5.0.0-beta.5 → 5.0.0-beta.6

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.
Files changed (57) hide show
  1. package/dist/Game/Object.js +2 -2
  2. package/dist/Game/Object.js.map +1 -1
  3. package/dist/Gui/Gui.js +14 -14
  4. package/dist/Gui/Gui.js.map +1 -1
  5. package/dist/RpgClientEngine.js +2 -2
  6. package/dist/RpgClientEngine.js.map +1 -1
  7. package/dist/components/animations/animation.ce.js +2 -1
  8. package/dist/components/animations/hit.ce.js +2 -1
  9. package/dist/components/animations/hit.ce.js.map +1 -1
  10. package/dist/components/animations/index.js +4 -4
  11. package/dist/components/character.ce.js +2 -1
  12. package/dist/components/character.ce.js.map +1 -1
  13. package/dist/components/dynamics/text.ce.js +2 -1
  14. package/dist/components/dynamics/text.ce.js.map +1 -1
  15. package/dist/components/gui/box.ce.js +2 -1
  16. package/dist/components/gui/dialogbox/index.ce.js +2 -1
  17. package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
  18. package/dist/components/gui/gameover.ce.js +2 -1
  19. package/dist/components/gui/gameover.ce.js.map +1 -1
  20. package/dist/components/gui/hud/hud.ce.js +2 -1
  21. package/dist/components/gui/hud/hud.ce.js.map +1 -1
  22. package/dist/components/gui/menu/equip-menu.ce.js +2 -1
  23. package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
  24. package/dist/components/gui/menu/exit-menu.ce.js +2 -1
  25. package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
  26. package/dist/components/gui/menu/items-menu.ce.js +2 -1
  27. package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
  28. package/dist/components/gui/menu/main-menu.ce.js +14 -13
  29. package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
  30. package/dist/components/gui/menu/options-menu.ce.js +2 -1
  31. package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
  32. package/dist/components/gui/menu/skills-menu.ce.js +2 -1
  33. package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
  34. package/dist/components/gui/mobile/index.js +2 -2
  35. package/dist/components/gui/mobile/index.js.map +1 -1
  36. package/dist/components/gui/mobile/mobile.ce.js +2 -1
  37. package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
  38. package/dist/components/gui/notification/notification.ce.js +9 -5
  39. package/dist/components/gui/notification/notification.ce.js.map +1 -1
  40. package/dist/components/gui/save-load.ce.js +2 -1
  41. package/dist/components/gui/save-load.ce.js.map +1 -1
  42. package/dist/components/gui/shop/shop.ce.js +2 -1
  43. package/dist/components/gui/shop/shop.ce.js.map +1 -1
  44. package/dist/components/gui/title-screen.ce.js +2 -1
  45. package/dist/components/gui/title-screen.ce.js.map +1 -1
  46. package/dist/components/prebuilt/hp-bar.ce.js +2 -1
  47. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
  48. package/dist/components/prebuilt/light-halo.ce.js +2 -1
  49. package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
  50. package/dist/components/scenes/canvas.ce.js +4 -3
  51. package/dist/components/scenes/canvas.ce.js.map +1 -1
  52. package/dist/components/scenes/draw-map.ce.js +2 -1
  53. package/dist/components/scenes/draw-map.ce.js.map +1 -1
  54. package/dist/components/scenes/event-layer.ce.js +5 -4
  55. package/dist/components/scenes/event-layer.ce.js.map +1 -1
  56. package/dist/index.js +19 -19
  57. package/package.json +6 -6
@@ -1 +1 @@
1
- {"version":3,"file":"text.ce.js","names":[],"sources":["../../../src/components/dynamics/text.ce"],"sourcesContent":["<Text text={parseDynamicValue(component.value, object)} ...getComponentStyle(component) />\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { parseDynamicValue } from \"./parse-value\";\n\nconst { object } = defineProps();\nconst component = object._component;\n\n/**\n * Parses a numeric style value that can be a number or a string\n * \n * If the value is a string, it may contain dynamic references like {hp}\n * which need to be parsed using parseDynamicValue. If it's a number,\n * it's returned as-is wrapped in a computed.\n * \n * @param value - Numeric value (number or string)\n * @param object - Object to resolve dynamic references from\n * @returns Computed signal with the numeric value\n */\nconst parseNumericStyleValue = (value, object) => {\n if (value === undefined || value === null) {\n return undefined;\n }\n \n if (typeof value === 'number') {\n return value;\n }\n \n if (typeof value === 'string') {\n // Check if it contains dynamic references\n if (value.includes('{')) {\n // Parse dynamic value and convert to number\n const parsed = parseDynamicValue(value, object);\n return computed(() => {\n const str = parsed();\n const num = parseFloat(str);\n return isNaN(num) ? 0 : num;\n });\n } else {\n // Simple string number, convert directly\n const num = parseFloat(value);\n return isNaN(num) ? undefined : num;\n }\n }\n \n return value;\n};\n\n/**\n * Maps component style properties to Canvas Engine Text component props\n * \n * Converts TextComponentOptions from the server to the format expected\n * by the Canvas Engine Text component. 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1
+ {"version":3,"file":"text.ce.js","names":[],"sources":["../../../src/components/dynamics/text.ce"],"sourcesContent":["<Text text={parseDynamicValue(component.value, object)} ...getComponentStyle(component) />\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { parseDynamicValue } from \"./parse-value\";\n\nconst { object } = defineProps();\nconst component = object._component;\n\n/**\n * Parses a numeric style value that can be a number or a string\n * \n * If the value is a string, it may contain dynamic references like {hp}\n * which need to be parsed using parseDynamicValue. If it's a number,\n * it's returned as-is wrapped in a computed.\n * \n * @param value - Numeric value (number or string)\n * @param object - Object to resolve dynamic references from\n * @returns Computed signal with the numeric value\n */\nconst parseNumericStyleValue = (value, object) => {\n if (value === undefined || value === null) {\n return undefined;\n }\n \n if (typeof value === 'number') {\n return value;\n }\n \n if (typeof value === 'string') {\n // Check if it contains dynamic references\n if (value.includes('{')) {\n // Parse dynamic value and convert to number\n const parsed = parseDynamicValue(value, object);\n return computed(() => {\n const str = parsed();\n const num = parseFloat(str);\n return isNaN(num) ? 0 : num;\n });\n } else {\n // Simple string number, convert directly\n const num = parseFloat(value);\n return isNaN(num) ? undefined : num;\n }\n }\n \n return value;\n};\n\n/**\n * Maps component style properties to Canvas Engine Text component props\n * \n * Converts TextComponentOptions from the server to the format expected\n * by the Canvas Engine Text component. Supports all text styling properties\n * including fill, fontSize, fontFamily, fontStyle, fontWeight, stroke,\n * opacity, wordWrap, and align. Also supports dynamic values (number | string)\n * for numeric properties like fontSize and opacity.\n * \n * @param component - Component definition with style property\n * @returns Object with Text component props\n * \n * @example\n * ```ts\n * // Component with style\n * const component = {\n * style: {\n * fill: '#000000',\n * fontSize: 20,\n * fontFamily: 'Arial',\n * fontWeight: 'bold'\n * }\n * };\n * \n * const props = getComponentStyle(component);\n * // Returns: { color: '#000000', size: 20, fontFamily: 'Arial', style: { fontWeight: 'bold' } }\n * \n * // Component with dynamic fontSize\n * const component2 = {\n * style: {\n * fill: '#000000',\n * fontSize: '{hp}', // Will be resolved from object.hp\n * opacity: '0.8'\n * }\n * };\n * ```\n */\nconst getComponentStyle = (component) => {\n if (!component.style) {\n return {};\n }\n\n const style = component.style;\n const result = {};\n\n // Map fill to color (shortcut property)\n // fill can be a string (hex color) or a dynamic string\n if (style.fill !== undefined) {\n if (typeof style.fill === 'string' && style.fill.includes('{')) {\n result.color = parseDynamicValue(style.fill, object);\n } else {\n result.color = style.fill;\n }\n }\n\n // Map fontSize to size (shortcut property)\n // fontSize can be number or string (with dynamic references)\n if (style.fontSize !== undefined) {\n const fontSizeValue = parseNumericStyleValue(style.fontSize, object);\n if (fontSizeValue !== undefined) {\n result.size = fontSizeValue;\n }\n }\n\n // Map fontFamily (shortcut property)\n if (style.fontFamily !== undefined) {\n if (typeof style.fontFamily === 'string' && style.fontFamily.includes('{')) {\n result.fontFamily = parseDynamicValue(style.fontFamily, object);\n } else {\n result.fontFamily = style.fontFamily;\n }\n }\n\n // Build style object for PixiJS Text properties\n const textStyle = {};\n\n // Font style properties\n if (style.fontStyle !== undefined) {\n if (typeof style.fontStyle === 'string' && 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@@ -19,7 +19,8 @@ function component($$props) {
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  color: _color
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  }), h(Container, { attach: child })]));
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  }
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+ var __ce_component = component;
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  //#endregion
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- export { component as default };
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+ export { __ce_component as default };
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  //# sourceMappingURL=box.ce.js.map
@@ -191,7 +191,8 @@ function component($$props) {
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  attrs: { class: "rpg-ui-dialog-indicator" }
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  }))])));
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  }
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+ var __ce_component = component;
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  //#endregion
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- export { component as default };
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+ export { __ce_component as default };
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  //# sourceMappingURL=index.ce.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.ce.js","names":[],"sources":["../../../../src/components/gui/dialogbox/index.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={dialogControls}>\n <div\n class=\"rpg-ui-dialog-container\"\n data-position={dialogPosition()}\n data-full-width={isFullWidth() ? \"true\" : \"false\"}\n data-has-face={hasFace() ? \"true\" : \"false\"}\n >\n <div class=\"rpg-ui-dialog rpg-anim-fade-in\">\n <div class=\"rpg-ui-dialog-body\">\n <div>\n @if (speakerName()) {\n <div class=\"rpg-ui-dialog-speaker\">{speakerName()}</div>\n }\n <div class=\"rpg-ui-dialog-content\">\n {displayMessage()}\n </div>\n @if (hasChoices()) {\n <Navigation tabindex={selectedItem} controls={controls}>\n <div class=\"rpg-ui-dialog-choices\">\n @for ((choice,index) of choices) {\n <div\n class=\"rpg-ui-dialog-choice\"\n class={{active: selectedItem() === index}}\n tabindex={index}\n data-choice-index={index}\n click={selectChoice(index)}\n >{{ choice.text }}</div>\n }\n </div>\n </Navigation>\n }\n </div>\n @if (hasFace()) {\n <div class=\"rpg-ui-dialog-face\">\n <DOMSprite\n sheet={faceSheet(dialogFace())}\n width=\"100%\"\n height=\"100%\"\n objectFit=\"contain\"\n />\n </div>\n }\n </div>\n @if (showIndicator) {\n <div class=\"rpg-ui-dialog-indicator\"></div>\n }\n </div>\n </div>\n</DOMContainer>\n \n<script>\n import { effect, signal, computed, createTabindexNavigator, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const currentPlayer = engine.scene.currentPlayer\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n engine.stopProcessingInput = true;\n\n const selectedItem = signal(0)\n let isDestroyed = false;\n\n const {\n data,\n onFinish,\n onInteraction\n } = defineProps();\n\n const { message, choices, face, speaker, position, typewriterEffect, autoClose } = data();\n const fullWidth = computed(() => data().fullWidth || false);\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n\n const speakerName = computed(() => {\n const value = resolveProp(speaker);\n return value ? 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+ {"version":3,"file":"index.ce.js","names":[],"sources":["../../../../src/components/gui/dialogbox/index.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={dialogControls}>\n <div\n class=\"rpg-ui-dialog-container\"\n data-position={dialogPosition()}\n data-full-width={isFullWidth() ? \"true\" : \"false\"}\n data-has-face={hasFace() ? \"true\" : \"false\"}\n >\n <div class=\"rpg-ui-dialog rpg-anim-fade-in\">\n <div class=\"rpg-ui-dialog-body\">\n <div>\n @if (speakerName()) {\n <div class=\"rpg-ui-dialog-speaker\">{speakerName()}</div>\n }\n <div class=\"rpg-ui-dialog-content\">\n {displayMessage()}\n </div>\n @if (hasChoices()) {\n <Navigation tabindex={selectedItem} controls={controls}>\n <div class=\"rpg-ui-dialog-choices\">\n @for ((choice,index) of choices) {\n <div\n class=\"rpg-ui-dialog-choice\"\n class={{active: selectedItem() === index}}\n tabindex={index}\n data-choice-index={index}\n click={selectChoice(index)}\n >{{ choice.text }}</div>\n }\n </div>\n </Navigation>\n }\n </div>\n @if (hasFace()) {\n <div class=\"rpg-ui-dialog-face\">\n <DOMSprite\n sheet={faceSheet(dialogFace())}\n width=\"100%\"\n height=\"100%\"\n objectFit=\"contain\"\n />\n </div>\n }\n </div>\n @if (showIndicator) {\n <div class=\"rpg-ui-dialog-indicator\"></div>\n }\n </div>\n </div>\n</DOMContainer>\n \n<script>\n import { effect, signal, computed, createTabindexNavigator, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const currentPlayer = engine.scene.currentPlayer\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n engine.stopProcessingInput = true;\n\n const selectedItem = signal(0)\n let isDestroyed = false;\n\n const {\n data,\n onFinish,\n onInteraction\n } = defineProps();\n\n const { message, choices, face, speaker, position, typewriterEffect, autoClose } = data();\n const fullWidth = computed(() => data().fullWidth || false);\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n\n const speakerName = computed(() => {\n const value = resolveProp(speaker);\n return value ? String(value) : \"\";\n });\n\n const dialogPosition = computed(() => resolveProp(position) || \"bottom\");\n const isFullWidth = computed(() => resolveProp(fullWidth) !== false);\n const dialogFace = computed(() => resolveProp(face));\n const hasFace = computed(() => {\n const value = dialogFace();\n return !!(value && value.id);\n });\n\n const displayMessage = signal(\"\");\n const fullMessage = signal(\"\");\n const isTyping = signal(false);\n let typewriterTimer = null;\n let rootElement = null;\n\n mount((element) => {\n rootElement = element;\n });\n\n const startTypewriter = (text) => {\n if (typewriterTimer) clearInterval(typewriterTimer);\n displayMessage.set(\"\");\n if (!text) return;\n let index = 0;\n isTyping.set(true);\n typewriterTimer = setInterval(() => {\n index += 1;\n displayMessage.set(text.slice(0, index));\n if (index >= text.length) {\n clearInterval(typewriterTimer);\n typewriterTimer = null;\n isTyping.set(false);\n }\n }, 20);\n };\n\n const finishTyping = () => {\n if (typewriterTimer) clearInterval(typewriterTimer);\n typewriterTimer = null;\n displayMessage.set(fullMessage());\n isTyping.set(false);\n };\n\n effect(() => {\n const text = resolveProp(message) || \"\";\n fullMessage.set(text);\n const useTypewriter = resolveProp(typewriterEffect) !== false;\n if (!useTypewriter) {\n finishTyping();\n return;\n }\n startTypewriter(text);\n });\n\n\n const hasChoices = computed(() => choices.length > 0);\n const showIndicator = computed(() => !hasChoices() && !isTyping());\n const nav = createTabindexNavigator(selectedItem, { count: () => choices.length }, 'wrap');\n\n function selectChoice(index) {\n return function() {\n selectedItem.set(index);\n onSelect(index);\n }\n }\n\n function _onFinish(value) {\n if (onFinish) onFinish(value);\n }\n\n const onSelect = (index) => {\n _onFinish(index);\n };\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (!hasChoices()) 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@@ -162,7 +162,8 @@ function component($$props) {
162
162
  }))))
163
163
  ]));
164
164
  }
165
+ var __ce_component = component;
165
166
  //#endregion
166
- export { component as default };
167
+ export { __ce_component as default };
167
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168
169
  //# sourceMappingURL=gameover.ce.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"gameover.ce.js","names":[],"sources":["../../../src/components/gui/gameover.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-gameover-screen rpg-anim-fade-in\">\n <div class=\"rpg-ui-gameover-splatter rpg-ui-gameover-splatter-left\"></div>\n <div class=\"rpg-ui-gameover-splatter rpg-ui-gameover-splatter-right\"></div>\n <div class=\"rpg-ui-gameover-splatter rpg-ui-gameover-splatter-center\"></div>\n <div class=\"rpg-ui-gameover-header rpg-anim-shake\">\n <div class=\"rpg-ui-gameover-title\">{titleText()}</div>\n @if (subtitleText()) {\n <div class=\"rpg-ui-gameover-subtitle\">{subtitleText()}</div>\n }\n </div>\n <Navigation tabindex={selectedEntry} controls={controls}>\n <div class=\"rpg-ui-menu rpg-ui-gameover-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 </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\n const engine = inject(RpgClientEngine);\n const guiService = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { entries, title, subtitle, saveLoad, localActions, onInteraction } = defineProps({\n entries: {\n default: () => []\n },\n saveLoad: {\n default: () => ({})\n },\n localActions: {\n default: false\n }\n });\n\n const defaultEntries = [\n { id: \"title\", label: \"Title Screen\" },\n { id: \"load\", label: \"Load Game\" }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const titleText = computed(() => resolveProp(title) || \"Game Over\");\n const subtitleText = computed(() => resolveProp(subtitle) || \"\");\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 === \"title\") {\n guiService.hide(PrebuiltGui.Gameover);\n guiService.display(PrebuiltGui.TitleScreen);\n }\n if (entry.id === \"load\") {\n const config = resolveProp(saveLoad) || {};\n const slots = Array.isArray(config.slots) ? 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@@ -76,7 +76,8 @@ function component($$props) {
76
76
  }
77
77
  })])])]));
78
78
  }
79
+ var __ce_component = component;
79
80
  //#endregion
80
- export { component as default };
81
+ export { __ce_component as default };
81
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  //# sourceMappingURL=hud.ce.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"hud.ce.js","names":[],"sources":["../../../../src/components/gui/hud/hud.ce"],"sourcesContent":["<DOMContainer>\n <div class=\"rpg-hud\">\n <div class=\"rpg-avatar\">\n @if (hasFace()) {\n <div class=\"rpg-avatar-face\">\n <DOMSprite \n sheet={faceSheet(face())} \n width={64} \n height={64} \n objectFit=\"contain\" \n />\n </div>\n }\n <div class=\"rpg-avatar-level\">{{ level() }}</div>\n </div>\n <div class=\"rpg-status-bars\">\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">HP {{ hp() }}/{{ hpMax() }}</span>\n <div class=\"rpg-bar-fill health\" style={{width: percentHp}}></div>\n </div>\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">SP {{ sp() }}/{{ spMax() }}</span>\n <div class=\"rpg-bar-fill mana\" style={{width: percentSp}}></div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { computed } from \"canvasengine\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\n\n const engine = inject(RpgClientEngine)\n const currentPlayer = engine.scene.currentPlayer\n const { data } = defineProps();\n const { faceset } = data();\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const face = computed(() => resolveProp(data().faceset));\n\n const hasFace = computed(() => {\n const value = face();\n return !!(value && value.id);\n });\n const faceSheet = (faceValue) => ({\n definition: engine.getSpriteSheet(faceValue.id),\n playing: faceValue.expression || \"default\",\n });\n const hp = getEntityProp(currentPlayer, \"hp\")\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\")\n const percentHp = computed(() => (hp() / hpMax() * 100) + '%')\n\n const sp = getEntityProp(currentPlayer, \"sp\")\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\")\n const percentSp = computed(() => (sp() / spMax() * 100) + '%')\n\n const level = getEntityProp(currentPlayer, \"level\")\n</script>\n \n"],"mappings":";;;;;AAWM,SAAe,UAAA,SAAA;AACT,UAAA,QAAA;CACJ,MAAK,cAAe,eAAe,QAAQ;CAC3C,MAAK,SAAA,OAAA,gBAAA;CACb,MAAM,gBAAc,OAAI,MAAW;CACnC,MAAM,EAAE,SAAS,aAAW;CAC5B,MAAM,EAAE,YAAS,MAAK;CACtB,MAAM,eAAe,UAAU,OAAK,UAAY,aAAS,OAAO,GAAA;CAChE,MAAM,OAAO,eAAI,YAAA,MAAA,CAAA,QAAA,CAAA;CACjB,MAAM,UAAU,eAAe;EAC3B,MAAM,QAAO,MAAK;AAClB,SAAO,CAAC,EAAE,SAAO,MAAO;GAC1B;CACF,MAAM,aAAO,eAAA;EACT,YAAK,OAAA,eAAA,UAAA,GAAA;EACP,SAAA,UAAY,cAAA;;CAEd,MAAC,KAAM,cAAA,eAAA,KAAA;CACP,MAAI,QAAS,cAAe,eAAc,eAAO;CACjD,MAAI,YAAS,eAAkB,IAAO,GAAG,OAAK,GAAA,MAAA,IAAgB;CAC9D,MAAI,KAAO,cAAa,eAAM,KAAa;CAC3C,MAAI,QAAS,cAAe,eAAe,eAAO;;CAElD,MAAI,QAAM,cAAgB,eAAe,QAAA;AAErC,QADM,EAAA,cAAuB,MAAM,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,WAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,cAAA;EAAA,EAAA,CAAA,KAAA,SAAA,QAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mBAAA;EAAA,EAAA,EAAA,WAAA;EAAA,OAAA,eAAA,UAAA,MAAA,CAAA,CAAA;EAAA,OAAA;EAAA,QAAA;EAAA,WAAA;EAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;EAAA,aAAA,eAAA,OAAA,CAAA;EAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mBAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,qBAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,gBAAA;EAAA,aAAA,eAAA,QAAA,IAAA,GAAA,MAAA,OAAA,CAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,WAAA;GAAA;EAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,qBAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,gBAAA;EAAA,aAAA,eAAA,QAAA,IAAA,GAAA,MAAA,OAAA,CAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,WAAA;GAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACnB"}
1
+ {"version":3,"file":"hud.ce.js","names":[],"sources":["../../../../src/components/gui/hud/hud.ce"],"sourcesContent":["<DOMContainer>\n <div class=\"rpg-hud\">\n <div class=\"rpg-avatar\">\n @if (hasFace()) {\n <div class=\"rpg-avatar-face\">\n <DOMSprite \n sheet={faceSheet(face())} \n width={64} \n height={64} \n objectFit=\"contain\" \n />\n </div>\n }\n <div class=\"rpg-avatar-level\">{{ level() }}</div>\n </div>\n <div class=\"rpg-status-bars\">\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">HP {{ hp() }}/{{ hpMax() }}</span>\n <div class=\"rpg-bar-fill health\" style={{width: percentHp}}></div>\n </div>\n <div class=\"rpg-bar-container\">\n <span class=\"rpg-bar-text\">SP {{ sp() }}/{{ spMax() }}</span>\n <div class=\"rpg-bar-fill mana\" style={{width: percentSp}}></div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { computed } from \"canvasengine\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\n\n const engine = inject(RpgClientEngine)\n const currentPlayer = engine.scene.currentPlayer\n const { data } = defineProps();\n const { faceset } = data();\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const face = computed(() => resolveProp(data().faceset));\n\n const hasFace = computed(() => {\n const value = face();\n return !!(value && value.id);\n });\n const faceSheet = (faceValue) => ({\n definition: engine.getSpriteSheet(faceValue.id),\n playing: faceValue.expression || \"default\",\n });\n const hp = getEntityProp(currentPlayer, \"hp\")\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\")\n const percentHp = computed(() => (hp() / hpMax() * 100) + '%')\n\n const sp = getEntityProp(currentPlayer, \"sp\")\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\")\n const percentSp = computed(() => (sp() / spMax() * 100) + '%')\n\n const level = getEntityProp(currentPlayer, \"level\")\n</script>\n \n"],"mappings":";;;;;AAWM,SAAS,UAAM,SAAA;AACT,UAAA,QAAA;CACJ,MAAK,cAAe,eAAe,QAAQ;CAC3C,MAAK,SAAA,OAAA,gBAAA;CACb,MAAM,gBAAc,OAAI,MAAW;CACnC,MAAM,EAAE,SAAS,aAAW;CAC5B,MAAM,EAAE,YAAS,MAAK;CACtB,MAAM,eAAe,UAAU,OAAK,UAAY,aAAS,OAAO,GAAA;CAChE,MAAM,OAAO,eAAI,YAAA,MAAA,CAAA,QAAA,CAAA;CACjB,MAAM,UAAU,eAAe;EAC3B,MAAM,QAAO,MAAK;AAClB,SAAO,CAAC,EAAE,SAAO,MAAO;GAC1B;CACF,MAAM,aAAO,eAAA;EACT,YAAK,OAAA,eAAA,UAAA,GAAA;EACP,SAAA,UAAY,cAAA;;CAEd,MAAC,KAAM,cAAA,eAAA,KAAA;CACP,MAAI,QAAS,cAAe,eAAc,eAAO;CACjD,MAAI,YAAS,eAAkB,IAAO,GAAG,OAAK,GAAA,MAAA,IAAgB;CAC9D,MAAI,KAAO,cAAa,eAAM,KAAa;CAC3C,MAAI,QAAS,cAAe,eAAe,eAAO;;CAElD,MAAI,QAAM,cAAgB,eAAe,QAAA;AAErC,QADM,EAAA,cAAuB,MAAM,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,WAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,cAAA;EAAA,EAAA,CAAA,KAAA,SAAA,QAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mBAAA;EAAA,EAAA,EAAA,WAAA;EAAA,OAAA,eAAA,UAAA,MAAA,CAAA,CAAA;EAAA,OAAA;EAAA,QAAA;EAAA,WAAA;EAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,oBAAA;EAAA,aAAA,eAAA,OAAA,CAAA;EAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mBAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,qBAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,gBAAA;EAAA,aAAA,eAAA,QAAA,IAAA,GAAA,MAAA,OAAA,CAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,WAAA;GAAA;EAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,qBAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,gBAAA;EAAA,aAAA,eAAA,QAAA,IAAA,GAAA,MAAA,OAAA,CAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,OAAA,EAAA,OAAA,WAAA;GAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACnB;;AAGhB,IAAM,iBAAA"}
@@ -420,7 +420,8 @@ function component($$props) {
420
420
  textContent: entry.tag || ""
421
421
  })])))])])]));
422
422
  }
423
+ var __ce_component = component;
423
424
  //#endregion
424
- export { component as default };
425
+ export { __ce_component as default };
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426
427
  //# sourceMappingURL=equip-menu.ce.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"equip-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/equip-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Equip</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(detailsItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">\n {detailsItem()?.name || currentSlot()?.label || \"Equip\"}\n </div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n {detailsItem()?.description || \"\"}\n </div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-ui-equip-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-ui-equip-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-ui-equip-stat-key\">{stat.label}</div>\n <div class=\"rpg-ui-equip-stat-value\">\n {stat.delta > 0 ? \"+\" : \"\"}{stat.delta}\n </div>\n @if (stat.current) {\n <div class=\"rpg-ui-equip-stat-current\">{stat.current} -> {stat.next}</div>\n }\n </div>\n }\n </div>\n }\n <div class=\"rpg-ui-menu-panel-details-meta\">\n <span>{equippedText()}</span>\n </div>\n </div>\n </div>\n </div>\n </div>\n\n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of slotList) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((entry,index) of listEntries) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n @if (entry?.icon) {\n <DOMSprite \n sheet={iconSheet(entry.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <span>{entry.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">{entry.tag || \"\"}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const currentPlayer = engine.scene.currentPlayer;\n\n const selectedTab = signal(0);\n const selectedItem = signal(0);\n const { data, onInteraction, onBack } = defineProps();\n\n const equips = computed(() => data().equips ?? data().items);\n const slots = computed(() => data().slots);\n\n const defaultSlots = [\n { id: \"weapon\", label: \"Weapon\", types: [\"weapon\"] },\n { id: \"armor\", label: \"Armor\", types: [\"armor\"] }\n ];\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeEquips = computed(() => {\n const list = resolveProp(equips);\n return Array.isArray(list) ? list : [];\n });\n const slotList = computed(() => {\n const list = resolveProp(slots);\n if (Array.isArray(list) && list.length) return list;\n return defaultSlots;\n });\n\n const currentSlot = computed(() => slotList()[selectedTab()]);\n\n const equippedIds = computed(() => {\n const equipped = currentPlayer().equipments?.() || [];\n return new Set(equipped.map((it) => it?.id?.() ?? it?.id ?? it?.name));\n });\n const equippedOverrides = signal({});\n\n effect(() => {\n const next = {};\n safeEquips().forEach((item) => {\n if (item?.id && typeof item.equipped === \"boolean\") {\n next[item.id] = item.equipped;\n }\n });\n equippedOverrides.set(next);\n });\n\n const itemEquipped = (item) => {\n if (!item) return false;\n const overrides = equippedOverrides();\n if (Object.prototype.hasOwnProperty.call(overrides, item.id)) {\n return overrides[item.id];\n }\n if (typeof item.equipped === \"boolean\") return item.equipped;\n return equippedIds().has(item.id);\n };\n\n const slotTypes = (slot) => {\n if (!slot) return [];\n if (Array.isArray(slot.types)) return slot.types;\n if (slot.type) return [slot.type];\n if (slot.id) return [slot.id];\n return [];\n };\n\n const slotItems = computed(() => {\n const slot = currentSlot();\n if (!slot) return [];\n const types = new Set(slotTypes(slot));\n return safeEquips().filter((item) => item && types.has(item.type));\n });\n\n const currentEquippedItem = computed(() => {\n const list = slotItems();\n return list.find((item) => itemEquipped(item)) || null;\n });\n\n const listEntries = computed(() => {\n const items = slotItems().map((item) => ({\n ...item,\n kind: \"item\",\n tag: itemEquipped(item) ? \"Equipped\" : \"\"\n }));\n const equipped = currentEquippedItem();\n if (!equipped) return items;\n return [\n {\n id: \"__unequip__\",\n name: \"Unequip\",\n description: \"Remove the current equipment\",\n kind: \"unequip\",\n tag: \"\"\n },\n ...items\n ];\n });\n\n const currentEntry = computed(() => listEntries()[selectedItem()]);\n const detailsItem = computed(() => {\n const entry = currentEntry();\n if (entry?.kind === \"item\") return entry;\n return currentEquippedItem();\n });\n\n const equippedText = computed(() => {\n const slot = currentSlot();\n if (!slot) return \"\";\n const equipped = currentEquippedItem();\n return equipped ? `${slot.label}: ${equipped.name}` : `${slot.label}: Empty`;\n });\n const listEmpty = computed(() => listEntries().length === 0);\n\n const nav = createTabindexNavigator(selectedItem, { count: () => listEntries().length }, \"wrap\");\n\n const playerParams = computed(() => {\n const menuData = data();\n if (menuData?.playerStats) return menuData.playerStats;\n if (menuData?.playerParams) return menuData.playerParams;\n return currentPlayer()?._param?.() || {};\n });\n const statOrder = [\"atk\", \"def\", \"pdef\", \"sdef\", \"str\", \"dex\", \"int\", \"agi\", \"maxHp\", \"maxSp\"];\n const statLabels = {\n atk: \"ATK\",\n def: \"DEF\",\n pdef: \"PDEF\",\n sdef: \"SDEF\",\n str: \"STR\",\n dex: \"DEX\",\n int: \"INT\",\n agi: \"AGI\",\n maxHp: \"MAX HP\",\n maxSp: \"MAX SP\"\n };\n\n const getItemStats = (item) => {\n if (!item) return {};\n const stats = item.stats || item.params || {};\n if (Object.keys(stats).length) return stats;\n const keys = [\"atk\", \"def\", \"pdef\", \"sdef\", \"str\", \"dex\", \"int\", \"agi\", \"maxHp\", \"maxSp\"];\n const direct = {};\n keys.forEach((key) => {\n if (item[key] !== undefined) direct[key] = item[key];\n });\n return direct;\n };\n\n const buildStatsList = (deltaStats) => {\n const params = playerParams() || {};\n const orderedKeys = statOrder.filter((key) => deltaStats[key] !== undefined);\n const extraKeys = Object.keys(deltaStats).filter((key) => !statOrder.includes(key));\n const keys = orderedKeys.concat(extraKeys);\n const list = [];\n for (const key of keys) {\n const delta = deltaStats[key];\n if (delta === undefined || delta === 0) continue;\n let current = params[key];\n if (current === undefined && key === \"def\") current = params.pdef;\n const next = current !== undefined ? current + delta : undefined;\n list.push({\n key,\n label: statLabels[key] || key.toUpperCase(),\n delta,\n current,\n next\n });\n }\n return list;\n };\n\n const displayStats = computed(() => {\n const entry = currentEntry();\n const equipped = currentEquippedItem();\n if (!entry) return [];\n if (entry.kind === \"unequip\") {\n \n if (!equipped) return [];\n const stats = getItemStats(equipped);\n const delta = {};\n Object.keys(stats).forEach((key) => {\n delta[key] = -stats[key];\n });\n return buildStatsList(delta);\n }\n if (entry.kind === \"item\") {\n const equippedStats = getItemStats(equipped);\n const nextStats = getItemStats(entry);\n const delta = {};\n const keys = new Set([...Object.keys(nextStats), ...Object.keys(equippedStats)]);\n keys.forEach((key) => {\n delta[key] = (nextStats[key] || 0) - (equippedStats[key] || 0);\n });\n return buildStatsList(delta);\n }\n return [];\n });\n\n const applyEquipState = (slot, itemId, equip) => {\n const types = slotTypes(slot);\n const next = { ...equippedOverrides() };\n if (types.length) {\n safeEquips().forEach((item) => {\n if (!item) return;\n if (types.includes(item.type)) {\n next[item.id] = false;\n }\n });\n }\n if (itemId) {\n next[itemId] = equip;\n }\n equippedOverrides.set(next);\n };\n\n const commitSelection = (index) => {\n const entry = listEntries()[index];\n if (!entry) return;\n if (entry.kind === \"unequip\") {\n const equipped = currentEquippedItem();\n if (equipped && onInteraction) {\n onInteraction(\"equipItem\", { id: equipped.id, equip: false });\n }\n applyEquipState(currentSlot(), equipped?.id, false);\n return;\n }\n if (entry.kind === \"item\" && onInteraction) {\n if (!itemEquipped(entry)) {\n onInteraction(\"equipItem\", { id: entry.id, equip: true });\n }\n applyEquipState(currentSlot(), entry.id, true);\n }\n };\n\n function selectTab(index) {\n return function() {\n selectedTab.set(index);\n selectedItem.set(0);\n }\n }\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index);\n commitSelection(index);\n }\n }\n\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId)\n });\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (!listEntries().length) return;\n nav.next(-1);\n }\n },\n left: {\n repeat: true,\n bind: 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+ {"version":3,"file":"equip-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/equip-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Equip</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(detailsItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">\n {detailsItem()?.name || currentSlot()?.label || \"Equip\"}\n </div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n {detailsItem()?.description || \"\"}\n </div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-ui-equip-stats\">\n @for ((stat,index) of displayStats) {\n 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data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n @if (entry?.icon) {\n <DOMSprite \n sheet={iconSheet(entry.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <span>{entry.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">{entry.tag || \"\"}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const currentPlayer = engine.scene.currentPlayer;\n\n const selectedTab = signal(0);\n const selectedItem = signal(0);\n const { data, onInteraction, onBack } = defineProps();\n\n const equips = computed(() => data().equips ?? data().items);\n const slots = computed(() => data().slots);\n\n const defaultSlots = [\n { id: \"weapon\", label: \"Weapon\", types: [\"weapon\"] },\n { id: \"armor\", label: \"Armor\", types: [\"armor\"] }\n ];\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeEquips = computed(() => {\n const list = resolveProp(equips);\n return Array.isArray(list) ? list : [];\n });\n const slotList = computed(() => {\n const list = resolveProp(slots);\n if (Array.isArray(list) && list.length) return list;\n return defaultSlots;\n });\n\n const currentSlot = computed(() => slotList()[selectedTab()]);\n\n const equippedIds = computed(() => {\n const equipped = currentPlayer().equipments?.() || [];\n return new Set(equipped.map((it) => it?.id?.() ?? it?.id ?? it?.name));\n });\n const equippedOverrides = signal({});\n\n effect(() => {\n const next = {};\n safeEquips().forEach((item) => {\n if (item?.id && typeof item.equipped === \"boolean\") {\n next[item.id] = item.equipped;\n }\n });\n equippedOverrides.set(next);\n });\n\n const itemEquipped = (item) => {\n if (!item) return false;\n const overrides = equippedOverrides();\n if (Object.prototype.hasOwnProperty.call(overrides, item.id)) {\n return overrides[item.id];\n }\n if (typeof item.equipped === \"boolean\") return item.equipped;\n return equippedIds().has(item.id);\n };\n\n const slotTypes = (slot) => {\n if (!slot) return [];\n if (Array.isArray(slot.types)) return slot.types;\n if (slot.type) return [slot.type];\n if (slot.id) return [slot.id];\n return [];\n };\n\n const slotItems = computed(() => {\n const slot = currentSlot();\n if (!slot) return [];\n const types = new Set(slotTypes(slot));\n return safeEquips().filter((item) => item && types.has(item.type));\n });\n\n const currentEquippedItem = computed(() => {\n const list = slotItems();\n return list.find((item) => 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@@ -48,7 +48,8 @@ function component($$props) {
48
48
  textContent: "Press Action to confirm or Escape to go back.\n "
49
49
  })]))]));
50
50
  }
51
+ var __ce_component = component;
51
52
  //#endregion
52
- export { component as default };
53
+ export { __ce_component as default };
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  //# sourceMappingURL=exit-menu.ce.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"exit-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/exit-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={controls}>\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Exit</div>\n <div class=\"rpg-ui-menu-panel-body\">\n <div class=\"rpg-ui-menu-panel-details\">\n <div class=\"rpg-ui-menu-panel-details-title\">Leave the game?</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n Press Action to confirm or Escape to go back.\n </div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const { onConfirm, onBack } = defineProps();\n\n const controls = signal({\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (onConfirm) onConfirm();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;AASM,SAAW,UAAA,SAAA;AACJ,UAAA,QAAA;CACP,MAAG,cAAA,eAAA,QAAA;0BACK,OAAA,gBAAA,CAAA,aAAA;CAEd,MAAC,EAAM,WAAA,WAAA,aAAA;AAqBC,QADI,EAAA,cAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAnBC,OAAS;GAClB,QAAQ;IACR,MAAS,iBAAkB;;AAErB,SAAM,UACN,YAAiB;;;GAGvB,QAAM;IACF,MAAM,iBAAE;IACR,UAAU;AACN,SAAA,OACI,SAAI;;IAEf;GACD,SAAI,EACA,SAAS,MACZ;GACJ,CACW;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,4BAAA;EAAA,aAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,0BAAA;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,6BAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mCAAA;EAAA,aAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,aAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACH"}
1
+ {"version":3,"file":"exit-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/exit-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={controls}>\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Exit</div>\n <div class=\"rpg-ui-menu-panel-body\">\n <div class=\"rpg-ui-menu-panel-details\">\n <div class=\"rpg-ui-menu-panel-details-title\">Leave the game?</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n Press Action to confirm or Escape to go back.\n </div>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n const { onConfirm, onBack } = defineProps();\n\n const controls = signal({\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (onConfirm) onConfirm();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;AASM,SAAQ,UAAG,SAAA;AACJ,UAAA,QAAA;CACP,MAAG,cAAA,eAAA,QAAA;0BACK,OAAA,gBAAA,CAAA,aAAA;CAEd,MAAC,EAAM,WAAA,WAAA,aAAA;AAqBC,QADI,EAAA,cAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAnBC,OAAS;GAClB,QAAQ;IACR,MAAS,iBAAkB;;AAErB,SAAM,UACN,YAAiB;;;GAGvB,QAAM;IACF,MAAM,iBAAE;IACR,UAAU;AACN,SAAA,OACI,SAAI;;IAEf;GACD,SAAI,EACA,SAAS,MACZ;GACJ,CACW;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,4BAAA;EAAA,aAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,0BAAA;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,6BAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mCAAA;EAAA,aAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,aAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACH;;AAGH,IAAE,iBAEA"}
@@ -319,7 +319,8 @@ function component($$props) {
319
319
  }))))])))
320
320
  ]));
321
321
  }
322
+ var __ce_component = component;
322
323
  //#endregion
323
- export { component as default };
324
+ export { __ce_component as default };
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325
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  //# sourceMappingURL=items-menu.ce.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"items-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/items-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Items</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n @if (currentItem) {\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">{currentItem()?.name}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">{currentItem()?.description || \"\"}</div>\n </div>\n </div>\n </div>\n }\n </div>\n \n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of tabs) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((item,index) of filteredItems) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n class={{disabled: !item.usable}}\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n </div>\n <span>{item.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">x{item.quantity ?? 1}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n @if (confirmOpen) {\n <div class=\"rpg-ui-menu-confirm\">\n <div 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1
+ {"version":3,"file":"items-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/items-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Items</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n @if (currentItem) {\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">{currentItem()?.name}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">{currentItem()?.description || \"\"}</div>\n </div>\n </div>\n </div>\n }\n </div>\n \n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of tabs) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((item,index) of filteredItems) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n class={{disabled: !item.usable}}\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n </div>\n <span>{item.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">x{item.quantity ?? 1}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n @if (confirmOpen) {\n <div class=\"rpg-ui-menu-confirm\">\n <div class=\"rpg-ui-menu-confirm-card\">\n <div class=\"rpg-ui-menu-confirm-title\">Use {confirmItem()?.name}?</div>\n <Navigation tabindex={selectedConfirm} controls={confirmControls}>\n <div class=\"rpg-ui-menu-confirm-actions\">\n @for ((option,index) of confirmOptions) {\n <button\n class=\"rpg-ui-menu-confirm-btn\"\n class={{\"rpg-ui-menu-confirm-btn-secondary\": option.id === \"cancel\"}}\n data-selected={selectedConfirm() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={confirmSelect(index)}\n >{option.label}</button>\n }\n </div>\n </Navigation>\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const selectedItem = signal(0);\n const selectedTab = signal(0);\n const selectedConfirm = signal(0);\n const confirmOpen = signal(false);\n const confirmItem = signal(null);\n\n const { data, onInteraction, onBack } = defineProps();\n\n const items = computed(() => data().items);\n\n const tabs = [\n { id: \"item\", label: \"Items\" },\n { id: \"weapon\", label: \"Weapons\" },\n { id: \"armor\", label: \"Armor\" }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeItems = computed(() => {\n const value = resolveProp(items);\n return Array.isArray(value) ? value : [];\n });\n\n const filteredItems = computed(() => {\n const items = safeItems();\n const tab = tabs[selectedTab()];\n if (!tab) return [];\n return items.filter((item) => item.type === tab.id && (item.quantity ?? 1) > 0);\n });\n\n const confirmOptions = [\n { id: \"use\", label: \"Use\" },\n { id: \"cancel\", label: \"Cancel\" }\n ];\n\n const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, \"wrap\");\n const navConfirm = createTabindexNavigator(selectedConfirm, { count: () => confirmOptions.length }, \"wrap\");\n const currentItem = computed(() => filteredItems()[selectedItem()]);\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId)\n });\n\n const clampSelection = () => {\n const count = filteredItems().length;\n if (count === 0) {\n selectedItem.set(0);\n return;\n }\n if (selectedItem() >= count) {\n selectedItem.set(count - 1);\n }\n };\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index);\n requestUseItem(index);\n }\n }\n\n function selectTab(index) {\n return function() {\n selectedItem.set(0);\n selectedTab.set(index);\n }\n }\n\n const useItem = (index) => {\n const item = filteredItems()[index];\n if (!item || !item.usable) return;\n if (onInteraction) onInteraction(\"useItem\", { id: item.id });\n };\n\n const requestUseItem = (index) => {\n const item = filteredItems()[index];\n if (!item || !item.usable) return;\n if (item.consumable) {\n confirmItem.set(item);\n confirmOpen.set(true);\n selectedConfirm.set(0);\n return;\n }\n useItem(index);\n };\n\n const confirmUse = () => {\n const item = confirmItem();\n if (!item) return;\n delay(() => {\n if (onInteraction) onInteraction(\"useItem\", { id: item.id });\n confirmOpen.set(false);\n confirmItem.set(null);\n });\n };\n\n const cancelConfirm = () => {\n delay(() => {\n confirmOpen.set(false);\n confirmItem.set(null);\n });\n };\n\n function confirmSelect(index) {\n return function() {\n selectedConfirm.set(index);\n if (index === 0) {\n confirmUse();\n return;\n }\n cancelConfirm();\n }\n }\n\n const confirmControls = signal({\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n if (!confirmOpen()) return;\n navConfirm.next(-1);\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n if (!confirmOpen()) return;\n navConfirm.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (!confirmOpen()) return;\n confirmSelect(selectedConfirm())();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (!confirmOpen()) return;\n cancelConfirm();\n }\n }\n });\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n nav.next(-1);\n }\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n selectedTab.update((value) => (value - 1 + tabs.length) % tabs.length);\n selectedItem.set(0);\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n selectedTab.update((value) => (value + 1) % tabs.length);\n selectedItem.set(0);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n nav.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (confirmOpen()) {\n confirmSelect(selectedConfirm())();\n return;\n }\n requestUseItem(selectedItem());\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (confirmOpen()) {\n cancelConfirm();\n return;\n }\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n\n 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@@ -1,11 +1,11 @@
1
1
  import { inject } from "../../../core/inject.js";
2
2
  import { getEntityProp } from "../../../utils/getEntityProp.js";
3
- import component$1 from "../save-load.ce.js";
4
- import component$2 from "./items-menu.ce.js";
5
- import component$3 from "./skills-menu.ce.js";
6
- import component$4 from "./equip-menu.ce.js";
7
- import component$5 from "./options-menu.ce.js";
8
- import component$6 from "./exit-menu.ce.js";
3
+ import __ce_component$1 from "../save-load.ce.js";
4
+ import __ce_component$2 from "./items-menu.ce.js";
5
+ import __ce_component$3 from "./skills-menu.ce.js";
6
+ import __ce_component$4 from "./equip-menu.ce.js";
7
+ import __ce_component$5 from "./options-menu.ce.js";
8
+ import __ce_component$6 from "./exit-menu.ce.js";
9
9
  import { RpgClientEngine } from "../../../RpgClientEngine.js";
10
10
  import { DOMContainer, DOMElement, computed, cond, effect, h, loop, mount, signal, useDefineProps, useProps } from "canvasengine";
11
11
  import { delay } from "@rpgjs/common";
@@ -359,22 +359,22 @@ function component($$props) {
359
359
  textContent: param.value
360
360
  })])))
361
361
  ])),
362
- cond(computed(() => view() === "items"), () => h(component$2, {
362
+ cond(computed(() => view() === "items"), () => h(__ce_component$2, {
363
363
  data,
364
364
  onInteraction,
365
365
  onBack: goBack
366
366
  })),
367
- cond(computed(() => view() === "skills"), () => h(component$3, {
367
+ cond(computed(() => view() === "skills"), () => h(__ce_component$3, {
368
368
  data,
369
369
  onBack: goBack
370
370
  })),
371
- cond(computed(() => view() === "equip"), () => h(component$4, {
371
+ cond(computed(() => view() === "equip"), () => h(__ce_component$4, {
372
372
  data,
373
373
  onInteraction,
374
374
  onBack: goBack
375
375
  })),
376
- cond(computed(() => view() === "options"), () => h(component$5, { onBack: goBack })),
377
- cond(computed(() => view() === "exit"), () => h(component$6, {
376
+ cond(computed(() => view() === "options"), () => h(__ce_component$5, { onBack: goBack })),
377
+ cond(computed(() => view() === "exit"), () => h(__ce_component$6, {
378
378
  onConfirm: confirmExit,
379
379
  onBack: goBack
380
380
  }))
@@ -387,12 +387,13 @@ function component($$props) {
387
387
  }), h(DOMElement, {
388
388
  element: "div",
389
389
  attrs: { class: "rpg-ui-main-menu-overlay-content" }
390
- }, h(component$1, {
390
+ }, h(__ce_component$1, {
391
391
  data: saveLoadData,
392
392
  onFinish: closeSaveOverlay
393
393
  }))]))]));
394
394
  }
395
+ var __ce_component = component;
395
396
  //#endregion
396
- export { component as default };
397
+ export { __ce_component as default };
397
398
 
398
399
  //# sourceMappingURL=main-menu.ce.js.map