@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.
- package/dist/Game/Object.js +2 -2
- package/dist/Game/Object.js.map +1 -1
- package/dist/Gui/Gui.js +14 -14
- package/dist/Gui/Gui.js.map +1 -1
- package/dist/RpgClientEngine.js +2 -2
- package/dist/RpgClientEngine.js.map +1 -1
- package/dist/components/animations/animation.ce.js +2 -1
- package/dist/components/animations/hit.ce.js +2 -1
- package/dist/components/animations/hit.ce.js.map +1 -1
- package/dist/components/animations/index.js +4 -4
- package/dist/components/character.ce.js +2 -1
- package/dist/components/character.ce.js.map +1 -1
- package/dist/components/dynamics/text.ce.js +2 -1
- package/dist/components/dynamics/text.ce.js.map +1 -1
- package/dist/components/gui/box.ce.js +2 -1
- package/dist/components/gui/dialogbox/index.ce.js +2 -1
- package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
- package/dist/components/gui/gameover.ce.js +2 -1
- package/dist/components/gui/gameover.ce.js.map +1 -1
- package/dist/components/gui/hud/hud.ce.js +2 -1
- package/dist/components/gui/hud/hud.ce.js.map +1 -1
- package/dist/components/gui/menu/equip-menu.ce.js +2 -1
- package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/exit-menu.ce.js +2 -1
- package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/items-menu.ce.js +2 -1
- package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/main-menu.ce.js +14 -13
- package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/options-menu.ce.js +2 -1
- package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
- package/dist/components/gui/menu/skills-menu.ce.js +2 -1
- package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
- package/dist/components/gui/mobile/index.js +2 -2
- package/dist/components/gui/mobile/index.js.map +1 -1
- package/dist/components/gui/mobile/mobile.ce.js +2 -1
- package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
- package/dist/components/gui/notification/notification.ce.js +9 -5
- package/dist/components/gui/notification/notification.ce.js.map +1 -1
- package/dist/components/gui/save-load.ce.js +2 -1
- package/dist/components/gui/save-load.ce.js.map +1 -1
- package/dist/components/gui/shop/shop.ce.js +2 -1
- package/dist/components/gui/shop/shop.ce.js.map +1 -1
- package/dist/components/gui/title-screen.ce.js +2 -1
- package/dist/components/gui/title-screen.ce.js.map +1 -1
- package/dist/components/prebuilt/hp-bar.ce.js +2 -1
- package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
- package/dist/components/prebuilt/light-halo.ce.js +2 -1
- package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
- package/dist/components/scenes/canvas.ce.js +4 -3
- package/dist/components/scenes/canvas.ce.js.map +1 -1
- package/dist/components/scenes/draw-map.ce.js +2 -1
- package/dist/components/scenes/draw-map.ce.js.map +1 -1
- package/dist/components/scenes/event-layer.ce.js +5 -4
- package/dist/components/scenes/event-layer.ce.js.map +1 -1
- package/dist/index.js +19 -19
- package/package.json +6 -6
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{"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' && style.fontStyle.includes('{')) {\n textStyle.fontStyle = parseDynamicValue(style.fontStyle, object);\n } else {\n textStyle.fontStyle = style.fontStyle;\n }\n }\n\n if (style.fontWeight !== undefined) {\n if (typeof style.fontWeight === 'string' && style.fontWeight.includes('{')) {\n textStyle.fontWeight = parseDynamicValue(style.fontWeight, object);\n } else if (typeof style.fontWeight === 'number') {\n textStyle.fontWeight = style.fontWeight;\n } else {\n textStyle.fontWeight = style.fontWeight;\n }\n }\n\n // Stroke properties\n if (style.stroke !== undefined) {\n if (typeof style.stroke === 'string' && style.stroke.includes('{')) {\n textStyle.stroke = parseDynamicValue(style.stroke, object);\n } else {\n textStyle.stroke = style.stroke;\n }\n }\n\n // Opacity (can be number or string)\n if (style.opacity !== undefined) {\n const opacityValue = parseNumericStyleValue(style.opacity, object);\n if (opacityValue !== undefined) {\n textStyle.opacity = opacityValue;\n }\n }\n\n // Word wrap\n if (style.wordWrap !== undefined) {\n textStyle.wordWrap = style.wordWrap;\n }\n\n // Text alignment\n if (style.align !== undefined) {\n if (typeof style.align === 'string' && style.align.includes('{')) {\n textStyle.align = parseDynamicValue(style.align, object);\n } else {\n textStyle.align = style.align;\n }\n }\n\n // Only add style prop if there are style properties\n if (Object.keys(textStyle).length > 0) {\n result.style = textStyle;\n }\n\n return result;\n}\n</script>"],"mappings":";;;AAOM,
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{"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' && style.fontStyle.includes('{')) {\n textStyle.fontStyle = parseDynamicValue(style.fontStyle, object);\n } else {\n textStyle.fontStyle = style.fontStyle;\n }\n }\n\n if (style.fontWeight !== undefined) {\n if (typeof style.fontWeight === 'string' && style.fontWeight.includes('{')) {\n textStyle.fontWeight = parseDynamicValue(style.fontWeight, object);\n } else if (typeof style.fontWeight === 'number') {\n textStyle.fontWeight = style.fontWeight;\n } else {\n textStyle.fontWeight = style.fontWeight;\n }\n }\n\n // Stroke properties\n if (style.stroke !== undefined) {\n if (typeof style.stroke === 'string' && style.stroke.includes('{')) {\n textStyle.stroke = parseDynamicValue(style.stroke, object);\n } else {\n textStyle.stroke = style.stroke;\n }\n }\n\n // Opacity (can be number or string)\n if (style.opacity !== undefined) {\n const opacityValue = parseNumericStyleValue(style.opacity, object);\n if (opacityValue !== undefined) {\n textStyle.opacity = opacityValue;\n }\n }\n\n // Word 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var __ce_component = component;
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export {
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}
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var __ce_component = component;
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//#endregion
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export {
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//# sourceMappingURL=index.ce.js.map
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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()) return;\n nav.next(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (!hasChoices()) return;\n nav.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (isTyping()) {\n finishTyping();\n return;\n }\n if (!hasChoices()) return;\n onSelect(selectedItem());\n }\n },\n gamepad: {\n enabled: true\n }\n });\n \n const dialogControls = signal({\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (isTyping()) {\n finishTyping();\n return;\n }\n if (hasChoices()) return;\n _onFinish();\n }\n },\n })\n\n const faceSheet = (faceValue) => {\n return {\n definition: engine.getSpriteSheet(faceValue.id),\n playing: faceValue.expression || \"default\",\n };\n }\n\n mount((element) => {\n return () => {\n isDestroyed = true;\n // Wait destroy is finished before start processing input\n delay(() => {\n engine.stopProcessingInput = false;\n })\n }\n 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{"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) ? 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 moveSelection(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n moveSelection(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n triggerSelect(selectedEntry());\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;;;AAYM,
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{"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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{"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,
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{"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"}
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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 <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 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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 <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) 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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 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textContent: "Press Action to confirm or Escape to go back.\n "
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export {
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//# sourceMappingURL=exit-menu.ce.js.map
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{"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,
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{"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"}
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{"version":3,"file":"items-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/items-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Items</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n @if (currentItem) {\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">{currentItem()?.name}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">{currentItem()?.description || \"\"}</div>\n </div>\n </div>\n </div>\n }\n </div>\n \n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of tabs) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((item,index) of filteredItems) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n class={{disabled: !item.usable}}\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n </div>\n <span>{item.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">x{item.quantity ?? 1}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n @if (confirmOpen) {\n <div class=\"rpg-ui-menu-confirm\">\n <div class=\"rpg-ui-menu-confirm-card\">\n <div class=\"rpg-ui-menu-confirm-title\">Use {confirmItem()?.name}?</div>\n <Navigation tabindex={selectedConfirm} controls={confirmControls}>\n <div class=\"rpg-ui-menu-confirm-actions\">\n @for ((option,index) of confirmOptions) {\n <button\n class=\"rpg-ui-menu-confirm-btn\"\n class={{\"rpg-ui-menu-confirm-btn-secondary\": option.id === \"cancel\"}}\n data-selected={selectedConfirm() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={confirmSelect(index)}\n >{option.label}</button>\n }\n </div>\n </Navigation>\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const 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{"version":3,"file":"items-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/items-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-menu-panel rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-header\">Items</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div>\n @if (currentItem) {\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n </div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">{currentItem()?.name}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">{currentItem()?.description || \"\"}</div>\n </div>\n </div>\n </div>\n }\n </div>\n \n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <div class=\"rpg-ui-menu-tabs\">\n @for ((tab,tabIndex) of tabs) {\n <div\n class=\"rpg-ui-menu-tab\"\n class={{active: selectedTab() === tabIndex}}\n tabindex={tabIndex}\n click={selectTab(tabIndex)}\n >{tab.label}</div>\n }\n </div>\n <Navigation tabindex={selectedItem} controls={controls}>\n @for ((item,index) of filteredItems) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n class={{disabled: !item.usable}}\n data-selected={selectedItem() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectItem(index)}\n >\n <div class=\"rpg-ui-menu-row-main\">\n <div class=\"rpg-ui-menu-row-icon\">\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"28px\"\n height=\"28px\"\n objectFit=\"contain\"\n />\n </div>\n <span>{item.name}</span>\n </div>\n <span class=\"rpg-ui-menu-row-end\">x{item.quantity ?? 1}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n @if (confirmOpen) {\n <div class=\"rpg-ui-menu-confirm\">\n <div class=\"rpg-ui-menu-confirm-card\">\n <div class=\"rpg-ui-menu-confirm-title\">Use {confirmItem()?.name}?</div>\n <Navigation tabindex={selectedConfirm} controls={confirmControls}>\n <div class=\"rpg-ui-menu-confirm-actions\">\n @for ((option,index) of confirmOptions) {\n <button\n class=\"rpg-ui-menu-confirm-btn\"\n class={{\"rpg-ui-menu-confirm-btn-secondary\": option.id === \"cancel\"}}\n data-selected={selectedConfirm() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={confirmSelect(index)}\n >{option.label}</button>\n }\n </div>\n </Navigation>\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator, effect } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const selectedItem = signal(0);\n const selectedTab = signal(0);\n const selectedConfirm = signal(0);\n const confirmOpen = signal(false);\n const confirmItem = signal(null);\n\n const { data, onInteraction, onBack } = defineProps();\n\n const items = computed(() => data().items);\n\n const tabs = [\n { id: \"item\", label: \"Items\" },\n { id: \"weapon\", label: \"Weapons\" },\n { id: \"armor\", label: \"Armor\" }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const safeItems = computed(() => {\n const value = resolveProp(items);\n return Array.isArray(value) ? value : [];\n });\n\n const filteredItems = computed(() => {\n const items = safeItems();\n const tab = tabs[selectedTab()];\n if (!tab) return [];\n return items.filter((item) => item.type === tab.id && (item.quantity ?? 1) > 0);\n });\n\n const confirmOptions = [\n { id: \"use\", label: \"Use\" },\n { id: \"cancel\", label: \"Cancel\" }\n ];\n\n const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, \"wrap\");\n const navConfirm = createTabindexNavigator(selectedConfirm, { count: () => confirmOptions.length }, \"wrap\");\n const currentItem = computed(() => filteredItems()[selectedItem()]);\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId)\n });\n\n const clampSelection = () => {\n const count = filteredItems().length;\n if (count === 0) {\n selectedItem.set(0);\n return;\n }\n if (selectedItem() >= count) {\n selectedItem.set(count - 1);\n }\n };\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index);\n requestUseItem(index);\n }\n }\n\n function selectTab(index) {\n return function() {\n selectedItem.set(0);\n selectedTab.set(index);\n }\n }\n\n const useItem = (index) => {\n const item = filteredItems()[index];\n if (!item || !item.usable) return;\n if (onInteraction) onInteraction(\"useItem\", { id: item.id });\n };\n\n const requestUseItem = (index) => {\n const item = filteredItems()[index];\n if (!item || !item.usable) return;\n if (item.consumable) {\n confirmItem.set(item);\n confirmOpen.set(true);\n selectedConfirm.set(0);\n return;\n }\n useItem(index);\n };\n\n const confirmUse = () => {\n const item = confirmItem();\n if (!item) return;\n delay(() => {\n if (onInteraction) onInteraction(\"useItem\", { id: item.id });\n confirmOpen.set(false);\n confirmItem.set(null);\n });\n };\n\n const cancelConfirm = () => {\n delay(() => {\n confirmOpen.set(false);\n confirmItem.set(null);\n });\n };\n\n function confirmSelect(index) {\n return function() {\n selectedConfirm.set(index);\n if (index === 0) {\n confirmUse();\n return;\n }\n cancelConfirm();\n }\n }\n\n const confirmControls = signal({\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n if (!confirmOpen()) return;\n navConfirm.next(-1);\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n if (!confirmOpen()) return;\n navConfirm.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (!confirmOpen()) return;\n confirmSelect(selectedConfirm())();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (!confirmOpen()) return;\n cancelConfirm();\n }\n }\n });\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n nav.next(-1);\n }\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n selectedTab.update((value) => (value - 1 + tabs.length) % tabs.length);\n selectedItem.set(0);\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n selectedTab.update((value) => (value + 1) % tabs.length);\n selectedItem.set(0);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (confirmOpen()) {\n return;\n }\n nav.next(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (confirmOpen()) {\n confirmSelect(selectedConfirm())();\n return;\n }\n requestUseItem(selectedItem());\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (confirmOpen()) {\n cancelConfirm();\n return;\n }\n if (onBack) onBack();\n }\n },\n gamepad: {\n enabled: true\n }\n });\n\n clampSelection();\n</script>\n"],"mappings":";;;;;AAYM,SAAS,UAAU,SAAS;AACX,UAAS,QAAI;CAC5B,MAAM,cAAc,eAAQ,QAAW;CACvC,MAAM,SAAS,OAAO,gBAAG;CACjC,MAAM,mBAAmB,OAAK,aAAG;CACjC,MAAM,eAAe,OAAO,EAAC;CAC7B,MAAM,cAAc,OAAO,EAAE;CAC7B,MAAM,kBAAkB,OAAO,EAAE;CACjC,MAAM,cAAc,OAAO,MAAM;CACjC,MAAM,cAAc,OAAM,KAAG;CAC7B,MAAM,EAAE,MAAM,eAAW,WAAA,aAAA;CACzB,MAAM,QAAQ,eAAE,MAAA,CAAA,MAAA;CAChB,MAAM,OAAO;EACT;GAAE,IAAI;GAAC,OAAA;GAAA;EACP;GAAE,IAAI;GAAO,OAAU;GAAS;EAChC;GAAE,IAAI;GAAO,OAAS;GAAS;EAClC;CACD,MAAM,eAAe,UAAI,OAAA,UAAA,aAAA,OAAA,GAAA;CACzB,MAAM,YAAY,eAAe;EAC7B,MAAM,QAAQ,YAAU,MAAQ;AAChC,SAAO,MAAM,QAAQ,MAAG,GAAA,QAAU,EAAA;GACpC;CACF,MAAM,gBAAgB,eAAe;EACjC,MAAM,QAAQ,WAAE;EAChB,MAAM,MAAM,KAAK,aAAA;AACjB,MAAI,CAAC,IACD,QAAO,EAAE;AACb,SAAO,MAAM,QAAQ,SAAA,KAAA,SAAA,IAAA,OAAA,KAAA,YAAA,KAAA,EAAA;GACvB;CACF,MAAM,iBAAiB,CACnB;EAAE,IAAI;EAAO,OAAO;EAAI,EACxB;EAAE,IAAI;EAAU,OAAO;EAAU,CACpC;CACD,MAAM,MAAM,wBAAY,cAAA,EAAA,aAAA,eAAA,CAAA,QAAA,EAAA,OAAA;CACxB,MAAM,aAAa,wBAAwB,iBAAiB,EAAC,aAAA,eAAA,QAAA,EAAA,OAAA;CAC7D,MAAM,cAAc,eAAa,eAAiB,CAAC,cAAc,EAAA;CACjE,MAAM,aAAa,YAAY,EAC3B,YAAY,OAAO,eAAe,OAAO,EAC5C;CACD,MAAM,uBAAuB;EACzB,MAAM,QAAQ,eAAe,CAAC;AAC9B,MAAI,UAAU,GAAG;AACb,gBAAa,IAAI,EAAE;AACnB;;AAEJ,MAAI,cAAc,IAAI,MAClB,cAAa,IAAI,QAAQ,EAAC;;CAGlC,SAAS,WAAS,OAAA;AACd,SAAO,WAAM;AACT,gBAAK,IAAA,MAAA;AACL,kBAAK,MAAa;;;CAG1B,SAAS,UAAU,OAAM;AACrB,SAAO,WAAU;AACb,gBAAa,IAAI,EAAA;AACjB,eAAY,IAAI,MAAK;;;CAG7B,MAAM,WAAW,UAAU;EACvB,MAAM,OAAO,eAAe,CAAC;AAC7B,MAAI,CAAC,QAAQ,CAAC,KAAK,OACf;AACJ,MAAI,cACA,eAAc,WAAM,EAAA,IAAA,KAAA,IAAA,CAAA;;CAE5B,MAAM,kBAAgB,UAAU;EAC5B,MAAM,OAAO,eAAI,CAAA;AACjB,MAAI,CAAC,QAAQ,CAAA,KAAA,OACT;AACJ,MAAE,KAAG,YAAA;AACP,eAAY,IAAA,KAAA;;AAEP,mBAAA,IAAA,EAAA;AACH;;AAEA,UAAQ,MAAC;;;EAGT,MAAM,OAAO,aAAS;AACtB,MAAA,CAAK,KAAA;AAEL,cAAM;AACN,OAAM,cACA,eAAgB,WAAW,EAAA,IAAA,KAAA,IAAA,CAAA;AACjC,eAAM,IAAc,MAAM;AAC1B,eAAM,IAAc,KAAA;;;;AAIpB,cAAY;;AAEZ,eAAa,IAAA,KAAA;IACX;;CAEN,SAAS,cAAc,OAAO;AAC1B,SAAC,WAAA;;AAED,OAAM,UAAY,GAAG;AACf,gBAAY;AACd;;AAEF,kBAAA;;;CAGN,MAAM,kBAAgB,OAAS;EAC3B,MAAI;GACA,QAAQ;GACR,MAAM,iBAAe;GACvB,UAAA;;AAEI,QAAA,CAAA,aAAiB,CACZ;AACH,eAAW,KAAC,GAAO;;;EAG3B,OAAM;GACN,QAAM;GACN,MAAM,iBAAc;GACpB,UAAM;GACF,UAAU;AACZ,QAAA,CAAA,aAAA,CAAA;AAEI,eAAA,KAAkB,EAAE;;GAEzB;EACD,QAAQ;GACJ,MAAI,iBAAM;GACV,UAAA;AACI,QAAA,CAAA,aAAkB,CAClB;AACJ,kBAAA,iBAAA,CAAA,EAAA;;;EAGJ,QAAQ;GACJ,MAAM,iBAAY;GAClB,UAAI;AACA,QAAA,CAAA,aAAe,CACnB;AACJ,mBAAA;;GAEA;EACH,CAAC;CACF,MAAM,WAAM,OAAY;EACpB,IAAI;GACA,QAAA;GACJ,MAAA,iBAAA;;GAEA,UAAc;AACV,QAAM,aAAO,CACR;AAER,QAAA,KAAA,GAAA;;GAED;EACA,MAAI;GACA,QAAK;GACL,MAAI,iBAAiB;GACrB,UAAI;GACJ,UAAI;AACA,QAAA,aAAgB,CAChB;AAEJ,gBAAc,QAAA,WAAA,QAAA,IAAA,KAAA,UAAA,KAAA,OAAA;AACjB,iBAAA,IAAA,EAAA;;GAED;EACA,OAAI;GACA,QAAK;GACL,MAAM,iBAAM;GACZ,UAAQ;GACR,UAAI;AACA,QAAA,aAAgB,CAClB;;AAGA,iBAAe,IAAI,EAAE;;GAE1B;EACD,MAAM;GACF,QAAE;GACL,MAAA,iBAAA;;GAED,UAAS;AACL,QAAO,aAAW,CACd;AAEA,QAAI,KAAA,EAAA;;GAEX;EACD,QAAQ;GACJ,MAAA,iBAAA;GACJ,UAAA;;AAEM,mBAAkB,iBAAO,CAAA,EAAA;AACrB;;AAEF,mBAAM,cAAqB,CAAA;;GAElC;EACD,QAAQ;GACJ,MAAM,iBAAiB;GACvB,UAAI;AACH,QAAA,aAAA,EAAA;AACM,oBAAA;AACH;;AAEA,QAAA,OACA,SAAU;;GAEjB;EACD,SAAQ,EACJ,SAAC,MACJ;EACJ,CAAC;AACF,iBAAY;AAEJ,QADY,EAAC,cAAe;EAAA,OAAM;EAAA,QAAA;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,EAAA;EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,4BAAA;GAAA,aAAA;GAAA,CAAA;EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,yDAAA;GAAA,EAAA,CAAA,EAAA,YAAA,EAAA,SAAA,OAAA,EAAA,KAAA,mBAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,0CAAA;GAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,0BAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,+BAAA;GAAA,EAAA,EAAA,WAAA;GAAA,OAAA,eAAA,UAAA,aAAA,EAAA,KAAA,CAAA;GAAA,SAAA;GAAA,OAAA;GAAA,QAAA;GAAA,WAAA;GAAA,CAAA,CAAA,EAAA,EAAA,YAAA,EAAA,SAAA,OAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,mCAAA;GAAA,aAAA,eAAA,aAAA,EAAA,KAAA;GAAA,CAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,kCAAA;GAAA,aAAA,eAAA,aAAA,EAAA,eAAA,GAAA;GAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,kEAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,oBAAA;GAAA,EAAA,KAAA,OAAA,KAAA,aAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA;IAAA,OAAA,CAAA,mBAAA,gBAAA,EAAA,QAAA,aAAA,KAAA,UAAA,EAAA,CAAA;IAAA,UAAA;IAAA,OAAA,UAAA,SAAA;IAAA;GAAA,aAAA,IAAA;GAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;GAAA,UAAA;GAAA;GAAA,EAAA,KAAA,gBAAA,MAAA,UAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA;IAAA,OAAA,CAAA,oCAAA,EAAA,UAAA,CAAA,KAAA,QAAA,CAAA;IAAA,iBAAA,eAAA,cAAA,KAAA,QAAA,SAAA,QAAA;IAAA,UAAA;IAAA,OAAA,WAAA,MAAA;IAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,wBAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,wBAAA;GAAA,EAAA,EAAA,WAAA;GAAA,OAAA,eAAA,UAAA,KAAA,KAAA,CAAA;GAAA,SAAA;GAAA,OAAA;GAAA,QAAA;GAAA,WAAA;GAAA,CAAA,CAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,aAAA,KAAA;GAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,uBAAA;GAAA,aAAA,MAAA,KAAA;GAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA;EAAA,KAAA,mBAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,uBAAA;GAAA,EAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,4BAAA;GAAA,EAAA,CAAA,EAAA,YAAA;GAAA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import { RpgClientEngine } from "../../../RpgClientEngine.js";
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import { DOMContainer, DOMElement, computed, cond, effect, h, loop, mount, signal, useDefineProps, useProps } from "canvasengine";
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})])))
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cond(computed(() => view() === "skills"), () => h(__ce_component$3, {
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}, h(
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}, h(__ce_component$1, {
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data: saveLoadData,
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onFinish: closeSaveOverlay
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}))]))]));
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var __ce_component = component;
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//#endregion
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export {
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export { __ce_component as default };
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//# sourceMappingURL=main-menu.ce.js.map
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