@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":"main-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/main-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={menuControls}>\n <div class=\"rpg-ui-main-menu rpg-anim-fade-in\">\n <div class=\"rpg-ui-main-menu-layout\">\n <div class=\"rpg-ui-main-menu-left rpg-ui-menu rpg-ui-panel\">\n <div class=\"rpg-ui-menu-header\">Menu</div>\n <div class=\"rpg-ui-main-menu-list\">\n @for ((entry,index) of menuEntries()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isMenuDisabled(entry)}}\n data-selected={selectedMenu() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectMenu(index)}\n >{entry.label}</div>\n }\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-right\">\n @if (view() === \"menu\") {\n <div class=\"rpg-ui-panel\">\n <div class=\"rpg-ui-main-menu-section-title\">Status</div>\n <div class=\"rpg-ui-main-menu-status-card\">\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Level</div>\n <div class=\"rpg-ui-main-menu-status-value\">{level()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Gold</div>\n <div class=\"rpg-ui-main-menu-status-value\">{gold()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">HP {hp()}/{hpMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill hp\" style={{width: hpPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">SP {sp()}/{spMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill sp\" style={{width: spPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\" style={{gridColumn: \"span 2\"}}>\n <div class=\"rpg-ui-main-menu-status-label\">EXP {exp()}/{expForNextlevel()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill exp\" style={{width: expPercent}}></div>\n </div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-section-title\">Parameters</div>\n <div class=\"rpg-ui-main-menu-params\">\n @for ((param,index) of paramsList) {\n <div class=\"rpg-ui-main-menu-param\">\n <span>{param.label}</span>\n <span>{param.value}</span>\n </div>\n }\n </div>\n </div>\n }\n @if (view() === \"items\") {\n <ItemsMenu data={data} onInteraction={onInteraction} onBack={goBack} />\n }\n @if (view() === \"skills\") {\n <SkillsMenu data={data} onBack={goBack} />\n }\n @if (view() === \"equip\") {\n <EquipMenu data={data} onInteraction={onInteraction} onBack={goBack} />\n }\n @if (view() === \"options\") {\n <OptionsMenu onBack={goBack} />\n }\n @if (view() === \"exit\") {\n <ExitMenu onConfirm={confirmExit} onBack={goBack} />\n }\n </div>\n </div>\n @if (saveOverlay) {\n <div class=\"rpg-ui-main-menu-overlay\">\n <div class=\"rpg-ui-main-menu-overlay-backdrop\"></div>\n <div class=\"rpg-ui-main-menu-overlay-content\">\n <SaveLoadComponent\n data={saveLoadData}\n onFinish={closeSaveOverlay}\n />\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import SaveLoadComponent from \"../save-load.ce\";\n import ItemsMenu from \"./items-menu.ce\";\n import SkillsMenu from \"./skills-menu.ce\";\n import EquipMenu from \"./equip-menu.ce\";\n import OptionsMenu from \"./options-menu.ce\";\n import ExitMenu from \"./exit-menu.ce\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\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 const { data, onFinish, onInteraction } = defineProps();\n const { menus, items, skills, equips, saveLoad } = data();\n\n const defaultMenus = [\n { id: \"items\", label: \"Items\" },\n { id: \"skills\", label: \"Skills\" },\n { id: \"equip\", label: \"Equip\" },\n { id: \"options\", label: \"Options\" },\n { id: \"save\", label: \"Save\" },\n { id: \"exit\", label: \"Exit\" }\n ];\n\n const menuEntries = computed(() => {\n if (menus && Array.isArray(menus) && menus.length) return menus;\n return defaultMenus;\n });\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const saveLoadData = computed(() => resolveProp(saveLoad) || {});\n const saveLoadMode = computed(() => saveLoadData().mode || \"load\");\n const saveLoadSlots = computed(() => saveLoadData().slots || []);\n const saveLoadCanSave = computed(() => saveLoadData().canSave !== false);\n\n const isMenuDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n if (entry.id === \"save\" && !saveLoadCanSave()) return true;\n return false;\n };\n\n const selectedMenu = signal(0);\n const view = signal(\"menu\");\n const saveOverlay = signal(false);\n\n const selectableIndexes = computed(() => {\n const entries = menuEntries();\n return entries\n .map((entry, index) => (isMenuDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n if (!available.includes(current)) {\n selectedMenu.set(available[0]);\n }\n });\n\n const moveMenu = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n selectedMenu.set(available[nextIndex]);\n };\n\n function selectMenu(index) {\n return function() {\n selectedMenu.set(index);\n openMenu();\n }\n }\n\n const openMenu = () => {\n const entry = menuEntries()[selectedMenu()];\n if (!entry || isMenuDisabled(entry)) return;\n if (entry.id === \"save\") {\n saveOverlay.set(true);\n return;\n }\n if (entry.id === \"exit\") {\n view.set(\"exit\");\n return;\n }\n view.set(entry.id);\n };\n\n const goBack = () => {\n delay(() => {\n view.set(\"menu\");\n });\n };\n\n const closeSaveOverlay = () => {\n delay(() => {\n saveOverlay.set(false);\n view.set(\"menu\");\n });\n };\n\n const confirmExit = () => {\n if (onInteraction) onInteraction(\"exit\");\n };\n\n const hp = getEntityProp(currentPlayer, \"hp\");\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\");\n const sp = getEntityProp(currentPlayer, \"sp\");\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\");\n const level = getEntityProp(currentPlayer, \"level\");\n const exp = getEntityProp(currentPlayer, \"exp\");\n const gold = getEntityProp(currentPlayer, \"gold\");\n const expForNextlevel = computed(() => data().expForNextlevel || 0);\n const hpPercent = computed(() => {\n const max = hpMax() || 1;\n return `${Math.max(0, Math.min(100, (hp() / max) * 100))}%`;\n });\n const spPercent = computed(() => {\n const max = spMax() || 1;\n return `${Math.max(0, Math.min(100, (sp() / max) * 100))}%`;\n });\n const expPercent = computed(() => {\n const max = expForNextlevel() || 1;\n return `${Math.max(0, Math.min(100, (exp() / max) * 100))}%`;\n });\n\n const paramsList = computed(() => {\n return [\n { label: \"ATK\", value: data().playerStats.atk },\n { label: \"PDEF\", value: data().playerStats.pdef },\n { label: \"SDEF\", value: data().playerStats.sdef },\n { label: \"STR\", value: data().playerStats.str },\n { label: \"DEX\", value: data().playerStats.dex },\n { label: \"INT\", value: data().playerStats.int },\n { label: \"AGI\", value: 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{"version":3,"file":"main-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/main-menu.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" controls={menuControls}>\n <div class=\"rpg-ui-main-menu rpg-anim-fade-in\">\n <div class=\"rpg-ui-main-menu-layout\">\n <div class=\"rpg-ui-main-menu-left rpg-ui-menu rpg-ui-panel\">\n <div class=\"rpg-ui-menu-header\">Menu</div>\n <div class=\"rpg-ui-main-menu-list\">\n @for ((entry,index) of menuEntries()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isMenuDisabled(entry)}}\n data-selected={selectedMenu() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectMenu(index)}\n >{entry.label}</div>\n }\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-right\">\n @if (view() === \"menu\") {\n <div class=\"rpg-ui-panel\">\n <div class=\"rpg-ui-main-menu-section-title\">Status</div>\n <div class=\"rpg-ui-main-menu-status-card\">\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Level</div>\n <div class=\"rpg-ui-main-menu-status-value\">{level()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">Gold</div>\n <div class=\"rpg-ui-main-menu-status-value\">{gold()}</div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">HP {hp()}/{hpMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill hp\" style={{width: hpPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\">\n <div class=\"rpg-ui-main-menu-status-label\">SP {sp()}/{spMax()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill sp\" style={{width: spPercent}}></div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-status-block\" style={{gridColumn: \"span 2\"}}>\n <div class=\"rpg-ui-main-menu-status-label\">EXP {exp()}/{expForNextlevel()}</div>\n <div class=\"rpg-ui-main-menu-status-bar\">\n <div class=\"rpg-ui-main-menu-status-bar-fill exp\" style={{width: expPercent}}></div>\n </div>\n </div>\n </div>\n <div class=\"rpg-ui-main-menu-section-title\">Parameters</div>\n <div class=\"rpg-ui-main-menu-params\">\n @for ((param,index) of paramsList) {\n <div class=\"rpg-ui-main-menu-param\">\n <span>{param.label}</span>\n <span>{param.value}</span>\n </div>\n }\n </div>\n </div>\n }\n @if (view() === \"items\") {\n <ItemsMenu data={data} onInteraction={onInteraction} onBack={goBack} />\n }\n @if (view() === \"skills\") {\n <SkillsMenu data={data} onBack={goBack} />\n }\n @if (view() === \"equip\") {\n <EquipMenu data={data} onInteraction={onInteraction} onBack={goBack} />\n }\n @if (view() === \"options\") {\n <OptionsMenu onBack={goBack} />\n }\n @if (view() === \"exit\") {\n <ExitMenu onConfirm={confirmExit} onBack={goBack} />\n }\n </div>\n </div>\n @if (saveOverlay) {\n <div class=\"rpg-ui-main-menu-overlay\">\n <div class=\"rpg-ui-main-menu-overlay-backdrop\"></div>\n <div class=\"rpg-ui-main-menu-overlay-content\">\n <SaveLoadComponent\n data={saveLoadData}\n onFinish={closeSaveOverlay}\n />\n </div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect, mount } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n import SaveLoadComponent from \"../save-load.ce\";\n import ItemsMenu from \"./items-menu.ce\";\n import SkillsMenu from \"./skills-menu.ce\";\n import EquipMenu from \"./equip-menu.ce\";\n import OptionsMenu from \"./options-menu.ce\";\n import ExitMenu from \"./exit-menu.ce\";\n import { getEntityProp } from \"../../../utils/getEntityProp\";\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 const { data, onFinish, onInteraction } = defineProps();\n const { menus, items, skills, equips, saveLoad } = data();\n\n const defaultMenus = [\n { id: \"items\", label: \"Items\" },\n { id: \"skills\", label: \"Skills\" },\n { id: \"equip\", label: \"Equip\" },\n { id: \"options\", label: \"Options\" },\n { id: \"save\", label: \"Save\" },\n { id: \"exit\", label: \"Exit\" }\n ];\n\n const menuEntries = computed(() => {\n if (menus && Array.isArray(menus) && menus.length) return menus;\n return defaultMenus;\n });\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const saveLoadData = computed(() => resolveProp(saveLoad) || {});\n const saveLoadMode = computed(() => saveLoadData().mode || \"load\");\n const saveLoadSlots = computed(() => saveLoadData().slots || []);\n const saveLoadCanSave = computed(() => saveLoadData().canSave !== false);\n\n const isMenuDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n if (entry.id === \"save\" && !saveLoadCanSave()) return true;\n return false;\n };\n\n const selectedMenu = signal(0);\n const view = signal(\"menu\");\n const saveOverlay = signal(false);\n\n const selectableIndexes = computed(() => {\n const entries = menuEntries();\n return entries\n .map((entry, index) => (isMenuDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n if (!available.includes(current)) {\n selectedMenu.set(available[0]);\n }\n });\n\n const moveMenu = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedMenu();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n selectedMenu.set(available[nextIndex]);\n };\n\n function selectMenu(index) {\n return function() {\n selectedMenu.set(index);\n openMenu();\n }\n }\n\n const openMenu = () => {\n const entry = menuEntries()[selectedMenu()];\n if (!entry || isMenuDisabled(entry)) return;\n if (entry.id === \"save\") {\n saveOverlay.set(true);\n return;\n }\n if (entry.id === \"exit\") {\n view.set(\"exit\");\n return;\n }\n view.set(entry.id);\n };\n\n const goBack = () => {\n delay(() => {\n view.set(\"menu\");\n });\n };\n\n const closeSaveOverlay = () => {\n delay(() => {\n saveOverlay.set(false);\n view.set(\"menu\");\n });\n };\n\n const confirmExit = () => {\n if (onInteraction) onInteraction(\"exit\");\n };\n\n const hp = getEntityProp(currentPlayer, \"hp\");\n const hpMax = getEntityProp(currentPlayer, \"params.maxHp\");\n const sp = getEntityProp(currentPlayer, \"sp\");\n const spMax = getEntityProp(currentPlayer, \"params.maxSp\");\n const level = getEntityProp(currentPlayer, \"level\");\n const exp = getEntityProp(currentPlayer, \"exp\");\n const gold = getEntityProp(currentPlayer, \"gold\");\n const expForNextlevel = computed(() => data().expForNextlevel || 0);\n const hpPercent = computed(() => {\n const max = hpMax() || 1;\n return `${Math.max(0, Math.min(100, (hp() / max) * 100))}%`;\n });\n const spPercent = computed(() => {\n const max = spMax() || 1;\n return `${Math.max(0, Math.min(100, (sp() / max) * 100))}%`;\n });\n const expPercent = computed(() => {\n const max = expForNextlevel() || 1;\n return `${Math.max(0, Math.min(100, (exp() / max) * 100))}%`;\n });\n\n const paramsList = computed(() => {\n return [\n { label: \"ATK\", value: data().playerStats.atk },\n { label: \"PDEF\", value: data().playerStats.pdef },\n { label: \"SDEF\", value: data().playerStats.sdef },\n { label: \"STR\", value: data().playerStats.str },\n { label: \"DEX\", value: data().playerStats.dex },\n { label: \"INT\", value: data().playerStats.int },\n { label: \"AGI\", value: data().playerStats.agi }\n ]\n }\n\n const menuControls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (saveOverlay()) return;\n if (view() !== \"menu\") return;\n moveMenu(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (saveOverlay()) return;\n if (view() !== \"menu\") return;\n moveMenu(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (saveOverlay()) return;\n if (view() !== \"menu\") return;\n openMenu();\n }\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (saveOverlay()) return;\n if (view() !== \"menu\") {\n goBack();\n return;\n }\n onFinish()\n }\n },\n gamepad: {\n enabled: true\n }\n });\n\n mount((element) => {\n engine.gamePause.set(true);\n return () => {\n delay(() => {\n engine.stopProcessingInput = false;\n engine.gamePause.set(false);\n });\n }\n });\n</script>\n"],"mappings":";;;;;;;;;;;;AAiBM,SAAO,UAAW,SAAO;AACV,UAAW,QAAQ;CAChC,MAAM,cAAW,eAAc,QAAM;CACrC,MAAM,SAAS,OAAM,gBAAc;CAC3C,MAAM,gBAAgB,OAAO,MAAM;CACnC,MAAM,mBAAmB,OAAO,aAAY;CAC5C,MAAM,EAAE,MAAM,UAAU,kBAAkB,aAAa;CACvD,MAAM,EAAE,OAAO,OAAO,QAAQ,QAAO,aAAc,MAAK;CACxD,MAAM,eAAe;EACjB;GAAE,IAAI;GAAS,OAAO;GAAO;EAC7B;GAAE,IAAI;GAAU,OAAO;GAAU;EACjC;GAAE,IAAI;GAAS,OAAO;GAAO;EAC7B;GAAE,IAAI;GAAW,OAAO;GAAK;EAC7B;GAAE,IAAI;GAAQ,OAAO;GAAQ;EAC7B;GAAE,IAAI;GAAQ,OAAO;GAAQ;EAChC;CACD,MAAM,cAAc,eAAe;AAC/B,MAAI,SAAS,MAAM,QAAQ,MAAM,IAAA,MAAA,OAC7B,QAAO;AACX,SAAO;GACT;CACF,MAAM,eAAe,UAAU,OAAM,UAAW,aAAa,OAAO,GAAG;CACvE,MAAM,eAAe,eAAe,YAAY,SAAO,IAAK,EAAA,CAAI;AAC3C,gBAAa,cAAG,CAAA,QAAA,OAAA;AACf,gBAAW,cAAA,CAAA,SAAA,EAAA,CAAA;CACjC,MAAM,kBAAkB,eAAe,cAAa,CAAA,YAAY,MAAO;CACvE,MAAM,kBAAkB,UAAS;AAC7B,MAAI,CAAC,MACD,QAAO;AACX,MAAI,MAAM,SACN,QAAO;AACX,MAAI,MAAM,YAAY,MAClB,QAAO;AACX,MAAI,MAAM,OAAO,UAAQ,CAAA,iBAAmB,CACxC,QAAO;AACX,SAAO;;CAEX,MAAM,eAAe,OAAO,EAAE;CAC9B,MAAM,OAAO,OAAO,OAAO;CAC3B,MAAM,cAAc,OAAO,MAAC;CAC5B,MAAM,oBAAoB,eAAG;AAEzB,SADgB,aACJ,CACP,KAAK,OAAO,UAAW,eAAS,MAAA,GAAA,OAAA,MAAA,CAChC,QAAQ,UAAI,UAAgB,KAAK;GACxC;AACF,cAAa;EACT,MAAM,YAAW,mBAAiB;AAClC,MAAI,CAAC,UAAO,OACR;EACJ,MAAM,UAAU,cAAW;AAC3B,MAAI,CAAC,UAAO,SAAA,QAAA,CACR,cAAa,IAAI,UAAQ,GAAA;GAE/B;CACF,MAAM,YAAW,UAAW;EACxB,MAAM,YAAW,mBAAoB;AACrC,MAAI,CAAC,UAAO,OACR;EACJ,MAAM,UAAG,cAAA;EAET,MAAM,aADe,KAAC,IAAA,GAAA,UAAA,QAAA,QAAA,CACS,GAAC,QAAK,UAAQ,UAAA,UAAA;AAC7C,eAAa,IAAI,UAAU,WAAS;;CAExC,SAAS,WAAW,OAAC;AACjB,SAAO,WAAY;AACf,gBAAa,IAAG,MAAA;AAChB,aAAU;;;CAGlB,MAAM,iBAAE;EACJ,MAAK,QAAA,aAAA,CAAA,cAAA;AACP,MAAA,CAAA,SAAY,eAAA,MAAA,CAAA;AAEb,MAAM,MAAA,OAAA,QAAA;AACH,eAAgB,IAAC,KAAQ;AACzB;;AAEA,MAAA,MAAO,OAAA,QAAkB;AACzB,QAAO,IAAA,OAAU;AACjB;;AAEA,OAAA,IAAO,MAAA,GAAW;;CAEtB,MAAI,eAAS;AACT,cAAS;;IAET;;CAEJ,MAAI,yBAAyB;;AAEzB,eAAc,IAAA,MAAU;AACxB,QAAQ,IAAK,OAAO;;;CAGxB,MAAM,oBAAiB;AACnB,MAAI,cACA,eAAc,OAAO;;CAE7B,MAAM,KAAI,cAAY,eAAe,KAAA;CACrC,MAAM,QAAQ,cAAc,eAAQ,eAAA;CACpC,MAAK,KAAA,cAAA,eAAA,KAAA;;CAEL,MAAI,QAAM,cAAc,eAAe,QAAA;CACvC,MAAM,MAAM,cAAc,eAAe,MAAI;CAC7C,MAAM,OAAE,cAAmB,eAAA,OAAA;CAC3B,MAAM,kBAAA,eAAA,MAAA,CAAA,mBAAA,EAAA;;EAEF,MAAM,MAAA,OAAa,IAAE;AACrB,SAAM,GAAA,KAAA,IAAa,GAAE,KAAA,IAAU,KAAK,IAAA,GAAA,MAAY,IAAA,CAAQ,CAAC;GAC3D;CACF,MAAI,YAAM,eAAgB;EACtB,MAAM,MAAA,OAAA,IAAiB;;GAEzB;CACF,MAAM,aAAa,eAAY;EAC3B,MAAM,MAAE,iBAAgB,IAAO;AAC/B,SAAO,GAAC,KAAM,IAAA,GAAQ,KAAI,IAAK,KAAE,KAAO,GAAI,MAAA,IAAA,CAAA,CAAA;GAC9C;CACF,MAAM,aAAS,eAAK;AAChB,SAAC;;;;;GAED;IAAM,OAAA;IAAe,OAAO,MAAE,CAAA,YAAA;IAAA;GAC9B;IAAM,OAAO;IAAQ,OAAM,MAAA,CAAA,YAAA;IAAA;GAC3B;IAAM,OAAA;IAAc,OAAO,MAAM,CAAA,YAAA;IAAA;;;;;GAEjC;IAAM,OAAA;IAAA,OAAoB,MAAA,CAAQ,YAAO;IAAA;GACrC;IAAA,OAAM;IAAU,OAAA,MAAa,CAAA,YAAA;IAAA;GAChC;GACH;CACF,MAAM,eAAe,OAAO;EACxB,IAAE;;GAEF,MAAU,iBAAG;GACT,UAAM;GACN,UAAK;AACL,QAAM,aAAU,CACX;AACD,QAAA,MAAA,KAAa,OACjB;AACF,aAAA,GAAA;;GAEF;EACA,MAAI;GACA,QAAK;GACL,MAAM,iBAAU;GAChB,UAAM;GACN,UAAM;AACN,QAAA,aAAiB,CACpB;0BAEQ;AACL,aAAO,EAAQ;;GAElB;EACD,QAAI;GACJ,MAAA,iBAAA;;AAEM,QAAA,aAAiB,CACb;AACF,QAAC,MAAS,KAAA,OACV;AACA,cAAA;;GAEP;EACD,QAAQ;GACJ,MAAI,iBAAgB;GACpB,UAAU;AACV,QAAA,aAAA,CACQ;AACX,QAAA,MAAA,KAAA,QAAA;;AAEW;;AAEJ,cAAU;;GAEjB;aAED,SAAM,MACL;EACJ,CAAC;AACF,QAAO,YAAU;AACb,SAAM,UAAA,IAAA,KAAA;AACN,eAAC;;AAEK,WAAA,sBAAoB;AAClB,WAAA,UAAe,IAAA,MAAA;KACtB;;GAEH;AAEE,QADc,EAAA,cAAc;EAAA,OAAa;EAAG,QAAa;EAAC,UAAA;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,qCAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,2BAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kDAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,sBAAA;EAAA,aAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,yBAAA;EAAA,EAAA,KAAA,aAAA,GAAA,OAAA,UAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA,CAAA,oBAAA,gBAAA,EAAA,UAAA,eAAA,MAAA,EAAA,EAAA,CAAA;GAAA,iBAAA,eAAA,cAAA,KAAA,QAAA,SAAA,QAAA;GAAA,UAAA;GAAA,OAAA,WAAA,MAAA;GAAA;EAAA,aAAA,MAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,0BAAA;EAAA,EAAA;EAAA,KAAA,eAAA,MAAA,KAAA,OAAA,QAAA,EAAA,YAAA;GAAA,SAAA;GAAA,OAAA,EAAA,OAAA,gBAAA;GAAA,EAAA;GAAA,EAAA,YAAA;IAAA,SAAA;IAAA,OAAA,EAAA,OAAA,kCAAA;IAAA,aAAA;IAAA,CAAA;GAAA,EAAA,YAAA;IAAA,SAAA;IAAA,OAAA,EAAA,OAAA,gCAAA;IAAA,EAAA;IAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,iCAAA;KAAA,EAAA,CAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,iCAAA;KAAA,aAAA;KAAA,CAAA,EAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,iCAAA;KAAA,aAAA,eAAA,OAAA,CAAA;KAAA,CAAA,CAAA,CAAA;IAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,iCAAA;KAAA,EAAA,CAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,iCAAA;KAAA,aAAA;KAAA,CAAA,EAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,iCAAA;KAAA,aAAA,eAAA,MAAA,CAAA;KAAA,CAAA,CAAA,CAAA;IAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,iCAAA;KAAA,EAAA,CAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,iCAAA;KAAA,aAAA,eAAA,QAAA,IAAA,GAAA,MAAA,OAAA,CAAA;KAAA,CAAA,EAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,+BAAA;KAAA,EAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA;MAAA,OAAA;MAAA,OAAA,EAAA,OAAA,WAAA;MAAA;KAAA,CAAA,CAAA,CAAA,CAAA;IAAA,EAAA,YAAA;KAAA,SAAA;KAAA,OAAA,EAAA,OAAA,iCAAA;KAAA,EAAA,CAAA,EAAA,Y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{"version":3,"file":"options-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/options-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\">Options</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\">Options</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n Configure your preferences here.\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 { onBack } = defineProps();\n\n const controls = signal({\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":"options-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/options-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\">Options</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\">Options</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">\n Configure your preferences here.\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 { onBack } = defineProps();\n\n const controls = signal({\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,aAAA;AAcC,QADY,EAAA,cAAgB;EAAA,OAAA;EAAA,QAAA;EAAA,UAZvB,OAAS;GAClB,QAAQ;IACR,MAAS,iBAAkB;;AAErB,SAAM,OACN,SAAA;;;GAGN,SAAM,EACF,SAAQ,MACX;GACJ,CACmC;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,CACxB;;AAGN,IAAM,iBAEN"}
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{"version":3,"file":"skills-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/skills-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\">Skills</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n @if (currentSkill) {\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">✨</div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">{currentSkill()?.name}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">{currentSkill()?.description || \"\"}</div>\n </div>\n </div>\n }\n </div>\n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <Navigation tabindex={selectedSkill} controls={controls}>\n @for ((skill,index) of skills) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n data-selected={selectedSkill() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectSkill(index)}\n >\n <span>{skill.name}</span>\n <span class=\"rpg-ui-menu-row-end\">SP {skill.spCost ?? 0}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator } 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\n const selectedSkill = signal(0);\n const { data, onBack } = defineProps();\n const skills = computed(() => data().skills);\n\n const nav = createTabindexNavigator(selectedSkill, { count: () => skills().length }, \"wrap\");\n const currentSkill = computed(() => skills()[selectedSkill()]);\n\n function selectSkill(index) {\n return function() {\n selectedSkill.set(index);\n }\n }\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n nav.next(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n nav.next(1);\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":";;;;AAUM,
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{"version":3,"file":"skills-menu.ce.js","names":[],"sources":["../../../../src/components/gui/menu/skills-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\">Skills</div>\n <div class=\"rpg-ui-menu-panel-body rpg-ui-menu-panel-body-stacked\">\n <div class=\"rpg-ui-menu-panel-details rpg-ui-panel\">\n @if (currentSkill) {\n <div class=\"rpg-ui-menu-panel-hero\">\n <div class=\"rpg-ui-menu-panel-hero-icon\">✨</div>\n <div>\n <div class=\"rpg-ui-menu-panel-details-title\">{currentSkill()?.name}</div>\n <div class=\"rpg-ui-menu-panel-details-desc\">{currentSkill()?.description || \"\"}</div>\n </div>\n </div>\n }\n </div>\n <div class=\"rpg-ui-menu-panel-list rpg-ui-menu rpg-ui-menu-panel-list-full\">\n <Navigation tabindex={selectedSkill} controls={controls}>\n @for ((skill,index) of skills) {\n <div\n class=\"rpg-ui-menu-item rpg-ui-menu-row\"\n data-selected={selectedSkill() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectSkill(index)}\n >\n <span>{skill.name}</span>\n <span class=\"rpg-ui-menu-row-end\">SP {skill.spCost ?? 0}</span>\n </div>\n }\n </Navigation>\n </div>\n </div>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, createTabindexNavigator } 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\n const selectedSkill = signal(0);\n const { data, onBack } = defineProps();\n const skills = computed(() => data().skills);\n\n const nav = createTabindexNavigator(selectedSkill, { count: () => skills().length }, \"wrap\");\n const currentSkill = computed(() => skills()[selectedSkill()]);\n\n function selectSkill(index) {\n return function() {\n selectedSkill.set(index);\n }\n }\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n nav.next(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n nav.next(1);\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":";;;;AAUM,SAAS,UAAU,SAAQ;AACV,UAAM,QAAA;CACrB,MAAM,cAAW,eAAA,QAAA;CAEzB,MAAM,mBADU,OAAA,gBACC,CAAA,aAAA;CACjB,MAAM,gBAAgB,OAAM,EAAG;CAC/B,MAAM,EAAE,MAAM,WAAG,aAAqB;CACtC,MAAM,SAAS,eAAY,MAAM,CAAA,OAAU;CAC3C,MAAM,MAAM,wBAAa,eAAA,EAAA,aAAA,QAAA,CAAA,QAAA,EAAA,OAAA;CACzB,MAAM,eAAe,eAAc,QAAO,CAAA,eAAiB,EAAA;CAC3D,SAAS,YAAY,OAAO;AACxB,SAAO,WAAY;AACf,iBAAc,IAAI,MAAE;;;CAG5B,MAAM,WAAW,OAAO;EACpB,IAAI;GACA,QAAQ;GACR,MAAM,iBAAc;GACpB,UAAS;GACT,UAAK;AACJ,QAAA,KAAA,GAAA;;;EAGR,MAAM;GACH,QAAS;GACT,MAAS,iBAAkB;GAC3B,UAAS;;AAEH,QAAM,KAAG,EAAA;;;EAGf,QAAM;GACN,MAAQ,iBAAiB;GACzB,UAAc;eAEF,SAAA;;;EAGZ,SAAS,EACL,SAAO,MACV;EACJ,CAAC;QACE,EAAA,cAAA;EAAA,OAAA;EAAA,QAAA;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,yDAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,0CAAA;EAAA,EAAA,KAAA,oBAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,0BAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,+BAAA;EAAA,aAAA;EAAA,CAAA,EAAA,EAAA,YAAA,EAAA,SAAA,OAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,mCAAA;EAAA,aAAA,eAAA,cAAA,EAAA,KAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kCAAA;EAAA,aAAA,eAAA,cAAA,EAAA,eAAA,GAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,kEAAA;EAAA,EAAA,EAAA,YAAA;EAAA,UAAA;EAAA;EAAA,EAAA,KAAA,SAAA,OAAA,UAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,iBAAA,eAAA,eAAA,KAAA,QAAA,SAAA,QAAA;GAAA,UAAA;GAAA,OAAA,YAAA,MAAA;GAAA;EAAA,EAAA,CAAA,EAAA,YAAA;EAAA,SAAA;EAAA,aAAA,MAAA;EAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,uBAAA;EAAA,aAAA,QAAA,MAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CAAA;;AAIE,IAAM,iBAEF"}
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{"version":3,"file":"index.js","names":[],"sources":["../../../../src/components/gui/mobile/index.ts"],"sourcesContent":["import { inject } from \"../../../core/inject\";\nimport { RpgClientEngine } from \"../../../RpgClientEngine\";\nimport MobileGui from \"./mobile.ce\";\nimport { signal } from \"canvasengine\";\n\nfunction isMobile() {\n return /Android|iPhone|iPad|iPod|Windows Phone|webOS|BlackBerry/i.test(navigator.userAgent);\n }\n\nexport const withMobile = () => (\n {\n gui: [\n {\n id: 'mobile-gui',\n component: MobileGui,\n autoDisplay: true,\n dependencies: () => {\n const engine = inject(RpgClientEngine);\n return [signal(isMobile() ||undefined), engine.controlsReady]\n }\n }\n ]\n }\n)"],"mappings":";;;;;AAKA,SAAS,WAAW;AAChB,QAAO,2DAA2D,KAAK,UAAU,UAAU;;AAG/F,IAAa,oBACT,EACI,KAAK,CACD;CACI,IAAI;
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{"version":3,"file":"index.js","names":[],"sources":["../../../../src/components/gui/mobile/index.ts"],"sourcesContent":["import { inject } from \"../../../core/inject\";\nimport { RpgClientEngine } from \"../../../RpgClientEngine\";\nimport MobileGui from \"./mobile.ce\";\nimport { signal } from \"canvasengine\";\n\nfunction isMobile() {\n return /Android|iPhone|iPad|iPod|Windows Phone|webOS|BlackBerry/i.test(navigator.userAgent);\n }\n\nexport const withMobile = () => (\n {\n gui: [\n {\n id: 'mobile-gui',\n component: MobileGui,\n autoDisplay: true,\n dependencies: () => {\n const engine = inject(RpgClientEngine);\n return [signal(isMobile() ||undefined), engine.controlsReady]\n }\n }\n ]\n }\n)"],"mappings":";;;;;AAKA,SAAS,WAAW;AAChB,QAAO,2DAA2D,KAAK,UAAU,UAAU;;AAG/F,IAAa,oBACT,EACI,KAAK,CACD;CACI,IAAI;CACJ,WAAW;CACX,aAAa;CACb,oBAAoB;EAChB,MAAM,SAAS,OAAO,gBAAgB;AACtC,SAAO,CAAC,OAAO,UAAU,IAAG,KAAA,EAAU,EAAE,OAAO,cAAc;;CAEpE,CACJ,EACJ"}
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{"version":3,"file":"mobile.ce.js","names":[],"sources":["../../../../src/components/gui/mobile/mobile.ce"],"sourcesContent":["<Container justifyContent=\"space-between\" alignItems=\"flex-end\" width=\"100%\" height=\"100%\">\n <!-- Gamepad buttons A and B (left side) -->\n <Container justifyContent=\"flex-start\" alignItems=\"flex-end\" gap={20}>\n <Container display=\"flex\" direction=\"column\" gap={20} margin={50}>\n <!-- Button B (top) -->\n \n <!-- Button A (bottom) -->\n <Button \n text=\"A\"\n shape=\"circle\"\n width={70}\n height={70}\n controls={controlsInstance}\n controlName=\"action\"\n style={{\n backgroundColor: {\n normal: \"#2ecc71\",\n hover: \"#27ae60\",\n pressed: \"#229954\",\n disabled: \"#7f8c8d\"\n },\n text: {\n fontSize: 24,\n fontFamily: \"Arial Bold\",\n color: \"#ffffff\"\n }\n }}\n />\n\n <Button \n text=\"B\"\n shape=\"circle\"\n width={70}\n height={70}\n controls={controlsInstance}\n controlName=\"back\"\n style={{\n backgroundColor: {\n normal: \"#e74c3c\",\n hover: \"#c0392b\",\n pressed: \"#a93226\",\n disabled: \"#7f8c8d\"\n },\n text: {\n fontSize: 24,\n fontFamily: \"Arial Bold\",\n color: \"#ffffff\"\n }\n }}\n />\n\n </Container>\n </Container>\n \n <Container margin={100} alignItems=\"flex-end\">\n <Container>\n <Joystick \n controls={controlsInstance}\n outerColor=\"#34495e\"\n innerColor=\"#3498db\"\n />\n </Container>\n </Container>\n</Container>\n\n<script>\n import { signal, mount } from 'canvasengine'\n import { Button } from 'canvasengine'\n import { inject } from '../../../core/inject'\n import { RpgClientEngine } from '../../../RpgClientEngine'\n import { Direction } from '@rpgjs/common'\n\n\n const controlsInstance = signal(null)\n\n mount((element) => {\n const control = inject('KeyboardControls')\n controlsInstance.set(control)\n })\n</script>"],"mappings":";;;AASM,
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{"version":3,"file":"mobile.ce.js","names":[],"sources":["../../../../src/components/gui/mobile/mobile.ce"],"sourcesContent":["<Container justifyContent=\"space-between\" alignItems=\"flex-end\" width=\"100%\" height=\"100%\">\n <!-- Gamepad buttons A and B (left side) -->\n <Container justifyContent=\"flex-start\" alignItems=\"flex-end\" gap={20}>\n <Container display=\"flex\" direction=\"column\" gap={20} margin={50}>\n <!-- Button B (top) -->\n \n <!-- Button A (bottom) -->\n <Button \n text=\"A\"\n shape=\"circle\"\n width={70}\n height={70}\n controls={controlsInstance}\n controlName=\"action\"\n style={{\n backgroundColor: {\n normal: \"#2ecc71\",\n hover: \"#27ae60\",\n pressed: \"#229954\",\n disabled: \"#7f8c8d\"\n },\n text: {\n fontSize: 24,\n fontFamily: \"Arial Bold\",\n color: \"#ffffff\"\n }\n }}\n />\n\n <Button \n text=\"B\"\n shape=\"circle\"\n width={70}\n height={70}\n controls={controlsInstance}\n controlName=\"back\"\n style={{\n backgroundColor: {\n normal: \"#e74c3c\",\n hover: \"#c0392b\",\n pressed: \"#a93226\",\n disabled: \"#7f8c8d\"\n },\n text: {\n fontSize: 24,\n fontFamily: \"Arial Bold\",\n color: \"#ffffff\"\n }\n }}\n />\n\n </Container>\n </Container>\n \n <Container margin={100} alignItems=\"flex-end\">\n <Container>\n <Joystick \n controls={controlsInstance}\n outerColor=\"#34495e\"\n innerColor=\"#3498db\"\n />\n </Container>\n </Container>\n</Container>\n\n<script>\n import { signal, mount } from 'canvasengine'\n import { Button } from 'canvasengine'\n import { inject } from '../../../core/inject'\n import { RpgClientEngine } from '../../../RpgClientEngine'\n import { Direction } from '@rpgjs/common'\n\n\n const controlsInstance = signal(null)\n\n mount((element) => {\n const control = inject('KeyboardControls')\n controlsInstance.set(control)\n })\n</script>"],"mappings":";;;AASM,SAAS,UAAQ,SAAM;AACN,UAAE,QAAA;AACC,gBAAA,QAAA;CAClB,MAAM,mBAAY,OAAA,KAAgB;AAC1C,QAAO,YAAS;EACZ,MAAM,UAAM,OAAO,mBAAA;AACnB,mBAAgB,IAAA,QAAA;GAClB;AAEM,QADY,EAAE,WAAW;EAAA,gBAAO;EAAA,YAAA;EAAA,OAAA;EAAA,QAAA;EAAA,EAAA,CAAA,EAAA,WAAA;EAAA,gBAAA;EAAA,YAAA;EAAA,KAAA;EAAA,EAAA,EAAA,WAAA;EAAA,SAAA;EAAA,WAAA;EAAA,KAAA;EAAA,QAAA;EAAA,EAAA,CAAA,EAAA,QAAA;EAAA,MAAA;EAAA,OAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAAA;EAAA,aAAA;EAAA,OAAA;GAAA,iBAAA;IAAA,QAAA;IAAA,OAAA;IAAA,SAAA;IAAA,UAAA;IAAA;GAAA,MAAA;IAAA,UAAA;IAAA,YAAA;IAAA,OAAA;IAAA;GAAA;EAAA,CAAA,EAAA,EAAA,QAAA;EAAA,MAAA;EAAA,OAAA;EAAA,OAAA;EAAA,QAAA;EAAA,UAAA;EAAA,aAAA;EAAA,OAAA;GAAA,iBAAA;IAAA,QAAA;IAAA,OAAA;IAAA,SAAA;IAAA,UAAA;IAAA;GAAA,MAAA;IAAA,UAAA;IAAA,YAAA;IAAA,OAAA;IAAA;GAAA;EAAA,CAAA,CAAA,CAAA,CAAA,EAAA,EAAA,WAAA;EAAA,QAAA;EAAA,YAAA;EAAA,EAAA,EAAA,WAAA,MAAA,EAAA,UAAA;EAAA,UAAA;EAAA,YAAA;EAAA,YAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CACpB;;AAGd,IAAM,iBAEF"}
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{"version":3,"file":"notification.ce.js","names":[],"sources":["../../../../src/components/gui/notification/notification.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" zIndex={100} class=\"notification\">\n <div class=\"rpg-ui-notifications\">\n @for ((notif,index) of notifications) {\n <div\n class=\"rpg-ui-notification\"\n data-type={notif.type || \"info\"}\n style={notificationStyle(notif)}\n >\n @if (notif.icon) {\n <div class=\"rpg-ui-notification-icon\">\n <DOMSprite sheet={iconSheet(notif.icon)} />\n </div>\n }\n <div class=\"rpg-ui-notification-message\">{notif.message}</div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<style>\n .notification {\n pointer-events: none !important;\n }\n</style>\n\n<script>\n import { effect, computed } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const notifications = computed(() => engine.notificationManager.stack());\n\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId),\n playing: \"default\"\n });\n\n effect(() => {\n const list = notifications();\n const rowHeight = 68;\n list.forEach((notif, index) => {\n notif.layoutY.set(index * rowHeight);\n });\n });\n\n const notificationStyle = (notif) => ({\n opacity: notif.opacity(),\n transform: `translateY(${notif.layoutY() + notif.offset()}px)`\n });\n</script>\n"],"mappings":";;;;AAUA,IAAI,OAAO,aAAa,
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{"version":3,"file":"notification.ce.js","names":[],"sources":["../../../../src/components/gui/notification/notification.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\" zIndex={100} class=\"notification\">\n <div class=\"rpg-ui-notifications\">\n @for ((notif,index) of notifications) {\n <div\n class=\"rpg-ui-notification\"\n data-type={notif.type || \"info\"}\n style={notificationStyle(notif)}\n >\n @if (notif.icon) {\n <div class=\"rpg-ui-notification-icon\">\n <DOMSprite sheet={iconSheet(notif.icon)} />\n </div>\n }\n <div class=\"rpg-ui-notification-message\">{notif.message}</div>\n </div>\n }\n </div>\n</DOMContainer>\n\n<style>\n .notification {\n pointer-events: none !important;\n }\n</style>\n\n<script>\n import { effect, computed } from \"canvasengine\";\n import { inject } from \"../../../core/inject\";\n import { RpgClientEngine } from \"../../../RpgClientEngine\";\n\n const engine = inject(RpgClientEngine);\n const notifications = computed(() => engine.notificationManager.stack());\n\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId),\n playing: \"default\"\n });\n\n effect(() => {\n const list = notifications();\n const rowHeight = 68;\n list.forEach((notif, index) => {\n notif.layoutY.set(index * rowHeight);\n });\n });\n\n const notificationStyle = (notif) => ({\n opacity: notif.opacity(),\n transform: `translateY(${notif.layoutY() + notif.offset()}px)`\n });\n</script>\n"],"mappings":";;;;AAUA,IAAI,OAAO,aAAa,aAAW;CACjC,IAAI,eAAe,SAAI,eAAA,2GAAA;AACvB,KAAI,CAAC,cAAS;AACZ,iBAAa,SAAW,cAAO,QAAa;AAC5C,eAAa,KAAA;AACb,WAAI,KAAA,YAAA,aAAA;;AAEN,cAAY,cAAA;;AAGT,SAAA,UAAa,SAAA;AACK,UAAO,QAAS;AACnC,gBAAA,QAAA;CACG,MAAA,SAAA,OAAA,gBAAA;;CAEP,MAAC,aAAM,YAAA;EACH,YAAS,OAAQ,eAAiB,OAAA;EAClC,SAAS;EACZ;;EAEG,MAAM,OAAO,eAAS;EACtB,MAAM,YAAA;;AAEN,SAAM,QAAY,IAAC,QAAW,UAAC;IAC7B;GACJ;CACF,MAAM,qBAAA,WAAA;;EAEF,WAAW,cAAE,MAAA,SAAA,GAAA,MAAA,QAAA,CAAA;EAChB;AAEO,QADM,EAAA,cAAc;EAAA,OAAA;EAAA,QAAA;EAAA,QAAA;EAAA,OAAA,EAAA,OAAA,gBAAA;EAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,wBAAA;EAAA,EAAA,KAAA,gBAAA,OAAA,UAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA;GAAA,OAAA;GAAA,aAAA,eAAA,MAAA,QAAA,OAAA;GAAA,OAAA,eAAA,kBAAA,MAAA,CAAA;GAAA;EAAA,EAAA,CAAA,KAAA,MAAA,YAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,4BAAA;EAAA,EAAA,EAAA,WAAA,EAAA,OAAA,eAAA,UAAA,MAAA,KAAA,CAAA,EAAA,CAAA,CAAA,CAAA,EAAA,EAAA,YAAA;EAAA,SAAA;EAAA,OAAA,EAAA,OAAA,+BAAA;EAAA,aAAA,MAAA;EAAA,CAAA,CAAA,CAAA,CAAA,CAAA,CACR;;AAGd,IAAA,iBAEI"}
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{"version":3,"file":"save-load.ce.js","names":[],"sources":["../../../src/components/gui/save-load.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-save-load rpg-anim-fade-in\">\n <div class=\"rpg-ui-save-load-header\">\n <div class=\"rpg-ui-save-load-title\">{title()}</div>\n <div class=\"rpg-ui-save-load-subtitle\">{subtitle()}</div>\n </div>\n <Navigation tabindex={selectedSlot} controls={controls}>\n <div class=\"rpg-ui-save-load-list\">\n @for ((item,displayIndex) of displaySlots) {\n <div\n class=\"rpg-ui-save-load-slot\"\n class={{active: selectedSlot() === displayIndex}}\n tabindex={displayIndex}\n data-slot-index={displayIndex}\n click={selectSlot(displayIndex)}\n >\n <div class=\"rpg-ui-save-load-slot-index\">{item.label}</div>\n @if (item.slot) {\n <div class=\"rpg-ui-save-load-slot-meta\">\n <div class=\"rpg-ui-save-load-slot-line\">Level: {item.slot.level ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Exp: {item.slot.exp ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Map: {item.slot.map ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Date: {item.slot.date ?? \"-\"}</div>\n </div>\n }\n @else {\n <div class=\"rpg-ui-save-load-slot-empty\">Empty Slot</div>\n }\n </div>\n }\n </div>\n </Navigation>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect, createTabindexNavigator, mount } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { SaveClientService } from \"../../services/save\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { RpgGui } from \"../../Gui/Gui\";\n\n const engine = inject(RpgClientEngine);\n const saveClient = inject(SaveClientService);\n const gui = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const selectedSlot = signal(0);\n const DEFAULT_SLOTS = 4;\n const defaultSlots = () => Array.from({ length: DEFAULT_SLOTS }, () => null);\n const localSlots = signal(defaultSlots());\n\n const { data, onFinish } = defineProps();\n\n const title = computed(() => data().mode === \"save\" ? \"Save Game\" : \"Load Game\");\n const subtitle = computed(() => data().mode === \"save\"\n ? \"Choose a slot to overwrite or create.\"\n : \"Select a slot to load your progress.\"\n );\n\n const slotsValue = computed(() => localSlots());\n const displaySlots = computed(() => {\n const slots = slotsValue();\n const items = slots.map((slot, index) => ({\n kind: \"slot\",\n slot,\n slotIndex: index,\n label: `Slot ${index + 1}`,\n readonly: false\n }));\n if (!data().showAutoSlot) return items;\n const index = typeof data().autoSlotIndex === \"number\" ? data().autoSlotIndex : 0;\n const autoSlot = slots[index] ?? null;\n const readonly = data().mode === \"save\";\n return [\n {\n kind: \"auto\",\n slot: autoSlot,\n slotIndex: index,\n label: data().autoSlotLabel || \"Auto Save\",\n readonly\n },\n ...items\n ];\n });\n const nav = createTabindexNavigator(selectedSlot, { count: () => displaySlots().length }, \"wrap\");\n\n const canSelect = (item) => {\n if (item.readonly) return false;\n if (data().mode === \"load\" && !item.slot) return false;\n return true;\n };\n\n const normalizeSlotValue = (value) => {\n if (!value) return null;\n if (typeof value === \"string\") {\n try {\n return JSON.parse(value);\n } catch {\n return null;\n }\n }\n return value;\n };\n\n const normalizeSlots = (list) => {\n if (Array.isArray(list)) {\n const length = Math.max(list.length, DEFAULT_SLOTS);\n return Array.from({ length }, (_, index) => normalizeSlotValue(list[index]));\n }\n if (!list || typeof list !== \"object\") {\n return defaultSlots();\n }\n const keys = Object.keys(list).filter((key) => /^\\d+$/.test(key));\n const indices = keys.map((key) => Number(key)).filter((index) => index >= 0);\n const maxIndex = indices.length ? 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{"version":3,"file":"save-load.ce.js","names":[],"sources":["../../../src/components/gui/save-load.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-save-load rpg-anim-fade-in\">\n <div class=\"rpg-ui-save-load-header\">\n <div class=\"rpg-ui-save-load-title\">{title()}</div>\n <div class=\"rpg-ui-save-load-subtitle\">{subtitle()}</div>\n </div>\n <Navigation tabindex={selectedSlot} controls={controls}>\n <div class=\"rpg-ui-save-load-list\">\n @for ((item,displayIndex) of displaySlots) {\n <div\n class=\"rpg-ui-save-load-slot\"\n class={{active: selectedSlot() === displayIndex}}\n tabindex={displayIndex}\n data-slot-index={displayIndex}\n click={selectSlot(displayIndex)}\n >\n <div class=\"rpg-ui-save-load-slot-index\">{item.label}</div>\n @if (item.slot) {\n <div class=\"rpg-ui-save-load-slot-meta\">\n <div class=\"rpg-ui-save-load-slot-line\">Level: {item.slot.level ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Exp: {item.slot.exp ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Map: {item.slot.map ?? \"-\"}</div>\n <div class=\"rpg-ui-save-load-slot-line\">Date: {item.slot.date ?? \"-\"}</div>\n </div>\n }\n @else {\n <div class=\"rpg-ui-save-load-slot-empty\">Empty Slot</div>\n }\n </div>\n }\n </div>\n </Navigation>\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect, createTabindexNavigator, mount } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { SaveClientService } from \"../../services/save\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { RpgGui } from \"../../Gui/Gui\";\n\n const engine = inject(RpgClientEngine);\n const saveClient = inject(SaveClientService);\n const gui = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const selectedSlot = signal(0);\n const DEFAULT_SLOTS = 4;\n const defaultSlots = () => Array.from({ length: DEFAULT_SLOTS }, () => null);\n const localSlots = signal(defaultSlots());\n\n const { data, onFinish } = defineProps();\n\n const title = computed(() => data().mode === \"save\" ? \"Save Game\" : \"Load Game\");\n const subtitle = computed(() => data().mode === \"save\"\n ? \"Choose a slot to overwrite or create.\"\n : \"Select a slot to load your progress.\"\n );\n\n const slotsValue = computed(() => localSlots());\n const displaySlots = computed(() => {\n const slots = slotsValue();\n const items = slots.map((slot, index) => ({\n kind: \"slot\",\n slot,\n slotIndex: index,\n label: `Slot ${index + 1}`,\n readonly: false\n }));\n if (!data().showAutoSlot) return items;\n const index = typeof data().autoSlotIndex === \"number\" ? data().autoSlotIndex : 0;\n const autoSlot = slots[index] ?? null;\n const readonly = data().mode === \"save\";\n return [\n {\n kind: \"auto\",\n slot: autoSlot,\n slotIndex: index,\n label: data().autoSlotLabel || \"Auto Save\",\n readonly\n },\n ...items\n ];\n });\n const nav = createTabindexNavigator(selectedSlot, { count: () => displaySlots().length }, \"wrap\");\n\n const canSelect = (item) => {\n if (item.readonly) return false;\n if (data().mode === \"load\" && !item.slot) return false;\n return true;\n };\n\n const normalizeSlotValue = (value) => {\n if (!value) return null;\n if (typeof value === \"string\") {\n try {\n return JSON.parse(value);\n } catch {\n return null;\n }\n }\n return value;\n };\n\n const normalizeSlots = (list) => {\n if (Array.isArray(list)) {\n const length = Math.max(list.length, DEFAULT_SLOTS);\n return Array.from({ length }, (_, index) => normalizeSlotValue(list[index]));\n }\n if (!list || typeof list !== \"object\") {\n return defaultSlots();\n }\n const keys = Object.keys(list).filter((key) => /^\\d+$/.test(key));\n const indices = keys.map((key) => Number(key)).filter((index) => index >= 0);\n const maxIndex = indices.length ? 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{"version":3,"file":"shop.ce.js","names":[],"sources":["../../../../src/components/gui/shop/shop.ce"],"sourcesContent":[" <DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-shop-container rpg-anim-fade-in\">\n <div class=\"rpg-shop-header\">\n <div class=\"rpg-shop-merchant\">\n <div>\n @if (hasFace) {\n <div class=\"rpg-shop-merchant-avatar\">\n <DOMSprite \n sheet={faceSheet(face().id, face().expression)} \n width=\"50px\"\n height=\"50px\"\n objectFit=\"contain\"\n /> \n </div>\n }\n </div>\n <div class=\"rpg-shop-merchant-info\">\n <p>{{ shopMessage() }}</p>\n </div>\n </div>\n <div class=\"rpg-shop-gold\">\n {{ gold() }} {{ goldTerm }}\n </div>\n </div>\n\n <div class=\"rpg-shop-body\">\n <div class=\"rpg-shop-left\">\n @if (tradeView() === 'mode') {\n <div class=\"rpg-shop-content rpg-shop-content-mode\">\n <div class=\"rpg-shop-details rpg-shop-details-mode\">\n <div class=\"rpg-shop-details-header\">\n <div class=\"rpg-shop-details-icon\">🛒</div>\n <h2 style=\"margin: 0;\">Choose an action</h2>\n </div>\n <div class=\"rpg-shop-trade\">\n <Navigation tabindex={selectedModeIndex} controls={modeControls}>\n <div class=\"rpg-shop-tabs rpg-shop-trade-tabs\">\n <div\n class=\"rpg-shop-tab\"\n class={{active: selectedModeIndex() === 0}}\n click={selectMode('buy')}\n >Buy</div>\n <div\n class=\"rpg-shop-tab\"\n class={{active: selectedModeIndex() === 1}}\n click={selectMode('sell')}\n >Sell</div>\n </div>\n </Navigation>\n </div>\n </div>\n </div>\n }\n @else {\n <div>\n <Navigation tabindex={selectedTab} controls={tabControls}> \n <div class=\"rpg-shop-tabs\">\n @for ((tab,index) of tabs) {\n <div \n class=\"rpg-shop-tab\" \n class={{active: selectedTab() === index}} \n tabindex={index} \n click={selectTab(index)}\n >{{ tab.label }}</div>\n }\n </div>\n </Navigation>\n\n <div class=\"rpg-shop-content\">\n <div class=\"rpg-shop-grid\">\n <Navigation tabindex={selectedItem} controls={itemControls}> \n @for ((item,index) of filteredItems) { \n <div class=\"rpg-shop-card\" class={{disabled: isItemDisabled(item), selected: selectedItem() === index}} tabindex={index} click={selectItem(index)}>\n <div class=\"rpg-shop-card-icon\">\n @if (item.icon) {\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <div class=\"rpg-shop-card-name\">{{ item.name }}</div>\n <div class=\"rpg-shop-card-price\">{{ item.price }} {{ goldTerm }}</div>\n @if (item.quantity !== undefined) {\n <div class=\"rpg-shop-card-qty\">x{{ item.quantity }}</div>\n }\n @if (item.equipped) {\n <div class=\"rpg-shop-card-tag\">Equipped</div>\n }\n </div>\n }\n </Navigation>\n </div>\n\n <div class=\"rpg-shop-details\">\n <div class=\"rpg-shop-details-header\">\n <div class=\"rpg-shop-details-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"80px\"\n height=\"80px\"\n objectFit=\"contain\"\n />\n </div>\n <h2 style=\"margin: 0;\">{{ currentItem()?.name || \"\" }}</h2>\n <p style=\"color: #ffd700; font-weight: bold; margin: 8px 0;\">{{ currentItem()?.price ?? 0 }} {{ goldTerm }}</p>\n @if (currentItem()?.quantity !== undefined) {\n <div class=\"rpg-shop-details-qty\">Qty: x{{ currentItem()?.quantity }}</div>\n }\n </div>\n <div>\n @if (currentItem()?.equipped) {\n <div class=\"rpg-shop-equipped\">Already equipped</div>\n }\n </div>\n <div class=\"rpg-shop-details-desc\">\n {{ currentItem()?.description || \"\" }}\n </div>\n <div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-shop-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-shop-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-shop-stat-key\">{{ stat.label }}</div>\n <div class=\"rpg-shop-stat-value\">\n {{ stat.delta > 0 ? '+' : '' }}{{ stat.delta }}\n </div>\n @if (stat.current !== undefined) {\n <div class=\"rpg-shop-stat-current\">{{ stat.current }} → {{ stat.next }}</div>\n }\n </div>\n }\n </div>\n }\n </div>\n <button class=\"rpg-shop-btn\" click={backToMode()}>Back</button>\n </div>\n </div>\n </div>\n }\n @if (quantityDialogOpen) {\n <div class=\"rpg-shop-modal\">\n <div class=\"rpg-shop-modal-card\">\n <div class=\"rpg-shop-modal-title\">{{ actionLabel }}</div>\n <div class=\"rpg-shop-modal-item\">{{ currentItem()?.name || \"\" }}</div>\n @if (currentItem()?.quantity !== undefined) {\n <div class=\"rpg-shop-modal-qty\">Available: x{{ currentItem()?.quantity }}</div>\n }\n <div class=\"rpg-shop-quantity\">\n <div class=\"rpg-shop-quantity-label\">Quantity</div>\n <div class=\"rpg-shop-quantity-controls\">\n <button class=\"rpg-shop-btn\" click={changeQuantity(-1)}>-</button>\n <div class=\"rpg-shop-quantity-value\">{{ quantity }}</div>\n <button class=\"rpg-shop-btn\" click={changeQuantity(1)}>+</button>\n </div>\n </div>\n <div class=\"rpg-shop-modal-total\">\n <span>Total</span>\n <span>{{ totalPrice() }} {{ goldTerm }}</span>\n </div>\n <div class=\"rpg-shop-modal-actions\">\n <button class=\"rpg-shop-btn rpg-shop-btn-secondary\" click={closeQuantityDialog()}>Cancel</button>\n <button class=\"rpg-shop-btn\" click={confirmTrade()}>\n {{ actionLabel() }} x{{ quantity() }}\n </button>\n </div>\n </div>\n </div>\n }\n </div>\n </div>\n </div>\n </DOMContainer>\n\n<script>\n import { mount, 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 currentPlayer = engine.scene.currentPlayer\n const keyboardControls = engine.globalConfig.keyboardControls\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId),\n playing: \"default\"\n })\n const goldTerm = engine.globalConfig.goldTerm || 'G'\n\n const selectedItem = signal(0)\n const selectedTab = signal(0)\n const tradeMode = signal('buy')\n const tradeView = signal('mode')\n const selectedModeIndex = signal(0)\n const quantity = signal(1)\n const quantityDialogOpen = signal(false)\n const defaultMessage = 'Welcome to my shop!'\n const tabs = [\n { id: 'item', label: 'Items' },\n { id: 'weapon', label: 'Weapons' },\n { id: 'armor', label: 'Armor' }\n ]\n\n const { data, onInteraction , onFinish } = defineProps()\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value\n const guiData = computed(() => resolveProp(data) || {})\n const shopMessage = computed(() => {\n const message = resolveProp(guiData().message)\n return message ? String(message) : defaultMessage\n })\n const face = computed(() => resolveProp(guiData().face))\n const hasFace = computed(() => {\n const value = face()\n return value && value.id\n })\n const buyItems = computed(() => guiData().items || [])\n const sellItems = computed(() => guiData().sellItems || [])\n const activeItems = computed(() => tradeMode() === 'buy' ? buyItems() : sellItems())\n const filteredItems = computed(() => {\n const tab = tabs[selectedTab()]\n const items = activeItems()\n if (!tab) return []\n return items.filter((item) => item?.type === tab.id)\n })\n const currentItem = computed(() => filteredItems()[selectedItem()])\n const gold = computed(() => currentPlayer()._gold())\n const actionLabel = computed(() => tradeMode() === 'buy' ? 'Buy' : 'Sell')\n const faceSheet = (graphicId, animationName) => ({\n definition: engine.getSpriteSheet(graphicId),\n playing: animationName || \"default\"\n })\n const maxQuantity = computed(() => {\n const item = currentItem()\n if (!item) return 0\n const price = item?.price || 0\n if (price <= 0) return 0\n if (tradeMode() === 'sell') {\n const qty = item?.quantity ?? 0\n return Math.max(0, qty)\n }\n return Math.max(1, Math.floor(gold() / price))\n })\n const totalPrice = computed(() => {\n const price = currentItem()?.price || 0\n return price * quantity()\n })\n const displayStats = computed(() => {\n const stats = currentItem()?.stats || {}\n const params = guiData().playerParams || {}\n const order = ['atk', 'def', 'pdef', 'sdef', 'str', 'dex', 'int', 'agi', 'maxHp', 'maxSp']\n const labels = {\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 const orderedKeys = order.filter((key) => stats[key] !== undefined)\n const extraKeys = Object.keys(stats).filter((key) => !order.includes(key))\n const keys = orderedKeys.concat(extraKeys)\n const list = []\n for (const key of keys) {\n const delta = stats[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: labels[key] || key.toUpperCase(),\n delta,\n current,\n next\n })\n }\n return list\n })\n const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, 'wrap')\n const navTab = createTabindexNavigator(selectedTab, { count: () => tabs.length }, 'wrap')\n const navMode = createTabindexNavigator(selectedModeIndex, { count: () => 2 }, 'wrap')\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index)\n quantity.set(1)\n if (!isItemDisabled(filteredItems()[index])) {\n quantityDialogOpen.set(true)\n }\n }\n }\n\n function selectTab(index) {\n return function() {\n selectedTab.set(index)\n selectedItem.set(0)\n }\n }\n\n function selectMode(mode) {\n return function() {\n tradeMode.set(mode)\n selectedModeIndex.set(mode === 'buy' ? 0 : 1)\n selectedItem.set(0)\n quantity.set(1)\n tradeView.set('items')\n }\n }\n\n function isItemDisabled(item) {\n if (!item) return true\n const price = item?.price || 0\n if (price <= 0) return true\n if (tradeMode() === 'sell') {\n const qty = item?.quantity ?? 0\n return qty <= 0\n }\n return gold() < price\n }\n\n function backToMode() {\n return function() {\n tradeView.set('mode')\n }\n }\n\n function changeQuantity(delta) {\n return function() {\n const limit = maxQuantity()\n if (limit <= 0) return\n const nextValue = Math.max(1, Math.min(limit, quantity() + delta))\n if (nextValue !== quantity()) {\n quantity.set(nextValue)\n }\n }\n }\n\n function closeQuantityDialog() {\n return function() {\n quantityDialogOpen.set(false)\n }\n }\n\n function confirmTrade() {\n return function() {\n const item = currentItem()\n if (!item || isItemDisabled(item)) {\n quantityDialogOpen.set(false)\n return\n }\n const action = tradeMode() === 'buy' ? 'buyItem' : 'sellItem'\n onInteraction(action, { id: item.id, nb: quantity() })\n quantityDialogOpen.set(false)\n }\n }\n\n effect(() => {\n const count = filteredItems().length\n if (selectedItem() >= count) {\n selectedItem.set(Math.max(0, count - 1))\n }\n })\n\n const modeControls = signal({\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n navMode.next(-1)\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n navMode.next(1)\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n const mode = selectedModeIndex() === 0 ? 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1
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{"version":3,"file":"shop.ce.js","names":[],"sources":["../../../../src/components/gui/shop/shop.ce"],"sourcesContent":[" <DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-shop-container rpg-anim-fade-in\">\n <div class=\"rpg-shop-header\">\n <div class=\"rpg-shop-merchant\">\n <div>\n @if (hasFace) {\n <div class=\"rpg-shop-merchant-avatar\">\n <DOMSprite \n sheet={faceSheet(face().id, face().expression)} \n width=\"50px\"\n height=\"50px\"\n objectFit=\"contain\"\n /> \n </div>\n }\n </div>\n <div class=\"rpg-shop-merchant-info\">\n <p>{{ shopMessage() }}</p>\n </div>\n </div>\n <div class=\"rpg-shop-gold\">\n {{ gold() }} {{ goldTerm }}\n </div>\n </div>\n\n <div class=\"rpg-shop-body\">\n <div class=\"rpg-shop-left\">\n @if (tradeView() === 'mode') {\n <div class=\"rpg-shop-content rpg-shop-content-mode\">\n <div class=\"rpg-shop-details rpg-shop-details-mode\">\n <div class=\"rpg-shop-details-header\">\n <div class=\"rpg-shop-details-icon\">🛒</div>\n <h2 style=\"margin: 0;\">Choose an action</h2>\n </div>\n <div class=\"rpg-shop-trade\">\n <Navigation tabindex={selectedModeIndex} controls={modeControls}>\n <div class=\"rpg-shop-tabs rpg-shop-trade-tabs\">\n <div\n class=\"rpg-shop-tab\"\n class={{active: selectedModeIndex() === 0}}\n click={selectMode('buy')}\n >Buy</div>\n <div\n class=\"rpg-shop-tab\"\n class={{active: selectedModeIndex() === 1}}\n click={selectMode('sell')}\n >Sell</div>\n </div>\n </Navigation>\n </div>\n </div>\n </div>\n }\n @else {\n <div>\n <Navigation tabindex={selectedTab} controls={tabControls}> \n <div class=\"rpg-shop-tabs\">\n @for ((tab,index) of tabs) {\n <div \n class=\"rpg-shop-tab\" \n class={{active: selectedTab() === index}} \n tabindex={index} \n click={selectTab(index)}\n >{{ tab.label }}</div>\n }\n </div>\n </Navigation>\n\n <div class=\"rpg-shop-content\">\n <div class=\"rpg-shop-grid\">\n <Navigation tabindex={selectedItem} controls={itemControls}> \n @for ((item,index) of filteredItems) { \n <div class=\"rpg-shop-card\" class={{disabled: isItemDisabled(item), selected: selectedItem() === index}} tabindex={index} click={selectItem(index)}>\n <div class=\"rpg-shop-card-icon\">\n @if (item.icon) {\n <DOMSprite \n sheet={iconSheet(item.icon)} \n playing=\"default\" \n width=\"48px\"\n height=\"48px\"\n objectFit=\"contain\"\n />\n }\n </div>\n <div class=\"rpg-shop-card-name\">{{ item.name }}</div>\n <div class=\"rpg-shop-card-price\">{{ item.price }} {{ goldTerm }}</div>\n @if (item.quantity !== undefined) {\n <div class=\"rpg-shop-card-qty\">x{{ item.quantity }}</div>\n }\n @if (item.equipped) {\n <div class=\"rpg-shop-card-tag\">Equipped</div>\n }\n </div>\n }\n </Navigation>\n </div>\n\n <div class=\"rpg-shop-details\">\n <div class=\"rpg-shop-details-header\">\n <div class=\"rpg-shop-details-icon\">\n <DOMSprite \n sheet={iconSheet(currentItem()?.icon)} \n playing=\"default\" \n width=\"80px\"\n height=\"80px\"\n objectFit=\"contain\"\n />\n </div>\n <h2 style=\"margin: 0;\">{{ currentItem()?.name || \"\" }}</h2>\n <p style=\"color: #ffd700; font-weight: bold; margin: 8px 0;\">{{ currentItem()?.price ?? 0 }} {{ goldTerm }}</p>\n @if (currentItem()?.quantity !== undefined) {\n <div class=\"rpg-shop-details-qty\">Qty: x{{ currentItem()?.quantity }}</div>\n }\n </div>\n <div>\n @if (currentItem()?.equipped) {\n <div class=\"rpg-shop-equipped\">Already equipped</div>\n }\n </div>\n <div class=\"rpg-shop-details-desc\">\n {{ currentItem()?.description || \"\" }}\n </div>\n <div>\n @if (displayStats().length > 0) {\n <div class=\"rpg-shop-stats\">\n @for ((stat,index) of displayStats) {\n <div class=\"rpg-shop-stat\" class={{positive: stat.delta > 0, negative: stat.delta < 0}}>\n <div class=\"rpg-shop-stat-key\">{{ stat.label }}</div>\n <div class=\"rpg-shop-stat-value\">\n {{ stat.delta > 0 ? '+' : '' }}{{ stat.delta }}\n </div>\n @if (stat.current !== undefined) {\n <div class=\"rpg-shop-stat-current\">{{ stat.current }} → {{ stat.next }}</div>\n }\n </div>\n }\n </div>\n }\n </div>\n <button class=\"rpg-shop-btn\" click={backToMode()}>Back</button>\n </div>\n </div>\n </div>\n }\n @if (quantityDialogOpen) {\n <div class=\"rpg-shop-modal\">\n <div class=\"rpg-shop-modal-card\">\n <div class=\"rpg-shop-modal-title\">{{ actionLabel }}</div>\n <div class=\"rpg-shop-modal-item\">{{ currentItem()?.name || \"\" }}</div>\n @if (currentItem()?.quantity !== undefined) {\n <div class=\"rpg-shop-modal-qty\">Available: x{{ currentItem()?.quantity }}</div>\n }\n <div class=\"rpg-shop-quantity\">\n <div class=\"rpg-shop-quantity-label\">Quantity</div>\n <div class=\"rpg-shop-quantity-controls\">\n <button class=\"rpg-shop-btn\" click={changeQuantity(-1)}>-</button>\n <div class=\"rpg-shop-quantity-value\">{{ quantity }}</div>\n <button class=\"rpg-shop-btn\" click={changeQuantity(1)}>+</button>\n </div>\n </div>\n <div class=\"rpg-shop-modal-total\">\n <span>Total</span>\n <span>{{ totalPrice() }} {{ goldTerm }}</span>\n </div>\n <div class=\"rpg-shop-modal-actions\">\n <button class=\"rpg-shop-btn rpg-shop-btn-secondary\" click={closeQuantityDialog()}>Cancel</button>\n <button class=\"rpg-shop-btn\" click={confirmTrade()}>\n {{ actionLabel() }} x{{ quantity() }}\n </button>\n </div>\n </div>\n </div>\n }\n </div>\n </div>\n </div>\n </DOMContainer>\n\n<script>\n import { mount, 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 currentPlayer = engine.scene.currentPlayer\n const keyboardControls = engine.globalConfig.keyboardControls\n const iconSheet = (iconId) => ({\n definition: engine.getSpriteSheet(iconId),\n playing: \"default\"\n })\n const goldTerm = engine.globalConfig.goldTerm || 'G'\n\n const selectedItem = signal(0)\n const selectedTab = signal(0)\n const tradeMode = signal('buy')\n const tradeView = signal('mode')\n const selectedModeIndex = signal(0)\n const quantity = signal(1)\n const quantityDialogOpen = signal(false)\n const defaultMessage = 'Welcome to my shop!'\n const tabs = [\n { id: 'item', label: 'Items' },\n { id: 'weapon', label: 'Weapons' },\n { id: 'armor', label: 'Armor' }\n ]\n\n const { data, onInteraction , onFinish } = defineProps()\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value\n const guiData = computed(() => resolveProp(data) || {})\n const shopMessage = computed(() => {\n const message = resolveProp(guiData().message)\n return message ? String(message) : defaultMessage\n })\n const face = computed(() => resolveProp(guiData().face))\n const hasFace = computed(() => {\n const value = face()\n return value && value.id\n })\n const buyItems = computed(() => guiData().items || [])\n const sellItems = computed(() => guiData().sellItems || [])\n const activeItems = computed(() => tradeMode() === 'buy' ? buyItems() : sellItems())\n const filteredItems = computed(() => {\n const tab = tabs[selectedTab()]\n const items = activeItems()\n if (!tab) return []\n return items.filter((item) => item?.type === tab.id)\n })\n const currentItem = computed(() => filteredItems()[selectedItem()])\n const gold = computed(() => currentPlayer()._gold())\n const actionLabel = computed(() => tradeMode() === 'buy' ? 'Buy' : 'Sell')\n const faceSheet = (graphicId, animationName) => ({\n definition: engine.getSpriteSheet(graphicId),\n playing: animationName || \"default\"\n })\n const maxQuantity = computed(() => {\n const item = currentItem()\n if (!item) return 0\n const price = item?.price || 0\n if (price <= 0) return 0\n if (tradeMode() === 'sell') {\n const qty = item?.quantity ?? 0\n return Math.max(0, qty)\n }\n return Math.max(1, Math.floor(gold() / price))\n })\n const totalPrice = computed(() => {\n const price = currentItem()?.price || 0\n return price * quantity()\n })\n const displayStats = computed(() => {\n const stats = currentItem()?.stats || {}\n const params = guiData().playerParams || {}\n const order = ['atk', 'def', 'pdef', 'sdef', 'str', 'dex', 'int', 'agi', 'maxHp', 'maxSp']\n const labels = {\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 const orderedKeys = order.filter((key) => stats[key] !== undefined)\n const extraKeys = Object.keys(stats).filter((key) => !order.includes(key))\n const keys = orderedKeys.concat(extraKeys)\n const list = []\n for (const key of keys) {\n const delta = stats[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: labels[key] || key.toUpperCase(),\n delta,\n current,\n next\n })\n }\n return list\n })\n const nav = createTabindexNavigator(selectedItem, { count: () => filteredItems().length }, 'wrap')\n const navTab = createTabindexNavigator(selectedTab, { count: () => tabs.length }, 'wrap')\n const navMode = createTabindexNavigator(selectedModeIndex, { count: () => 2 }, 'wrap')\n\n function selectItem(index) {\n return function() {\n selectedItem.set(index)\n quantity.set(1)\n if (!isItemDisabled(filteredItems()[index])) {\n quantityDialogOpen.set(true)\n }\n }\n }\n\n function selectTab(index) {\n return function() {\n selectedTab.set(index)\n selectedItem.set(0)\n }\n }\n\n function selectMode(mode) {\n return function() {\n tradeMode.set(mode)\n selectedModeIndex.set(mode === 'buy' ? 0 : 1)\n selectedItem.set(0)\n quantity.set(1)\n tradeView.set('items')\n }\n }\n\n function isItemDisabled(item) {\n if (!item) return true\n const price = item?.price || 0\n if (price <= 0) return true\n if (tradeMode() === 'sell') {\n const qty = item?.quantity ?? 0\n return qty <= 0\n }\n return gold() < price\n }\n\n function backToMode() {\n return function() {\n tradeView.set('mode')\n }\n }\n\n function changeQuantity(delta) {\n return function() {\n const limit = maxQuantity()\n if (limit <= 0) return\n const nextValue = Math.max(1, Math.min(limit, quantity() + delta))\n if (nextValue !== quantity()) {\n quantity.set(nextValue)\n }\n }\n }\n\n function closeQuantityDialog() {\n return function() {\n quantityDialogOpen.set(false)\n }\n }\n\n function confirmTrade() {\n return function() {\n const item = currentItem()\n if (!item || isItemDisabled(item)) {\n quantityDialogOpen.set(false)\n return\n }\n const action = tradeMode() === 'buy' ? 'buyItem' : 'sellItem'\n onInteraction(action, { id: item.id, nb: quantity() })\n quantityDialogOpen.set(false)\n }\n }\n\n effect(() => {\n const count = filteredItems().length\n if (selectedItem() >= count) {\n selectedItem.set(Math.max(0, count - 1))\n }\n })\n\n const modeControls = signal({\n left: {\n repeat: true,\n bind: keyboardControls.left,\n throttle: 150,\n keyDown() {\n navMode.next(-1)\n }\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n throttle: 150,\n keyDown() {\n navMode.next(1)\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n const mode = selectedModeIndex() === 0 ? 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{"version":3,"file":"title-screen.ce.js","names":[],"sources":["../../../src/components/gui/title-screen.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-title-screen rpg-anim-fade-in\">\n <div class=\"rpg-ui-title-screen-header rpg-anim-float\">\n <div class=\"rpg-ui-title-screen-title\">{titleText()}</div>\n @if (subtitleText()) {\n <div class=\"rpg-ui-title-screen-subtitle\">{subtitleText()}</div>\n }\n </div>\n <Navigation tabindex={selectedEntry} controls={controls}>\n <div class=\"rpg-ui-menu rpg-ui-title-screen-menu rpg-anim-slide-up\">\n @for ((entry,index) of entryList()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isEntryDisabled(entry)}}\n data-selected={selectedEntry() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectEntry(index)}\n >{entry.label}</div>\n }\n </div>\n </Navigation>\n @if (versionText()) {\n <div class=\"rpg-ui-title-screen-version\">{versionText()}</div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect } from \"canvasengine\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n\n const engine = inject(RpgClientEngine);\n const guiService = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { data, onInteraction } = defineProps({\n entries: {\n default: () => []\n },\n saveLoad: {\n default: () => ({})\n },\n localActions: {\n default: false\n }\n });\n\n const { entries, title, subtitle, version, saveLoad, localActions } = data();\n\n const defaultEntries = [\n { id: \"start\", label: \"Start\" },\n { id: \"load\", label: \"Load\" }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const titleText = computed(() => resolveProp(title) || \"RPG\");\n const subtitleText = computed(() => resolveProp(subtitle) || \"\");\n const versionText = computed(() => resolveProp(version) || \"\");\n const localActionsEnabled = computed(() => resolveProp(localActions) === true);\n\n const entryList = computed(() => {\n const list = resolveProp(entries);\n if (Array.isArray(list) && list.length) return list;\n return defaultEntries;\n });\n\n const isEntryDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n return false;\n };\n\n const selectedEntry = signal(0);\n const selectableIndexes = computed(() => {\n const list = entryList();\n return list\n .map((entry, index) => (isEntryDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n if (!available.includes(current)) {\n selectedEntry.set(available[0]);\n }\n });\n\n const moveSelection = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n selectedEntry.set(available[nextIndex]);\n };\n\n const triggerSelect = (index) => {\n const list = entryList();\n const entry = list[index];\n if (!entry || isEntryDisabled(entry)) return;\n if (localActionsEnabled()) {\n if (entry.id === \"start\") {\n guiService.hide(PrebuiltGui.TitleScreen);\n }\n if (entry.id === \"load\") {\n const config = resolveProp(saveLoad) || {};\n const slots = Array.isArray(config.slots) ? config.slots : [null, null, null];\n guiService.display(PrebuiltGui.Save, {\n ...config,\n mode: config.mode || \"load\",\n slots\n });\n }\n }\n if (onInteraction) {\n onInteraction(\"select\", { id: entry.id, index, entry });\n }\n };\n\n function selectEntry(index) {\n return function() {\n selectedEntry.set(index);\n triggerSelect(index);\n };\n }\n\n const controls = signal({\n up: {\n repeat: true,\n bind: keyboardControls.up,\n throttle: 150,\n keyDown() {\n if (guiService.isDisplaying(PrebuiltGui.Save)) return;\n moveSelection(-1);\n }\n },\n down: {\n repeat: true,\n bind: keyboardControls.down,\n throttle: 150,\n keyDown() {\n if (guiService.isDisplaying(PrebuiltGui.Save)) return;\n moveSelection(1);\n }\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (guiService.isDisplaying(PrebuiltGui.Save)) return;\n triggerSelect(selectedEntry());\n }\n },\n gamepad: {\n enabled: true\n }\n });\n</script>\n"],"mappings":";;;;;;AAYM,
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{"version":3,"file":"title-screen.ce.js","names":[],"sources":["../../../src/components/gui/title-screen.ce"],"sourcesContent":["<DOMContainer width=\"100%\" height=\"100%\">\n <div class=\"rpg-ui-title-screen rpg-anim-fade-in\">\n <div class=\"rpg-ui-title-screen-header rpg-anim-float\">\n <div class=\"rpg-ui-title-screen-title\">{titleText()}</div>\n @if (subtitleText()) {\n <div class=\"rpg-ui-title-screen-subtitle\">{subtitleText()}</div>\n }\n </div>\n <Navigation tabindex={selectedEntry} controls={controls}>\n <div class=\"rpg-ui-menu rpg-ui-title-screen-menu rpg-anim-slide-up\">\n @for ((entry,index) of entryList()) {\n <div\n class=\"rpg-ui-menu-item\"\n class={{disabled: isEntryDisabled(entry)}}\n data-selected={selectedEntry() === index ? \"true\" : \"false\"}\n tabindex={index}\n click={selectEntry(index)}\n >{entry.label}</div>\n }\n </div>\n </Navigation>\n @if (versionText()) {\n <div class=\"rpg-ui-title-screen-version\">{versionText()}</div>\n }\n </div>\n</DOMContainer>\n\n<script>\n import { signal, computed, effect } from \"canvasengine\";\n import { PrebuiltGui } from \"@rpgjs/common\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { RpgGui } from \"../../Gui/Gui\";\n\n const engine = inject(RpgClientEngine);\n const guiService = inject(RpgGui);\n const keyboardControls = engine.globalConfig.keyboardControls;\n\n const { data, onInteraction } = defineProps({\n entries: {\n default: () => []\n },\n saveLoad: {\n default: () => ({})\n },\n localActions: {\n default: false\n }\n });\n\n const { entries, title, subtitle, version, saveLoad, localActions } = data();\n\n const defaultEntries = [\n { id: \"start\", label: \"Start\" },\n { id: \"load\", label: \"Load\" }\n ];\n\n const resolveProp = (value) => typeof value === \"function\" ? value() : value;\n const titleText = computed(() => resolveProp(title) || \"RPG\");\n const subtitleText = computed(() => resolveProp(subtitle) || \"\");\n const versionText = computed(() => resolveProp(version) || \"\");\n const localActionsEnabled = computed(() => resolveProp(localActions) === true);\n\n const entryList = computed(() => {\n const list = resolveProp(entries);\n if (Array.isArray(list) && list.length) return list;\n return defaultEntries;\n });\n\n const isEntryDisabled = (entry) => {\n if (!entry) return true;\n if (entry.disabled) return true;\n if (entry.enabled === false) return true;\n return false;\n };\n\n const selectedEntry = signal(0);\n const selectableIndexes = computed(() => {\n const list = entryList();\n return list\n .map((entry, index) => (isEntryDisabled(entry) ? null : index))\n .filter((value) => value !== null);\n });\n\n effect(() => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n if (!available.includes(current)) {\n selectedEntry.set(available[0]);\n }\n });\n\n const moveSelection = (delta) => {\n const available = selectableIndexes();\n if (!available.length) return;\n const current = selectedEntry();\n const currentIndex = Math.max(0, available.indexOf(current));\n const nextIndex = (currentIndex + delta + available.length) % available.length;\n selectedEntry.set(available[nextIndex]);\n };\n\n const triggerSelect = (index) => {\n const list = entryList();\n const entry = list[index];\n if (!entry || isEntryDisabled(entry)) return;\n if (localActionsEnabled()) {\n if (entry.id === \"start\") {\n guiService.hide(PrebuiltGui.TitleScreen);\n }\n if (entry.id === \"load\") {\n const config = resolveProp(saveLoad) || {};\n const slots = Array.isArray(config.slots) ? 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export {
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//# sourceMappingURL=hp-bar.ce.js.map
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