@rpgjs/client 5.0.0-beta.7 → 5.0.0-beta.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (158) hide show
  1. package/CHANGELOG.md +27 -0
  2. package/dist/Game/AnimationManager.js.map +1 -1
  3. package/dist/Game/Event.js.map +1 -1
  4. package/dist/Game/Map.d.ts +9 -1
  5. package/dist/Game/Map.js +63 -5
  6. package/dist/Game/Map.js.map +1 -1
  7. package/dist/Game/Object.d.ts +17 -9
  8. package/dist/Game/Object.js +1 -12
  9. package/dist/Game/Object.js.map +1 -1
  10. package/dist/Game/Player.js.map +1 -1
  11. package/dist/Gui/Gui.d.ts +17 -4
  12. package/dist/Gui/Gui.js +64 -34
  13. package/dist/Gui/Gui.js.map +1 -1
  14. package/dist/Gui/Gui.spec.d.ts +1 -0
  15. package/dist/Gui/NotificationManager.js.map +1 -1
  16. package/dist/Resource.js +1 -1
  17. package/dist/Resource.js.map +1 -1
  18. package/dist/RpgClient.d.ts +35 -2
  19. package/dist/RpgClientEngine.d.ts +41 -5
  20. package/dist/RpgClientEngine.js +50 -5
  21. package/dist/RpgClientEngine.js.map +1 -1
  22. package/dist/Sound.js.map +1 -1
  23. package/dist/_virtual/{_@oxc-project_runtime@0.128.0 → _@oxc-project_runtime@0.130.0}/helpers/decorate.js +1 -1
  24. package/dist/_virtual/{_@oxc-project_runtime@0.128.0 → _@oxc-project_runtime@0.130.0}/helpers/decorateMetadata.js +1 -1
  25. package/dist/components/animations/animation.ce.js.map +1 -1
  26. package/dist/components/animations/hit.ce.js.map +1 -1
  27. package/dist/components/animations/index.js.map +1 -1
  28. package/dist/components/character.ce.js +259 -5
  29. package/dist/components/character.ce.js.map +1 -1
  30. package/dist/components/dynamics/bar.ce.js +96 -0
  31. package/dist/components/dynamics/bar.ce.js.map +1 -0
  32. package/dist/components/dynamics/image.ce.js +23 -0
  33. package/dist/components/dynamics/image.ce.js.map +1 -0
  34. package/dist/components/dynamics/parse-value.d.ts +3 -0
  35. package/dist/components/dynamics/parse-value.js +51 -35
  36. package/dist/components/dynamics/parse-value.js.map +1 -1
  37. package/dist/components/dynamics/parse-value.spec.d.ts +1 -0
  38. package/dist/components/dynamics/shape-utils.d.ts +16 -0
  39. package/dist/components/dynamics/shape-utils.js +73 -0
  40. package/dist/components/dynamics/shape-utils.js.map +1 -0
  41. package/dist/components/dynamics/shape-utils.spec.d.ts +1 -0
  42. package/dist/components/dynamics/shape.ce.js +83 -0
  43. package/dist/components/dynamics/shape.ce.js.map +1 -0
  44. package/dist/components/dynamics/text.ce.js +28 -41
  45. package/dist/components/dynamics/text.ce.js.map +1 -1
  46. package/dist/components/gui/box.ce.js.map +1 -1
  47. package/dist/components/gui/dialogbox/index.ce.js +3 -3
  48. package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
  49. package/dist/components/gui/gameover.ce.js +1 -1
  50. package/dist/components/gui/gameover.ce.js.map +1 -1
  51. package/dist/components/gui/hud/hud.ce.js +1 -1
  52. package/dist/components/gui/hud/hud.ce.js.map +1 -1
  53. package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
  54. package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
  55. package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
  56. package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
  57. package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
  58. package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
  59. package/dist/components/gui/mobile/index.js.map +1 -1
  60. package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
  61. package/dist/components/gui/notification/notification.ce.js.map +1 -1
  62. package/dist/components/gui/save-load.ce.js.map +1 -1
  63. package/dist/components/gui/shop/shop.ce.js +1 -1
  64. package/dist/components/gui/shop/shop.ce.js.map +1 -1
  65. package/dist/components/gui/title-screen.ce.js +2 -2
  66. package/dist/components/gui/title-screen.ce.js.map +1 -1
  67. package/dist/components/player-components-utils.d.ts +67 -0
  68. package/dist/components/player-components-utils.js +162 -0
  69. package/dist/components/player-components-utils.js.map +1 -0
  70. package/dist/components/player-components-utils.spec.d.ts +1 -0
  71. package/dist/components/player-components.ce.js +188 -0
  72. package/dist/components/player-components.ce.js.map +1 -0
  73. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
  74. package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
  75. package/dist/components/scenes/canvas.ce.js +147 -4
  76. package/dist/components/scenes/canvas.ce.js.map +1 -1
  77. package/dist/components/scenes/draw-map.ce.js +2 -8
  78. package/dist/components/scenes/draw-map.ce.js.map +1 -1
  79. package/dist/components/scenes/event-layer.ce.js.map +1 -1
  80. package/dist/core/inject.js +1 -1
  81. package/dist/core/inject.js.map +1 -1
  82. package/dist/core/setup.js +1 -1
  83. package/dist/core/setup.js.map +1 -1
  84. package/dist/decorators/spritesheet.d.ts +1 -0
  85. package/dist/decorators/spritesheet.js +11 -0
  86. package/dist/decorators/spritesheet.js.map +1 -0
  87. package/dist/index.d.ts +1 -0
  88. package/dist/index.js +3 -2
  89. package/dist/module.js +4 -1
  90. package/dist/module.js.map +1 -1
  91. package/dist/node_modules/.pnpm/{@signe_di@2.10.0 → @signe_di@3.0.1}/node_modules/@signe/di/dist/index.js +1 -1
  92. package/dist/node_modules/.pnpm/@signe_di@3.0.1/node_modules/@signe/di/dist/index.js.map +1 -0
  93. package/dist/node_modules/.pnpm/{@signe_reactive@2.9.2 → @signe_reactive@3.0.1}/node_modules/@signe/reactive/dist/index.js +15 -3
  94. package/dist/node_modules/.pnpm/@signe_reactive@3.0.1/node_modules/@signe/reactive/dist/index.js.map +1 -0
  95. package/dist/node_modules/.pnpm/@signe_room@3.0.1/node_modules/@signe/room/dist/chunk-EUXUH3YW.js +13 -0
  96. package/dist/node_modules/.pnpm/@signe_room@3.0.1/node_modules/@signe/room/dist/chunk-EUXUH3YW.js.map +1 -0
  97. package/dist/node_modules/.pnpm/{@signe_room@2.10.0 → @signe_room@3.0.1}/node_modules/@signe/room/dist/index.js +124 -39
  98. package/dist/node_modules/.pnpm/@signe_room@3.0.1/node_modules/@signe/room/dist/index.js.map +1 -0
  99. package/dist/node_modules/.pnpm/{@signe_sync@2.10.0 → @signe_sync@3.0.1}/node_modules/@signe/sync/dist/client/index.js +1 -1
  100. package/dist/node_modules/.pnpm/@signe_sync@3.0.1/node_modules/@signe/sync/dist/client/index.js.map +1 -0
  101. package/dist/node_modules/.pnpm/{@signe_sync@2.10.0 → @signe_sync@3.0.1}/node_modules/@signe/sync/dist/index.js +36 -13
  102. package/dist/node_modules/.pnpm/@signe_sync@3.0.1/node_modules/@signe/sync/dist/index.js.map +1 -0
  103. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js.map +1 -1
  104. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js.map +1 -1
  105. package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js.map +1 -1
  106. package/dist/presets/animation.js.map +1 -1
  107. package/dist/presets/faceset.js.map +1 -1
  108. package/dist/presets/icon.js.map +1 -1
  109. package/dist/presets/index.js.map +1 -1
  110. package/dist/presets/lpc.js.map +1 -1
  111. package/dist/presets/rmspritesheet.js.map +1 -1
  112. package/dist/services/AbstractSocket.js.map +1 -1
  113. package/dist/services/keyboardControls.js.map +1 -1
  114. package/dist/services/loadMap.d.ts +6 -0
  115. package/dist/services/loadMap.js +1 -1
  116. package/dist/services/loadMap.js.map +1 -1
  117. package/dist/services/mmorpg.js +7 -3
  118. package/dist/services/mmorpg.js.map +1 -1
  119. package/dist/services/save.js.map +1 -1
  120. package/dist/services/standalone.js +1 -1
  121. package/dist/services/standalone.js.map +1 -1
  122. package/dist/utils/getEntityProp.js.map +1 -1
  123. package/package.json +10 -10
  124. package/src/Game/Map.ts +91 -2
  125. package/src/Game/Object.ts +22 -35
  126. package/src/Gui/Gui.spec.ts +273 -0
  127. package/src/Gui/Gui.ts +105 -50
  128. package/src/Resource.ts +1 -2
  129. package/src/RpgClient.ts +36 -2
  130. package/src/RpgClientEngine.ts +74 -11
  131. package/src/components/character.ce +318 -9
  132. package/src/components/dynamics/bar.ce +87 -0
  133. package/src/components/dynamics/image.ce +20 -0
  134. package/src/components/dynamics/parse-value.spec.ts +41 -0
  135. package/src/components/dynamics/parse-value.ts +102 -37
  136. package/src/components/dynamics/shape-utils.spec.ts +46 -0
  137. package/src/components/dynamics/shape-utils.ts +61 -0
  138. package/src/components/dynamics/shape.ce +89 -0
  139. package/src/components/dynamics/text.ce +34 -149
  140. package/src/components/player-components-utils.spec.ts +109 -0
  141. package/src/components/player-components-utils.ts +205 -0
  142. package/src/components/player-components.ce +221 -0
  143. package/src/components/scenes/canvas.ce +165 -6
  144. package/src/components/scenes/draw-map.ce +2 -15
  145. package/src/components/scenes/event-layer.ce +1 -2
  146. package/src/core/setup.ts +2 -2
  147. package/src/decorators/spritesheet.ts +8 -0
  148. package/src/index.ts +1 -0
  149. package/src/module.ts +5 -1
  150. package/src/services/loadMap.ts +2 -0
  151. package/src/services/mmorpg.ts +8 -2
  152. package/dist/node_modules/.pnpm/@signe_di@2.10.0/node_modules/@signe/di/dist/index.js.map +0 -1
  153. package/dist/node_modules/.pnpm/@signe_reactive@2.10.0/node_modules/@signe/reactive/dist/index.js +0 -45
  154. package/dist/node_modules/.pnpm/@signe_reactive@2.10.0/node_modules/@signe/reactive/dist/index.js.map +0 -1
  155. package/dist/node_modules/.pnpm/@signe_reactive@2.9.2/node_modules/@signe/reactive/dist/index.js.map +0 -1
  156. package/dist/node_modules/.pnpm/@signe_room@2.10.0/node_modules/@signe/room/dist/index.js.map +0 -1
  157. package/dist/node_modules/.pnpm/@signe_sync@2.10.0/node_modules/@signe/sync/dist/client/index.js.map +0 -1
  158. package/dist/node_modules/.pnpm/@signe_sync@2.10.0/node_modules/@signe/sync/dist/index.js.map +0 -1
@@ -0,0 +1,188 @@
1
+ import { inject } from "../core/inject.js";
2
+ import { resolveDynamicProps, resolveDynamicValue } from "./dynamics/parse-value.js";
3
+ import { RpgClientEngine } from "../RpgClientEngine.js";
4
+ import { computeBlockPosition, computeBlockSize, estimateComponentSize, getComponentId, getComponentProps } from "./player-components-utils.js";
5
+ import { Container, computed, h, loop, useDefineProps, useProps } from "canvasengine";
6
+ //#region src/components/player-components.ce
7
+ function component($$props) {
8
+ useProps($$props);
9
+ const { object, position, graphicBounds } = useDefineProps($$props)({ position: { default: "top" } });
10
+ const client = inject(RpgClientEngine);
11
+ const warnedComponents = /* @__PURE__ */ new Set();
12
+ const readPosition = computed(() => position?.() ?? "top");
13
+ const componentSource = computed(() => {
14
+ switch (readPosition()) {
15
+ case "bottom": return object.componentsBottom?.();
16
+ case "center": return object.componentsCenter?.();
17
+ case "left": return object.componentsLeft?.();
18
+ case "right": return object.componentsRight?.();
19
+ default: return object.componentsTop?.();
20
+ }
21
+ });
22
+ const componentData = computed(() => {
23
+ const value = componentSource();
24
+ if (!value) return {
25
+ components: [],
26
+ layout: {}
27
+ };
28
+ if (typeof value !== "string") return value;
29
+ try {
30
+ return JSON.parse(value);
31
+ } catch (error) {
32
+ if (typeof process === "undefined" || process.env.NODE_ENV !== "production") console.warn("[RPGJS] Invalid server sprite component payload", error);
33
+ return {
34
+ components: [],
35
+ layout: {}
36
+ };
37
+ }
38
+ });
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+ const layout = computed(() => componentData()?.layout ?? {});
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+ const rows = computed(() => componentData()?.components ?? []);
41
+ const hitbox = object.hitbox;
42
+ const toNumber = (value, fallback = 0) => {
43
+ const resolved = resolveDynamicValue(value, object);
44
+ const num = typeof resolved === "number" ? resolved : parseFloat(resolved);
45
+ return Number.isFinite(num) ? num : fallback;
46
+ };
47
+ const estimateTextWidth = (value, style = {}) => {
48
+ const text = String(resolveDynamicValue(value ?? "", object) ?? "");
49
+ const fontSize = toNumber(style.fontSize, 12);
50
+ return Math.max(1, Math.ceil(text.length * fontSize * .6));
51
+ };
52
+ const rowMetrics = computed(() => {
53
+ return rows().map((row) => {
54
+ const cells = row.map((definition) => {
55
+ const intrinsic = estimateComponentSize(definition, {
56
+ toNumber,
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+ estimateTextWidth
58
+ });
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+ return {
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+ definition,
61
+ width: intrinsic.width,
62
+ height: intrinsic.height
63
+ };
64
+ });
65
+ return {
66
+ cells,
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+ width: cells.reduce((sum, cell) => sum + cell.width, 0),
68
+ height: cells.reduce((max, cell) => Math.max(max, cell.height), 0)
69
+ };
70
+ });
71
+ });
72
+ const gap = computed(() => ({
73
+ row: toNumber(layout().rowGap ?? layout().gap, 0),
74
+ column: toNumber(layout().columnGap ?? layout().gap, 0)
75
+ }));
76
+ const fallbackBounds = computed(() => {
77
+ const box = hitbox();
78
+ const width = box?.w ?? 0;
79
+ const height = box?.h ?? 0;
80
+ return {
81
+ left: 0,
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+ top: 0,
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+ right: width,
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+ bottom: height,
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+ width,
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+ height,
87
+ centerX: width / 2,
88
+ centerY: height / 2
89
+ };
90
+ });
91
+ const bounds = computed(() => {
92
+ return (typeof graphicBounds === "function" ? graphicBounds() : void 0) ?? fallbackBounds();
93
+ });
94
+ const blockSize = computed(() => {
95
+ const box = hitbox() ?? {
96
+ w: 0,
97
+ h: 0
98
+ };
99
+ const graphic = bounds();
100
+ return computeBlockSize({
101
+ position: readPosition(),
102
+ layout: layout(),
103
+ rowMetrics: rowMetrics(),
104
+ gap: gap(),
105
+ graphic,
106
+ hitbox: box
107
+ });
108
+ });
109
+ const blockPosition = computed(() => {
110
+ const box = hitbox() ?? {
111
+ w: 0,
112
+ h: 0
113
+ };
114
+ const graphic = bounds();
115
+ return computeBlockPosition({
116
+ position: readPosition(),
117
+ size: blockSize(),
118
+ layout: layout(),
119
+ graphic,
120
+ hitbox: box
121
+ });
122
+ });
123
+ const warnMissingComponent = (id) => {
124
+ if (!id || warnedComponents.has(id)) return;
125
+ if (typeof process !== "undefined" && process.env.NODE_ENV === "production") return;
126
+ warnedComponents.add(id);
127
+ console.warn(`[RPGJS] Server sprite component "${id}" is not registered on the client.`);
128
+ };
129
+ const renderedRows = computed(() => {
130
+ return rowMetrics().map((row) => {
131
+ const entries = [];
132
+ row.cells.forEach((cell) => {
133
+ const definition = cell.definition;
134
+ const id = getComponentId(definition);
135
+ const component = client.getSpriteComponent(id);
136
+ if (!component) {
137
+ warnMissingComponent(id);
138
+ return;
139
+ }
140
+ entries.push({
141
+ component,
142
+ props: resolveDynamicProps(getComponentProps(definition), object),
143
+ width: cell.width,
144
+ height: cell.height
145
+ });
146
+ });
147
+ return {
148
+ height: row.height,
149
+ entries
150
+ };
151
+ });
152
+ });
153
+ return h(Container, {
154
+ x: computed(() => blockPosition().x),
155
+ y: computed(() => blockPosition().y),
156
+ width: computed(() => blockSize().width),
157
+ height: computed(() => blockSize().height),
158
+ minWidth: computed(() => blockSize().width),
159
+ minHeight: computed(() => blockSize().height),
160
+ display: "flex",
161
+ flexDirection: "column",
162
+ justifyContent: "center",
163
+ alignItems: "center",
164
+ rowGap: computed(() => gap().row)
165
+ }, loop(renderedRows, (row) => h(Container, {
166
+ width: "100%",
167
+ height: row.height,
168
+ display: "flex",
169
+ flexDirection: "row",
170
+ justifyContent: "center",
171
+ alignItems: "center",
172
+ columnGap: computed(() => gap().column)
173
+ }, loop(row.entries, (entry) => h(Container, {
174
+ width: entry.width,
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+ height: entry.height,
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+ display: "flex",
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+ justifyContent: "center",
178
+ alignItems: "center"
179
+ }, h(entry.component, {
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+ object,
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+ ...entry.props
182
+ }))))));
183
+ }
184
+ var __ce_component = component;
185
+ //#endregion
186
+ export { __ce_component as default };
187
+
188
+ //# sourceMappingURL=player-components.ce.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"player-components.ce.js","names":[],"sources":["../../src/components/player-components.ce"],"sourcesContent":["<Container\n x={blockPosition().x}\n y={blockPosition().y}\n width={blockSize().width}\n height={blockSize().height}\n minWidth={blockSize().width}\n minHeight={blockSize().height}\n display=\"flex\"\n flexDirection=\"column\"\n justifyContent=\"center\"\n alignItems=\"center\"\n rowGap={gap().row}\n>\n @for (row of renderedRows) {\n <Container\n width=\"100%\"\n height={row.height}\n display=\"flex\"\n flexDirection=\"row\"\n justifyContent=\"center\"\n alignItems=\"center\"\n columnGap={gap().column}\n >\n @for (entry of row.entries) {\n <Container\n width={entry.width}\n height={entry.height}\n display=\"flex\"\n justifyContent=\"center\"\n alignItems=\"center\"\n >\n <entry.component object ...entry.props />\n </Container>\n }\n </Container>\n }\n</Container>\n\n<script>\nimport { computed } from \"canvasengine\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { inject } from \"../core/inject\";\nimport { resolveDynamicProps, resolveDynamicValue } from \"./dynamics/parse-value\";\nimport {\n computeBlockPosition,\n computeBlockSize,\n estimateComponentSize,\n getComponentId,\n getComponentProps\n} from \"./player-components-utils\";\n\nconst { object, position, graphicBounds } = defineProps({\n position: {\n default: 'top'\n }\n});\n\nconst client = inject(RpgClientEngine);\nconst warnedComponents = new Set();\n\nconst readPosition = computed(() => position?.() ?? 'top');\n\nconst componentSource = computed(() => {\n switch (readPosition()) {\n case 'bottom':\n return object.componentsBottom?.();\n case 'center':\n return object.componentsCenter?.();\n case 'left':\n return object.componentsLeft?.();\n case 'right':\n return object.componentsRight?.();\n case 'top':\n default:\n return object.componentsTop?.();\n }\n});\n\nconst componentData = computed(() => {\n const value = componentSource();\n if (!value) {\n return { components: [], layout: {} };\n }\n\n if (typeof value !== 'string') {\n return value;\n }\n\n try {\n return JSON.parse(value);\n } catch (error) {\n if (typeof process === 'undefined' || process.env?.NODE_ENV !== 'production') {\n console.warn('[RPGJS] Invalid server sprite component payload', error);\n }\n return { components: [], layout: {} };\n }\n});\n\nconst layout = computed(() => componentData()?.layout ?? {});\nconst rows = computed(() => componentData()?.components ?? []);\nconst hitbox = object.hitbox;\n\nconst toNumber = (value, fallback = 0) => {\n const resolved = resolveDynamicValue(value, object);\n const num = typeof resolved === 'number' ? resolved : parseFloat(resolved);\n return Number.isFinite(num) ? num : fallback;\n};\n\nconst estimateTextWidth = (value, style = {}) => {\n const text = String(resolveDynamicValue(value ?? '', object) ?? '');\n const fontSize = toNumber(style.fontSize, 12);\n return Math.max(1, Math.ceil(text.length * fontSize * 0.6));\n};\n\nconst rowMetrics = computed(() => {\n return rows().map((row) => {\n const cells = row.map((definition) => {\n const intrinsic = estimateComponentSize(definition, { toNumber, estimateTextWidth });\n return {\n definition,\n width: intrinsic.width,\n height: intrinsic.height\n };\n });\n\n return {\n cells,\n width: cells.reduce((sum, cell) => sum + cell.width, 0),\n height: cells.reduce((max, cell) => Math.max(max, cell.height), 0)\n };\n });\n});\n\nconst gap = computed(() => ({\n row: toNumber(layout().rowGap ?? layout().gap, 0),\n column: toNumber(layout().columnGap ?? layout().gap, 0)\n}));\n\nconst fallbackBounds = computed(() => {\n const box = hitbox();\n const width = box?.w ?? 0;\n const height = box?.h ?? 0;\n\n return {\n left: 0,\n top: 0,\n right: width,\n bottom: height,\n width,\n height,\n centerX: width / 2,\n centerY: height / 2\n };\n});\n\nconst bounds = computed(() => {\n const resolvedBounds = typeof graphicBounds === 'function' ? 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- {"version":3,"file":"hp-bar.ce.js","names":[],"sources":["../../../src/components/prebuilt/hp-bar.ce"],"sourcesContent":["<!-- \n HP Bar Component\n \n A beautiful, animated health bar component for displaying player HP above sprites.\n Features a gradient color based on HP level, smooth animations, and modern styling.\n \n ## Design\n \n The bar changes color dynamically based on HP percentage:\n - Green (#4ade80) when HP > 60% - Healthy state\n - Yellow (#facc15) when HP 30-60% - Caution state \n - Orange (#fb923c) when HP 15-30% - Danger state\n - Red (#ef4444) when HP < 15% - Critical state\n \n @example\n ```ts\n import HpBar from './hp-bar.ce';\n \n // In module configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsInFront: [HpBar]\n }\n })\n ```\n-->\n\n<Container x={position.x} y={position.y}>\n <!-- Background shadow for depth effect -->\n <Graphics draw={drawShadow} x={1} y={1} />\n \n <!-- Main background -->\n <Graphics draw={drawBackground} />\n \n <!-- HP fill bar -->\n <Graphics draw={drawFill} />\n \n <!-- Highlight overlay for 3D effect -->\n <Graphics draw={drawHighlight} />\n \n <!-- Border frame -->\n <Graphics draw={drawBorder} />\n</Container>\n\n<script>\nimport { computed, animatedSignal, effect } from \"canvasengine\";\n\nconst { object } = defineProps();\n\n// ====================\n// Configuration\n// ====================\n\n/** Total width of the HP bar in pixels */\nconst barWidth = 50;\n\n/** Total height of the HP bar in pixels */\nconst barHeight = 8;\n\n/** Border radius for rounded corners */\nconst borderRadius = 4;\n\n/** Inner border radius for the fill bar */\nconst innerRadius = 3;\n\n/** Padding between background and fill */\nconst padding = 1;\n\n/** Background color (dark theme) */\nconst bgColor = 0x16213e;\n\n/** Shadow color */\nconst shadowColor = 0x000000;\n\n/** Border color */\nconst borderColor = 0x4a5568;\n\n// ====================\n// Calculated dimensions\n// ====================\n\n/** Maximum fill width */\nconst maxFillWidth = barWidth - (padding * 2);\n\n/** Fill height */\nconst fillHeight = barHeight - (padding * 2);\n\n/** Highlight height (half of fill) */\nconst highlightHeight = Math.floor(fillHeight / 2);\n\n// ====================\n// Reactive HP values\n// ====================\n\n/** Gets hitbox dimensions for positioning */\nconst hitbox = object.hitbox;\n\n/**\n * Gets the current HP value from the player object\n * Uses hpSignal which is synchronized from the server\n */\nconst currentHp = computed(() => {\n return object.hpSignal?.() ?? 0;\n});\n\n/**\n * Gets the maximum HP value from player parameters\n * Reads from _param.maxHp which contains calculated stats\n */\nconst maxHp = computed(() => {\n const params = object._param?.() ?? {};\n return params.maxHp ?? 100;\n});\n\n/**\n * Calculates HP percentage (0 to 1)\n */\nconst hpPercent = computed(() => {\n const max = maxHp();\n if (max <= 0) return 0;\n const percent = currentHp() / max;\n return Math.max(0, Math.min(1, percent));\n});\n\n// ====================\n// Animated values\n// ====================\n\n/**\n * Animated percentage for smooth bar transitions\n */\nconst animatedPercent = animatedSignal(hpPercent(), {\n duration: 300,\n easing: 'easeOutCubic'\n});\n\n// Update animated value when HP changes\neffect(() => {\n const newPercent = hpPercent();\n animatedPercent.set(newPercent);\n});\n\n// ====================\n// Visual calculations\n// ====================\n\n/**\n * Position of the bar relative to the sprite\n */\nconst position = computed(() => ({\n x: (hitbox().w / 2) - (barWidth / 2),\n y: -barHeight - 8\n}));\n\n/**\n * Current width of the HP fill based on animated percentage\n */\nconst fillWidth = computed(() => {\n const percent = animatedPercent();\n const width = maxFillWidth * percent;\n // Ensure minimum visible width when HP > 0\n if (percent > 0 && width < innerRadius * 2) {\n return innerRadius * 2;\n }\n return Math.max(0, width);\n});\n\n/**\n * Determines HP bar color based on current HP percentage\n * Returns hex color number for PixiJS\n * \n * ## Color Thresholds\n * - Green (0x4ade80): HP > 60% - Healthy\n * - Yellow (0xfacc15): HP 30-60% - Caution\n * - Orange (0xfb923c): HP 15-30% - Danger\n * - Red (0xef4444): HP < 15% - Critical\n */\nconst hpColorHex = computed(() => {\n const percent = hpPercent();\n \n if (percent > 0.6) {\n return 0x4ade80; 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+ {"version":3,"file":"hp-bar.ce.js","names":[],"sources":["../../../src/components/prebuilt/hp-bar.ce"],"sourcesContent":["<!-- \n HP Bar Component\n \n A beautiful, animated health bar component for displaying player HP above sprites.\n Features a gradient color based on HP level, smooth animations, and modern styling.\n \n ## Design\n \n The bar changes color dynamically based on HP percentage:\n - Green (#4ade80) when HP > 60% - Healthy state\n - Yellow (#facc15) when HP 30-60% - Caution state \n - Orange (#fb923c) when HP 15-30% - Danger state\n - Red (#ef4444) when HP < 15% - Critical state\n \n @example\n ```ts\n import HpBar from './hp-bar.ce';\n \n // In module configuration\n export default defineModule<RpgClient>({\n sprite: {\n componentsInFront: [HpBar]\n }\n })\n ```\n-->\n\n<Container x={position.x} y={position.y}>\n <!-- Background shadow for depth effect -->\n <Graphics draw={drawShadow} x={1} y={1} />\n \n <!-- Main background -->\n <Graphics draw={drawBackground} />\n \n <!-- HP fill bar -->\n <Graphics draw={drawFill} />\n \n <!-- Highlight overlay for 3D effect -->\n <Graphics draw={drawHighlight} />\n \n <!-- Border frame -->\n <Graphics draw={drawBorder} />\n</Container>\n\n<script>\nimport { computed, animatedSignal, effect } from \"canvasengine\";\n\nconst { object } = defineProps();\n\n// ====================\n// Configuration\n// ====================\n\n/** Total width of the HP bar in pixels */\nconst barWidth = 50;\n\n/** Total height of the HP bar in pixels */\nconst barHeight = 8;\n\n/** Border radius for rounded corners */\nconst borderRadius = 4;\n\n/** Inner border radius for the fill bar */\nconst innerRadius = 3;\n\n/** Padding between background and fill */\nconst padding = 1;\n\n/** Background color (dark theme) */\nconst bgColor = 0x16213e;\n\n/** Shadow color */\nconst shadowColor = 0x000000;\n\n/** Border color */\nconst borderColor = 0x4a5568;\n\n// ====================\n// Calculated dimensions\n// ====================\n\n/** Maximum fill width */\nconst maxFillWidth = barWidth - (padding * 2);\n\n/** Fill height */\nconst fillHeight = barHeight - (padding * 2);\n\n/** Highlight height (half of fill) */\nconst highlightHeight = Math.floor(fillHeight / 2);\n\n// ====================\n// Reactive HP values\n// ====================\n\n/** Gets hitbox dimensions for positioning */\nconst hitbox = object.hitbox;\n\n/**\n * Gets the current HP value from the player object\n * Uses hpSignal which is synchronized from the server\n */\nconst currentHp = computed(() => {\n return object.hpSignal?.() ?? 0;\n});\n\n/**\n * Gets the maximum HP value from player parameters\n * Reads from _param.maxHp which contains calculated stats\n */\nconst maxHp = computed(() => {\n const params = object._param?.() ?? {};\n return params.maxHp ?? 100;\n});\n\n/**\n * Calculates HP percentage (0 to 1)\n */\nconst hpPercent = computed(() => {\n const max = maxHp();\n if (max <= 0) return 0;\n const percent = currentHp() / max;\n return Math.max(0, Math.min(1, percent));\n});\n\n// ====================\n// Animated values\n// ====================\n\n/**\n * Animated percentage for smooth bar transitions\n */\nconst animatedPercent = animatedSignal(hpPercent(), {\n duration: 300,\n easing: 'easeOutCubic'\n});\n\n// Update animated value when HP changes\neffect(() => {\n const newPercent = hpPercent();\n animatedPercent.set(newPercent);\n});\n\n// ====================\n// Visual calculations\n// ====================\n\n/**\n * Position of the bar relative to the sprite\n */\nconst position = computed(() => ({\n x: (hitbox().w / 2) - (barWidth / 2),\n y: -barHeight - 8\n}));\n\n/**\n * Current width of the HP fill based on animated percentage\n */\nconst fillWidth = computed(() => {\n const percent = animatedPercent();\n const width = maxFillWidth * percent;\n // Ensure minimum visible width when HP > 0\n if (percent > 0 && width < innerRadius * 2) {\n return innerRadius * 2;\n }\n return Math.max(0, width);\n});\n\n/**\n * Determines HP bar color based on current HP percentage\n * Returns hex color number for PixiJS\n * \n * ## Color Thresholds\n * - Green (0x4ade80): HP > 60% - Healthy\n * - Yellow (0xfacc15): HP 30-60% - Caution\n * - Orange (0xfb923c): HP 15-30% - Danger\n * - Red (0xef4444): HP < 15% - Critical\n */\nconst hpColorHex = computed(() => {\n const percent = hpPercent();\n \n if (percent > 0.6) {\n return 0x4ade80; 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@@ -1 +1 @@
1
- {"version":3,"file":"light-halo.ce.js","names":[],"sources":["../../../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<Container x={position.x} y={position.y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 30);\nconst getRadiusVariation = computed(() => radiusVariation?.() ?? 10);\nconst getBaseOpacity = computed(() => baseOpacity?.() ?? 0.6);\nconst getOpacityVariation = computed(() => opacityVariation?.() ?? 0.3);\nconst getSizeSpeed = computed(() => sizeSpeed?.() ?? 0.002);\nconst getOpacitySpeed = computed(() => opacitySpeed?.() ?? 0.003);\nconst getLightColor = computed(() => lightColor?.() ?? 0xffffaa);\n\n// ====================\n// Animation state\n// ====================\n\n/** Time counter for animations */\nconst time = signal(0);\n\n/**\n * Current radius of the halo with pulsing animation\n * Uses multiple sine waves for more organic movement\n */\nconst currentRadius = computed(() => {\n const t = time();\n const base = getBaseRadius();\n const variation = getRadiusVariation();\n const speed = getSizeSpeed();\n \n // Combine two sine waves for less predictable pulsing\n const pulse1 = Math.sin(t * speed);\n const pulse2 = Math.sin(t * speed * 1.5) * 0.5;\n const combinedPulse = (pulse1 + pulse2) / 1.5;\n \n return base + (combinedPulse * variation);\n});\n\n/**\n * Current opacity of the halo with fading animation\n * Includes a subtle flicker effect\n */\nconst currentOpacity = computed(() => {\n const t = time();\n const base = getBaseOpacity();\n const variation = getOpacityVariation();\n const speed = getOpacitySpeed();\n \n // Main breathing cycle\n const fade = Math.sin(t * speed);\n \n // Subtle high-frequency flicker (candle-like)\n const flicker = (Math.random() - 0.5) * 0.1;\n \n return Math.max(0, Math.min(1, base + (fade * variation) + flicker));\n});\n\n// ====================\n// Position calculations\n// ====================\n\nconst hitbox = object.hitbox;\n\nconst position = computed(() => ({\n x: hitbox().w / 2,\n y: hitbox().h / 2\n}));\n\n// ====================\n// Drawing function\n// ====================\n\n// Create filters once to avoid recreation on every frame\nconst blurFilter = new BlurFilter({ strength: 20, quality: 3 });\n\n/**\n * Draws the light halo effect with realistic diffusion\n */\nconst drawHalo = (g) => {\n const radius = currentRadius();\n const opacity = currentOpacity();\n const color = getLightColor();\n \n if (opacity <= 0 || radius <= 0) return;\n\n // Set blend mode to ADD for glowing light effect\n g.blendMode = 'add';\n \n // Apply blur filter for soft light diffusion\n g.filters = [blurFilter];\n \n // Draw main light source\n // The blur filter will spread this out into a nice gradient\n g.circle(0, 0, radius);\n g.fill({ \n color: color, \n alpha: opacity \n });\n \n // Draw a smaller, brighter core\n g.circle(0, 0, radius * 0.4);\n g.fill({ \n color: 0xffffff, \n alpha: opacity * 0.5 \n });\n};\n\n// ====================\n// Animation loop\n// ====================\ntick(() => {\n time.update(t => t + 1);\n});\n</script>\n\n"],"mappings":";;;AAQE,SAAA,UAAA,SAAA;CACqB,SAAA,QAAA;CAEhB,MAAM,EAAG,QAAQ,YAAO,iBAAsB,aAAa,kBAAI,WAAA,cAAA,eADpE,eAAA,QACoE,EAAA;CACtE,MAAG,gBAAmB,eAAa,cAAe,IAAG,GAAI;CACzD,MAAE,qBAAA,eAAA,mBAAA,IAAA,GAAA;CACF,MAAI,iBAAkB,eAAa,eAAe,IAAA,GAAQ;CAC1D,MAAI,sBAAwB,eAAU,oBAAyB,IAAI,GAAI;CACvE,MAAI,eAAiB,eAAe,aAAE,IAAe,KAAI;CACzD,MAAI,kBAAiB,eAAiB,gBAAe,IAAK,KAAO;CACjE,MAAI,gBAAiB,eAAgB,cAAC,IAAiB,SAAG;CAC1D,MAAI,OAAS,OAAO,EAAC;CACrB,MAAI,gBAAiB,eAAgB;EACjC,MAAA,IAAU,MAAM;EAClB,MAAA,OAAA,eAAA;EACF,MAAO,YAAA,oBAAA;EACL,MAAO,QAAA,cAAA;EAKP,OAAS,QAHM,KAAA,IAAA,IAAA,MAEC,GADL,KAAA,IAAA,IAAA,QAAA,IAAA,GAAA,MACK,MACP;GACT;CACF,MAAE,iBAAA,eAAA;EACE,MAAA,IAAA,MAAa;;EAEb,MAAM,YAAY,qBAAA;EACnB,MAAM,QAAK,iBAAQ;;EAItB,MAAM,WAAA,KAAoB,QAAC,GAAU,MAAK;EAC1C,OAAM,KAAA,IAAc,GAAG,KAAA,IAAS,GAAG,OAAG,OAAY,YAAW,QAAA,CAAA;GAC7D;CACA,MAAM,SAAA,OAAe;CACrB,MAAM,WAAA,gBAA2B;EACjC,GAAM,QAAA,CAAA,IAAc;;EAEnB,EAAE;CACH,MAAG,aAAU,IAAA,WAAA;EAAA,UAAA;EAAA,SAAA;EAAA,CAAA;CACb,MAAM,YAAY,MAAI;;EAElB,MAAK,UAAW,gBAAa;EACjC,MAAU,QAAG,eAAS;mCAEpB;EAEC,EAAA,YAAc;EAEjB,EAAM,UAAA,CAAA,WAAgB;EAGpB,EAAA,OAAM,GAAA,GAAW,OAAC;EAClB,EAAA,KAAM;GACP;GACI,OAAQ;GACX,CAAA;EAEA,EAAA,OAAM,GAAA,GAAA,SAAiB,GAAO;EAC/B,EAAA,KAAA;GACO,OAAO;GACb,OAAA,UAAA;;;CAGF,WAAW;EACR,KAAA,QAAW,MAAO,IAAA,EAAA;GACnB;CAEM,OADY,EAAE,WAAW;EAAE,GAAG,SAAA;EAAA,GAAA,SAAA;EAAA,EAAA,EAAA,UAAA,EAAA,MAAA,UAAA,CAAA,CACpB;;AAGhB,IAAM,iBAEE"}
1
+ {"version":3,"file":"light-halo.ce.js","names":[],"sources":["../../../src/components/prebuilt/light-halo.ce"],"sourcesContent":["<Container x={position.x} y={position.y}>\n <Graphics draw={drawHalo} />\n</Container>\n\n<script>\nimport { computed, signal, tick, mount } from \"canvasengine\";\nimport { BlurFilter } from \"pixi.js\";\n\n/**\n * Component props for LightHalo\n * \n * All props are signals (even static ones) and must be read with `()`.\n * Props are optional and will use default values if not provided.\n * \n * @property {Object} object - The sprite object (required)\n * @property {number|Signal<number>} [baseRadius] - Base radius of the light halo in pixels (default: 30)\n * @property {number|Signal<number>} [radiusVariation] - Radius variation range (halo will pulse between baseRadius ± radiusVariation) (default: 10)\n * @property {number|Signal<number>} [baseOpacity] - Base opacity of the light halo (0 to 1) (default: 0.6)\n * @property {number|Signal<number>} [opacityVariation] - Opacity variation range (halo will fade between baseOpacity ± opacityVariation) (default: 0.3)\n * @property {number|Signal<number>} [sizeSpeed] - Animation speed for size pulsing (higher = faster) (default: 0.002)\n * @property {number|Signal<number>} [opacitySpeed] - Animation speed for opacity fading (higher = faster) (default: 0.003)\n * @property {number|Signal<number>} [lightColor] - Color of the light halo (hex value, warm yellow-white by default: 0xffffaa)\n */\nconst { \n object, \n baseRadius,\n radiusVariation,\n baseOpacity,\n opacityVariation,\n sizeSpeed,\n opacitySpeed,\n lightColor\n} = defineProps();\n\n// ====================\n// Props with default values\n// ====================\n\nconst getBaseRadius = computed(() => baseRadius?.() ?? 30);\nconst getRadiusVariation = computed(() => radiusVariation?.() ?? 10);\nconst getBaseOpacity = computed(() => baseOpacity?.() ?? 0.6);\nconst getOpacityVariation = computed(() => opacityVariation?.() ?? 0.3);\nconst getSizeSpeed = computed(() => sizeSpeed?.() ?? 0.002);\nconst getOpacitySpeed = computed(() => opacitySpeed?.() ?? 0.003);\nconst getLightColor = computed(() => lightColor?.() ?? 0xffffaa);\n\n// ====================\n// Animation state\n// ====================\n\n/** Time counter for animations */\nconst time = signal(0);\n\n/**\n * Current radius of the halo with pulsing animation\n * Uses multiple sine waves for more organic movement\n */\nconst currentRadius = computed(() => {\n const t = time();\n const base = getBaseRadius();\n const variation = getRadiusVariation();\n const speed = getSizeSpeed();\n \n // Combine two sine waves for less predictable pulsing\n const pulse1 = Math.sin(t * speed);\n const pulse2 = Math.sin(t * speed * 1.5) * 0.5;\n const combinedPulse = (pulse1 + pulse2) / 1.5;\n \n return base + (combinedPulse * variation);\n});\n\n/**\n * Current opacity of the halo with fading animation\n * Includes a subtle flicker effect\n */\nconst currentOpacity = computed(() => {\n const t = time();\n const base = getBaseOpacity();\n const variation = getOpacityVariation();\n const speed = getOpacitySpeed();\n \n // Main breathing cycle\n const fade = Math.sin(t * speed);\n \n // Subtle high-frequency flicker (candle-like)\n const flicker = (Math.random() - 0.5) * 0.1;\n \n return Math.max(0, Math.min(1, base + (fade * variation) + flicker));\n});\n\n// ====================\n// Position calculations\n// ====================\n\nconst hitbox = object.hitbox;\n\nconst position = computed(() => ({\n x: hitbox().w / 2,\n y: hitbox().h / 2\n}));\n\n// ====================\n// Drawing function\n// ====================\n\n// Create filters once to avoid recreation on every frame\nconst blurFilter = new BlurFilter({ strength: 20, quality: 3 });\n\n/**\n * Draws the light halo effect with realistic diffusion\n */\nconst drawHalo = (g) => {\n const radius = currentRadius();\n const opacity = currentOpacity();\n const color = getLightColor();\n \n if (opacity <= 0 || radius <= 0) return;\n\n // Set blend mode to ADD for glowing light effect\n g.blendMode = 'add';\n \n // Apply blur filter for soft light diffusion\n g.filters = [blurFilter];\n \n // Draw main light source\n // The blur filter will spread this out into a nice gradient\n g.circle(0, 0, radius);\n g.fill({ \n color: color, \n alpha: opacity \n });\n \n // Draw a smaller, brighter core\n g.circle(0, 0, radius * 0.4);\n g.fill({ \n color: 0xffffff, \n alpha: opacity * 0.5 \n });\n};\n\n// ====================\n// Animation loop\n// ====================\ntick(() => {\n time.update(t => t + 1);\n});\n</script>\n\n"],"mappings":";;;AAQE,SAAA,UAAA,SAAA;CACqB,SAAA,OAAA;CAEhB,MAAM,EAAG,QAAQ,YAAO,iBAAsB,aAAa,kBAAI,WAAA,cAAA,eADpE,eAAA,OACoE,EAAA;CACtE,MAAG,gBAAmB,eAAa,aAAe,KAAG,EAAI;CACzD,MAAE,qBAAA,eAAA,kBAAA,KAAA,EAAA;CACF,MAAI,iBAAkB,eAAa,cAAe,KAAA,EAAQ;CAC1D,MAAI,sBAAwB,eAAU,mBAAmB,KAAU,EAAG;CACtE,MAAI,eAAiB,eAAe,YAAE,KAAe,IAAI;CACzD,MAAI,kBAAiB,eAAiB,eAAe,KAAK,IAAA;CAC1D,MAAI,gBAAiB,eAAgB,aAAC,KAAiB,QAAG;CAC1D,MAAI,OAAS,OAAO,CAAC;CACrB,MAAI,gBAAiB,eAAgB;EACjC,MAAA,IAAU,KAAA;EACZ,MAAA,OAAA,cAAA;EACF,MAAO,YAAA,mBAAA;EACL,MAAO,QAAA,aAAA;EAKP,OAAS,QAHM,KAAA,IAAA,IAAA,KAEC,IADL,KAAA,IAAA,IAAA,QAAA,GAAA,IAAA,MACK,MACP;CACX,CAAC;CACD,MAAE,iBAAA,eAAA;EACE,MAAA,IAAA,KAAa;;EAEb,MAAM,YAAY,oBAAA;EACnB,MAAM,QAAK,gBAAQ;;EAItB,MAAM,WAAA,KAAoB,OAAC,IAAU,MAAK;EAC1C,OAAM,KAAA,IAAc,GAAG,KAAA,IAAS,GAAG,OAAG,OAAY,YAAW,OAAA,CAAA;CAC7D,CAAA;CACA,MAAM,SAAA,OAAe;CACrB,MAAM,WAAA,gBAA2B;EACjC,GAAM,OAAA,EAAA,IAAc;;CAEpB,EAAE;CACF,MAAG,aAAU,IAAA,WAAA;EAAA,UAAA;EAAA,SAAA;CAAA,CAAA;CACb,MAAM,YAAY,MAAI;;EAElB,MAAK,UAAW,eAAa;EACjC,MAAU,QAAG,cAAS;mCAEpB;EAEC,EAAA,YAAc;EAEjB,EAAM,UAAA,CAAA,UAAgB;EAGpB,EAAA,OAAM,GAAA,GAAW,MAAC;EAClB,EAAA,KAAM;GACP;GACI,OAAQ;EACX,CAAA;EAEA,EAAA,OAAM,GAAA,GAAA,SAAiB,EAAM;EAC9B,EAAA,KAAA;GACO,OAAO;GACb,OAAA,UAAA;;CAEF;CACA,WAAW;EACR,KAAA,QAAW,MAAO,IAAA,CAAA;CACrB,CAAC;CAEO,OADY,EAAE,WAAW;EAAE,GAAG,SAAA;EAAA,GAAA,SAAA;CAAA,GAAA,EAAA,UAAA,EAAA,MAAA,SAAA,CAAA,CACpB;AAChB;AAEA,IAAM,iBAEE"}
@@ -3,6 +3,7 @@ import __ce_component$1 from "./draw-map.ce.js";
3
3
  import { RpgGui } from "../../Gui/Gui.js";
4
4
  import { RpgClientEngine } from "../../RpgClientEngine.js";
5
5
  import { Canvas, Container, Viewport, computed, cond, effect, h, loop, useDefineProps, useProps } from "canvasengine";
6
+ import { NightAmbiant, SpriteShadows } from "@canvasengine/presets";
6
7
  import { delay } from "@rpgjs/common";
7
8
  //#region src/components/scenes/canvas.ce
8
9
  function component($$props) {
@@ -11,11 +12,20 @@ function component($$props) {
11
12
  const engine = inject(RpgClientEngine);
12
13
  const guiService = inject(RpgGui);
13
14
  const sceneData = engine.sceneMap.data;
15
+ const lighting = engine.sceneMap.lighting;
14
16
  const guiList = computed(() => {
15
17
  return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite);
16
18
  });
17
- const worldWidth = computed(() => sceneData()?.width);
18
- const worldHeight = computed(() => sceneData()?.height);
19
+ const worldWidth = computed(() => {
20
+ const data = sceneData?.();
21
+ const scale = Number(data?.params?.scale ?? 1) || 1;
22
+ return Number(data?.width ?? data?.params?.width ?? 2048) * scale;
23
+ });
24
+ const worldHeight = computed(() => {
25
+ const data = sceneData?.();
26
+ const scale = Number(data?.params?.scale ?? 1) || 1;
27
+ return Number(data?.height ?? data?.params?.height ?? 2048) * scale;
28
+ });
19
29
  effect(() => {
20
30
  if (sceneData() && !sceneData().component) throw new Error("Warning ! You need to define a component for the scene. Use provideLoadMap() to define a component for the scene.");
21
31
  });
@@ -27,15 +37,148 @@ function component($$props) {
27
37
  const onGuiInteraction = (gui, name, data) => {
28
38
  guiService.guiInteraction(gui.name, name, data);
29
39
  };
40
+ const clamp = { direction: "all" };
41
+ const NIGHT_SPOT_RADIUS_SCALE = 4.25;
42
+ const NIGHT_SPOT_MIN_RADIUS = 170;
43
+ const NIGHT_SPOT_MIN_INTENSITY = 1;
44
+ const SHADOW_SPOT_RADIUS_SCALE = 12;
45
+ const SHADOW_SPOT_MIN_RADIUS = 480;
46
+ const SHADOW_SPOT_MIN_INTENSITY = 1.35;
47
+ const nightSpotRadius = (radius) => Math.max(radius * NIGHT_SPOT_RADIUS_SCALE, NIGHT_SPOT_MIN_RADIUS);
48
+ const shadowSpotRadius = (radius) => Math.max(radius * SHADOW_SPOT_RADIUS_SCALE, SHADOW_SPOT_MIN_RADIUS);
49
+ const nightSpotIntensity = (intensity, fallback) => Math.max(intensity ?? fallback, NIGHT_SPOT_MIN_INTENSITY);
50
+ const shadowSpotIntensity = (intensity) => Math.max(intensity ?? 1.3, SHADOW_SPOT_MIN_INTENSITY);
51
+ const lightingAmbient = computed(() => {
52
+ return (lighting?.())?.ambient ?? {};
53
+ });
54
+ const nightLights = computed(() => {
55
+ return ((lighting?.())?.spots ?? []).map((spot, index) => {
56
+ const radius = spot.radius ?? 180;
57
+ return {
58
+ x: spot.x,
59
+ y: spot.y,
60
+ radius: nightSpotRadius(radius),
61
+ intensity: nightSpotIntensity(spot.intensity, index === 0 ? 1 : .92),
62
+ flicker: spot.flicker,
63
+ flickerSpeed: spot.flickerSpeed ?? 14,
64
+ pulse: spot.pulse,
65
+ pulseSpeed: spot.pulseSpeed,
66
+ phase: spot.phase
67
+ };
68
+ });
69
+ });
70
+ const hasLightSpots = computed(() => {
71
+ return ((lighting?.())?.spots?.length ?? 0) > 0;
72
+ });
73
+ const lightingDarkness = computed(() => {
74
+ const darkness = lightingAmbient().darkness;
75
+ return typeof darkness === "number" ? darkness : 0;
76
+ });
77
+ const lightingAmbientEnabled = computed(() => {
78
+ const state = lighting?.();
79
+ return Boolean(state && lightingDarkness() > 0);
80
+ });
81
+ const lightingDarknessProps = computed(() => ({
82
+ opacity: lightingDarkness(),
83
+ color: lightingAmbient().darkColor ?? "#080a12"
84
+ }));
85
+ const lightingHaze = computed(() => ({
86
+ color: lightingAmbient().fogColor ?? "#12182a",
87
+ radius: lightingAmbient().fogRadius ?? .44,
88
+ softness: lightingAmbient().fogSoftness ?? .3,
89
+ opacity: lightingAmbient().fogOpacity ?? .35
90
+ }));
91
+ const defaultSunLight = () => {
92
+ const data = sceneData?.();
93
+ const width = Number(data?.width ?? data?.params?.width ?? 2048);
94
+ const height = Number(data?.height ?? data?.params?.height ?? 2048);
95
+ const scale = Number(data?.params?.scale ?? 1) || 1;
96
+ const mapWidth = width * scale;
97
+ const mapHeight = height * scale;
98
+ return {
99
+ x: -mapWidth * .35,
100
+ y: -mapHeight * .45,
101
+ z: 520,
102
+ radius: Math.max(mapWidth, mapHeight) * 2.5,
103
+ intensity: .85,
104
+ shadowWeight: lightingDarkness() > 0 ? 2.2 : 1,
105
+ enabled: true
106
+ };
107
+ };
108
+ const shadowState = computed(() => {
109
+ return (lighting?.())?.shadows ?? null;
110
+ });
111
+ const shadowLights = computed(() => {
112
+ const state = lighting?.();
113
+ const defaultSun = defaultSunLight();
114
+ const sun = {
115
+ ...defaultSun,
116
+ ...state?.sun ?? {},
117
+ shadowWeight: state?.sun?.shadowWeight ?? defaultSun.shadowWeight
118
+ };
119
+ const spotLights = (state?.spots ?? []).map((spot) => {
120
+ const radius = spot.radius ?? 180;
121
+ return {
122
+ x: spot.x,
123
+ y: spot.y,
124
+ z: 170,
125
+ radius: shadowSpotRadius(radius),
126
+ intensity: shadowSpotIntensity(spot.intensity),
127
+ shadowWeight: 2.4,
128
+ enabled: true
129
+ };
130
+ });
131
+ return [...sun.enabled === false || sun.intensity <= 0 ? [] : [sun], ...spotLights];
132
+ });
133
+ const shadowAmbientLight = computed(() => {
134
+ const shadows = shadowState();
135
+ if (shadows?.ambientLight === null || shadows?.ambientLight?.enabled === false) return null;
136
+ return shadows?.ambientLight ?? {
137
+ x: -.18,
138
+ y: -1,
139
+ z: 420,
140
+ intensity: .32,
141
+ shadowWeight: 1
142
+ };
143
+ });
144
+ const shadowEnabled = computed(() => {
145
+ const shadows = shadowState();
146
+ return Boolean((shadows?.enabled || hasLightSpots()) && (shadowLights().length > 0 || shadowAmbientLight()));
147
+ });
148
+ const shadowMode = computed(() => shadowState()?.mode ?? "strongest");
149
+ const shadowUpdateHz = computed(() => shadowState()?.updateHz ?? 60);
150
+ const shadowScanHz = computed(() => shadowState()?.scanHz ?? 8);
151
+ const shadowCullToViewport = computed(() => shadowState()?.cullToViewport ?? true);
152
+ const shadowMinInfluence = computed(() => shadowState()?.minInfluence ?? .24);
153
+ const shadowFalloffPower = computed(() => shadowState()?.falloffPower ?? .85);
154
+ const shadowColor = computed(() => shadowState()?.shadowColor ?? "#05070d");
30
155
  return h(Canvas, {
31
156
  width: engine.width,
32
157
  height: engine.height
33
158
  }, [h(Viewport, {
34
159
  worldWidth,
35
160
  worldHeight,
36
- clamp: { direction: "all" },
161
+ clamp,
37
162
  sortableChildren: true
38
- }, cond(sceneData, () => h(__ce_component$1))), loop(guiList, (gui) => h(Container, { display: "flex" }, cond(gui.display, () => h(gui.component, {
163
+ }, [
164
+ cond(computed(() => lightingAmbientEnabled()), () => h(NightAmbiant, {
165
+ spots: nightLights,
166
+ darkness: lightingDarknessProps,
167
+ haze: lightingHaze
168
+ })),
169
+ cond(computed(() => shadowEnabled()), () => h(SpriteShadows, {
170
+ lights: shadowLights,
171
+ ambientLight: shadowAmbientLight,
172
+ minInfluence: shadowMinInfluence,
173
+ falloffPower: shadowFalloffPower,
174
+ mode: shadowMode,
175
+ updateHz: shadowUpdateHz,
176
+ scanHz: shadowScanHz,
177
+ cullToViewport: shadowCullToViewport,
178
+ shadowColor
179
+ })),
180
+ h(__ce_component$1)
181
+ ]), loop(guiList, (gui) => h(Container, { display: "flex" }, cond(gui.display, () => h(gui.component, {
39
182
  data: gui.data,
40
183
  dependencies: gui.dependencies,
41
184
  onFinish: (data) => {
@@ -1 +1 @@
1
- {"version":3,"file":"canvas.ce.js","names":[],"sources":["../../../src/components/scenes/canvas.ce"],"sourcesContent":["<Canvas width={engine.width} height={engine.height}>\n <Viewport worldWidth worldHeight clamp sortableChildren={true}>\n @if (sceneData) {\n <SceneMap />\n }\n </Viewport>\n @for (gui of guiList) {\n <Container display=\"flex\">\n @if (gui.display) {\n <gui.component data={gui.data} dependencies={gui.dependencies} onFinish={(data) => {\n onGuiFinish(gui, data)\n }} onInteraction={(name, data) => {\n onGuiInteraction(gui, name, data)\n }} /> \n }\n </Container>\n }\n</Canvas>\n\n<script>\n import { signal, computed, effect } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import SceneMap from './draw-map.ce'\n import { RpgGui } from \"../../Gui/Gui\";\n import { delay } from \"@rpgjs/common\";\n\n const engine = inject(RpgClientEngine);\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => sceneData()?.width)\n const worldHeight = computed(() => sceneData()?.height)\n\n effect(() => {\n if (sceneData() && !sceneData().component) {\n throw new Error(\"Warning ! You need to define a component for the scene. Use provideLoadMap() to define a component for the scene.\")\n }\n })\n\n const onGuiFinish = (gui, data) => {\n delay(() => {\n guiService.guiClose(gui.name, data)\n })\n }\n\n const onGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data)\n }\n \n const clamp = {\n direction: \"all\"\n }\n</script>\n"],"mappings":";;;;;;;AAaM,SAAS,UAAA,SAAA;CACP,SAAA,QAAA;CACS,eAAA,QAAA;CACf,MAAA,SAAA,OAAA,gBAAA;CACF,MAAE,aAAM,OAAA,OAAA;;CAER,MAAC,UAAM,eAAA;EACL,OAAS,OAAO,OAAC,WAAiB,KAAE,CAAI,CAAC,QAAC,QAAa,CAAA,IAAA,eAAA;GACvD;CACF,MAAE,aAAS,eAAuB,WAAO,EAAA,MAAA;CACzC,MAAE,cAAgB,eAAiB,WAAE,EAAA,OAAA;CACrC,aAAW;EACT,IAAM,WAAW,IAAI,CAAC,WAAQ,CAAA,WAAA,MAAA,IAAA,MAAA,oHAAA;GAG9B;CACF,MAAE,eAAkB,KAAM,SAAS;EACjC,YAAc;GACZ,WAAc,SAAO,IAAA,MAAW,KAAO;IACxC;;CAEH,MAAE,oBAAoB,KAAS,MAAM,SAAS;;;CAWzC,OALF,EAAA,QAAA;EAAA,OAAA,OAAA;EAAA,QAAA,OAAA;EAAA,EAAA,CAAA,EAAA,UAAA;EAAA;EAAA;EAAA,OAAA,EAFC,WAAS,OAEV;EAAA,kBAAA;EAAA,EAAA,KAAA,iBAAA,EAAA,iBAAA,CAAA,CAAA,EAAA,KAAA,UAAA,QAAA,EAAA,WAAA,EAAA,SAAA,QAAA,EAAA,KAAA,IAAA,eAAA,EAAA,IAAA,WAAA;EAAA,MAAA,IAAA;EAAA,cAAA,IAAA;EAAA,WAAA,SAAA;;;EAEK,gBAAoB,MAAO,SAAE;GACzB,iBAAI,KAAA,MAAA,KAAA;;EACV,CAAA,CAAA,CAAU,CAAC,CAAA,CACZ;;AAGH,IAAM,iBAEN"}
1
+ {"version":3,"file":"canvas.ce.js","names":[],"sources":["../../../src/components/scenes/canvas.ce"],"sourcesContent":["<Canvas width={engine.width} height={engine.height}>\n <Viewport worldWidth worldHeight clamp sortableChildren={true}>\n @if (lightingAmbientEnabled()) {\n <NightAmbiant\n spots={nightLights}\n darkness={lightingDarknessProps}\n haze={lightingHaze}\n />\n }\n @if (shadowEnabled()) {\n <SpriteShadows\n lights={shadowLights}\n ambientLight={shadowAmbientLight}\n minInfluence={shadowMinInfluence}\n falloffPower={shadowFalloffPower}\n mode={shadowMode}\n updateHz={shadowUpdateHz}\n scanHz={shadowScanHz}\n cullToViewport={shadowCullToViewport}\n shadowColor={shadowColor}\n />\n }\n <SceneMap />\n </Viewport>\n @for (gui of guiList) {\n <Container display=\"flex\">\n @if (gui.display) {\n <gui.component data={gui.data} dependencies={gui.dependencies} onFinish={(data) => {\n onGuiFinish(gui, data)\n }} onInteraction={(name, data) => {\n onGuiInteraction(gui, name, data)\n }} /> \n }\n </Container>\n }\n</Canvas>\n\n<script>\n import { computed, effect } from \"canvasengine\";\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import SceneMap from './draw-map.ce'\n import { RpgGui } from \"../../Gui/Gui\";\n import { delay } from \"@rpgjs/common\";\n import { NightAmbiant, SpriteShadows } from '@canvasengine/presets'\n\n const engine = inject(RpgClientEngine);\n const guiService = inject(RpgGui);\n const sceneData = engine.sceneMap.data\n const lighting = engine.sceneMap.lighting\n const guiList = computed(() => {\n return Object.values(guiService.gui()).filter((gui) => !gui.attachToSprite)\n })\n const worldWidth = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.width ?? data?.params?.width ?? 2048) * scale\n })\n const worldHeight = computed(() => {\n const data = sceneData?.()\n const scale = Number(data?.params?.scale ?? 1) || 1\n return Number(data?.height ?? data?.params?.height ?? 2048) * scale\n })\n\n effect(() => {\n if (sceneData() && !sceneData().component) {\n throw new Error(\"Warning ! You need to define a component for the scene. Use provideLoadMap() to define a component for the scene.\")\n }\n })\n\n const onGuiFinish = (gui, data) => {\n delay(() => {\n guiService.guiClose(gui.name, data)\n })\n }\n\n const onGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data)\n }\n\n const clamp = {\n direction: \"all\"\n }\n const NIGHT_SPOT_RADIUS_SCALE = 4.25\n const NIGHT_SPOT_MIN_RADIUS = 170\n const NIGHT_SPOT_MIN_INTENSITY = 1\n const SHADOW_SPOT_RADIUS_SCALE = 12\n const SHADOW_SPOT_MIN_RADIUS = 480\n const SHADOW_SPOT_MIN_INTENSITY = 1.35\n\n const nightSpotRadius = (radius) => Math.max(radius * NIGHT_SPOT_RADIUS_SCALE, NIGHT_SPOT_MIN_RADIUS)\n const shadowSpotRadius = (radius) => Math.max(radius * SHADOW_SPOT_RADIUS_SCALE, SHADOW_SPOT_MIN_RADIUS)\n const nightSpotIntensity = (intensity, fallback) => Math.max(intensity ?? fallback, NIGHT_SPOT_MIN_INTENSITY)\n const shadowSpotIntensity = (intensity) => Math.max(intensity ?? 1.3, SHADOW_SPOT_MIN_INTENSITY)\n\n const lightingAmbient = computed(() => {\n const state = lighting?.()\n return state?.ambient ?? {}\n })\n\n const nightLights = computed(() => {\n const state = lighting?.()\n return (state?.spots ?? []).map((spot, index) => {\n const radius = spot.radius ?? 180\n return {\n x: spot.x,\n y: spot.y,\n radius: nightSpotRadius(radius),\n intensity: nightSpotIntensity(spot.intensity, index === 0 ? 1 : 0.92),\n flicker: spot.flicker,\n flickerSpeed: spot.flickerSpeed ?? 14,\n pulse: spot.pulse,\n pulseSpeed: spot.pulseSpeed,\n phase: spot.phase,\n }\n })\n })\n const hasLightSpots = computed(() => {\n const state = lighting?.()\n return (state?.spots?.length ?? 0) > 0\n })\n\n const lightingDarkness = computed(() => {\n const darkness = lightingAmbient().darkness\n return typeof darkness === \"number\" ? darkness : 0\n })\n\n const lightingAmbientEnabled = computed(() => {\n const state = lighting?.()\n return Boolean(state && lightingDarkness() > 0)\n })\n\n const lightingDarknessProps = computed(() => ({\n opacity: lightingDarkness(),\n color: lightingAmbient().darkColor ?? \"#080a12\",\n }))\n const lightingHaze = computed(() => ({\n color: lightingAmbient().fogColor ?? \"#12182a\",\n radius: lightingAmbient().fogRadius ?? 0.44,\n softness: lightingAmbient().fogSoftness ?? 0.3,\n opacity: lightingAmbient().fogOpacity ?? 0.35,\n }))\n\n const defaultSunLight = () => {\n const data = sceneData?.()\n const width = Number(data?.width ?? data?.params?.width ?? 2048)\n const height = Number(data?.height ?? data?.params?.height ?? 2048)\n const scale = Number(data?.params?.scale ?? 1) || 1\n const mapWidth = width * scale\n const mapHeight = height * scale\n\n return {\n x: -mapWidth * 0.35,\n y: -mapHeight * 0.45,\n z: 520,\n radius: Math.max(mapWidth, mapHeight) * 2.5,\n intensity: 0.85,\n shadowWeight: lightingDarkness() > 0 ? 2.2 : 1,\n enabled: true,\n }\n }\n\n const shadowState = computed(() => {\n const state = lighting?.()\n return state?.shadows ?? null\n })\n\n const shadowLights = computed(() => {\n const state = lighting?.()\n const defaultSun = defaultSunLight()\n const sun = {\n ...defaultSun,\n ...(state?.sun ?? {}),\n shadowWeight: state?.sun?.shadowWeight ?? defaultSun.shadowWeight,\n }\n const spotLights = (state?.spots ?? []).map((spot) => {\n const radius = spot.radius ?? 180\n return {\n x: spot.x,\n y: spot.y,\n z: 170,\n radius: shadowSpotRadius(radius),\n intensity: shadowSpotIntensity(spot.intensity),\n shadowWeight: 2.4,\n enabled: true,\n }\n })\n\n return [\n ...((sun.enabled === false || sun.intensity <= 0) ? [] : [sun]),\n ...spotLights,\n ]\n })\n\n const shadowAmbientLight = computed(() => {\n const shadows = shadowState()\n if (shadows?.ambientLight === null || shadows?.ambientLight?.enabled === false) {\n return null\n }\n return shadows?.ambientLight ?? { x: -0.18, y: -1, z: 420, intensity: 0.32, shadowWeight: 1 }\n })\n\n const shadowEnabled = computed(() => {\n const shadows = shadowState()\n return Boolean((shadows?.enabled || hasLightSpots()) && (shadowLights().length > 0 || shadowAmbientLight()))\n })\n\n const shadowMode = computed(() => shadowState()?.mode ?? \"strongest\")\n const shadowUpdateHz = computed(() => shadowState()?.updateHz ?? 60)\n const shadowScanHz = computed(() => shadowState()?.scanHz ?? 8)\n const shadowCullToViewport = computed(() => shadowState()?.cullToViewport ?? true)\n const shadowMinInfluence = computed(() => shadowState()?.minInfluence ?? 0.24)\n const shadowFalloffPower = computed(() => shadowState()?.falloffPower ?? 0.85)\n const shadowColor = computed(() => shadowState()?.shadowColor ?? \"#05070d\")\n</script>\n"],"mappings":";;;;;;;;AAeM,SAAQ,UAAU,SAAA;CACN,SAAc,OAAA;CACJ,eAAA,OAAA;CACpB,MAAA,SAAe,OAAC,eAAoB;CAC5C,MAAM,aAAa,OAAE,MAAW;CAChC,MAAM,YAAC,OAAA,SAAA;CACP,MAAI,WAAA,OAAA,SAAA;CACJ,MAAK,UAAU,eAAA;EACX,OAAA,OAAQ,OAAA,WAAA,IAAA,CAAA,EAAA,QAAA,QAAA,CAAA,IAAA,cAAA;CACZ,CAAC;CACD,MAAM,aAAW,eAAc;EAC3B,MAAK,OAAQ,YAAS;EACtB,MAAM,QAAK,OAAU,MAAM,QAAQ,SAAE,CAAA,KAAa;EAClD,OAAO,OAAC,MAAY,SAAS,MAAA,QAAA,SAAA,IAAA,IAAA;CACjC,CAAC;CACD,MAAM,cAAM,eAAsB;EAC9B,MAAM,OAAK,YAAA;EACX,MAAI,QAAA,OAAA,MAAA,QAAA,SAAA,CAAA,KAAA;EACJ,OAAI,OAAS,MAAA,UAAA,MAAA,QAAA,UAAA,IAAA,IAAA;CACjB,CAAC;CACD,aAAQ;6CAED,MAAA,IAAA,MAAA,mHAAA;CAEP,CAAC;CACD,MAAE,eAAS,KAAe,SAAS;EACjC,YAAO;GACD,WAAW,SAAS,IAAI,MAAI,IAAI;EACtC,CAAA;CACF;;EAEE,WAAa,eAAS,IAAA,MAAgB,MAAA,IAAA;CACxC;CACA,MAAE,QAAM,EACN,WAAM,MACR;CACA,MAAI,0BAAqB;CACzB,MAAG,wBAAA;CACH,MAAE,2BAA+B;CACjC,MAAI,2BAAyB;CAC7B,MAAI,yBAA2B;CAC/B,MAAI,4BAA6B;CACjC,MAAG,mBAAA,WAAA,KAAA,IAAA,SAAA,yBAAA,qBAAA;CACH,MAAE,oBAAoB,WAAe,KAAA,IAAA,SAAA,0BAAA,sBAAA;CACrC,MAAI,sBAAwB,WAAC,aAAA,KAAA,IAAA,aAAA,UAAA,wBAAA;CAC7B,MAAI,uBAAyB,cAAU,KAAS,IAAI,aAAE,KAAA,yBAAA;CACtD,MAAI,kBAAoB,eAAe;UACpC,WAAA,IAAA,WAAA,CAAA;CAEH,CAAC;CACD,MAAK,cAAe,eAAe;EAE/B,SADa,WAAO,IACnB,SAAA,CAAA,GAAA,KAAA,MAAA,UAAA;GACF,MAAA,SAAA,KAAA,UAAA;;IAEK,GAAA,KAAY;IACR,GAAG,KAAC;IACV,QAAW,gBAAmB,MAAI;IACnC,WAAA,mBAAA,KAAA,WAAA,UAAA,IAAA,IAAA,GAAA;IACH,SAAA,KAAA;;IAEM,OAAA,KAAgB;IACpB,YAAW,KAAc;IAC3B,OAAA,KAAA;;EAEA,CAAA;CACF,CAAC;CACD,MAAE,gBAAA,eAAA;EAEA,SADM,WAAA,IACA,OAAA,UAAwB,KAAA;CAChC,CAAC;CACD,MAAE,mBAAM,eAA2B;EACjC,MAAM,WAAA,gBAAyB,EAAA;EAC/B,OAAM,OAAA,aAAA,WAA8B,WAAA;;CAEtC,MAAE,yBAAyB,eAAmB;EAC5C,MAAM,QAAA,WAAoB;EAC1B,OAAM,QAAA,SAAoB,iBAAa,IAAQ,CAAC;CAClD,CAAC;;EAEC,SAAM,iBAAkB;EACtB,OAAM,gBAAiB,EAAE,aAAA;CAC7B,EAAE;CACF,MAAG,eAAA,gBAAA;;EAED,QAAM,gBAAc,EAAQ,aAAO;EACjC,UAAM,gBAAmB,EAAA,eAAA;EACzB,SAAQ,gBAAiB,EAAE,cAAY;CAC3C,EAAE;CACF,MAAM,wBAAO;EACT,MAAM,OAAO,YAAA;EACb,MAAM,QAAO,OAAA,MAAA,SAAA,MAAA,QAAA,SAAA,IAAA;EACb,MAAI,SAAQ,OAAA,MAAgB,UAAO,MAAA,QAAA,UAAA,IAAA;EACnC,MAAI,QAAU,OAAC,MAAA,QAAmB,SAAK,CAAA,KAAW;EAClD,MAAI,WAAa,QAAQ;EACzB,MAAI,YAAc,SAAK;EACvB,OAAI;GACA,GAAA,CAAA,WAAY;GACZ,GAAA,CAAA,YAAY;GACd,GAAA;GACD,QAAA,KAAA,IAAA,UAAA,SAAA,IAAA;GACF,WAAA;GACK,cAAc,iBAAiB,IAAA,IAAA,MAAA;GACnC,SAAa;EACb;CACJ;;EAGI,QADI,WAAmB,IACT,WAAG;CACrB,CAAC;CACD,MAAG,eAAA,eAAA;;EAED,MAAM,aAAA,gBAAyB;EAC7B,MAAM,MAAM;GACZ,GAAO;GACR,GAAA,OAAA,OAAA,CAAA;;EAED;EACE,MAAA,cAAS,OAAkB,SAAA,CAAA,GAAA,KAAA,SAAA;GAC3B,MAAO,SAAA,KAAiB,UAAU;GAClC,OAAA;IACI,GAAA,KAAY;IACT,GAAA,KAAA;IACC,GAAA;IACA,QAAE,iBAAkB,MAAW;IAC/B,WAAC,oBAA8B,KAAI,SAAE;IAC7C,cAAA;;GAEI;EACJ,CAAA;EACA,OAAM,CACN,GAAM,IAAO,YAAS,SAAY,IAAI,aAAa,IAAC,CAAA,IAAS,CAAC,GAAA,GAC9D,GAAM,UACN;CACJ,CAAC;;EAEG,MAAM,UAAC,YAAA;EACP,IAAI,SAAE,iBAAe,QAAA,SAAA,cAAA,YAAA,OACjB,OAAE;EAEN,OAAE,SAAa,gBAAc;GAAA,GAAA;GAAe,GAAC;GAAA,GAAA;GAAA,WAAA;GAAA,cAAA;EAAA;CACjD,CAAC;CACD,MAAM,gBAAc,eAAiB;EACjC,MAAE,UAAa,YAAA;EACf,OAAA,SAAA,SAAA,WAAA,cAAA,OAAA,aAAA,EAAA,SAAA,KAAA,mBAAA,EAAA;CACJ,CAAC;;CAED,MAAE,iBAAoB,eAAe,YAAA,GAAA,YAAA,EAAA;CACrC,MAAI,eAAc,eAAW,YAAA,GAAA,UAAA,CAAA;CAC7B,MAAI,uBAAyB,eAAA,YAAA,GAAA,kBAAA,IAAA;CAC7B,MAAG,qBAAA,eAAA,YAAA,GAAA,gBAAA,GAAA;;CAEH,MAAE,cAAkB,eAAe,YAAG,GAAA,eAAA,SAAA;CAMhC,OALY,EAAA,QAAW;EAAA,OAAA,OAAA;EAAA,QAAA,OAAA;CAAA,GAAA,CAAA,EAAA,UAAA;EAAA;EAAA;EAAA;EAAA,kBAAA;CAAA,GAAA;EAAA,KAAA,eAAA,uBAAA,CAAA,SAAA,EAAA,cAAA;GAAA,OAAA;GAAA,UAAA;GAAA,MAAA;EAAA,CAAA,CAAA;EAAA,KAAA,eAAA,cAAA,CAAA,SAAA,EAAA,eAAA;GAAA,QAAA;GAAA,cAAA;GAAA,cAAA;GAAA,cAAA;GAAA,MAAA;GAAA,UAAA;GAAA,QAAA;GAAA,gBAAA;GAAA;EAAA,CAAA,CAAA;EAAA,EAAA,gBAAA;CAAA,CAAA,GAAA,KAAA,UAAA,QAAA,EAAA,WAAA,EAAA,SAAA,OAAA,GAAA,KAAA,IAAA,eAAA,EAAA,IAAA,WAAA;EAAA,MAAA,IAAA;EAAA,cAAA,IAAA;EAAA,WAAA,SAAA;GACnB,YAAa,KAAA,IAAA;EACb;EAAG,gBAAG,MAAA,SAAA;GACP,iBAAU,KAAA,MAAA,IAAA;EACT;CAAA,CAAA,CAAA,CAAK,CAAC,CAAC,CACE;AACf;AAEE,IAAM,iBAEF"}
@@ -1,6 +1,6 @@
1
1
  import { inject } from "../../core/inject.js";
2
2
  import { RpgClientEngine } from "../../RpgClientEngine.js";
3
- import { Container, computed, cond, h, loop, signal, useDefineProps, useProps } from "canvasengine";
3
+ import { Container, computed, cond, h, loop, useDefineProps, useProps } from "canvasengine";
4
4
  import { Weather } from "@canvasengine/presets";
5
5
  //#region src/components/scenes/draw-map.ce
6
6
  function component($$props) {
@@ -10,9 +10,7 @@ function component($$props) {
10
10
  const componentAnimations = engine.componentAnimations;
11
11
  const map = engine.sceneMap?.data;
12
12
  const sceneComponent = computed(() => map()?.component);
13
- map()?.params;
14
13
  const mapParams = map()?.params;
15
- engine.sceneMap.animations;
16
14
  const weather = engine.sceneMap.weather;
17
15
  const backgroundMusic = {
18
16
  src: mapParams?.backgroundMusic,
@@ -24,10 +22,6 @@ function component($$props) {
24
22
  autoplay: true,
25
23
  loop: true
26
24
  };
27
- signal(map()?.data);
28
- const scale = mapParams?.scale || 1;
29
- (mapParams?.width || 2048) * scale;
30
- (mapParams?.height || 2048) * scale;
31
25
  const shakeConfig = {
32
26
  trigger: engine.mapShakeTrigger,
33
27
  intensity: 10,
@@ -75,7 +69,7 @@ function component($$props) {
75
69
  params: computed(() => map().params)
76
70
  })),
77
71
  loop(componentAnimations, (componentAnimation) => h(Container, null, loop(componentAnimation.current, (animation) => h(componentAnimation.component, animation)))),
78
- cond(weatherProps, () => h(Weather, weatherProps()))
72
+ cond(computed(() => weatherProps()), () => h(Weather, weatherProps()))
79
73
  ]);
80
74
  }
81
75
  var __ce_component = component;
@@ -1 +1 @@
1
- {"version":3,"file":"draw-map.ce.js","names":[],"sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container sound={backgroundMusic} shake={shakeConfig} freeze={engine.gamePause}>\n <Container sound={backgroundAmbientSound} />\n\n @if (map() && sceneComponent()) {\n <sceneComponent() data={map().data} params={map().params} />\n }\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n\n @if (weatherProps) {\n <Weather ...weatherProps() />\n }\n</Container>\n\n<script>\n import { NoiseFilter } from 'pixi-filters';\n import { effect, signal, computed, mount, on, tick } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { Weather } from '@canvasengine/presets'\n\n const engine = inject(RpgClientEngine);\n const componentAnimations = engine.componentAnimations\n const map = engine.sceneMap?.data\n const sceneComponent = computed(() => map()?.component)\n const sceneParams = map()?.params\n const mapParams = map()?.params\n const animations = engine.sceneMap.animations\n const weather = engine.sceneMap.weather\n const backgroundMusic = { src: mapParams?.backgroundMusic, autoplay: true, loop: true }\n const backgroundAmbientSound = { src: mapParams?.backgroundAmbientSound, autoplay: true, loop: true }\n\n const data = signal(map()?.data)\n\n const scale = mapParams?.scale || 1\n const worldWidth = (mapParams?.width || 2048) * scale\n const worldHeight = (mapParams?.height || 2048) * scale\n \n const clamp = {\n direction: \"all\"\n }\n\n const shakeConfig = {\n trigger: engine.mapShakeTrigger,\n intensity: 10,\n duration: 500,\n frequency: 10,\n direction: 'both'\n }\n\n const weatherProps = computed(() => {\n const state = weather?.()\n if (!state) {\n return null\n }\n const validEffects = ['rain', 'snow', 'fog', 'cloud']\n if (!validEffects.includes(state.effect)) {\n return null\n }\n const params = state.params ?? {}\n return {\n effect: state.effect,\n speed: params.speed,\n windDirection: params.windDirection,\n windStrength: params.windStrength,\n density: params.density,\n maxDrops: params.maxDrops,\n height: params.height,\n scale: params.scale,\n sunIntensity: params.sunIntensity,\n sunAngle: params.sunAngle,\n raySpread: params.raySpread,\n rayTwinkle: params.rayTwinkle,\n rayTwinkleSpeed: params.rayTwinkleSpeed,\n zIndex: params.zIndex ?? 1000,\n alpha: params.alpha,\n blendMode: params.blendMode,\n }\n })\n</script>\n"],"mappings":";;;;;AASM,SAAM,UAAa,SAAA;CAChB,SAAmB,QAAY;CAClC,eAAA,QAAA;CACA,MAAA,SAAS,OAAA,gBAAA;CACf,MAAE,sBAAA,OAAA;;CAEF,MAAM,iBAAe,eAAA,KAAA,EAAA,UAAA;CACL,KAAA,EAAA;CAChB,MAAE,YAAA,KAAA,EAAA;CACS,OAAA,SAAA;;CAEX,MAAC,kBAAM;EAAA,KAAA,WAAA;EAAA,UAAA;EAAA,MAAA;EAAA;CACP,MAAI,yBAA2B;EAAE,KAAK,WAAQ;EAAA,UAAA;EAAA,MAAA;EAAA;CACjC,OAAO,KAAC,EAAM,KAAE;CAC7B,MAAI,QAAS,WAAS,SAAY;CACrB,CAAA,WAAkB,SAAS,QAAG;CACvB,CAAC,WAAS,UAAY,QAAQ;CAIlD,MAAI,cAAY;EACZ,SAAM,OAAA;EACN,WAAM;EACN,UAAM;EACN,WAAM;EACN,WAAM;EACT;CACD,MAAI,eAAM,eAA0B;;EAEhC,IAAA,CAAK,OAAA,OAAA;EAIL,IAAA,CAAK;GADe;GAAU;GAAQ;GAAO;GAC5B,CAAC,SAAG,MAAW,OAAQ,EAC1C,OAAA;EAEE,MAAE,SAAY,MAAG,UAAA,EAAA;EACjB,OAAA;;GAEA,OAAM,OAAY;GAChB,eAAgB,OAAA;GAChB,cAAa,OAAA;GACb,SAAU,OAAG;GACb,UAAW,OAAE;GACb,QAAU,OAAM;GAClB,OAAA,OAAA;;GAEA,UAAM,OAAe;GACnB,WAAa,OAAC;GACZ,YAAU,OAAA;GACV,iBAAO,OAAA;GACT,QAAA,OAAA,UAAA;GACA,OAAM,OAAA;GACJ,WAAG,OAAa;GACnB;GACH;CAEI,OADc,EAAC,WAAY;EAAE,OAAG;EAAA,OAAA;EAAA,QAAA,OAAA;EAAA,EAAA;EAAA,EAAA,WAAA,EAAA,OAAA,wBAAA,CAAA;EAAA,KAAA,eAAA,KAAA,IAAA,gBAAA,CAAA,QAAA,EAAA,gBAAA,EAAA;GAAA,MAAA,eAAA,KAAA,CAAA,KAAA;GAAA,QAAA,eAAA,KAAA,CAAA,OAAA;GAAA,CAAA,CAAA;EAAA,KAAA,sBAAA,uBAAA,EAAA,WAAA,MAAA,KAAA,mBAAA,UAAA,cAAA,EAAA,mBAAA,WAAA,UAAA,CAAA,CAAA,CAAA;EAAA,KAAA,oBAAA,EAAA,SAAA,cAAA,CAAA,CAAA;EAAA,CACzB;;AAGP,IAAE,iBAEA"}
1
+ {"version":3,"file":"draw-map.ce.js","names":[],"sources":["../../../src/components/scenes/draw-map.ce"],"sourcesContent":["<Container sound={backgroundMusic} shake={shakeConfig} freeze={engine.gamePause}>\n <Container sound={backgroundAmbientSound} />\n\n @if (map() && sceneComponent()) {\n <sceneComponent() data={map().data} params={map().params} />\n }\n\n @for (componentAnimation of componentAnimations) {\n <Container>\n @for (animation of componentAnimation.current) {\n <componentAnimation.component ...animation />\n }\n </Container>\n }\n\n @if (weatherProps()) {\n <Weather ...weatherProps() />\n }\n</Container>\n\n<script>\n import { computed } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import { Weather } from '@canvasengine/presets'\n\n const engine = inject(RpgClientEngine);\n const componentAnimations = engine.componentAnimations\n const map = engine.sceneMap?.data\n const sceneComponent = computed(() => map()?.component)\n const mapParams = map()?.params\n const weather = engine.sceneMap.weather\n const backgroundMusic = { src: mapParams?.backgroundMusic, autoplay: true, loop: true }\n const backgroundAmbientSound = { src: mapParams?.backgroundAmbientSound, autoplay: true, loop: true }\n\n const shakeConfig = {\n trigger: engine.mapShakeTrigger,\n intensity: 10,\n duration: 500,\n frequency: 10,\n direction: 'both'\n }\n\n const weatherProps = computed(() => {\n const state = weather?.()\n if (!state) {\n return null\n }\n const validEffects = ['rain', 'snow', 'fog', 'cloud']\n if (!validEffects.includes(state.effect)) {\n return null\n }\n const params = state.params ?? {}\n return {\n effect: state.effect,\n speed: params.speed,\n windDirection: params.windDirection,\n windStrength: params.windStrength,\n density: params.density,\n maxDrops: params.maxDrops,\n height: params.height,\n scale: params.scale,\n sunIntensity: params.sunIntensity,\n sunAngle: params.sunAngle,\n raySpread: params.raySpread,\n rayTwinkle: params.rayTwinkle,\n rayTwinkleSpeed: params.rayTwinkleSpeed,\n zIndex: params.zIndex ?? 1000,\n alpha: params.alpha,\n blendMode: params.blendMode,\n }\n })\n</script>\n"],"mappings":";;;;;AASM,SAAM,UAAa,SAAA;CAChB,SAAmB,OAAW;CACjC,eAAA,OAAA;CACA,MAAA,SAAS,OAAA,eAAA;CACf,MAAE,sBAAA,OAAA;;CAEF,MAAM,iBAAiB,eAAA,IAAA,GAAA,SAAA;CACvB,MAAK,YAAW,IAAA,GAAA;CAChB,MAAE,UAAA,OAAA,SAAA;CACF,MAAE,kBAAS;EAAA,KAAA,WAAA;EAAA,UAAA;EAAA,MAAA;CAAA;;;;;;CAEX,MAAC,cAAM;EACH,SAAS,OAAA;EACT,WAAS;EACT,UAAS;EACT,WAAS;;CAEb;CACA,MAAI,eAAM,eAAsB;EAC5B,MAAM,QAAM,UAAO;EACnB,IAAA,CAAK,OACL,OAAM;EAGN,IAAA,CAAK;GADiB;GAAQ;GAAC;GAAW;EACpC,EAAA,SAAA,MAA2B,MAAK,GAAA,OAAA;EAGtC,MAAE,SAAS,MAAO,UAAA,CAAA;EAClB,OAAE;GACA,QAAU,MAAG;GACb,OAAS,OAAI;GACb,eAAgB,OAAA;GAClB,cAAA,OAAA;;GAEA,UAAM,OAAe;GACnB,QAAM,OAAQ;GACZ,OAAG,OAAO;GACV,cAAO,OAAA;GACT,UAAA,OAAA;GACA,WAAM,OAAc;GAClB,YAAG,OAAa;GAChB,iBAAO,OAAA;GACT,QAAA,OAAA,UAAA;GACA,OAAM,OAAS;GACf,WAAO,OAAA;EACT;CACJ,CAAC;CAEO,OADA,EAAc,WAAQ;EAAA,OAAA;EAAa,OAAA;EAAA,QAAA,OAAA;CAAA,GAAA;EAAA,EAAA,WAAA,EAAA,OAAA,uBAAA,CAAA;EAAA,KAAA,eAAA,IAAA,KAAA,eAAA,CAAA,SAAA,EAAA,eAAA,GAAA;GAAA,MAAA,eAAA,IAAA,EAAA,IAAA;GAAA,QAAA,eAAA,IAAA,EAAA,MAAA;EAAA,CAAA,CAAA;EAAA,KAAA,sBAAA,uBAAA,EAAA,WAAA,MAAA,KAAA,mBAAA,UAAA,cAAA,EAAA,mBAAA,WAAA,SAAA,CAAA,CAAA,CAAA;EAAA,KAAA,eAAA,aAAA,CAAA,SAAA,EAAA,SAAA,aAAA,CAAA,CAAA;CAAA,CACnC;AACF;AAEA,IAAE,iBAEA"}
@@ -1 +1 @@
1
- {"version":3,"file":"event-layer.ce.js","names":[],"sources":["../../../src/components/scenes/event-layer.ce"],"sourcesContent":["<Container sortableChildren={true}>\n @for ((event,id) of events) {\n <Character id={id} object={event} />\n }\n\n @for ((player,id) of players) {\n <Character id={id} object={player} />\n }\n\n @for (child of children) {\n <child />\n }\n</Container>\n\n<script>\n import { effect, signal } from 'canvasengine'\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import Character from \"../character.ce\";\n import LightHalo from \"../prebuilt/light-halo.ce\";\n \n const engine = inject(RpgClientEngine);\n const { children } = defineProps()\n \n const players = engine.sceneMap.players\n const events = engine.sceneMap.events\n</script>"],"mappings":";;;;;;CASmB,SAAU,QAAA;CACrB,MAAM,cAAE,eAAA,QAAA;CACZ,MAAA,SAAA,OAAA,gBAAA;CACJ,MAAE,EAAA,aAAS,aAAA;;CAEX,MAAC,SAAM,OAAA,SAAA;CAEH,OADgB,EAAC,WAAS,EAAK,kBAAa,MAAA,EAAA;EAAA,KAAA,SAAA,OAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;GAAA,CAAA,CAAA;EAAA,KAAA,UAAA,QAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;GAAA,CAAA,CAAA;EAAA,KAAA,WAAA,UAAA,EAAA,MAAA,CAAA;EAAA,CAC5B;;AAGhB,IAAO,iBAED"}
1
+ {"version":3,"file":"event-layer.ce.js","names":[],"sources":["../../../src/components/scenes/event-layer.ce"],"sourcesContent":["<Container sortableChildren={true}>\n @for ((event,id) of events) {\n <Character id={id} object={event} />\n }\n\n @for ((player,id) of players) {\n <Character id={id} object={player} />\n }\n\n @for (child of children) {\n <child />\n }\n</Container>\n\n<script>\n import { inject } from \"../../core/inject\";\n import { RpgClientEngine } from \"../../RpgClientEngine\";\n import Character from \"../character.ce\";\n import LightHalo from \"../prebuilt/light-halo.ce\";\n \n const engine = inject(RpgClientEngine);\n const { children } = defineProps()\n \n const players = engine.sceneMap.players\n const events = engine.sceneMap.events\n</script>\n"],"mappings":";;;;;;CASmB,SAAU,OAAA;CACrB,MAAM,cAAE,eAAA,OAAA;CACZ,MAAA,SAAA,OAAA,eAAA;CACJ,MAAE,EAAA,aAAS,YAAA;;CAEX,MAAC,SAAM,OAAA,SAAA;CAEH,OADgB,EAAE,WAAW,EAAC,kBAAY,KAAA,GAAA;EAAA,KAAA,SAAA,OAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;EAAA,CAAA,CAAA;EAAA,KAAA,UAAA,QAAA,OAAA,EAAA,kBAAA;GAAA;GAAA,QAAA;EAAA,CAAA,CAAA;EAAA,KAAA,WAAA,UAAA,EAAA,KAAA,CAAA;CAAA,CACjC;AACT;AAEF,IAAA,iBAEQ"}
@@ -1,4 +1,4 @@
1
- import { inject as inject$1 } from "../node_modules/.pnpm/@signe_di@2.10.0/node_modules/@signe/di/dist/index.js";
1
+ import { inject as inject$1 } from "../node_modules/.pnpm/@signe_di@3.0.1/node_modules/@signe/di/dist/index.js";
2
2
  //#region src/core/inject.ts
3
3
  var context = null;
4
4
  function inject(service, _context) {
@@ -1 +1 @@
1
- {"version":3,"file":"inject.js","names":[],"sources":["../../src/core/inject.ts"],"sourcesContent":["import { Context, inject as injector } from \"@signe/di\";\n\nexport let context: Context | null = null\n\nexport function inject<T>(service: (new (...args: any[]) => T) | string, _context?: Context): T {\n const c = _context ?? context\n if (!c) throw new Error(\"Context is not set. use setInject() to set the context\");\n return injector(c, service);\n}\n\nexport function setInject(_context: Context) {\n context = _context;\n}\n\nexport function clearInject() {\n context = null\n}"],"mappings":";;AAEA,IAAW,UAA0B;AAErC,SAAgB,OAAU,SAA+C,UAAuB;CAC5F,MAAM,IAAI,YAAY;CACtB,IAAI,CAAC,GAAG,MAAM,IAAI,MAAM,yDAAyD;CACjF,OAAO,SAAS,GAAG,QAAQ;;AAG/B,SAAgB,UAAU,UAAmB;CACzC,UAAU;;AAGd,SAAgB,cAAc;CAC1B,UAAU"}
1
+ {"version":3,"file":"inject.js","names":[],"sources":["../../src/core/inject.ts"],"sourcesContent":["import { Context, inject as injector } from \"@signe/di\";\n\nexport let context: Context | null = null\n\nexport function inject<T>(service: (new (...args: any[]) => T) | string, _context?: Context): T {\n const c = _context ?? context\n if (!c) throw new Error(\"Context is not set. use setInject() to set the context\");\n return injector(c, service);\n}\n\nexport function setInject(_context: Context) {\n context = _context;\n}\n\nexport function clearInject() {\n context = null\n}"],"mappings":";;AAEA,IAAW,UAA0B;AAErC,SAAgB,OAAU,SAA+C,UAAuB;CAC5F,MAAM,IAAI,YAAY;CACtB,IAAI,CAAC,GAAG,MAAM,IAAI,MAAM,wDAAwD;CAChF,OAAO,SAAS,GAAG,OAAO;AAC9B;AAEA,SAAgB,UAAU,UAAmB;CACzC,UAAU;AACd;AAEA,SAAgB,cAAc;CAC1B,UAAU;AACd"}
@@ -1,4 +1,4 @@
1
- import { Context, inject, injector } from "../node_modules/.pnpm/@signe_di@2.10.0/node_modules/@signe/di/dist/index.js";
1
+ import { Context, inject, injector } from "../node_modules/.pnpm/@signe_di@3.0.1/node_modules/@signe/di/dist/index.js";
2
2
  import { setInject } from "./inject.js";
3
3
  import { RpgClientEngine } from "../RpgClientEngine.js";
4
4
  //#region src/core/setup.ts
@@ -1 +1 @@
1
- {"version":3,"file":"setup.js","names":[],"sources":["../../src/core/setup.ts"],"sourcesContent":["import { Context, FactoryProvider, findProvider, findProviders, inject, injector, Providers } from \"@signe/di\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { setInject } from \"./inject\";\n\ninterface SetupOptions {\n providers: Providers;\n}\n\n\nexport async function startGame(options: SetupOptions) {\n const context = new Context();\n context['side'] = 'client'\n setInject(context);\n\n await injector(context, options.providers);\n\n const engine = inject(context, RpgClientEngine);\n await engine.start();\n return context;\n}"],"mappings":";;;;AASA,eAAsB,UAAU,SAAuB;CACrD,MAAM,UAAU,IAAI,SAAS;CAC7B,QAAQ,UAAU;CAClB,UAAU,QAAQ;CAElB,MAAM,SAAS,SAAS,QAAQ,UAAU;CAG1C,MADe,OAAO,SAAS,gBACzB,CAAO,OAAO;CACpB,OAAO"}
1
+ {"version":3,"file":"setup.js","names":[],"sources":["../../src/core/setup.ts"],"sourcesContent":["import { Context, FactoryProvider, findProvider, findProviders, inject, injector, Providers } from \"@signe/di\";\nimport { RpgClientEngine } from \"../RpgClientEngine\";\nimport { setInject } from \"./inject\";\n\ninterface SetupOptions {\n providers: Providers;\n}\n\n\nexport async function startGame(options: SetupOptions) {\n const context = new Context();\n context['side'] = 'client'\n setInject(context);\n\n await injector(context, options.providers);\n\n const engine = inject<RpgClientEngine>(context, RpgClientEngine);\n await engine.start();\n return context;\n}\n"],"mappings":";;;;AASA,eAAsB,UAAU,SAAuB;CACrD,MAAM,UAAU,IAAI,QAAQ;CAC5B,QAAQ,UAAU;CAClB,UAAU,OAAO;CAEjB,MAAM,SAAS,SAAS,QAAQ,SAAS;CAGzC,MADe,OAAwB,SAAS,eAC1C,EAAO,MAAM;CACnB,OAAO;AACT"}
@@ -0,0 +1 @@
1
+ export declare function Spritesheet(options?: Record<string, any>): (target: any) => void;
@@ -0,0 +1,11 @@
1
+ //#region src/decorators/spritesheet.ts
2
+ function Spritesheet(options = {}) {
3
+ return (target) => {
4
+ Object.assign(target, options);
5
+ if (target.prototype) Object.assign(target.prototype, options);
6
+ };
7
+ }
8
+ //#endregion
9
+ export { Spritesheet };
10
+
11
+ //# sourceMappingURL=spritesheet.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"spritesheet.js","names":[],"sources":["../../src/decorators/spritesheet.ts"],"sourcesContent":["export function Spritesheet(options: Record<string, any> = {}) {\n return (target: any) => {\n Object.assign(target, options);\n if (target.prototype) {\n Object.assign(target.prototype, options);\n }\n };\n}\n"],"mappings":";AAAA,SAAgB,YAAY,UAA+B,CAAC,GAAG;CAC7D,QAAQ,WAAgB;EACtB,OAAO,OAAO,QAAQ,OAAO;EAC7B,IAAI,OAAO,WACT,OAAO,OAAO,OAAO,WAAW,OAAO;CAE3C;AACF"}