@rpgjs/client 5.0.0-beta.8 → 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 (115) hide show
  1. package/CHANGELOG.md +13 -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 +61 -4
  6. package/dist/Game/Map.js.map +1 -1
  7. package/dist/Game/Object.js.map +1 -1
  8. package/dist/Game/Player.js.map +1 -1
  9. package/dist/Gui/Gui.js +1 -1
  10. package/dist/Gui/Gui.js.map +1 -1
  11. package/dist/Gui/NotificationManager.js.map +1 -1
  12. package/dist/Resource.js.map +1 -1
  13. package/dist/RpgClientEngine.js +7 -2
  14. package/dist/RpgClientEngine.js.map +1 -1
  15. package/dist/Sound.js.map +1 -1
  16. package/dist/_virtual/{_@oxc-project_runtime@0.128.0 → _@oxc-project_runtime@0.130.0}/helpers/decorate.js +1 -1
  17. package/dist/_virtual/{_@oxc-project_runtime@0.128.0 → _@oxc-project_runtime@0.130.0}/helpers/decorateMetadata.js +1 -1
  18. package/dist/components/animations/animation.ce.js.map +1 -1
  19. package/dist/components/animations/hit.ce.js.map +1 -1
  20. package/dist/components/animations/index.js.map +1 -1
  21. package/dist/components/character.ce.js +34 -3
  22. package/dist/components/character.ce.js.map +1 -1
  23. package/dist/components/dynamics/bar.ce.js.map +1 -1
  24. package/dist/components/dynamics/image.ce.js.map +1 -1
  25. package/dist/components/dynamics/parse-value.js.map +1 -1
  26. package/dist/components/dynamics/shape-utils.js.map +1 -1
  27. package/dist/components/dynamics/shape.ce.js.map +1 -1
  28. package/dist/components/dynamics/text.ce.js.map +1 -1
  29. package/dist/components/gui/box.ce.js.map +1 -1
  30. package/dist/components/gui/dialogbox/index.ce.js +3 -3
  31. package/dist/components/gui/dialogbox/index.ce.js.map +1 -1
  32. package/dist/components/gui/gameover.ce.js +1 -1
  33. package/dist/components/gui/gameover.ce.js.map +1 -1
  34. package/dist/components/gui/hud/hud.ce.js +1 -1
  35. package/dist/components/gui/hud/hud.ce.js.map +1 -1
  36. package/dist/components/gui/menu/equip-menu.ce.js.map +1 -1
  37. package/dist/components/gui/menu/exit-menu.ce.js.map +1 -1
  38. package/dist/components/gui/menu/items-menu.ce.js.map +1 -1
  39. package/dist/components/gui/menu/main-menu.ce.js.map +1 -1
  40. package/dist/components/gui/menu/options-menu.ce.js.map +1 -1
  41. package/dist/components/gui/menu/skills-menu.ce.js.map +1 -1
  42. package/dist/components/gui/mobile/index.js.map +1 -1
  43. package/dist/components/gui/mobile/mobile.ce.js.map +1 -1
  44. package/dist/components/gui/notification/notification.ce.js.map +1 -1
  45. package/dist/components/gui/save-load.ce.js.map +1 -1
  46. package/dist/components/gui/shop/shop.ce.js +1 -1
  47. package/dist/components/gui/shop/shop.ce.js.map +1 -1
  48. package/dist/components/gui/title-screen.ce.js +2 -2
  49. package/dist/components/gui/title-screen.ce.js.map +1 -1
  50. package/dist/components/player-components-utils.js.map +1 -1
  51. package/dist/components/player-components.ce.js.map +1 -1
  52. package/dist/components/prebuilt/hp-bar.ce.js.map +1 -1
  53. package/dist/components/prebuilt/light-halo.ce.js.map +1 -1
  54. package/dist/components/scenes/canvas.ce.js +147 -4
  55. package/dist/components/scenes/canvas.ce.js.map +1 -1
  56. package/dist/components/scenes/draw-map.ce.js +2 -8
  57. package/dist/components/scenes/draw-map.ce.js.map +1 -1
  58. package/dist/components/scenes/event-layer.ce.js.map +1 -1
  59. package/dist/core/inject.js +1 -1
  60. package/dist/core/inject.js.map +1 -1
  61. package/dist/core/setup.js +1 -1
  62. package/dist/core/setup.js.map +1 -1
  63. package/dist/decorators/spritesheet.d.ts +1 -0
  64. package/dist/decorators/spritesheet.js +11 -0
  65. package/dist/decorators/spritesheet.js.map +1 -0
  66. package/dist/index.d.ts +1 -0
  67. package/dist/index.js +3 -2
  68. package/dist/module.js +1 -1
  69. package/dist/module.js.map +1 -1
  70. package/dist/node_modules/.pnpm/{@signe_di@2.10.0 → @signe_di@3.0.1}/node_modules/@signe/di/dist/index.js +1 -1
  71. package/dist/node_modules/.pnpm/@signe_di@3.0.1/node_modules/@signe/di/dist/index.js.map +1 -0
  72. package/dist/node_modules/.pnpm/{@signe_reactive@2.10.0 → @signe_reactive@3.0.1}/node_modules/@signe/reactive/dist/index.js +1 -1
  73. package/dist/node_modules/.pnpm/@signe_reactive@3.0.1/node_modules/@signe/reactive/dist/index.js.map +1 -0
  74. package/dist/node_modules/.pnpm/@signe_room@3.0.1/node_modules/@signe/room/dist/chunk-EUXUH3YW.js +13 -0
  75. package/dist/node_modules/.pnpm/@signe_room@3.0.1/node_modules/@signe/room/dist/chunk-EUXUH3YW.js.map +1 -0
  76. package/dist/node_modules/.pnpm/{@signe_room@2.10.0 → @signe_room@3.0.1}/node_modules/@signe/room/dist/index.js +124 -39
  77. package/dist/node_modules/.pnpm/@signe_room@3.0.1/node_modules/@signe/room/dist/index.js.map +1 -0
  78. 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
  79. package/dist/node_modules/.pnpm/@signe_sync@3.0.1/node_modules/@signe/sync/dist/client/index.js.map +1 -0
  80. package/dist/node_modules/.pnpm/{@signe_sync@2.10.0 → @signe_sync@3.0.1}/node_modules/@signe/sync/dist/index.js +36 -13
  81. package/dist/node_modules/.pnpm/@signe_sync@3.0.1/node_modules/@signe/sync/dist/index.js.map +1 -0
  82. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-HAC622V3.js.map +1 -1
  83. package/dist/node_modules/.pnpm/partysocket@1.1.3/node_modules/partysocket/dist/chunk-S74YV6PU.js.map +1 -1
  84. package/dist/node_modules/.pnpm/zod@3.24.2/node_modules/zod/lib/index.js.map +1 -1
  85. package/dist/presets/animation.js.map +1 -1
  86. package/dist/presets/faceset.js.map +1 -1
  87. package/dist/presets/icon.js.map +1 -1
  88. package/dist/presets/index.js.map +1 -1
  89. package/dist/presets/lpc.js.map +1 -1
  90. package/dist/presets/rmspritesheet.js.map +1 -1
  91. package/dist/services/AbstractSocket.js.map +1 -1
  92. package/dist/services/keyboardControls.js.map +1 -1
  93. package/dist/services/loadMap.js +1 -1
  94. package/dist/services/loadMap.js.map +1 -1
  95. package/dist/services/mmorpg.js +7 -3
  96. package/dist/services/mmorpg.js.map +1 -1
  97. package/dist/services/save.js.map +1 -1
  98. package/dist/services/standalone.js +1 -1
  99. package/dist/services/standalone.js.map +1 -1
  100. package/dist/utils/getEntityProp.js.map +1 -1
  101. package/package.json +10 -10
  102. package/src/Game/Map.ts +79 -0
  103. package/src/RpgClientEngine.ts +10 -1
  104. package/src/components/character.ce +37 -8
  105. package/src/components/scenes/canvas.ce +165 -6
  106. package/src/components/scenes/draw-map.ce +2 -15
  107. package/src/components/scenes/event-layer.ce +1 -2
  108. package/src/decorators/spritesheet.ts +8 -0
  109. package/src/index.ts +1 -0
  110. package/src/services/mmorpg.ts +8 -2
  111. package/dist/node_modules/.pnpm/@signe_di@2.10.0/node_modules/@signe/di/dist/index.js.map +0 -1
  112. package/dist/node_modules/.pnpm/@signe_reactive@2.10.0/node_modules/@signe/reactive/dist/index.js.map +0 -1
  113. package/dist/node_modules/.pnpm/@signe_room@2.10.0/node_modules/@signe/room/dist/index.js.map +0 -1
  114. package/dist/node_modules/.pnpm/@signe_sync@2.10.0/node_modules/@signe/sync/dist/client/index.js.map +0 -1
  115. package/dist/node_modules/.pnpm/@signe_sync@2.10.0/node_modules/@signe/sync/dist/index.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"character.ce.js","names":[],"sources":["../../src/components/character.ce"],"sourcesContent":["<Container x={smoothX} y={smoothY} zIndex={z} viewportFollow={shouldFollowCamera} controls onBeforeDestroy visible>\n @for (compConfig of normalizedComponentsBehind) {\n <Container>\n <compConfig.component object ...compConfig.props />\n </Container>\n } \n <PlayerComponents object position=\"bottom\" graphicBounds />\n <PlayerComponents object position=\"left\" graphicBounds />\n <Particle emit={emitParticleTrigger} settings={particleSettings} zIndex={1000} name={particleName} />\n <Container>\n @for (graphicObj of graphicsSignals) {\n <Sprite \n sheet={sheet(graphicObj)} \n scale={graphicScale(graphicObj)}\n direction \n tint \n hitbox\n flash={flashConfig}\n />\n }\n </Container>\n <PlayerComponents object position=\"center\" graphicBounds />\n <PlayerComponents object position=\"right\" graphicBounds />\n <PlayerComponents object position=\"top\" graphicBounds />\n @for (compConfig of normalizedComponentsInFront) {\n <Container dependencies={compConfig.dependencies}>\n <compConfig.component object ...compConfig.props />\n </Container>\n }\n @for (attachedGui of attachedGuis) {\n @if (shouldDisplayAttachedGui) {\n <Container>\n <attachedGui.component ...attachedGui.data() dependencies={attachedGui.dependencies} object={object} onFinish={(data) => {\n onAttachedGuiFinish(attachedGui, data)\n }} onInteraction={(name, data) => {\n onAttachedGuiInteraction(attachedGui, name, data)\n }} />\n </Container>\n }\n }\n</Container>\n\n<script>\n import { signal, effect, mount, computed, tick, animatedSignal, on } from \"canvasengine\";\n import { Assets } from \"pixi.js\";\n\n import { lastValueFrom, combineLatest, pairwise, filter, map, startWith } from \"rxjs\";\n import { Particle } from \"@canvasengine/presets\";\n import { GameEngineToken, ModulesToken } from \"@rpgjs/common\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\"; \n import { Direction, Animation } from \"@rpgjs/common\";\n import Hit from \"./effects/hit.ce\";\n import PlayerComponents from \"./player-components.ce\";\n import { RpgGui } from \"../Gui/Gui\";\n\n const { object, id } = defineProps();\n\n const client = inject(RpgClientEngine);\n const hooks = inject(ModulesToken);\n const guiService = inject(RpgGui);\n\n const spritesheets = client.spritesheets;\n const playerId = client.playerId;\n const componentsBehind = client.spriteComponentsBehind;\n const componentsInFront = client.spriteComponentsInFront;\n const isMe = computed(() => id() === playerId);\n\n /**\n * Normalize a single sprite component configuration\n * \n * Handles both direct component references and configuration objects with optional props and dependencies.\n * Extracts the component reference and creates a computed function that returns the props.\n * \n * ## Design\n * \n * Supports two formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...}, dependencies: (object) => [...] }`\n * \n * The normalization process:\n * - Extracts the actual component from either format\n * - Extracts dependencies function if provided\n * - Creates a computed function that returns props (static object or dynamic function result)\n * - Returns a normalized object with `component`, `props`, and `dependencies`\n * \n * @param comp - Component reference or configuration object\n * @returns Normalized component configuration with component, props, and dependencies\n * \n * @example\n * ```ts\n * // Direct component\n * normalizeComponent(ShadowComponent)\n * // => { component: ShadowComponent, props: {}, dependencies: undefined }\n * \n * // With static props\n * normalizeComponent({ component: LightHalo, props: { radius: 30 } })\n * // => { component: LightHalo, props: { radius: 30 }, dependencies: undefined }\n * \n * // With dynamic props and dependencies\n * normalizeComponent({ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * })\n * // => { component: HealthBar, props: {...}, dependencies: (object) => [...] }\n * ```\n */\n const normalizeComponent = (comp) => {\n let componentRef;\n let propsValue;\n let dependenciesFn;\n \n // If it's a direct component reference\n if (typeof comp === 'function' || (comp && typeof comp === 'object' && !comp.component)) {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n // If it's a configuration object with component and props\n else if (comp && typeof comp === 'object' && comp.component) {\n componentRef = comp.component;\n // Support both \"data\" (legacy) and \"props\" (new) for backward compatibility\n propsValue = comp.props !== undefined ? comp.props : comp.data;\n dependenciesFn = comp.dependencies;\n }\n // Fallback: treat as direct component\n else {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n \n // Return props directly (object or function), not as computed\n // The computed will be created in the template when needed\n return {\n component: componentRef,\n props: typeof propsValue === 'function' ? propsValue(object) : propsValue || {},\n dependencies: dependenciesFn ? dependenciesFn(object) : []\n };\n };\n\n /**\n * Normalize an array of sprite components\n * \n * Applies normalization to each component in the array using `normalizeComponent`.\n * \n * @param components - Array of component references or configuration objects\n * @returns Array of normalized component configurations\n */\n const normalizeComponents = (components) => {\n return components.map((comp) => normalizeComponent(comp));\n };\n\n\n /**\n * Normalized components to render behind sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * Supports multiple formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...} }`\n * 3. With dynamic props: `{ component: LightHalo, props: (object) => {...} }`\n * 4. With dependencies: `{ component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }`\n * \n * Components with dependencies will only be displayed when all dependencies are resolved (!= undefined).\n * The object is passed to the dependencies function to allow sprite-specific dependency resolution.\n * \n * @example\n * ```ts\n * // Direct component\n * componentsBehind: [ShadowComponent]\n * \n * // With static props\n * componentsBehind: [{ component: LightHalo, props: { radius: 30 } }]\n * \n * // With dynamic props and dependencies\n * componentsBehind: [{ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * }]\n * ```\n */\n const normalizedComponentsBehind = computed(() => {\n return normalizeComponents(componentsBehind());\n });\n\n /**\n * Normalized components to render in front of sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * See `normalizedComponentsBehind` for format details.\n * Components with dependencies will only be displayed when all dependencies are resolved.\n */\n const normalizedComponentsInFront = computed(() => {\n return normalizeComponents(componentsInFront());\n });\n \n /**\n * Determine if the camera should follow this sprite\n * \n * The camera follows this sprite if:\n * - It's explicitly set as the camera follow target, OR\n * - It's the current player and no explicit target is set (default behavior)\n */\n const shouldFollowCamera = computed(() => {\n const cameraTargetId = client.cameraFollowTargetId();\n // If a target is explicitly set, only follow if this sprite is the target\n if (cameraTargetId !== null) {\n return id() === cameraTargetId;\n }\n // Otherwise, follow the current player (default behavior)\n return isMe();\n });\n\n /**\n * Get all attached GUI components that should be rendered on sprites\n * These are GUIs with attachToSprite: true\n */\n const attachedGuis = computed(() => {\n return guiService.getAttachedGuis();\n });\n\n /**\n * Check if attached GUIs should be displayed for this sprite\n * This is controlled by showAttachedGui/hideAttachedGui on the server\n */\n const shouldDisplayAttachedGui = computed(() => {\n return guiService.shouldDisplayAttachedGui(id());\n });\n\n const { \n x, \n y, \n tint, \n direction, \n animationName, \n animationCurrentIndex,\n emitParticleTrigger, \n particleName, \n graphics, \n hitbox,\n isConnected,\n graphicsSignals,\n flashTrigger\n } = object;\n\n /**\n * Flash configuration signals for dynamic options\n * These signals are updated when the flash trigger is activated with options\n */\n const flashType = signal<'alpha' | 'tint' | 'both'>('alpha');\n const flashDuration = signal(300);\n const flashCycles = signal(1);\n const flashAlpha = signal(0.3);\n const flashTint = signal(0xffffff);\n\n /**\n * Listen to flash trigger to update configuration dynamically\n * When flash is triggered with options, update the signals\n */\n on(flashTrigger, (data) => {\n if (data && typeof data === 'object') {\n if (data.type !== undefined) flashType.set(data.type);\n if (data.duration !== undefined) flashDuration.set(data.duration);\n if (data.cycles !== undefined) flashCycles.set(data.cycles);\n if (data.alpha !== undefined) flashAlpha.set(data.alpha);\n if (data.tint !== undefined) flashTint.set(data.tint);\n }\n });\n\n /**\n * Flash configuration for the sprite\n * \n * This configuration is used by the flash directive to create visual feedback effects.\n * The flash trigger is exposed through the object, allowing both server events and\n * client-side code to trigger flash animations. Options can be passed dynamically\n * through the trigger, which updates the reactive signals.\n */\n const flashConfig = computed(() => ({\n trigger: flashTrigger,\n type: flashType(),\n duration: flashDuration(),\n cycles: flashCycles(),\n alpha: flashAlpha(),\n tint: flashTint(),\n }));\n\n const particleSettings = client.particleSettings;\n\n const canControls = () => isMe() && object.canMove()\n const keyboardControls = client.globalConfig.keyboardControls;\n\n const visible = computed(() => {\n if (object.isEvent()) {\n return true\n }\n return isConnected()\n });\n\n const controls = signal({\n down: {\n repeat: true,\n bind: keyboardControls.down,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Down })\n },\n },\n up: {\n repeat: true,\n bind: keyboardControls.up,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Up })\n },\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Left })\n },\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Right })\n },\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'action' })\n }\n },\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'escape' })\n }\n },\n },\n gamepad: {\n enabled: true\n }\n });\n\n const smoothX = animatedSignal(x(), {\n duration: isMe() ? 0 : 0\n });\n\n const smoothY = animatedSignal(y(), {\n duration: isMe() ? 0 : 0,\n });\n\n const z = computed(() => {\n return object.y() + object.z()\n });\n\n const realAnimationName = signal(animationName());\n\n const xSubscription = x.observable.subscribe((value) => {\n smoothX.set(value);\n });\n\n const ySubscription = y.observable.subscribe((value) => {\n smoothY.set(value);\n });\n \n const sheet = (graphicObject) => {\n return {\n definition: graphicObject,\n playing: realAnimationName(),\n params: {\n direction: direction()\n },\n onFinish() {\n animationCurrentIndex.update(index => index + 1)\n }\n };\n }\n\n const graphicScale = (graphicObject) => {\n const scale = graphicObject?.scale;\n if (Array.isArray(scale)) return scale;\n if (typeof scale === 'number') return [scale, scale];\n if (scale && typeof scale === 'object') {\n const x = typeof scale.x === 'number' ? scale.x : 1;\n const y = typeof scale.y === 'number' ? scale.y : x;\n return [x, y];\n }\n return undefined;\n }\n\n const imageDimensions = signal({});\n const loadingImageDimensions = new Set();\n\n const toPositiveNumber = (value) => {\n const number = typeof value === 'number' ? value : parseFloat(value);\n return Number.isFinite(number) && number > 0 ? number : undefined;\n };\n\n const toFiniteNumber = (value, fallback = 0) => {\n const number = typeof value === 'number' ? value : parseFloat(value);\n return Number.isFinite(number) ? number : fallback;\n };\n\n const clampRatio = (value) => Math.min(1, Math.max(0, value));\n\n const normalizePair = (value, fallback = [1, 1]) => {\n if (Array.isArray(value)) {\n const x = toFiniteNumber(value[0], fallback[0]);\n const y = toFiniteNumber(value[1] ?? value[0], x);\n return [x, y];\n }\n if (typeof value === 'number') {\n return [value, value];\n }\n if (value && typeof value === 'object') {\n const x = toFiniteNumber(value.x, fallback[0]);\n const y = toFiniteNumber(value.y ?? value.x, x);\n return [x, y];\n }\n return fallback;\n };\n\n const normalizeAnchor = (value) => {\n if (!Array.isArray(value)) return undefined;\n const [x, y] = normalizePair(value, [0, 0]);\n return [clampRatio(x), clampRatio(y)];\n };\n\n const resolveImageSource = (image) => {\n if (typeof image === 'string') return image;\n if (typeof image?.default === 'string') return image.default;\n return undefined;\n };\n\n const parentTextureOptions = (graphicObject) => {\n const props = [\n 'width',\n 'height',\n 'framesHeight',\n 'framesWidth',\n 'rectWidth',\n 'rectHeight',\n 'offset',\n 'image',\n 'sound',\n 'spriteRealSize',\n 'scale',\n 'anchor',\n 'pivot',\n 'x',\n 'y',\n 'opacity'\n ];\n\n return props.reduce((options, prop) => {\n if (graphicObject?.[prop] !== undefined) {\n options[prop] = graphicObject[prop];\n }\n return options;\n }, {});\n };\n\n const resolveTextureOptions = (graphicObject) => {\n const textures = graphicObject?.textures ?? {};\n const texture =\n textures[realAnimationName()] ??\n textures[Animation.Stand] ??\n Object.values(textures)[0] ??\n {};\n\n return {\n ...parentTextureOptions(graphicObject),\n ...texture\n };\n };\n\n const resolveFirstAnimationFrame = (textureOptions) => {\n const animations = textureOptions?.animations;\n if (!animations) return {};\n\n try {\n const frames = typeof animations === 'function'\n ? animations({ direction: direction() })\n : animations;\n if (!Array.isArray(frames)) return {};\n const firstGroup = frames[0];\n return Array.isArray(firstGroup) ? firstGroup[0] ?? {} : firstGroup ?? {};\n }\n catch {\n return {};\n }\n };\n\n const optionValue = (prop, frame, textureOptions, graphicObject) => {\n return frame?.[prop] ?? textureOptions?.[prop] ?? graphicObject?.[prop];\n };\n\n const resolveFrameSize = (textureOptions, dimensions) => {\n const framesWidth = toPositiveNumber(textureOptions?.framesWidth) ?? 1;\n const framesHeight = toPositiveNumber(textureOptions?.framesHeight) ?? 1;\n const imageSource = resolveImageSource(textureOptions?.image);\n const loadedSize = imageSource ? dimensions[imageSource] : undefined;\n const fullWidth = toPositiveNumber(textureOptions?.width) ?? loadedSize?.width;\n const fullHeight = toPositiveNumber(textureOptions?.height) ?? loadedSize?.height;\n const width = toPositiveNumber(textureOptions?.rectWidth) ??\n toPositiveNumber(textureOptions?.spriteWidth) ??\n (fullWidth ? fullWidth / framesWidth : undefined);\n const height = toPositiveNumber(textureOptions?.rectHeight) ??\n toPositiveNumber(textureOptions?.spriteHeight) ??\n (fullHeight ? fullHeight / framesHeight : undefined);\n\n return {\n width,\n height\n };\n };\n\n const resolveHitboxAnchor = (spriteWidth, spriteHeight, realSize, box) => {\n if (!spriteWidth || !spriteHeight || !box) {\n return [0, 0];\n }\n\n const heightOfSprite = typeof realSize === 'number' ? realSize : realSize?.height;\n const resolvedHeight = toPositiveNumber(heightOfSprite) ?? spriteHeight;\n const gap = Math.max(0, (spriteHeight - resolvedHeight) / 2);\n const hitboxTopLeftX = clampRatio((spriteWidth - box.w) / 2 / spriteWidth);\n const hitboxTopLeftY = clampRatio((spriteHeight - box.h - gap) / spriteHeight);\n const hitboxCenterX = clampRatio(hitboxTopLeftX + box.w / 2 / spriteWidth);\n const hitboxCenterY = clampRatio(hitboxTopLeftY + box.h / 2 / spriteHeight);\n const footY = clampRatio((spriteHeight - gap) / spriteHeight);\n\n switch (box.anchorMode ?? 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+ {"version":3,"file":"character.ce.js","names":[],"sources":["../../src/components/character.ce"],"sourcesContent":["<Container x={smoothX} y={smoothY} zIndex={z} viewportFollow={shouldFollowCamera} controls onBeforeDestroy visible>\n @for (compConfig of normalizedComponentsBehind) {\n <Container>\n <compConfig.component object ...compConfig.props />\n </Container>\n } \n <PlayerComponents object position=\"bottom\" graphicBounds />\n <PlayerComponents object position=\"left\" graphicBounds />\n <Particle emit={emitParticleTrigger} settings={particleSettings} zIndex={1000} name={particleName} />\n <Container>\n @for (graphicObj of graphicsSignals) {\n <Container scale={graphicScale(graphicObj)}>\n <Sprite \n sheet={sheet(graphicObj)} \n direction \n tint \n hitbox\n shadowCaster={shadowCaster(graphicObj)}\n flash={flashConfig}\n />\n </Container>\n }\n </Container>\n <PlayerComponents object position=\"center\" graphicBounds />\n <PlayerComponents object position=\"right\" graphicBounds />\n <PlayerComponents object position=\"top\" graphicBounds />\n @for (compConfig of normalizedComponentsInFront) {\n <Container dependencies={compConfig.dependencies}>\n <compConfig.component object ...compConfig.props />\n </Container>\n }\n @for (attachedGui of attachedGuis) {\n @if (shouldDisplayAttachedGui) {\n <Container>\n <attachedGui.component ...attachedGui.data() dependencies={attachedGui.dependencies} object={object} onFinish={(data) => {\n onAttachedGuiFinish(attachedGui, data)\n }} onInteraction={(name, data) => {\n onAttachedGuiInteraction(attachedGui, name, data)\n }} />\n </Container>\n }\n }\n</Container>\n\n<script>\n import { signal, effect, mount, computed, tick, animatedSignal, on } from \"canvasengine\";\n import { Assets } from \"pixi.js\";\n\n import { lastValueFrom, combineLatest, pairwise, filter, map, startWith } from \"rxjs\";\n import { Particle } from \"@canvasengine/presets\";\n import { GameEngineToken, ModulesToken } from \"@rpgjs/common\";\n import { RpgClientEngine } from \"../RpgClientEngine\";\n import { inject } from \"../core/inject\"; \n import { Direction, Animation } from \"@rpgjs/common\";\n import Hit from \"./effects/hit.ce\";\n import PlayerComponents from \"./player-components.ce\";\n import { RpgGui } from \"../Gui/Gui\";\n\n const { object, id } = defineProps();\n\n const client = inject(RpgClientEngine);\n const hooks = inject(ModulesToken);\n const guiService = inject(RpgGui);\n\n const spritesheets = client.spritesheets;\n const playerId = client.playerId;\n const componentsBehind = client.spriteComponentsBehind;\n const componentsInFront = client.spriteComponentsInFront;\n const isMe = computed(() => id() === playerId);\n const shadowsEnabled = computed(() => {\n const lighting = client.sceneMap?.lighting?.();\n return Boolean(lighting?.shadows?.enabled || (lighting?.spots?.length ?? 0) > 0);\n });\n\n /**\n * Normalize a single sprite component configuration\n * \n * Handles both direct component references and configuration objects with optional props and dependencies.\n * Extracts the component reference and creates a computed function that returns the props.\n * \n * ## Design\n * \n * Supports two formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...}, dependencies: (object) => [...] }`\n * \n * The normalization process:\n * - Extracts the actual component from either format\n * - Extracts dependencies function if provided\n * - Creates a computed function that returns props (static object or dynamic function result)\n * - Returns a normalized object with `component`, `props`, and `dependencies`\n * \n * @param comp - Component reference or configuration object\n * @returns Normalized component configuration with component, props, and dependencies\n * \n * @example\n * ```ts\n * // Direct component\n * normalizeComponent(ShadowComponent)\n * // => { component: ShadowComponent, props: {}, dependencies: undefined }\n * \n * // With static props\n * normalizeComponent({ component: LightHalo, props: { radius: 30 } })\n * // => { component: LightHalo, props: { radius: 30 }, dependencies: undefined }\n * \n * // With dynamic props and dependencies\n * normalizeComponent({ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * })\n * // => { component: HealthBar, props: {...}, dependencies: (object) => [...] }\n * ```\n */\n const normalizeComponent = (comp) => {\n let componentRef;\n let propsValue;\n let dependenciesFn;\n \n // If it's a direct component reference\n if (typeof comp === 'function' || (comp && typeof comp === 'object' && !comp.component)) {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n // If it's a configuration object with component and props\n else if (comp && typeof comp === 'object' && comp.component) {\n componentRef = comp.component;\n // Support both \"data\" (legacy) and \"props\" (new) for backward compatibility\n propsValue = comp.props !== undefined ? comp.props : comp.data;\n dependenciesFn = comp.dependencies;\n }\n // Fallback: treat as direct component\n else {\n componentRef = comp;\n propsValue = undefined;\n dependenciesFn = undefined;\n }\n \n // Return props directly (object or function), not as computed\n // The computed will be created in the template when needed\n return {\n component: componentRef,\n props: typeof propsValue === 'function' ? propsValue(object) : propsValue || {},\n dependencies: dependenciesFn ? dependenciesFn(object) : []\n };\n };\n\n /**\n * Normalize an array of sprite components\n * \n * Applies normalization to each component in the array using `normalizeComponent`.\n * \n * @param components - Array of component references or configuration objects\n * @returns Array of normalized component configurations\n */\n const normalizeComponents = (components) => {\n return components.map((comp) => normalizeComponent(comp));\n };\n\n\n /**\n * Normalized components to render behind sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * Supports multiple formats:\n * 1. Direct component: `ShadowComponent`\n * 2. Configuration object: `{ component: LightHalo, props: {...} }`\n * 3. With dynamic props: `{ component: LightHalo, props: (object) => {...} }`\n * 4. With dependencies: `{ component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }`\n * \n * Components with dependencies will only be displayed when all dependencies are resolved (!= undefined).\n * The object is passed to the dependencies function to allow sprite-specific dependency resolution.\n * \n * @example\n * ```ts\n * // Direct component\n * componentsBehind: [ShadowComponent]\n * \n * // With static props\n * componentsBehind: [{ component: LightHalo, props: { radius: 30 } }]\n * \n * // With dynamic props and dependencies\n * componentsBehind: [{ \n * component: HealthBar, \n * props: (object) => ({ hp: object.hp(), maxHp: object.param.maxHp() }),\n * dependencies: (object) => [object.hp, object.param.maxHp]\n * }]\n * ```\n */\n const normalizedComponentsBehind = computed(() => {\n return normalizeComponents(componentsBehind());\n });\n\n /**\n * Normalized components to render in front of sprites\n * Handles both direct component references and configuration objects with optional props and dependencies\n * \n * See `normalizedComponentsBehind` for format details.\n * Components with dependencies will only be displayed when all dependencies are resolved.\n */\n const normalizedComponentsInFront = computed(() => {\n return normalizeComponents(componentsInFront());\n });\n \n /**\n * Determine if the camera should follow this sprite\n * \n * The camera follows this sprite if:\n * - It's explicitly set as the camera follow target, OR\n * - It's the current player and no explicit target is set (default behavior)\n */\n const shouldFollowCamera = computed(() => {\n const cameraTargetId = client.cameraFollowTargetId();\n // If a target is explicitly set, only follow if this sprite is the target\n if (cameraTargetId !== null) {\n return id() === cameraTargetId;\n }\n // Otherwise, follow the current player (default behavior)\n return isMe();\n });\n\n /**\n * Get all attached GUI components that should be rendered on sprites\n * These are GUIs with attachToSprite: true\n */\n const attachedGuis = computed(() => {\n return guiService.getAttachedGuis();\n });\n\n /**\n * Check if attached GUIs should be displayed for this sprite\n * This is controlled by showAttachedGui/hideAttachedGui on the server\n */\n const shouldDisplayAttachedGui = computed(() => {\n return guiService.shouldDisplayAttachedGui(id());\n });\n\n const { \n x, \n y, \n tint, \n direction, \n animationName, \n animationCurrentIndex,\n emitParticleTrigger, \n particleName, \n graphics, \n hitbox,\n isConnected,\n graphicsSignals,\n flashTrigger\n } = object;\n\n /**\n * Flash configuration signals for dynamic options\n * These signals are updated when the flash trigger is activated with options\n */\n const flashType = signal<'alpha' | 'tint' | 'both'>('alpha');\n const flashDuration = signal(300);\n const flashCycles = signal(1);\n const flashAlpha = signal(0.3);\n const flashTint = signal(0xffffff);\n\n /**\n * Listen to flash trigger to update configuration dynamically\n * When flash is triggered with options, update the signals\n */\n on(flashTrigger, (data) => {\n if (data && typeof data === 'object') {\n if (data.type !== undefined) flashType.set(data.type);\n if (data.duration !== undefined) flashDuration.set(data.duration);\n if (data.cycles !== undefined) flashCycles.set(data.cycles);\n if (data.alpha !== undefined) flashAlpha.set(data.alpha);\n if (data.tint !== undefined) flashTint.set(data.tint);\n }\n });\n\n /**\n * Flash configuration for the sprite\n * \n * This configuration is used by the flash directive to create visual feedback effects.\n * The flash trigger is exposed through the object, allowing both server events and\n * client-side code to trigger flash animations. Options can be passed dynamically\n * through the trigger, which updates the reactive signals.\n */\n const flashConfig = computed(() => ({\n trigger: flashTrigger,\n type: flashType(),\n duration: flashDuration(),\n cycles: flashCycles(),\n alpha: flashAlpha(),\n tint: flashTint(),\n }));\n\n const particleSettings = client.particleSettings;\n\n const canControls = () => isMe() && object.canMove()\n const keyboardControls = client.globalConfig.keyboardControls;\n\n const visible = computed(() => {\n if (object.isEvent()) {\n return true\n }\n return isConnected()\n });\n\n const controls = signal({\n down: {\n repeat: true,\n bind: keyboardControls.down,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Down })\n },\n },\n up: {\n repeat: true,\n bind: keyboardControls.up,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Up })\n },\n },\n left: {\n repeat: true,\n bind: keyboardControls.left,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Left })\n },\n },\n right: {\n repeat: true,\n bind: keyboardControls.right,\n keyDown() {\n if (canControls()) client.processInput({ input: Direction.Right })\n },\n },\n action: {\n bind: keyboardControls.action,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'action' })\n }\n },\n },\n escape: {\n bind: keyboardControls.escape,\n keyDown() {\n if (canControls()) {\n client.processAction({ action: 'escape' })\n }\n },\n },\n gamepad: {\n enabled: true\n }\n });\n\n const smoothX = animatedSignal(x(), {\n duration: isMe() ? 0 : 0\n });\n\n const smoothY = animatedSignal(y(), {\n duration: isMe() ? 0 : 0,\n });\n\n const z = computed(() => {\n return object.y() + object.z()\n });\n\n const realAnimationName = signal(animationName());\n\n const xSubscription = x.observable.subscribe((value) => {\n smoothX.set(value);\n });\n\n const ySubscription = y.observable.subscribe((value) => {\n smoothY.set(value);\n });\n \n const sheet = (graphicObject) => {\n return {\n definition: graphicObject,\n playing: realAnimationName(),\n params: {\n direction: direction()\n },\n onFinish() {\n animationCurrentIndex.update(index => index + 1)\n }\n };\n }\n\n const graphicScale = (graphicObject) => {\n const scale = graphicObject?.scale;\n if (Array.isArray(scale)) return scale;\n if (typeof scale === 'number') return [scale, scale];\n if (scale && typeof scale === 'object') {\n const x = typeof scale.x === 'number' ? scale.x : 1;\n const y = typeof scale.y === 'number' ? scale.y : x;\n return [x, y];\n }\n return undefined;\n }\n\n const shadowCaster = (graphicObject) => {\n const box = hitbox();\n const bounds = graphicBounds();\n const scale = graphicScale(graphicObject);\n const scaleY = Array.isArray(scale) && typeof scale[1] === 'number' ? Math.abs(scale[1]) : 1;\n const height = Math.max(bounds?.height ?? box?.h ?? 32, box?.h ?? 32) * scaleY;\n\n return {\n enabled: shadowsEnabled,\n height,\n footAnchor: { x: 0.5, y: 1 },\n footOffset: { x: 0, y: 2 },\n alpha: 0.5,\n blur: 3.5,\n gradientPower: 2,\n hardness: 0.42,\n minLength: Math.max(6, (box?.h ?? 32) * 0.25),\n maxLength: Math.max(90, height * 1.8),\n contactAlpha: 0.3,\n contactScale: 0.3,\n };\n }\n\n const imageDimensions = signal({});\n const loadingImageDimensions = new Set();\n\n const toPositiveNumber = (value) => {\n const number = typeof value === 'number' ? value : parseFloat(value);\n return Number.isFinite(number) && number > 0 ? number : undefined;\n };\n\n const toFiniteNumber = (value, fallback = 0) => {\n const number = typeof value === 'number' ? value : parseFloat(value);\n return Number.isFinite(number) ? number : fallback;\n };\n\n const clampRatio = (value) => Math.min(1, Math.max(0, value));\n\n const normalizePair = (value, fallback = [1, 1]) => {\n if (Array.isArray(value)) {\n const x = toFiniteNumber(value[0], fallback[0]);\n const y = toFiniteNumber(value[1] ?? value[0], x);\n return [x, y];\n }\n if (typeof value === 'number') {\n return [value, value];\n }\n if (value && typeof value === 'object') {\n const x = toFiniteNumber(value.x, fallback[0]);\n const y = toFiniteNumber(value.y ?? value.x, x);\n return [x, y];\n }\n return fallback;\n };\n\n const normalizeAnchor = (value) => {\n if (!Array.isArray(value)) return undefined;\n const [x, y] = normalizePair(value, [0, 0]);\n return [clampRatio(x), clampRatio(y)];\n };\n\n const resolveImageSource = (image) => {\n if (typeof image === 'string') return image;\n if (typeof image?.default === 'string') return image.default;\n return undefined;\n };\n\n const parentTextureOptions = (graphicObject) => {\n const props = [\n 'width',\n 'height',\n 'framesHeight',\n 'framesWidth',\n 'rectWidth',\n 'rectHeight',\n 'offset',\n 'image',\n 'sound',\n 'spriteRealSize',\n 'scale',\n 'anchor',\n 'pivot',\n 'x',\n 'y',\n 'opacity'\n ];\n\n return props.reduce((options, prop) => {\n if (graphicObject?.[prop] !== undefined) {\n options[prop] = graphicObject[prop];\n }\n return options;\n }, {});\n };\n\n const resolveTextureOptions = (graphicObject) => {\n const textures = graphicObject?.textures ?? {};\n const texture =\n textures[realAnimationName()] ??\n textures[Animation.Stand] ??\n Object.values(textures)[0] ??\n {};\n\n return {\n ...parentTextureOptions(graphicObject),\n ...texture\n };\n };\n\n const resolveFirstAnimationFrame = (textureOptions) => {\n const animations = textureOptions?.animations;\n if (!animations) return {};\n\n try {\n const frames = typeof animations === 'function'\n ? animations({ direction: direction() })\n : animations;\n if (!Array.isArray(frames)) return {};\n const firstGroup = frames[0];\n return Array.isArray(firstGroup) ? firstGroup[0] ?? {} : firstGroup ?? {};\n }\n catch {\n return {};\n }\n };\n\n const optionValue = (prop, frame, textureOptions, graphicObject) => {\n return frame?.[prop] ?? textureOptions?.[prop] ?? graphicObject?.[prop];\n };\n\n const resolveFrameSize = (textureOptions, dimensions) => {\n const framesWidth = toPositiveNumber(textureOptions?.framesWidth) ?? 1;\n const framesHeight = toPositiveNumber(textureOptions?.framesHeight) ?? 1;\n const imageSource = resolveImageSource(textureOptions?.image);\n const loadedSize = imageSource ? dimensions[imageSource] : undefined;\n const fullWidth = toPositiveNumber(textureOptions?.width) ?? loadedSize?.width;\n const fullHeight = toPositiveNumber(textureOptions?.height) ?? loadedSize?.height;\n const width = toPositiveNumber(textureOptions?.rectWidth) ??\n toPositiveNumber(textureOptions?.spriteWidth) ??\n (fullWidth ? fullWidth / framesWidth : undefined);\n const height = toPositiveNumber(textureOptions?.rectHeight) ??\n toPositiveNumber(textureOptions?.spriteHeight) ??\n (fullHeight ? fullHeight / framesHeight : undefined);\n\n return {\n width,\n height\n };\n };\n\n const resolveHitboxAnchor = (spriteWidth, spriteHeight, realSize, box) => {\n if (!spriteWidth || !spriteHeight || !box) {\n return [0, 0];\n }\n\n const heightOfSprite = typeof realSize === 'number' ? realSize : realSize?.height;\n const resolvedHeight = toPositiveNumber(heightOfSprite) ?? spriteHeight;\n const gap = Math.max(0, (spriteHeight - resolvedHeight) / 2);\n const hitboxTopLeftX = clampRatio((spriteWidth - box.w) / 2 / spriteWidth);\n const hitboxTopLeftY = clampRatio((spriteHeight - box.h - gap) / spriteHeight);\n const hitboxCenterX = clampRatio(hitboxTopLeftX + box.w / 2 / spriteWidth);\n const hitboxCenterY = clampRatio(hitboxTopLeftY + box.h / 2 / spriteHeight);\n const footY = clampRatio((spriteHeight - gap) / spriteHeight);\n\n switch (box.anchorMode ?? 'top-left') {\n case 'center':\n return [hitboxCenterX, hitboxCenterY];\n case 'foot':\n return [hitboxCenterX, footY];\n case 'top-left':\n default:\n return [hitboxTopLeftX, hitboxTopLeftY];\n }\n };\n\n const loadImageDimensions = (image) => {\n const source = resolveImageSource(image);\n if (!source || imageDimensions()[source] || loadingImageDimensions.has(source)) {\n return;\n }\n\n loadingImageDimensions.add(source);\n Assets.load(source)\n .then((texture) => {\n const width = toPositiveNumber(texture?.width);\n const height = toPositiveNumber(texture?.height);\n if (!width || !height) return;\n\n imageDimensions.update((dimensions) => ({\n ...dimensions,\n [source]: { width, height }\n }));\n })\n .catch(() => {})\n .finally(() => {\n loadingImageDimensions.delete(source);\n });\n };\n\n effect(() => {\n const sources = new Set();\n\n graphicsSignals().forEach((graphicObject) => {\n const baseImage = resolveImageSource(graphicObject?.image);\n if (baseImage) sources.add(baseImage);\n\n Object.values(graphicObject?.textures ?? {}).forEach((textureOptions) => {\n const image = resolveImageSource(textureOptions?.image ?? graphicObject?.image);\n if (image) sources.add(image);\n });\n });\n\n sources.forEach((source) => loadImageDimensions(source));\n });\n\n const hitboxBounds = 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\n const graphicBounds = computed(() => {\n const box = hitbox();\n const fallback = hitboxBounds();\n const dimensions = imageDimensions();\n const graphics = graphicsSignals();\n let bounds = null;\n\n graphics.forEach((graphicObject) => {\n const textureOptions = resolveTextureOptions(graphicObject);\n const frame = resolveFirstAnimationFrame(textureOptions);\n const size = resolveFrameSize(textureOptions, dimensions);\n const spriteWidth = size.width ?? box?.w;\n const spriteHeight = size.height ?? box?.h;\n\n if (!spriteWidth || !spriteHeight) {\n return;\n }\n\n const explicitAnchor = normalizeAnchor(optionValue('anchor', frame, textureOptions, graphicObject));\n const anchor = explicitAnchor ?? resolveHitboxAnchor(\n spriteWidth,\n spriteHeight,\n optionValue('spriteRealSize', frame, textureOptions, graphicObject),\n box\n );\n const scale = normalizePair(optionValue('scale', frame, textureOptions, graphicObject) ?? graphicScale(graphicObject));\n const x = toFiniteNumber(optionValue('x', frame, textureOptions, graphicObject), 0);\n const y = toFiniteNumber(optionValue('y', frame, textureOptions, graphicObject), 0);\n const leftEdge = -anchor[0] * spriteWidth * scale[0];\n const rightEdge = (1 - anchor[0]) * spriteWidth * scale[0];\n const topEdge = -anchor[1] * spriteHeight * scale[1];\n const bottomEdge = (1 - anchor[1]) * spriteHeight * scale[1];\n const graphic = {\n left: x + Math.min(leftEdge, rightEdge),\n top: y + Math.min(topEdge, bottomEdge),\n right: x + Math.max(leftEdge, rightEdge),\n bottom: y + Math.max(topEdge, bottomEdge)\n };\n\n bounds = bounds\n ? {\n left: Math.min(bounds.left, graphic.left),\n top: Math.min(bounds.top, graphic.top),\n right: Math.max(bounds.right, graphic.right),\n bottom: Math.max(bounds.bottom, graphic.bottom)\n }\n : graphic;\n });\n\n if (!bounds) {\n return fallback;\n }\n\n const width = bounds.right - bounds.left;\n const height = bounds.bottom - bounds.top;\n\n return {\n ...bounds,\n width,\n height,\n centerX: bounds.left + width / 2,\n centerY: bounds.top + height / 2\n };\n });\n\n // Combine animation change detection with movement state from smoothX/smoothY\n const movementAnimations = ['walk', 'stand'];\n const epsilon = 0; // movement threshold to consider the easing still running\n\n const stateX$ = smoothX.animatedState.observable;\n const stateY$ = smoothY.animatedState.observable;\n const animationName$ = animationName.observable;\n\n const moving$ = combineLatest([stateX$, stateY$]).pipe(\n map(([sx, sy]) => {\n const xFinished = Math.abs(sx.value.current - sx.value.end) <= epsilon;\n const yFinished = Math.abs(sy.value.current - sy.value.end) <= epsilon;\n return !xFinished || !yFinished; // moving if X or Y is not finished\n }),\n startWith(false)\n );\n\n const animationChange$ = animationName$.pipe(\n startWith(animationName()),\n pairwise(),\n filter(([prev, curr]) => prev !== curr)\n );\n\n let beforeRemovePromise = null;\n let beforeRemoveTransitionValue = null;\n const resolveRemoveContext = () => {\n if (!object._removeTransition) return null;\n const value = object._removeTransition();\n if (!value || typeof value !== 'string') return null;\n try {\n const context = JSON.parse(value);\n if (!context || typeof context !== 'object' || !context.active) return null;\n context.__transitionValue = value;\n return context;\n }\n catch {\n return null;\n }\n };\n\n const withTimeout = (promise, timeoutMs = 0) => {\n if (!timeoutMs || timeoutMs <= 0) return promise;\n return Promise.race([\n promise,\n new Promise((resolve) => setTimeout(resolve, timeoutMs)),\n ]);\n };\n\n const runBeforeRemove = () => {\n const context = resolveRemoveContext();\n if (!context) return Promise.resolve();\n if (beforeRemovePromise && beforeRemoveTransitionValue === context.__transitionValue) {\n return beforeRemovePromise;\n }\n beforeRemoveTransitionValue = context.__transitionValue;\n beforeRemovePromise = withTimeout(\n lastValueFrom(hooks.callHooks(\"client-sprite-onBeforeRemove\", object, context)),\n context.timeoutMs\n );\n return beforeRemovePromise;\n };\n\n const removeTransitionSubscription = object._removeTransition?.observable?.subscribe(() => {\n if (resolveRemoveContext()) {\n runBeforeRemove();\n }\n });\n\n const animationMovementSubscription = combineLatest([animationChange$, moving$]).subscribe(([[prev, curr], isMoving]) => {\n if (curr == 'stand' && !isMoving) {\n realAnimationName.set(curr);\n }\n else if (curr == 'walk' && isMoving) {\n realAnimationName.set(curr);\n }\n else if (!movementAnimations.includes(curr)) {\n realAnimationName.set(curr);\n }\n if (!isMoving && object.animationIsPlaying && object.animationIsPlaying()) {\n if (movementAnimations.includes(curr)) {\n if (typeof object.resetAnimationState === 'function') {\n object.resetAnimationState();\n }\n }\n }\n });\n\n /**\n * Cleanup subscriptions and call hooks before sprite destruction.\n *\n * # Design\n * - Prevent memory leaks by unsubscribing from all local subscriptions created in this component.\n * - Execute destruction hooks to notify modules and scene map of sprite removal.\n *\n * @example\n * await onBeforeDestroy();\n */\n const waitForTemporaryAnimationEnd = (maxDuration = 1200) => {\n if (!object.animationIsPlaying || !object.animationIsPlaying()) {\n return Promise.resolve();\n }\n\n return new Promise((resolve) => {\n let finished = false;\n let timeout;\n let subscription;\n const finish = () => {\n if (finished) return;\n finished = true;\n clearTimeout(timeout);\n subscription?.unsubscribe();\n resolve();\n };\n timeout = setTimeout(finish, maxDuration);\n subscription = object.animationIsPlaying.observable.subscribe((isPlaying) => {\n if (!isPlaying) finish();\n });\n if (finished) subscription.unsubscribe();\n });\n };\n\n const onBeforeDestroy = async () => {\n await runBeforeRemove();\n await waitForTemporaryAnimationEnd();\n removeTransitionSubscription?.unsubscribe();\n animationMovementSubscription.unsubscribe();\n xSubscription.unsubscribe();\n ySubscription.unsubscribe();\n await lastValueFrom(hooks.callHooks(\"client-sprite-onDestroy\", object)) \n await lastValueFrom(hooks.callHooks(\"client-sceneMap-onRemoveSprite\", client.sceneMap, object))\n }\n\n mount((element) => {\n hooks.callHooks(\"client-sprite-onAdd\", object).subscribe()\n hooks.callHooks(\"client-sceneMap-onAddSprite\", client.sceneMap, object).subscribe()\n if (isMe()) client.setKeyboardControls(element.directives.controls)\n })\n\n /**\n * Handle attached GUI finish event\n * \n * @param gui - The GUI instance\n * @param data - Data passed from the GUI component\n */\n const onAttachedGuiFinish = (gui, data) => {\n guiService.guiClose(gui.name, data);\n };\n\n /**\n * Handle attached GUI interaction event\n * \n * @param gui - The GUI instance\n * @param name - Interaction name\n * @param data - Interaction data\n */\n const onAttachedGuiInteraction = (gui, name, data) => {\n guiService.guiInteraction(gui.name, name, data);\n };\n\n tick(() => {\n hooks.callHooks(\"client-sprite-onUpdate\").subscribe()\n 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@@ -1 +1 @@
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- {"version":3,"file":"box.ce.js","names":[],"sources":["../../../src/components/gui/box.ce"],"sourcesContent":["<Container positionType=\"absolute\" top={top} left={left}>\n <Container\n anchor={[0.5, 0.5]}\n >\n <Rect width height color={_color} />\n <Container attach={child}></Container>\n </Container> \n</Container>\n\n<script>\n import { RpgClientEngine, inject } from \"../../index\";\n\n const { width, height, children, color, top, left } = defineProps();\n const engine = inject(RpgClientEngine)\n const child = children[0]\n const _color = computed(() => engine.globalConfig.gui?.windowColor || color?.() || \"#1a1a2e\")\n</script>"],"mappings":";;;;;AAOE,SAAS,UAAA,SAAA;;CAGH,MAAG,EAAA,OAAA,QAAiB,UAAa,OAAO,KAAC,SAD1C,eAAA,QACgD,EAAA;;CAEvD,MAAE,QAAQ,SAAa;CACvB,MAAE,SAAa,eAAS,OAAA,aAAe,KAAA,eAAA,SAAA,IAAA,UAAA;CAE/B,OADQ,EAAA,WAAU;EAAA,cAAA;EAAA;EAAA;EAAA,EAAA,EAAA,WAAA,EAAA,QAAA,CAAA,IAAA,GAAA,EAAA,EAAA,CAAA,EAAA,MAAA;EAAA;EAAA;EAAA,OAAA;EAAA,CAAA,EAAA,EAAA,WAAA,EAAA,QAAA,OAAA,CAAA,CAAA,CAAA,CACT"}
1
+ {"version":3,"file":"box.ce.js","names":[],"sources":["../../../src/components/gui/box.ce"],"sourcesContent":["<Container positionType=\"absolute\" top={top} left={left}>\n <Container\n anchor={[0.5, 0.5]}\n >\n <Rect width height color={_color} />\n <Container attach={child}></Container>\n </Container> \n</Container>\n\n<script>\n import { RpgClientEngine, inject } from \"../../index\";\n\n const { width, height, children, color, top, left } = defineProps();\n const engine = inject(RpgClientEngine)\n const child = children[0]\n const _color = computed(() => engine.globalConfig.gui?.windowColor || color?.() || \"#1a1a2e\")\n</script>"],"mappings":";;;;;AAOE,SAAS,UAAA,SAAA;;CAGH,MAAG,EAAA,OAAA,QAAiB,UAAa,OAAO,KAAC,SAD1C,eAAA,OACgD,EAAA;;CAEvD,MAAE,QAAQ,SAAa;CACvB,MAAE,SAAa,eAAS,OAAA,aAAe,KAAA,eAAA,QAAA,KAAA,SAAA;CAE/B,OADQ,EAAA,WAAU;EAAA,cAAA;EAAA;EAAA;CAAA,GAAA,EAAA,WAAA,EAAA,QAAA,CAAA,IAAA,EAAA,EAAA,GAAA,CAAA,EAAA,MAAA;EAAA;EAAA;EAAA,OAAA;CAAA,CAAA,GAAA,EAAA,WAAA,EAAA,QAAA,MAAA,CAAA,CAAA,CAAA,CACT;AACf"}
@@ -152,7 +152,7 @@ function component($$props) {
152
152
  element: "div",
153
153
  attrs: { class: "rpg-ui-dialog-body" }
154
154
  }, [h(DOMElement, { element: "div" }, [
155
- cond(speakerName(), () => h(DOMElement, {
155
+ cond(computed(() => speakerName()), () => h(DOMElement, {
156
156
  element: "div",
157
157
  attrs: { class: "rpg-ui-dialog-speaker" },
158
158
  textContent: computed(() => speakerName())
@@ -162,7 +162,7 @@ function component($$props) {
162
162
  attrs: { class: "rpg-ui-dialog-content" },
163
163
  textContent: computed(() => displayMessage())
164
164
  }),
165
- cond(hasChoices(), () => h(Navigation, {
165
+ cond(computed(() => hasChoices()), () => h(Navigation, {
166
166
  tabindex: selectedItem,
167
167
  controls
168
168
  }, h(DOMElement, {
@@ -178,7 +178,7 @@ function component($$props) {
178
178
  },
179
179
  textContent: choice.text
180
180
  })))))
181
- ]), cond(hasFace(), () => h(DOMElement, {
181
+ ]), cond(computed(() => hasFace()), () => h(DOMElement, {
182
182
  element: "div",
183
183
  attrs: { class: "rpg-ui-dialog-face" }
184
184
  }, h(DOMSprite, {
@@ -1 +1 @@
1
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1
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@@ -139,7 +139,7 @@ function component($$props) {
139
139
  element: "div",
140
140
  attrs: { class: "rpg-ui-gameover-title" },
141
141
  textContent: computed(() => titleText())
142
- }), cond(subtitleText(), () => h(DOMElement, {
142
+ }), cond(computed(() => subtitleText()), () => h(DOMElement, {
143
143
  element: "div",
144
144
  attrs: { class: "rpg-ui-gameover-subtitle" },
145
145
  textContent: computed(() => subtitleText())
@@ -1 +1 @@
1
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@@ -33,7 +33,7 @@ function component($$props) {
33
33
  }, [h(DOMElement, {
34
34
  element: "div",
35
35
  attrs: { class: "rpg-avatar" }
36
- }, [cond(hasFace(), () => h(DOMElement, {
36
+ }, [cond(computed(() => hasFace()), () => h(DOMElement, {
37
37
  element: "div",
38
38
  attrs: { class: "rpg-avatar-face" }
39
39
  }, h(DOMSprite, {
@@ -1 +1 @@
1
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