@rpgjs/common 5.0.0-alpha.13 → 5.0.0-alpha.14

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package/dist/Player.d.ts CHANGED
@@ -73,6 +73,7 @@ export declare abstract class RpgCommonPlayer {
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  _throughOtherPlayer: import('@signe/reactive').WritableSignal<boolean>;
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  _throughEvent: import('@signe/reactive').WritableSignal<boolean>;
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  _frequency: import('@signe/reactive').WritableSignal<number>;
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+ isConnected: import('@signe/reactive').WritableSignal<boolean>;
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  private _intendedDirection;
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  /**
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  * Change the player's facing direction
package/dist/index.js CHANGED
@@ -2320,6 +2320,7 @@ class RpgCommonPlayer {
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  this._throughOtherPlayer = signal(true);
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  this._throughEvent = signal(false);
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  this._frequency = signal(0);
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+ this.isConnected = signal(false);
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  // Store intended movement direction (not synced, only used locally)
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  this._intendedDirection = null;
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  }
@@ -2608,6 +2609,9 @@ __decorateClass([
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  __decorateClass([
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  sync()
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  ], RpgCommonPlayer.prototype, "_frequency");
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+ __decorateClass([
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+ connected()
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+ ], RpgCommonPlayer.prototype, "isConnected");
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  var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};
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@@ -16723,19 +16727,18 @@ class WorldMapsManager {
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  getAdjacentMaps(map, search) {
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  const maps = Array.from(this.maps.values());
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  if (typeof search === "number") {
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- const Direction = require("../Player").Direction;
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  const src = map;
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  return maps.filter((m) => {
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  const horizontallyOverlaps = Math.max(src.worldX, m.worldX) < Math.min(src.worldX + src.width, m.worldX + m.width);
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  const verticallyOverlaps = Math.max(src.worldY, m.worldY) < Math.min(src.worldY + src.height, m.worldY + m.height);
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  switch (search) {
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- case Direction.Up:
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+ case 0:
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  return verticallyOverlaps && m.worldY + m.height === src.worldY;
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- case Direction.Down:
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+ case 1:
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  return verticallyOverlaps && m.worldY === src.worldY + src.height;
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- case Direction.Left:
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+ case 2:
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  return horizontallyOverlaps && m.worldX + m.width === src.worldX;
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- case Direction.Right:
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+ case 3:
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  return horizontallyOverlaps && m.worldX === src.worldX + src.width;
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  default:
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  return false;