@rpgjs/vite 5.0.0-beta.12 → 5.0.0-beta.13
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +8 -0
- package/dist/index.js +60 -1
- package/dist/index.js.map +1 -1
- package/package.json +2 -2
package/CHANGELOG.md
CHANGED
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@@ -1,5 +1,13 @@
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# @rpgjs/vite
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## 5.0.0-beta.13
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### Patch Changes
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- Release the next RPGJS beta with client interactions, i18n support, movement and physics improvements, Studio fixes, action battle updates, playground migration, and related runtime documentation.
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- Updated dependencies
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- @rpgjs/server@5.0.0-beta.13
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## 5.0.0-beta.12
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12
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### Patch Changes
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package/dist/index.js
CHANGED
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@@ -6809,7 +6809,7 @@ function replaceConfigImport() {
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};
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}
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//#endregion
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-
//#region ../server/dist/module-
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//#region ../server/dist/module-CSIUAHY9.js
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/******************************************************************************
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Copyright (c) Microsoft Corporation.
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@@ -8628,6 +8628,7 @@ var RpgCommonPlayer = class {
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this.direction = signal("down");
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this._speed = signal(4);
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this.graphics = signal([]);
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this._graphicScale = signal(null);
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this._canMove = signal(true);
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this.hitbox = signal({
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w: 32,
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@@ -8648,6 +8649,7 @@ var RpgCommonPlayer = class {
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this._through = signal(false);
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this._throughOtherPlayer = signal(true);
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this._throughEvent = signal(false);
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this._pushable = signal(false);
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this._frequency = signal(0);
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this._frames = signal([]);
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this.componentsTop = signal(null);
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this._intendedDirection = null;
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this._directionFixed = signal(false);
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this._animationFixed = signal(false);
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this._mass = signal(1);
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this.pendingInputs = [];
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}
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/**
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* Physical mass used by the server-side physics body.
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*/
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get mass() {
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return this._mass();
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}
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/**
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* Whether this character can be physically pushed by another character.
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*
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* This is mainly intended for events. Mass controls how hard a pushable body
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* is to move; this flag controls whether gameplay allows pushing at all.
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*/
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get pushable() {
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return this._pushable();
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}
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set pushable(value) {
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this._pushable.set(!!value);
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}
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/**
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* Get whether direction changes are locked
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*
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* @returns True if direction is locked and cannot be changed automatically
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "direction", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_speed", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "graphics", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_graphicScale", void 0);
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__decorate([sync({ persist: false }), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_canMove", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "hitbox", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_gold", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_through", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_throughOtherPlayer", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_throughEvent", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_pushable", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_frequency", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_frames", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "componentsTop", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "componentsRight", void 0);
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__decorate([sync({ persist: false }), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_removeTransition", void 0);
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__decorate([connected(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "isConnected", void 0);
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__decorate([sync(), __decorateMetadata("design:type", Object)], RpgCommonPlayer.prototype, "_mass", void 0);
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(class Vector2 {
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/**
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* Creates a new Vector2
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return this.values[key];
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}
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};
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var I18nServiceToken = "I18nServiceToken";
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var PendingI18nLayersKey = "__rpgjs_pending_i18n_layers__";
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function normalizeMessages(messages) {
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if (!messages) return {};
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const normalized = {};
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for (const locale in messages) {
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const catalog = messages[locale];
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if (!catalog || typeof catalog !== "object") continue;
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normalized[locale] = { ...catalog };
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}
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return normalized;
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}
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function hasMessages(messages) {
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if (!messages) return false;
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return Object.values(messages).some((catalog) => catalog && Object.keys(catalog).length > 0);
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}
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function getPendingLayers(context) {
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const values = context;
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values[PendingI18nLayersKey] ||= [];
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return values[PendingI18nLayersKey];
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}
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function registerI18nMessages(context, messages, source = "module", priority = 10) {
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if (!hasMessages(messages)) return;
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const service = inject$1(context, I18nServiceToken, { optional: true });
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if (service) {
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service.addMessages(messages, source, priority);
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return;
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}
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getPendingLayers(context).push({
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source,
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priority,
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messages: normalizeMessages(messages)
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});
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}
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var context = new Context();
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context["side"] = "server";
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var MAP_UPDATE_TOKEN_HEADER = "x-rpgjs-map-update-token";
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module = moduleObj;
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}
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if ("server" in module) module = module.server;
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if (module.i18n) registerI18nMessages(context, module.i18n, "server-module", 10);
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if (module.player?.props) module = {
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...module,
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playerProps: { load: (player) => {
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