@sadhaka/loom-engine 0.10.0
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/LICENSE +21 -0
- package/README.md +344 -0
- package/dist/animation/animation-clip.d.ts +12 -0
- package/dist/animation/animation-clip.d.ts.map +1 -0
- package/dist/animation/animation-clip.js +85 -0
- package/dist/animation/animation-clip.js.map +1 -0
- package/dist/animation/animation-state-pool.d.ts +25 -0
- package/dist/animation/animation-state-pool.d.ts.map +1 -0
- package/dist/animation/animation-state-pool.js +113 -0
- package/dist/animation/animation-state-pool.js.map +1 -0
- package/dist/asset/sprite-sheet-loader.d.ts +41 -0
- package/dist/asset/sprite-sheet-loader.d.ts.map +1 -0
- package/dist/asset/sprite-sheet-loader.js +313 -0
- package/dist/asset/sprite-sheet-loader.js.map +1 -0
- package/dist/audio/audio-bus.d.ts +43 -0
- package/dist/audio/audio-bus.d.ts.map +1 -0
- package/dist/audio/audio-bus.js +258 -0
- package/dist/audio/audio-bus.js.map +1 -0
- package/dist/combat/mob-catalog.d.ts +29 -0
- package/dist/combat/mob-catalog.d.ts.map +1 -0
- package/dist/combat/mob-catalog.js +104 -0
- package/dist/combat/mob-catalog.js.map +1 -0
- package/dist/components/health.d.ts +28 -0
- package/dist/components/health.d.ts.map +1 -0
- package/dist/components/health.js +150 -0
- package/dist/components/health.js.map +1 -0
- package/dist/components/interactable.d.ts +30 -0
- package/dist/components/interactable.d.ts.map +1 -0
- package/dist/components/interactable.js +94 -0
- package/dist/components/interactable.js.map +1 -0
- package/dist/components/particle-emitter.d.ts +62 -0
- package/dist/components/particle-emitter.d.ts.map +1 -0
- package/dist/components/particle-emitter.js +193 -0
- package/dist/components/particle-emitter.js.map +1 -0
- package/dist/components/pursue.d.ts +23 -0
- package/dist/components/pursue.d.ts.map +1 -0
- package/dist/components/pursue.js +96 -0
- package/dist/components/pursue.js.map +1 -0
- package/dist/components/ranged-attack.d.ts +44 -0
- package/dist/components/ranged-attack.d.ts.map +1 -0
- package/dist/components/ranged-attack.js +120 -0
- package/dist/components/ranged-attack.js.map +1 -0
- package/dist/components/sprite.d.ts +27 -0
- package/dist/components/sprite.d.ts.map +1 -0
- package/dist/components/sprite.js +122 -0
- package/dist/components/sprite.js.map +1 -0
- package/dist/components/transform.d.ts +30 -0
- package/dist/components/transform.d.ts.map +1 -0
- package/dist/components/transform.js +150 -0
- package/dist/components/transform.js.map +1 -0
- package/dist/director/director-bridge.d.ts +22 -0
- package/dist/director/director-bridge.d.ts.map +1 -0
- package/dist/director/director-bridge.js +23 -0
- package/dist/director/director-bridge.js.map +1 -0
- package/dist/director/director-encounter-system.d.ts +21 -0
- package/dist/director/director-encounter-system.d.ts.map +1 -0
- package/dist/director/director-encounter-system.js +128 -0
- package/dist/director/director-encounter-system.js.map +1 -0
- package/dist/director/director-system.d.ts +19 -0
- package/dist/director/director-system.d.ts.map +1 -0
- package/dist/director/director-system.js +179 -0
- package/dist/director/director-system.js.map +1 -0
- package/dist/director/event-envelope.d.ts +144 -0
- package/dist/director/event-envelope.d.ts.map +1 -0
- package/dist/director/event-envelope.js +108 -0
- package/dist/director/event-envelope.js.map +1 -0
- package/dist/director/knot-context-resource.d.ts +25 -0
- package/dist/director/knot-context-resource.d.ts.map +1 -0
- package/dist/director/knot-context-resource.js +152 -0
- package/dist/director/knot-context-resource.js.map +1 -0
- package/dist/director/mock-director-bridge.d.ts +18 -0
- package/dist/director/mock-director-bridge.d.ts.map +1 -0
- package/dist/director/mock-director-bridge.js +75 -0
- package/dist/director/mock-director-bridge.js.map +1 -0
- package/dist/director/snapshot-recovery.d.ts +37 -0
- package/dist/director/snapshot-recovery.d.ts.map +1 -0
- package/dist/director/snapshot-recovery.js +180 -0
- package/dist/director/snapshot-recovery.js.map +1 -0
- package/dist/director/sse-director-bridge.d.ts +42 -0
- package/dist/director/sse-director-bridge.d.ts.map +1 -0
- package/dist/director/sse-director-bridge.js +280 -0
- package/dist/director/sse-director-bridge.js.map +1 -0
- package/dist/engine.d.ts +25 -0
- package/dist/engine.d.ts.map +1 -0
- package/dist/engine.js +166 -0
- package/dist/engine.js.map +1 -0
- package/dist/entity.d.ts +17 -0
- package/dist/entity.d.ts.map +1 -0
- package/dist/entity.js +77 -0
- package/dist/entity.js.map +1 -0
- package/dist/index.d.ts +85 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +64 -0
- package/dist/index.js.map +1 -0
- package/dist/input/input-manager.d.ts +91 -0
- package/dist/input/input-manager.d.ts.map +1 -0
- package/dist/input/input-manager.js +349 -0
- package/dist/input/input-manager.js.map +1 -0
- package/dist/input/tap-to-walk.d.ts +27 -0
- package/dist/input/tap-to-walk.d.ts.map +1 -0
- package/dist/input/tap-to-walk.js +118 -0
- package/dist/input/tap-to-walk.js.map +1 -0
- package/dist/input/virtual-dpad.d.ts +34 -0
- package/dist/input/virtual-dpad.d.ts.map +1 -0
- package/dist/input/virtual-dpad.js +267 -0
- package/dist/input/virtual-dpad.js.map +1 -0
- package/dist/renderer/camera.d.ts +26 -0
- package/dist/renderer/camera.d.ts.map +1 -0
- package/dist/renderer/camera.js +39 -0
- package/dist/renderer/camera.js.map +1 -0
- package/dist/renderer/canvas2d-device.d.ts +26 -0
- package/dist/renderer/canvas2d-device.d.ts.map +1 -0
- package/dist/renderer/canvas2d-device.js +252 -0
- package/dist/renderer/canvas2d-device.js.map +1 -0
- package/dist/renderer/graphics-device.d.ts +36 -0
- package/dist/renderer/graphics-device.d.ts.map +1 -0
- package/dist/renderer/graphics-device.js +12 -0
- package/dist/renderer/graphics-device.js.map +1 -0
- package/dist/renderer/iso-projection.d.ts +11 -0
- package/dist/renderer/iso-projection.d.ts.map +1 -0
- package/dist/renderer/iso-projection.js +59 -0
- package/dist/renderer/iso-projection.js.map +1 -0
- package/dist/resources.d.ts +28 -0
- package/dist/resources.d.ts.map +1 -0
- package/dist/resources.js +53 -0
- package/dist/resources.js.map +1 -0
- package/dist/system.d.ts +14 -0
- package/dist/system.d.ts.map +1 -0
- package/dist/system.js +25 -0
- package/dist/system.js.map +1 -0
- package/dist/systems/animation-system.d.ts +8 -0
- package/dist/systems/animation-system.d.ts.map +1 -0
- package/dist/systems/animation-system.js +77 -0
- package/dist/systems/animation-system.js.map +1 -0
- package/dist/systems/attack-system.d.ts +17 -0
- package/dist/systems/attack-system.d.ts.map +1 -0
- package/dist/systems/attack-system.js +94 -0
- package/dist/systems/attack-system.js.map +1 -0
- package/dist/systems/damage-system.d.ts +18 -0
- package/dist/systems/damage-system.d.ts.map +1 -0
- package/dist/systems/damage-system.js +77 -0
- package/dist/systems/damage-system.js.map +1 -0
- package/dist/systems/input-system.d.ts +7 -0
- package/dist/systems/input-system.d.ts.map +1 -0
- package/dist/systems/input-system.js +27 -0
- package/dist/systems/input-system.js.map +1 -0
- package/dist/systems/interaction-system.d.ts +23 -0
- package/dist/systems/interaction-system.d.ts.map +1 -0
- package/dist/systems/interaction-system.js +120 -0
- package/dist/systems/interaction-system.js.map +1 -0
- package/dist/systems/particle-emitter-system.d.ts +8 -0
- package/dist/systems/particle-emitter-system.d.ts.map +1 -0
- package/dist/systems/particle-emitter-system.js +161 -0
- package/dist/systems/particle-emitter-system.js.map +1 -0
- package/dist/systems/particle-render-system.d.ts +7 -0
- package/dist/systems/particle-render-system.d.ts.map +1 -0
- package/dist/systems/particle-render-system.js +53 -0
- package/dist/systems/particle-render-system.js.map +1 -0
- package/dist/systems/particle-simulation-system.d.ts +8 -0
- package/dist/systems/particle-simulation-system.d.ts.map +1 -0
- package/dist/systems/particle-simulation-system.js +45 -0
- package/dist/systems/particle-simulation-system.js.map +1 -0
- package/dist/systems/projectile-render-system.d.ts +7 -0
- package/dist/systems/projectile-render-system.d.ts.map +1 -0
- package/dist/systems/projectile-render-system.js +35 -0
- package/dist/systems/projectile-render-system.js.map +1 -0
- package/dist/systems/projectile-system.d.ts +7 -0
- package/dist/systems/projectile-system.d.ts.map +1 -0
- package/dist/systems/projectile-system.js +114 -0
- package/dist/systems/projectile-system.js.map +1 -0
- package/dist/systems/pursue-system.d.ts +7 -0
- package/dist/systems/pursue-system.d.ts.map +1 -0
- package/dist/systems/pursue-system.js +83 -0
- package/dist/systems/pursue-system.js.map +1 -0
- package/dist/systems/ranged-attack-system.d.ts +7 -0
- package/dist/systems/ranged-attack-system.d.ts.map +1 -0
- package/dist/systems/ranged-attack-system.js +98 -0
- package/dist/systems/ranged-attack-system.js.map +1 -0
- package/dist/systems/sprite-render-system.d.ts +9 -0
- package/dist/systems/sprite-render-system.d.ts.map +1 -0
- package/dist/systems/sprite-render-system.js +108 -0
- package/dist/systems/sprite-render-system.js.map +1 -0
- package/dist/systems/veil-budget-system.d.ts +7 -0
- package/dist/systems/veil-budget-system.d.ts.map +1 -0
- package/dist/systems/veil-budget-system.js +37 -0
- package/dist/systems/veil-budget-system.js.map +1 -0
- package/dist/util/color.d.ts +19 -0
- package/dist/util/color.d.ts.map +1 -0
- package/dist/util/color.js +45 -0
- package/dist/util/color.js.map +1 -0
- package/dist/util/math.d.ts +26 -0
- package/dist/util/math.d.ts.map +1 -0
- package/dist/util/math.js +47 -0
- package/dist/util/math.js.map +1 -0
- package/dist/util/typed-arrays.d.ts +7 -0
- package/dist/util/typed-arrays.d.ts.map +1 -0
- package/dist/util/typed-arrays.js +42 -0
- package/dist/util/typed-arrays.js.map +1 -0
- package/dist/vfx/particle-pool.d.ts +61 -0
- package/dist/vfx/particle-pool.d.ts.map +1 -0
- package/dist/vfx/particle-pool.js +204 -0
- package/dist/vfx/particle-pool.js.map +1 -0
- package/dist/vfx/projectile-pool.d.ts +56 -0
- package/dist/vfx/projectile-pool.d.ts.map +1 -0
- package/dist/vfx/projectile-pool.js +157 -0
- package/dist/vfx/projectile-pool.js.map +1 -0
- package/dist/world.d.ts +23 -0
- package/dist/world.d.ts.map +1 -0
- package/dist/world.js +101 -0
- package/dist/world.js.map +1 -0
- package/dist/zone/zone-catalog.d.ts +17 -0
- package/dist/zone/zone-catalog.d.ts.map +1 -0
- package/dist/zone/zone-catalog.js +116 -0
- package/dist/zone/zone-catalog.js.map +1 -0
- package/dist/zone/zone-state.d.ts +18 -0
- package/dist/zone/zone-state.d.ts.map +1 -0
- package/dist/zone/zone-state.js +52 -0
- package/dist/zone/zone-state.js.map +1 -0
- package/package.json +56 -0
package/LICENSE
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MIT License
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Copyright (c) 2026 Misha Mitiev
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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# Loom Engine
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Browser-first 2D / 2.5D game engine for [TheWorldTable.ai](https://theworldtable.ai).
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Canvas2D primary backend, ECS, render-graph stages, Director-bridge
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SSE integration. No external engine reuse - built from scratch in
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TypeScript.
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Repo: [sadhaka/loom-engine](https://github.com/sadhaka/loom-engine).
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API docs: [loom-engine.pages.dev](https://loom-engine.pages.dev/).
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The design spec (`LOOM-ENGINE-SPEC.md`) lives in the consuming
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TheWorldTable.ai repo and is the canonical source for phase
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plans and architectural decisions.
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## Install
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```sh
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npm install @sadhaka/loom-engine
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```
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Pre-alpha. ESM-only, browser-first. TypeScript types ship in the
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package (`dist/index.d.ts`). Node 18+ for the build toolchain;
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the runtime targets evergreen browsers (Canvas2D + Web Audio +
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EventSource).
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## Documentation
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API reference (TypeDoc) - generated from the public surface in
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[`src/index.ts`](./src/index.ts) on every push to `main`:
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**https://loom-engine.pages.dev/**
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Build it locally with `npm run docs` (writes to `./docs/`).
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See [Docs deploy](#docs-deploy) for the hosting chain and one-time
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activation steps (Cloudflare Pages, since GitHub Pages is unavailable
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on private repos for free user plans).
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## Quickstart
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```ts
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// 1. Install
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// npm install @sadhaka/loom-engine
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import {
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Engine,
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SpriteRenderSystem,
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InputSystem,
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VeilBudgetSystem,
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SYSTEM_PHASE_INPUT,
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SYSTEM_PHASE_RENDER,
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} from '@sadhaka/loom-engine';
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// 2. Attach to a canvas. Engine.create wires Canvas2DDevice, World,
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// TransformPool, SpritePool, Time + Camera resources, and the
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// default SpriteRenderSystem in SYSTEM_PHASE_RENDER.
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var canvas = document.querySelector('canvas');
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var engine = Engine.create({ canvas: canvas });
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// 3. Register the systems your game needs. Order within a phase is
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// deterministic; phases run INPUT -> LOGIC -> PHYSICS -> ANIMATION
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// -> RENDER -> POST_RENDER per frame.
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engine.world.addSystem(new InputSystem(), SYSTEM_PHASE_INPUT);
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engine.world.addSystem(new VeilBudgetSystem(), SYSTEM_PHASE_INPUT);
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// 4. Drive the frame loop. engine.tick advances Time, beginFrame on
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// the device, world.update across all phases, endFrame.
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function tick(now) {
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engine.tick(now);
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requestAnimationFrame(tick);
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}
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requestAnimationFrame(tick);
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```
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## Status
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**Pre-alpha, productized as of 0.10.0** (Phase 11B.3 - npm publish
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under MIT). Phases 0 through 9.3 + 11A.2 are shipped; the engine
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runs the public TheWorldTable.ai pre-alpha. Productization is a
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fund-raising and distribution decision, not a stability claim - the
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public API surface will evolve until 1.0.
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| Phase | Status | Surface |
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| 0 | shipped | scaffolding, package.json, tsconfig, PRIOR-ART log |
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| 1 | shipped | Canvas2D iso renderer, camera, transform pool (SoA) |
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| 2 | shipped | ECS World, system scheduler, resource registry, Engine facade, asset pipeline |
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| 3 | shipped | clip-aware sprite-sheet manifests, AnimationStatePool, AnimationSystem |
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| 4 | shipped | particle pool, emitter component, three-system VFX pipeline, additive blend |
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| 5 | shipped | Web Audio bus mixer with VE-budget gating, unified keyboard / mouse / touch input |
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| 6 | shipped | Director-bridge: SSE event-stream subscription, eventSourceFactory hook, snapshot-recovery |
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| 7 | shipped | Survivor combat layer (projectile pool, hit resolution, damage application) ported onto Loom Engine |
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| 8 | shipped | 2.5D ARPG hub-and-spoke per LOOM-CLASS-SYSTEM-SPEC, plaza narrator, mobile + touch input (virtual D-pad, tap-to-walk) |
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| 9.1 | shipped | perf pass: alloc-churn fixes + bench harness |
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| 9.3 | shipped | TypeDoc public-API site with auto-deploy |
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| 11A.2 | shipped | docs hosting migrated to Cloudflare Pages |
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| 11B.3 | shipped | MIT license + npm publish posture (this release) |
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See [LOOM-ENGINE-SPEC.md](../docker/LOOM-ENGINE-SPEC.md) Section 7
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for the full phase plan with effort estimates.
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## Build
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```sh
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npm install
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npm run build # tsc src/ -> dist/
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npm run build:demo # tsc demo/*.ts -> demo/*.js
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npm run build:all # both
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npm run watch # rebuild src on change
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npm run test # tsx tests/*.test.ts
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npm run clean # remove dist + compiled demo
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```
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## Run the demo
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```sh
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npm run build:all
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|
+
python -m http.server 8765
|
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|
+
# browse http://localhost:8765/demo/index.html
|
|
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|
+
```
|
|
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|
+
|
|
119
|
+
Controls:
|
|
120
|
+
- **Arrow keys / WASD**: pan camera
|
|
121
|
+
- **Click**: burst 24 particles + play SFX chirp (after first click, AudioContext unlocks)
|
|
122
|
+
- **Hover**: stats panel shows the iso tile under the cursor
|
|
123
|
+
|
|
124
|
+
## Layout
|
|
125
|
+
|
|
126
|
+
```
|
|
127
|
+
loom-engine/
|
|
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|
+
src/
|
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|
+
util/ math, color, typed-arrays
|
|
130
|
+
components/ transform, sprite, particle-emitter
|
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131
|
+
renderer/ graphics-device, canvas2d-device, camera, iso-projection
|
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|
+
animation/ animation-clip, animation-state-pool
|
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133
|
+
asset/ sprite-sheet-loader
|
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134
|
+
audio/ audio-bus
|
|
135
|
+
input/ input-manager
|
|
136
|
+
systems/ sprite-render, animation, particle-{simulation,emitter,render}, input, veil-budget
|
|
137
|
+
vfx/ particle-pool
|
|
138
|
+
entity.ts entity allocator (32-bit handle, generation guard)
|
|
139
|
+
world.ts ECS World class
|
|
140
|
+
system.ts System interface + phase constants
|
|
141
|
+
resources.ts ResourceRegistry + Time + VeilBudget
|
|
142
|
+
engine.ts Engine facade
|
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143
|
+
index.ts public API barrel
|
|
144
|
+
demo/ browser demo (one tile + animated knight + sparkles + click-to-burst)
|
|
145
|
+
tests/ node-based smoke tests (tsx --test)
|
|
146
|
+
assets/ placeholder game assets (knight walk-cycle PNG + JSON)
|
|
147
|
+
tools/ helper scripts (gen-knight.py - Pillow generator)
|
|
148
|
+
PRIOR-ART.md cumulative inspirations log (clean-room defense)
|
|
149
|
+
package.json tsc + tsx as only dev deps
|
|
150
|
+
tsconfig.json ES2022 strict + noUncheckedIndexedAccess
|
|
151
|
+
dist/ tsc output (gitignored)
|
|
152
|
+
node_modules/ npm install output (gitignored)
|
|
153
|
+
```
|
|
154
|
+
|
|
155
|
+
## Architecture quick-reference
|
|
156
|
+
|
|
157
|
+
- **ECS** over god-object scene graph - entities are 32-bit handles,
|
|
158
|
+
components live in pools indexed by entity index
|
|
159
|
+
- **Structure-of-arrays** for hot data (TransformPool, SpritePool,
|
|
160
|
+
ParticlePool, ParticleEmitterPool, AnimationStatePool) - tight
|
|
161
|
+
iteration over Float32Arrays, no per-entity object allocation
|
|
162
|
+
- **IGraphicsDevice** abstraction with Canvas2D primary backend
|
|
163
|
+
(WebGL2 reserved for Phase 2+ if profiling demands)
|
|
164
|
+
- **6-phase scheduler** - INPUT -> LOGIC -> PHYSICS -> ANIMATION ->
|
|
165
|
+
RENDER -> POST_RENDER, deterministic registration order within each
|
|
166
|
+
- **VeilBudgetResource** - the patent-defensible novelty hook. Single
|
|
167
|
+
resource with `particleBudget`, `audioBudget`, `shaderBudget`,
|
|
168
|
+
`eventBudget`. VeilBudgetSystem propagates updates to ParticlePool,
|
|
169
|
+
AudioBus, etc. Director-bridge mutates the budget; subsystems read
|
|
170
|
+
- **Frame loop** - `engine.tick(now)` runs in this order:
|
|
171
|
+
1. compute dt (clamped to 1/30s)
|
|
172
|
+
2. advance Time resource
|
|
173
|
+
3. device.beginFrame
|
|
174
|
+
4. world.update (walks all phases)
|
|
175
|
+
5. device.endFrame
|
|
176
|
+
|
|
177
|
+
## Public API surface (Phase 5)
|
|
178
|
+
|
|
179
|
+
```ts
|
|
180
|
+
import {
|
|
181
|
+
Engine,
|
|
182
|
+
// ECS
|
|
183
|
+
POOL_TRANSFORM, POOL_SPRITE, POOL_ANIMATION, POOL_PARTICLE,
|
|
184
|
+
POOL_EMITTER,
|
|
185
|
+
TransformPool, SpritePool, AnimationStatePool, ParticlePool,
|
|
186
|
+
ParticleEmitterPool,
|
|
187
|
+
SYSTEM_PHASE_INPUT, SYSTEM_PHASE_LOGIC, SYSTEM_PHASE_PHYSICS,
|
|
188
|
+
SYSTEM_PHASE_ANIMATION, SYSTEM_PHASE_RENDER, SYSTEM_PHASE_POST_RENDER,
|
|
189
|
+
// Default systems
|
|
190
|
+
AnimationSystem, SpriteRenderSystem,
|
|
191
|
+
ParticleEmitterSystem, ParticleSimulationSystem, ParticleRenderSystem,
|
|
192
|
+
InputSystem, VeilBudgetSystem,
|
|
193
|
+
// Resources
|
|
194
|
+
RESOURCE_TIME, RESOURCE_CAMERA, RESOURCE_DEVICE,
|
|
195
|
+
RESOURCE_VEIL_BUDGET, RESOURCE_INPUT, RESOURCE_AUDIO_BUS,
|
|
196
|
+
// Renderer
|
|
197
|
+
Canvas2DDevice, ISO_TILE_WIDTH, ISO_TILE_HEIGHT,
|
|
198
|
+
// Asset
|
|
199
|
+
loadSpriteSheet, computeFrameIndex,
|
|
200
|
+
// Audio
|
|
201
|
+
AudioBus, AUDIO_BUDGET_AMBIENT_FLOOR, AUDIO_BUDGET_ESSENTIAL_FLOOR,
|
|
202
|
+
// Input
|
|
203
|
+
InputManager,
|
|
204
|
+
// Math + color
|
|
205
|
+
vec2, vec3, rect, clamp, lerp,
|
|
206
|
+
hexToRgba, rgbaToCssString,
|
|
207
|
+
COLOR_KNOT_STR, COLOR_KNOT_DEX, COLOR_KNOT_INT, COLOR_KNOT_CENTER,
|
|
208
|
+
// Iso
|
|
209
|
+
tileToIso, worldToIso, isoToTile, isoDepthKey,
|
|
210
|
+
} from '@sadhaka/loom-engine';
|
|
211
|
+
|
|
212
|
+
const engine = Engine.create({ canvas });
|
|
213
|
+
engine.world.addSystem(new InputSystem(), SYSTEM_PHASE_INPUT);
|
|
214
|
+
engine.world.addSystem(new VeilBudgetSystem(), SYSTEM_PHASE_INPUT);
|
|
215
|
+
// ... game systems ...
|
|
216
|
+
engine.world.addSystem(new SpriteRenderSystem(), SYSTEM_PHASE_RENDER);
|
|
217
|
+
function tick(now: number) {
|
|
218
|
+
engine.tick(now);
|
|
219
|
+
requestAnimationFrame(tick);
|
|
220
|
+
}
|
|
221
|
+
requestAnimationFrame(tick);
|
|
222
|
+
```
|
|
223
|
+
|
|
224
|
+
## Patent strategy
|
|
225
|
+
|
|
226
|
+
The engine's defensible novelty is in the **Loom integration layer**,
|
|
227
|
+
not the rasterizer. Director-driven scene state, Veil Essence economy
|
|
228
|
+
gating render budget, knot-aware encounter generation, event-sourced
|
|
229
|
+
rendering. The renderer underneath uses public-domain techniques
|
|
230
|
+
(sprite batching, isometric projection, ECS) implemented from scratch.
|
|
231
|
+
|
|
232
|
+
See [PRIOR-ART.md](./PRIOR-ART.md) for the cumulative inspirations
|
|
233
|
+
log (public talks, papers, OSS architecture - took / declined per
|
|
234
|
+
source).
|
|
235
|
+
|
|
236
|
+
Every architectural commit names its inspirations in plain text. No
|
|
237
|
+
copy-paste from any external engine source. PRIOR-ART.md is the
|
|
238
|
+
audit trail any future productization or patent dispute would lean on.
|
|
239
|
+
|
|
240
|
+
## Test coverage
|
|
241
|
+
|
|
242
|
+
208 / 208 tests pass on Node 24 via `tsx --test`. Coverage spans
|
|
243
|
+
all twelve test files in `tests/`:
|
|
244
|
+
|
|
245
|
+
- `smoke.test.ts` - public API barrel, version stamp
|
|
246
|
+
- `world.test.ts` - ECS world, system scheduling, sprite pool, sprite render, time
|
|
247
|
+
- `asset-loader.test.ts` - sprite-sheet manifest, frame stepper, error discriminator
|
|
248
|
+
- `animation.test.ts` - animation clip math, state pool, AnimationSystem end-to-end
|
|
249
|
+
- `vfx.test.ts` - particle pool, emitter pool, simulation, emitter system, veil budget
|
|
250
|
+
- `audio-input.test.ts` - audio bus + ducking, input manager, input system, budget propagation
|
|
251
|
+
- `director.test.ts` - SSE bridge, eventSourceFactory hook, scene-state derivation
|
|
252
|
+
- `combat.test.ts` - hit resolution, damage application, knockback
|
|
253
|
+
- `projectile.test.ts` - projectile pool, lifetime, collision
|
|
254
|
+
- `arpg.test.ts` - ARPG hub-and-spoke, plaza narrator, encounter scheduling
|
|
255
|
+
- `snapshot-recovery.test.ts` - SnapshotRecoveryHelper for Director reconnect
|
|
256
|
+
- `touch-input.test.ts` - virtual D-pad, tap-to-walk, multi-touch arbitration
|
|
257
|
+
|
|
258
|
+
Run via `npm test`. Each suite is fully node-based; no DOM dependency.
|
|
259
|
+
Browser-only paths (Canvas2DDevice rasterization, AudioContext
|
|
260
|
+
unlock, DOM event listeners) are exercised via the demo's preview
|
|
261
|
+
verification, not unit tests.
|
|
262
|
+
|
|
263
|
+
## Docs deploy
|
|
264
|
+
|
|
265
|
+
The TypeDoc site at **https://loom-engine.pages.dev/** is served by
|
|
266
|
+
Cloudflare Pages from the `gh-pages` branch of this repo. The chain:
|
|
267
|
+
|
|
268
|
+
1. Push to `main` triggers `.github/workflows/docs.yml`
|
|
269
|
+
2. Workflow runs `npm ci`, `npm test`, `npm run docs:ci`, then publishes
|
|
270
|
+
`./docs-build/` to the `gh-pages` branch via `peaceiris/actions-gh-pages`
|
|
271
|
+
3. Cloudflare Pages watches the `gh-pages` branch and auto-deploys on
|
|
272
|
+
every push, typically within 1-2 min
|
|
273
|
+
|
|
274
|
+
GitHub Pages itself is **not** used: the repo is private and free user
|
|
275
|
+
plans do not include Pages on private repos. The 422 error from the
|
|
276
|
+
Pages create API is the canonical signal: `"Your current plan does not
|
|
277
|
+
support GitHub Pages for this repository."`
|
|
278
|
+
|
|
279
|
+
### Re-creating the deploy from scratch
|
|
280
|
+
|
|
281
|
+
If the Cloudflare Pages project is ever deleted or the repo is forked
|
|
282
|
+
to a new owner, re-activate as follows:
|
|
283
|
+
|
|
284
|
+
1. Cloudflare dashboard -> **Workers & Pages** -> **Create** -> **Pages** ->
|
|
285
|
+
**Connect to Git**
|
|
286
|
+
2. Authorize Cloudflare on the GitHub account that owns the repo
|
|
287
|
+
(only the engine repo needs to be granted access)
|
|
288
|
+
3. Select `loom-engine`, name the project `loom-engine` (default URL
|
|
289
|
+
becomes `loom-engine.pages.dev`)
|
|
290
|
+
4. **Production branch**: `gh-pages`
|
|
291
|
+
5. **Build command**: leave empty (the gh-pages branch is already a
|
|
292
|
+
built static site)
|
|
293
|
+
6. **Build output directory**: `/` (root)
|
|
294
|
+
7. Save and deploy. First deploy reads whatever is currently on
|
|
295
|
+
`gh-pages`; subsequent deploys auto-trigger on push to that branch
|
|
296
|
+
8. Optional: assign a custom domain (e.g. `engine.theworldtable.ai`)
|
|
297
|
+
under the project's **Custom domains** tab. CF DNS for
|
|
298
|
+
`theworldtable.ai` is already on the same account, so this is a
|
|
299
|
+
one-click CNAME add
|
|
300
|
+
|
|
301
|
+
If the workflow ever stops updating `gh-pages` (CF Pages will keep
|
|
302
|
+
serving the last successful build but go stale), check
|
|
303
|
+
`gh run list --repo sadhaka/loom-engine --workflow=docs.yml`.
|
|
304
|
+
|
|
305
|
+
## License
|
|
306
|
+
|
|
307
|
+
[MIT](./LICENSE). Copyright (c) 2026 Misha Mitiev.
|
|
308
|
+
|
|
309
|
+
You can use the engine in commercial and non-commercial work without
|
|
310
|
+
royalties. Attribution is appreciated but not required by the license.
|
|
311
|
+
The patent-defensible novelty claims (see [Patent strategy](#patent-strategy))
|
|
312
|
+
are about specific architectural patterns documented in PRIOR-ART.md;
|
|
313
|
+
they are independent of the source-code license and do not constrain
|
|
314
|
+
typical engine reuse.
|
|
315
|
+
|
|
316
|
+
## Publishing
|
|
317
|
+
|
|
318
|
+
Tagged releases publish to npm via
|
|
319
|
+
[`.github/workflows/npm-publish.yml`](./.github/workflows/npm-publish.yml).
|
|
320
|
+
The workflow runs `npm test` and `npm run build`, then
|
|
321
|
+
`npm publish --access public`, when a tag matching `v*` is pushed to
|
|
322
|
+
`main`. It needs the `NPM_TOKEN` repo secret to authenticate.
|
|
323
|
+
|
|
324
|
+
Manual publish from a local checkout:
|
|
325
|
+
|
|
326
|
+
```sh
|
|
327
|
+
npm login # one-time, npm account named sadhaka
|
|
328
|
+
npm test # 208/208 must pass
|
|
329
|
+
npm run build # tsc -> dist/
|
|
330
|
+
npm publish --dry-run # inspect tarball contents first
|
|
331
|
+
npm publish --access public # scoped packages default to private; flag is required
|
|
332
|
+
```
|
|
333
|
+
|
|
334
|
+
`prepublishOnly` in `package.json` re-runs `npm test && npm run build`
|
|
335
|
+
before any publish, so the dry-run and the final publish always rebuild
|
|
336
|
+
from a clean source tree.
|
|
337
|
+
|
|
338
|
+
## Contributing
|
|
339
|
+
|
|
340
|
+
This is a single-author project (Misha Mitiev) for TheWorldTable.ai.
|
|
341
|
+
The MIT license permits forking and modification; pull requests are
|
|
342
|
+
welcome but not actively triaged - the canonical roadmap is the spec
|
|
343
|
+
file (`LOOM-ENGINE-SPEC.md` in the parent repo) and capacity is
|
|
344
|
+
limited. For bug reports, file an issue with a minimal repro.
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
export interface AnimationClip {
|
|
2
|
+
name: string;
|
|
3
|
+
frames: ReadonlyArray<number>;
|
|
4
|
+
durations_ms?: ReadonlyArray<number>;
|
|
5
|
+
loop: boolean;
|
|
6
|
+
fps?: number;
|
|
7
|
+
}
|
|
8
|
+
export declare function synthesizeDefaultClip(frameCount: number): AnimationClip;
|
|
9
|
+
export declare function clipDurationMs(clip: AnimationClip, manifestFps: number): number;
|
|
10
|
+
export declare function frameInClipAt(clip: AnimationClip, elapsedMs: number, manifestFps: number): number;
|
|
11
|
+
export declare function manifestFrameIndex(clip: AnimationClip, frameInClip: number): number;
|
|
12
|
+
//# sourceMappingURL=animation-clip.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"animation-clip.d.ts","sourceRoot":"","sources":["../../src/animation/animation-clip.ts"],"names":[],"mappings":"AAWA,MAAM,WAAW,aAAa;IAG5B,IAAI,EAAE,MAAM,CAAC;IAKb,MAAM,EAAE,aAAa,CAAC,MAAM,CAAC,CAAC;IAK9B,YAAY,CAAC,EAAE,aAAa,CAAC,MAAM,CAAC,CAAC;IAOrC,IAAI,EAAE,OAAO,CAAC;IAId,GAAG,CAAC,EAAE,MAAM,CAAC;CACd;AAKD,wBAAgB,qBAAqB,CAAC,UAAU,EAAE,MAAM,GAAG,aAAa,CAQvE;AAKD,wBAAgB,cAAc,CAAC,IAAI,EAAE,aAAa,EAAE,WAAW,EAAE,MAAM,GAAG,MAAM,CAW/E;AAMD,wBAAgB,aAAa,CAC3B,IAAI,EAAE,aAAa,EACnB,SAAS,EAAE,MAAM,EACjB,WAAW,EAAE,MAAM,GAClB,MAAM,CA+BR;AAKD,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,aAAa,EAAE,WAAW,EAAE,MAAM,GAAG,MAAM,CAEnF"}
|
|
@@ -0,0 +1,85 @@
|
|
|
1
|
+
// AnimationClip - a named slice of a sprite sheet's frames[].
|
|
2
|
+
//
|
|
3
|
+
// One clip = one named animation (idle, walk, attack, etc.) on one
|
|
4
|
+
// sheet. The sheet manifest carries an optional clips[] field; if
|
|
5
|
+
// absent, the loader synthesizes a single 'default' clip covering
|
|
6
|
+
// all frames in order with the manifest's fps.
|
|
7
|
+
//
|
|
8
|
+
// Per-frame duration_ms takes precedence over the clip's fps which
|
|
9
|
+
// takes precedence over the manifest's fps. This mirrors Aseprite's
|
|
10
|
+
// tag + per-frame-duration pattern (see PRIOR-ART.md).
|
|
11
|
+
// Synthesizes a 'default' clip covering all frames of a manifest.
|
|
12
|
+
// Used when a manifest doesn't declare its own clips[] - keeps
|
|
13
|
+
// backward compat with the asset-pipeline session's original schema.
|
|
14
|
+
export function synthesizeDefaultClip(frameCount) {
|
|
15
|
+
const frames = [];
|
|
16
|
+
for (let i = 0; i < frameCount; i++)
|
|
17
|
+
frames.push(i);
|
|
18
|
+
return {
|
|
19
|
+
name: 'default',
|
|
20
|
+
frames,
|
|
21
|
+
loop: true,
|
|
22
|
+
};
|
|
23
|
+
}
|
|
24
|
+
// Total cycle duration of a clip in milliseconds. Honors precedence:
|
|
25
|
+
// per-frame durations_ms[] > clip.fps > manifestFps
|
|
26
|
+
// All clips with at least one frame have a positive duration.
|
|
27
|
+
export function clipDurationMs(clip, manifestFps) {
|
|
28
|
+
if (clip.durations_ms && clip.durations_ms.length === clip.frames.length) {
|
|
29
|
+
let total = 0;
|
|
30
|
+
for (let i = 0; i < clip.durations_ms.length; i++) {
|
|
31
|
+
total += clip.durations_ms[i] ?? 0;
|
|
32
|
+
}
|
|
33
|
+
return total;
|
|
34
|
+
}
|
|
35
|
+
const fps = clip.fps ?? manifestFps;
|
|
36
|
+
if (fps <= 0 || clip.frames.length === 0)
|
|
37
|
+
return 0;
|
|
38
|
+
return (clip.frames.length * 1000) / fps;
|
|
39
|
+
}
|
|
40
|
+
// Resolve which frame within a clip should display at a given
|
|
41
|
+
// elapsed time. Returns the index INTO clip.frames (not into the
|
|
42
|
+
// parent manifest). A non-looping clip held past its duration
|
|
43
|
+
// returns the last frame.
|
|
44
|
+
export function frameInClipAt(clip, elapsedMs, manifestFps) {
|
|
45
|
+
const n = clip.frames.length;
|
|
46
|
+
if (n === 0)
|
|
47
|
+
return 0;
|
|
48
|
+
if (n === 1)
|
|
49
|
+
return 0;
|
|
50
|
+
const total = clipDurationMs(clip, manifestFps);
|
|
51
|
+
if (total <= 0)
|
|
52
|
+
return 0;
|
|
53
|
+
let t = elapsedMs;
|
|
54
|
+
if (clip.loop) {
|
|
55
|
+
t = ((t % total) + total) % total;
|
|
56
|
+
}
|
|
57
|
+
else if (t >= total) {
|
|
58
|
+
return n - 1;
|
|
59
|
+
}
|
|
60
|
+
else if (t < 0) {
|
|
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|
+
return 0;
|
|
62
|
+
}
|
|
63
|
+
// Per-frame durations: walk the array.
|
|
64
|
+
if (clip.durations_ms && clip.durations_ms.length === n) {
|
|
65
|
+
let acc = 0;
|
|
66
|
+
for (let i = 0; i < n; i++) {
|
|
67
|
+
acc += clip.durations_ms[i] ?? 0;
|
|
68
|
+
if (t < acc)
|
|
69
|
+
return i;
|
|
70
|
+
}
|
|
71
|
+
return n - 1;
|
|
72
|
+
}
|
|
73
|
+
// Uniform per-frame duration.
|
|
74
|
+
const fps = clip.fps ?? manifestFps;
|
|
75
|
+
const frameMs = 1000 / fps;
|
|
76
|
+
const idx = Math.floor(t / frameMs);
|
|
77
|
+
return idx >= n ? n - 1 : idx;
|
|
78
|
+
}
|
|
79
|
+
// Resolve clip.frames[i] to its parent manifest frame index. Bounds-
|
|
80
|
+
// safe: out-of-range returns 0 (rendering a black frame is preferable
|
|
81
|
+
// to throwing in the render loop).
|
|
82
|
+
export function manifestFrameIndex(clip, frameInClip) {
|
|
83
|
+
return clip.frames[frameInClip] ?? 0;
|
|
84
|
+
}
|
|
85
|
+
//# sourceMappingURL=animation-clip.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"animation-clip.js","sourceRoot":"","sources":["../../src/animation/animation-clip.ts"],"names":[],"mappings":"AAAA,8DAA8D;AAC9D,EAAE;AACF,mEAAmE;AACnE,kEAAkE;AAClE,kEAAkE;AAClE,+CAA+C;AAC/C,EAAE;AACF,mEAAmE;AACnE,oEAAoE;AACpE,uDAAuD;AA6BvD,kEAAkE;AAClE,+DAA+D;AAC/D,qEAAqE;AACrE,MAAM,UAAU,qBAAqB,CAAC,UAAkB;IACtD,MAAM,MAAM,GAAa,EAAE,CAAC;IAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,EAAE,CAAC,EAAE;QAAE,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;IACpD,OAAO;QACL,IAAI,EAAE,SAAS;QACf,MAAM;QACN,IAAI,EAAE,IAAI;KACX,CAAC;AACJ,CAAC;AAED,qEAAqE;AACrE,sDAAsD;AACtD,8DAA8D;AAC9D,MAAM,UAAU,cAAc,CAAC,IAAmB,EAAE,WAAmB;IACrE,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;QACzE,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAClD,KAAK,IAAI,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QACrC,CAAC;QACD,OAAO,KAAK,CAAC;IACf,CAAC;IACD,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,WAAW,CAAC;IACpC,IAAI,GAAG,IAAI,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,CAAC,CAAC;IACnD,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,GAAG,CAAC;AAC3C,CAAC;AAED,8DAA8D;AAC9D,iEAAiE;AACjE,8DAA8D;AAC9D,0BAA0B;AAC1B,MAAM,UAAU,aAAa,CAC3B,IAAmB,EACnB,SAAiB,EACjB,WAAmB;IAEnB,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;IAC7B,IAAI,CAAC,KAAK,CAAC;QAAE,OAAO,CAAC,CAAC;IACtB,IAAI,CAAC,KAAK,CAAC;QAAE,OAAO,CAAC,CAAC;IACtB,MAAM,KAAK,GAAG,cAAc,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC;IAChD,IAAI,KAAK,IAAI,CAAC;QAAE,OAAO,CAAC,CAAC;IAEzB,IAAI,CAAC,GAAG,SAAS,CAAC;IAClB,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;QACd,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;IACpC,CAAC;SAAM,IAAI,CAAC,IAAI,KAAK,EAAE,CAAC;QACtB,OAAO,CAAC,GAAG,CAAC,CAAC;IACf,CAAC;SAAM,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;QACjB,OAAO,CAAC,CAAC;IACX,CAAC;IAED,uCAAuC;IACvC,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QACxD,IAAI,GAAG,GAAG,CAAC,CAAC;QACZ,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YAC3B,GAAG,IAAI,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YACjC,IAAI,CAAC,GAAG,GAAG;gBAAE,OAAO,CAAC,CAAC;QACxB,CAAC;QACD,OAAO,CAAC,GAAG,CAAC,CAAC;IACf,CAAC;IAED,8BAA8B;IAC9B,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,IAAI,WAAW,CAAC;IACpC,MAAM,OAAO,GAAG,IAAI,GAAG,GAAG,CAAC;IAC3B,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC;IACpC,OAAO,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;AAChC,CAAC;AAED,qEAAqE;AACrE,sEAAsE;AACtE,mCAAmC;AACnC,MAAM,UAAU,kBAAkB,CAAC,IAAmB,EAAE,WAAmB;IACzE,OAAO,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;AACvC,CAAC"}
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
import { type EntityId } from '../entity.js';
|
|
2
|
+
import type { SpriteSheetManifest } from '../asset/sprite-sheet-loader.js';
|
|
3
|
+
export declare const ANIMATION_FLAG_ACTIVE: number;
|
|
4
|
+
export declare const ANIMATION_FLAG_FINISHED: number;
|
|
5
|
+
export declare class AnimationStatePool {
|
|
6
|
+
elapsedMs: Float32Array;
|
|
7
|
+
manifest: Array<SpriteSheetManifest | null>;
|
|
8
|
+
clipName: string[];
|
|
9
|
+
flags: Uint8Array;
|
|
10
|
+
private highWaterMark;
|
|
11
|
+
private capacity;
|
|
12
|
+
constructor(initialCapacity?: number);
|
|
13
|
+
ensureCapacity(neededIndex: number): void;
|
|
14
|
+
play(e: EntityId, manifest: SpriteSheetManifest, clipName: string, options?: {
|
|
15
|
+
startMs?: number;
|
|
16
|
+
}): void;
|
|
17
|
+
stop(e: EntityId): void;
|
|
18
|
+
isActive(e: EntityId): boolean;
|
|
19
|
+
isFinished(e: EntityId): boolean;
|
|
20
|
+
getClipName(e: EntityId): string;
|
|
21
|
+
getManifest(e: EntityId): SpriteSheetManifest | null;
|
|
22
|
+
getHighWaterMark(): number;
|
|
23
|
+
getCapacity(): number;
|
|
24
|
+
}
|
|
25
|
+
//# sourceMappingURL=animation-state-pool.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"animation-state-pool.d.ts","sourceRoot":"","sources":["../../src/animation/animation-state-pool.ts"],"names":[],"mappings":"AAiBA,OAAO,EAAE,KAAK,QAAQ,EAAe,MAAM,cAAc,CAAC;AAE1D,OAAO,KAAK,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAE3E,eAAO,MAAM,qBAAqB,QAAS,CAAC;AAC5C,eAAO,MAAM,uBAAuB,QAAS,CAAC;AAE9C,qBAAa,kBAAkB;IAE7B,SAAS,EAAE,YAAY,CAAC;IAGxB,QAAQ,EAAE,KAAK,CAAC,mBAAmB,GAAG,IAAI,CAAC,CAAC;IAC5C,QAAQ,EAAE,MAAM,EAAE,CAAC;IAGnB,KAAK,EAAE,UAAU,CAAC;IAElB,OAAO,CAAC,aAAa,CAAa;IAClC,OAAO,CAAC,QAAQ,CAAa;gBAEjB,eAAe,GAAE,MAAW;IAQxC,cAAc,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI;IAiBzC,IAAI,CACF,CAAC,EAAE,QAAQ,EACX,QAAQ,EAAE,mBAAmB,EAC7B,QAAQ,EAAE,MAAM,EAChB,OAAO,GAAE;QAAE,OAAO,CAAC,EAAE,MAAM,CAAA;KAAO,GACjC,IAAI;IAaP,IAAI,CAAC,CAAC,EAAE,QAAQ,GAAG,IAAI;IASvB,QAAQ,CAAC,CAAC,EAAE,QAAQ,GAAG,OAAO;IAS9B,UAAU,CAAC,CAAC,EAAE,QAAQ,GAAG,OAAO;IAOhC,WAAW,CAAC,CAAC,EAAE,QAAQ,GAAG,MAAM;IAOhC,WAAW,CAAC,CAAC,EAAE,QAAQ,GAAG,mBAAmB,GAAG,IAAI;IAMpD,gBAAgB,IAAI,MAAM;IAI1B,WAAW,IAAI,MAAM;CAGtB"}
|
|
@@ -0,0 +1,113 @@
|
|
|
1
|
+
// AnimationStatePool - per-entity animation state.
|
|
2
|
+
//
|
|
3
|
+
// Companion to TransformPool + SpritePool. An entity that has
|
|
4
|
+
// AnimationState gets its sprite frame advanced by AnimationSystem
|
|
5
|
+
// each tick.
|
|
6
|
+
//
|
|
7
|
+
// State per entity:
|
|
8
|
+
// - manifest: which sheet's clips[] to look in
|
|
9
|
+
// - clipName: which named clip is currently playing
|
|
10
|
+
// - elapsedMs: time since the clip started, monotonically advanced
|
|
11
|
+
// by AnimationSystem
|
|
12
|
+
// - flags: ACTIVE, FINISHED (non-looping clip past its duration)
|
|
13
|
+
//
|
|
14
|
+
// elapsedMs is hot data - a Float32Array indexed by entity index.
|
|
15
|
+
// manifest + clipName are cold (per-entity object refs / strings),
|
|
16
|
+
// in plain arrays.
|
|
17
|
+
import { entityIndex } from '../entity.js';
|
|
18
|
+
import { growF32, growU8, nextPow2 } from '../util/typed-arrays.js';
|
|
19
|
+
export const ANIMATION_FLAG_ACTIVE = 1 << 0;
|
|
20
|
+
export const ANIMATION_FLAG_FINISHED = 1 << 1;
|
|
21
|
+
export class AnimationStatePool {
|
|
22
|
+
// Hot data
|
|
23
|
+
elapsedMs;
|
|
24
|
+
// Cold data - per-entity object/string refs
|
|
25
|
+
manifest;
|
|
26
|
+
clipName;
|
|
27
|
+
// Bitflags
|
|
28
|
+
flags;
|
|
29
|
+
highWaterMark = 0;
|
|
30
|
+
capacity = 0;
|
|
31
|
+
constructor(initialCapacity = 64) {
|
|
32
|
+
this.capacity = nextPow2(initialCapacity);
|
|
33
|
+
this.elapsedMs = new Float32Array(this.capacity);
|
|
34
|
+
this.manifest = new Array(this.capacity).fill(null);
|
|
35
|
+
this.clipName = new Array(this.capacity).fill('');
|
|
36
|
+
this.flags = new Uint8Array(this.capacity);
|
|
37
|
+
}
|
|
38
|
+
ensureCapacity(neededIndex) {
|
|
39
|
+
if (neededIndex < this.capacity)
|
|
40
|
+
return;
|
|
41
|
+
const next = nextPow2(neededIndex + 1);
|
|
42
|
+
this.elapsedMs = growF32(this.elapsedMs, next);
|
|
43
|
+
// Plain JS arrays don't have a "grow" helper; just resize.
|
|
44
|
+
this.manifest.length = next;
|
|
45
|
+
this.clipName.length = next;
|
|
46
|
+
for (let i = this.capacity; i < next; i++) {
|
|
47
|
+
this.manifest[i] = null;
|
|
48
|
+
this.clipName[i] = '';
|
|
49
|
+
}
|
|
50
|
+
this.flags = growU8(this.flags, next);
|
|
51
|
+
this.capacity = next;
|
|
52
|
+
}
|
|
53
|
+
// Start a clip on an entity. Resets elapsedMs to 0 so the clip
|
|
54
|
+
// plays from frame 0 (or the user-supplied startMs offset).
|
|
55
|
+
play(e, manifest, clipName, options = {}) {
|
|
56
|
+
const i = entityIndex(e);
|
|
57
|
+
this.ensureCapacity(i);
|
|
58
|
+
this.manifest[i] = manifest;
|
|
59
|
+
this.clipName[i] = clipName;
|
|
60
|
+
this.elapsedMs[i] = options.startMs ?? 0;
|
|
61
|
+
this.flags[i] = ANIMATION_FLAG_ACTIVE;
|
|
62
|
+
if (i >= this.highWaterMark)
|
|
63
|
+
this.highWaterMark = i + 1;
|
|
64
|
+
}
|
|
65
|
+
// Stop animation on an entity. Frame stays where it was; the
|
|
66
|
+
// sprite-render system continues drawing whatever frame the
|
|
67
|
+
// SpritePool currently holds.
|
|
68
|
+
stop(e) {
|
|
69
|
+
const i = entityIndex(e);
|
|
70
|
+
if (i >= this.capacity)
|
|
71
|
+
return;
|
|
72
|
+
this.flags[i] = 0;
|
|
73
|
+
this.manifest[i] = null;
|
|
74
|
+
this.clipName[i] = '';
|
|
75
|
+
}
|
|
76
|
+
// True if the entity has an ACTIVE animation right now.
|
|
77
|
+
isActive(e) {
|
|
78
|
+
const i = entityIndex(e);
|
|
79
|
+
if (i >= this.capacity)
|
|
80
|
+
return false;
|
|
81
|
+
return ((this.flags[i] ?? 0) & ANIMATION_FLAG_ACTIVE) !== 0;
|
|
82
|
+
}
|
|
83
|
+
// True if the entity's last clip was non-looping and ran out.
|
|
84
|
+
// Cleared by play(); systems can poll this to chain transitions
|
|
85
|
+
// (e.g. attack -> idle).
|
|
86
|
+
isFinished(e) {
|
|
87
|
+
const i = entityIndex(e);
|
|
88
|
+
if (i >= this.capacity)
|
|
89
|
+
return false;
|
|
90
|
+
return ((this.flags[i] ?? 0) & ANIMATION_FLAG_FINISHED) !== 0;
|
|
91
|
+
}
|
|
92
|
+
// The active clip name. Empty string when no clip is playing.
|
|
93
|
+
getClipName(e) {
|
|
94
|
+
const i = entityIndex(e);
|
|
95
|
+
if (i >= this.capacity)
|
|
96
|
+
return '';
|
|
97
|
+
return this.clipName[i] ?? '';
|
|
98
|
+
}
|
|
99
|
+
// The active manifest. Null when no clip is playing.
|
|
100
|
+
getManifest(e) {
|
|
101
|
+
const i = entityIndex(e);
|
|
102
|
+
if (i >= this.capacity)
|
|
103
|
+
return null;
|
|
104
|
+
return this.manifest[i] ?? null;
|
|
105
|
+
}
|
|
106
|
+
getHighWaterMark() {
|
|
107
|
+
return this.highWaterMark;
|
|
108
|
+
}
|
|
109
|
+
getCapacity() {
|
|
110
|
+
return this.capacity;
|
|
111
|
+
}
|
|
112
|
+
}
|
|
113
|
+
//# sourceMappingURL=animation-state-pool.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
@@ -0,0 +1,41 @@
|
|
|
1
|
+
import type { AtlasDescriptor } from '../renderer/graphics-device.js';
|
|
2
|
+
import type { AnimationClip } from '../animation/animation-clip.js';
|
|
3
|
+
export interface SpriteFrame {
|
|
4
|
+
x: number;
|
|
5
|
+
y: number;
|
|
6
|
+
w: number;
|
|
7
|
+
h: number;
|
|
8
|
+
name?: string;
|
|
9
|
+
duration_ms?: number;
|
|
10
|
+
}
|
|
11
|
+
export interface SpriteAnchor {
|
|
12
|
+
x: number;
|
|
13
|
+
y: number;
|
|
14
|
+
}
|
|
15
|
+
export interface SpriteSheetManifest {
|
|
16
|
+
name: string;
|
|
17
|
+
image: string;
|
|
18
|
+
frames: ReadonlyArray<SpriteFrame>;
|
|
19
|
+
anchor: SpriteAnchor;
|
|
20
|
+
fps: number;
|
|
21
|
+
clips: ReadonlyArray<AnimationClip>;
|
|
22
|
+
}
|
|
23
|
+
export interface LoadedSpriteSheet {
|
|
24
|
+
manifest: SpriteSheetManifest;
|
|
25
|
+
image: HTMLImageElement;
|
|
26
|
+
atlas: AtlasDescriptor;
|
|
27
|
+
}
|
|
28
|
+
export declare class SpriteSheetLoadError extends Error {
|
|
29
|
+
readonly kind: 'fetch-manifest' | 'parse-manifest' | 'invalid-manifest' | 'fetch-image' | 'decode-image';
|
|
30
|
+
readonly url: string;
|
|
31
|
+
constructor(kind: SpriteSheetLoadError['kind'], url: string, message: string, options?: {
|
|
32
|
+
cause?: unknown;
|
|
33
|
+
});
|
|
34
|
+
}
|
|
35
|
+
export interface LoaderOptions {
|
|
36
|
+
fetchImpl?: typeof fetch;
|
|
37
|
+
decodeImage?: (bytes: ArrayBuffer, url: string) => Promise<HTMLImageElement>;
|
|
38
|
+
}
|
|
39
|
+
export declare function loadSpriteSheet(manifestUrl: string, options?: LoaderOptions): Promise<LoadedSpriteSheet>;
|
|
40
|
+
export declare function computeFrameIndex(manifest: SpriteSheetManifest, now: number, start: number): number;
|
|
41
|
+
//# sourceMappingURL=sprite-sheet-loader.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|