@sadhaka/loom-engine 0.11.0 → 0.13.0
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/COMMERCIAL_LICENSE_TERMS.md +74 -0
- package/README.md +230 -6
- package/dist/components/peer-sprite.d.ts +25 -0
- package/dist/components/peer-sprite.d.ts.map +1 -0
- package/dist/components/peer-sprite.js +48 -0
- package/dist/components/peer-sprite.js.map +1 -0
- package/dist/engine.d.ts +6 -1
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +35 -1
- package/dist/engine.js.map +1 -1
- package/dist/index.d.ts +19 -3
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +17 -2
- package/dist/index.js.map +1 -1
- package/dist/network/mock-multiplayer-bridge.d.ts +34 -0
- package/dist/network/mock-multiplayer-bridge.d.ts.map +1 -0
- package/dist/network/mock-multiplayer-bridge.js +91 -0
- package/dist/network/mock-multiplayer-bridge.js.map +1 -0
- package/dist/network/multiplayer-bridge.d.ts +45 -0
- package/dist/network/multiplayer-bridge.d.ts.map +1 -0
- package/dist/network/multiplayer-bridge.js +34 -0
- package/dist/network/multiplayer-bridge.js.map +1 -0
- package/dist/network/peer-pool.d.ts +46 -0
- package/dist/network/peer-pool.d.ts.map +1 -0
- package/dist/network/peer-pool.js +185 -0
- package/dist/network/peer-pool.js.map +1 -0
- package/dist/network/sse-multiplayer-bridge.d.ts +36 -0
- package/dist/network/sse-multiplayer-bridge.d.ts.map +1 -0
- package/dist/network/sse-multiplayer-bridge.js +264 -0
- package/dist/network/sse-multiplayer-bridge.js.map +1 -0
- package/dist/renderer/shaders/sprite-shader-source.d.ts +4 -0
- package/dist/renderer/shaders/sprite-shader-source.d.ts.map +1 -0
- package/dist/renderer/shaders/sprite-shader-source.js +83 -0
- package/dist/renderer/shaders/sprite-shader-source.js.map +1 -0
- package/dist/renderer/sprite-batcher.d.ts +30 -0
- package/dist/renderer/sprite-batcher.d.ts.map +1 -0
- package/dist/renderer/sprite-batcher.js +146 -0
- package/dist/renderer/sprite-batcher.js.map +1 -0
- package/dist/renderer/texture-atlas.d.ts +24 -0
- package/dist/renderer/texture-atlas.d.ts.map +1 -0
- package/dist/renderer/texture-atlas.js +173 -0
- package/dist/renderer/texture-atlas.js.map +1 -0
- package/dist/renderer/webgl2-device.d.ts +53 -0
- package/dist/renderer/webgl2-device.d.ts.map +1 -0
- package/dist/renderer/webgl2-device.js +596 -0
- package/dist/renderer/webgl2-device.js.map +1 -0
- package/dist/systems/peer-presence-system.d.ts +19 -0
- package/dist/systems/peer-presence-system.d.ts.map +1 -0
- package/dist/systems/peer-presence-system.js +118 -0
- package/dist/systems/peer-presence-system.js.map +1 -0
- package/package.json +11 -5
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@@ -0,0 +1,118 @@
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// PeerPresenceSystem - drains the IMultiplayerBridge each tick, applies
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// presence messages to the PeerPool, and (optionally) broadcasts the
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// local character's position via PeerBroadcastBridge.
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//
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// PeerRenderSystem - iterates PeerPool at frame time, computes each
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// peer's interpolated position from prev/current samples, looks up
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// their sprite via PeerSpritePool, and submits drawSprite + drawText
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// (name label) calls to the device.
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//
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// Phasing rationale (matches DirectorSystem):
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// PHASE_INPUT - PeerPresenceSystem drains the bridge so peers are
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// fresh before any logic system reads them. Mirrors
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// the DirectorSystem ordering.
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// PHASE_RENDER - PeerRenderSystem submits draw calls. Per-peer
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// interp factor is computed from the current
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// TimeResource clock, so peers move smoothly even on
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// frames with no inbound update.
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//
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// PeerPresenceSystem also routes the snapshot, update, and depart
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// message kinds to the right PeerPool method:
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// snapshot -> applySnapshot (drops anyone not in the snapshot)
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// update -> upsert
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// depart -> remove
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//
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// Self-filter: callers register the local character_id via
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// peerPool.setLocalCharacterId(...) at startup. The pool refuses to
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// store an entry with that id; if a snapshot or update mentions it,
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// it's silently skipped (we don't render ourselves as a ghost).
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import { RESOURCE_MULTIPLAYER_BRIDGE, RESOURCE_PEER_POOL, } from '../network/multiplayer-bridge.js';
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import { POOL_PEER_SPRITE } from '../components/peer-sprite.js';
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import { RESOURCE_DEVICE, RESOURCE_CAMERA, RESOURCE_TIME, } from '../resources.js';
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export class PeerPresenceSystem {
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name = 'peer-presence';
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update(world, _dt) {
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const bridge = world.resources.get(RESOURCE_MULTIPLAYER_BRIDGE);
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const pool = world.resources.get(RESOURCE_PEER_POOL);
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if (!bridge || !pool)
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return;
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const messages = bridge.pollMessages();
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if (messages.length === 0)
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return;
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for (let i = 0; i < messages.length; i++) {
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const m = messages[i];
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if (!m)
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continue;
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switch (m.kind) {
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case 'update':
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pool.upsert(m.characterId, m.x, m.y, m.zone, m.tsMs, m.name);
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break;
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case 'depart':
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pool.remove(m.characterId);
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break;
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case 'snapshot':
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pool.applySnapshot(m.peers);
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break;
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}
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}
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}
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}
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// Render-phase counterpart. Optional - consumers who only want to
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// surface peer state (e.g. on a minimap) can read PeerPool directly
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// and skip this system.
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export class PeerRenderSystem {
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name = 'peer-render';
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// Reused per-frame to avoid allocation in the per-peer hot path.
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scratchTextStyle = {
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font: '12px sans-serif',
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fill: { r: 1, g: 1, b: 1, a: 1 },
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align: 'center',
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baseline: 'bottom',
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};
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scratchTint = {
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r: 1, g: 1, b: 1, a: 1,
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};
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// Vertical offset (world units) applied to the name label so it
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// sits just above the sprite. Tuned for the engine's standard
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// 64-px sprite cell; consumers with custom art can override via
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// the PeerRenderSystem constructor.
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labelYOffset;
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showNames;
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constructor(opts = {}) {
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this.labelYOffset = opts.labelYOffset ?? -32;
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this.showNames = opts.showNames ?? true;
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}
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update(world, _dt) {
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const pool = world.resources.get(RESOURCE_PEER_POOL);
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const sprites = world.getPool(POOL_PEER_SPRITE);
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const device = world.resources.get(RESOURCE_DEVICE);
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const camera = world.resources.get(RESOURCE_CAMERA);
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const time = world.resources.get(RESOURCE_TIME);
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if (!pool || !sprites || !device || !camera)
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return;
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device.setCamera(camera);
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const nowMs = (time ? time.elapsed * 1000 : 0) + (typeof performance !== 'undefined' ? performance.now() : 0);
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const frame = time ? time.frame : -1;
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// Capture the values we need from each peer before drawing.
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// forEachRendered's view is reused; we have to read fields out
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// before the next iteration mutates the scratch.
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pool.forEachRendered(nowMs, frame, (view) => {
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const entry = sprites.resolve(view.characterId);
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if (entry.tint) {
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const t = this.scratchTint;
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t.r = entry.tint.r;
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t.g = entry.tint.g;
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t.b = entry.tint.b;
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t.a = entry.tint.a;
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device.drawSprite(view.x, view.y, 0, entry.atlas, entry.frame, t);
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}
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else {
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device.drawSprite(view.x, view.y, 0, entry.atlas, entry.frame);
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}
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if (this.showNames && view.name) {
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device.drawText(view.x, view.y + this.labelYOffset, view.name, this.scratchTextStyle);
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}
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});
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}
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}
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//# sourceMappingURL=peer-presence-system.js.map
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package/package.json
CHANGED
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{
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"name": "@sadhaka/loom-engine",
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"version": "0.
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"version": "0.13.0",
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"description": "Browser-first 2D / 2.5D game engine. Canvas2D, ECS, render-graph stages, Director-bridge SSE integration. Built from scratch in TypeScript for TheWorldTable.ai.",
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"type": "module",
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"main": "./dist/index.js",
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"files": [
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"dist",
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"README.md",
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"LICENSE"
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"LICENSE",
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"COMMERCIAL_LICENSE_TERMS.md"
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],
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"keywords": [
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"game-engine",
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"scripts": {
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"build": "tsc",
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"build:demo": "tsc -p tsconfig.demo.json",
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"build:
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"build:demos": "tsc -p tsconfig.demo.json",
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"build:all": "npm run build && npm run build:demos",
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"watch": "tsc --watch",
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"clean": "rm -rf dist demo/*.js demo/*.js.map",
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"test": "tsx --test tests/smoke.test.ts tests/world.test.ts tests/asset-loader.test.ts tests/animation.test.ts tests/vfx.test.ts tests/audio-input.test.ts tests/director.test.ts tests/combat.test.ts tests/projectile.test.ts tests/arpg.test.ts tests/snapshot-recovery.test.ts tests/touch-input.test.ts",
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"clean": "rm -rf dist demo/*.js demo/*.js.map demo/*/main.js demo/*/main.js.map",
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|
+
"test": "tsx --test tests/smoke.test.ts tests/world.test.ts tests/asset-loader.test.ts tests/animation.test.ts tests/vfx.test.ts tests/audio-input.test.ts tests/director.test.ts tests/combat.test.ts tests/projectile.test.ts tests/arpg.test.ts tests/snapshot-recovery.test.ts tests/touch-input.test.ts tests/webgl2-device.test.ts tests/multiplayer.test.ts",
|
|
47
|
+
"bench": "npm run build && node --expose-gc --import=tsx tools/perf-bench.ts",
|
|
48
|
+
"bench:fast": "npm run build && node --expose-gc --import=tsx tools/perf-bench.ts --no-write",
|
|
49
|
+
"bench:browser": "npm run build && tsc -p tools/tsconfig.bench.json",
|
|
50
|
+
"bench:compare": "node --import=tsx tools/perf-bench.ts --compare",
|
|
45
51
|
"docs": "typedoc",
|
|
46
52
|
"docs:ci": "typedoc --out docs-build --cleanOutputDir",
|
|
47
53
|
"prepublishOnly": "npm test && npm run build"
|