@solidrt/2d 0.0.65 → 0.0.66

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package/AGENTS.md CHANGED
@@ -453,7 +453,7 @@ it: `createSpriteLayer(texture, { stagger })` / `layer.setStagger(ms)`.
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  Each natural settle calls the handle's `onTransitionEnd` (plain field,
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  or the `<Sprite>`/`<Group>` prop) with `{ component }` - target-only,
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  never on a cancel, snap or exit; the raw "spatialTransitionEnd" engine
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- event (srt:events, node = sprite.node) stays for flux:spatial consumers.
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+ event (sol:events, node = sprite.node) stays for flux:spatial consumers.
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  See examples/springs.tsx (tap a sprite: it leaves through its `exit`).
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  ### Frame-rate motion
@@ -469,7 +469,7 @@ re-runs an effect per sprite per frame for nothing.
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  Frame animation (animation.ts): `createAnimation(frames, fps, { loop })`
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  is a clip with a shared clock on the app's frame time (it freezes with
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- the dev clock and plays at its own speed under `srt render`) stepping
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+ the dev clock and plays at its own speed under `sol render`) stepping
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  every attached sprite
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  (`anim.add(sprite)` / `remove`; `play`/`pause`; `frame()`/`playing()`
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  read the clock, methods like the 3d mixer's `playing()`; `loop: false`
@@ -1,7 +1,7 @@
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  # @solidrt/2d examples
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  Single-concept sprite-layer patterns. Each file is a complete, runnable app
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- (`bun run srt run <file>` from the repo root) demonstrating exactly one thing -
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+ (`bun run sol run <file>` from the repo root) demonstrating exactly one thing -
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  copy one and adapt it.
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  - `sprites.tsx` - the layer at its natural scale: 500 sprites bouncing at
@@ -23,7 +23,7 @@
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  import { createEffect, createInputMap, createPointerFeed, createSignal, decodeImage, displayScale, gamepad, onFrame, render, Show, windowSize } from "@solidrt/core"
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  import { addSprite, camera2dActions, camera2dBindings, createAtlas, createCamera2d, createSpriteLayer, feedPointer, fitOversample, grid, setSprite } from "@solidrt/2d"
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  import type { Camera2dHandle, SpriteHandle } from "@solidrt/2d"
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- import { registerDebug } from "srt:dev"
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+ import { registerDebug } from "sol:dev"
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  import logoBytes from "./logo.png" with { type: "binary" }
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  const WORLD = { width: 2400, height: 1600 }
package/examples/pick.tsx CHANGED
@@ -21,7 +21,7 @@
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  import { createInputMap, createPointerFeed, createSignal, decodeImage, render, For } from "@solidrt/core"
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  import { Camera2d, camera2dActions, camera2dBindings, createAtlas, grid, setSprite, Sprite, SpriteLayer, View2d } from "@solidrt/2d"
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  import type { Camera2dHandle, Frame, SpriteHandle } from "@solidrt/2d"
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- import { registerDebug } from "srt:dev"
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+ import { registerDebug } from "sol:dev"
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  import logoBytes from "./logo.png" with { type: "binary" }
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  const TINTS: [number, number, number, number][] = [
@@ -12,7 +12,7 @@
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  import { createInputMap, createPointerFeed, decodeImage, gamepad, onFrame, render, windowSize, For } from "@solidrt/core"
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  import { Camera2d, camera2dActions, camera2dBindings, createAtlas, grid, setSprite, Sprite, SpriteLayer, View2d } from "@solidrt/2d"
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  import type { Camera2dHandle, Frame, SpriteHandle } from "@solidrt/2d"
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- import { registerDebug } from "srt:dev"
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+ import { registerDebug } from "sol:dev"
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  import logoBytes from "./logo.png" with { type: "binary" }
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  const WORLD = { width: 2400, height: 1600 }
@@ -23,7 +23,7 @@
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  import { createSignal, decodeImage, onFrame, pct, render, windowSize } from "@solidrt/core"
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  import { createAtlas, grid, TileLayer } from "@solidrt/2d"
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  import type { TileCamera, TileLayerHandle } from "@solidrt/2d"
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- import { registerDebug } from "srt:dev"
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+ import { registerDebug } from "sol:dev"
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  import logoBytes from "./logo.png" with { type: "binary" }
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  const COLS = 128
@@ -18,7 +18,7 @@
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  import { createEffect, createInputMap, createPointerFeed, createSignal, decodeImage, displayScale, gamepad, onFrame, render, windowSize } from "@solidrt/core"
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  import { addSprite, camera2dActions, camera2dBindings, createAtlas, createCamera2d, createSpriteLayer, feedPointer, fitOversample, grid, setSprite } from "@solidrt/2d"
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  import type { Camera2dHandle, SpriteHandle, ViewHandle } from "@solidrt/2d"
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- import { registerDebug } from "srt:dev"
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+ import { registerDebug } from "sol:dev"
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  import logoBytes from "./logo.png" with { type: "binary" }
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  const WORLD = { width: 2400, height: 1600 }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@solidrt/2d",
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- "version": "0.0.65",
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+ "version": "0.0.66",
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  "license": "MIT",
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  "funding": "https://github.com/sponsors/wellawaretech",
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  "author": "Antoine van Wel",
@@ -15,10 +15,10 @@
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  "AGENTS.md"
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  ],
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  "devDependencies": {
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- "@solidrt/test": "0.0.65"
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+ "@solidrt/test": "0.0.66"
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  },
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  "peerDependencies": {
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  "@solidjs/signals": "2.0.0-rc.13",
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- "@solidrt/core": "0.0.65"
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+ "@solidrt/core": "0.0.66"
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  }
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  }
package/src/animation.ts CHANGED
@@ -5,7 +5,7 @@
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  // generates 8 publishes and 8 presents a second and a paused clip costs
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  // nothing - the demand-gate story unchanged. The clock is the app's frame
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  // time: the clip freezes and resumes with the dev tools' clock, plays at
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- // its own speed under `srt render`, and a step lands on the frame it is
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+ // its own speed under `sol render`, and a step lands on the frame it is
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  // due in. The clip
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  // does not own its sprites (destroySprite prunes lazily on the next step),
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  // and a sprite belongs to at most one animation. Plain JS over setSprite,
package/src/layer.ts CHANGED
@@ -40,7 +40,7 @@ import type {
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  NodeTransitionSpec,
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  QueryFilter,
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  } from "flux:spatial"
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- import { on } from "srt:events"
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+ import { on } from "sol:events"
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  import type { CameraState, CameraUpdate } from "./camera.ts"
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  import type { Frame } from "./frames.ts"
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  import { FULL_FRAME, writeFrame } from "./frames.ts"
package/src/oversample.ts CHANGED
@@ -39,7 +39,7 @@ export function fitOversample(scale: number, targetW: number, targetH: number, b
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  const THRASH_CHANGES = 4
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  /** The window those changes must land in, ms of the app's frame time: a
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  * warning about what happens per frame counts on the clock frames run on,
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- * so it means the same under `srt render` and a paused dev clock. */
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+ * so it means the same under `sol render` and a paused dev clock. */
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  const THRASH_WINDOW_MS = 1000
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  /**