@solidrt/2d 0.0.65 → 0.0.66
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/AGENTS.md +2 -2
- package/examples/README.md +1 -1
- package/examples/camera.tsx +1 -1
- package/examples/pick.tsx +1 -1
- package/examples/split-screen.tsx +1 -1
- package/examples/tiles.tsx +1 -1
- package/examples/views.tsx +1 -1
- package/package.json +3 -3
- package/src/animation.ts +1 -1
- package/src/layer.ts +1 -1
- package/src/oversample.ts +1 -1
package/AGENTS.md
CHANGED
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@@ -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 (
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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
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@@ -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 `
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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`
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package/examples/README.md
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@@ -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
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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
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package/examples/camera.tsx
CHANGED
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@@ -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 "
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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 }
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package/examples/pick.tsx
CHANGED
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@@ -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 "
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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][] = [
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@@ -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 "
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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 }
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package/examples/tiles.tsx
CHANGED
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@@ -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 "
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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
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package/examples/views.tsx
CHANGED
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@@ -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 "
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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 }
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "@solidrt/2d",
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"version": "0.0.
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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",
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@@ -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.
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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.
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"@solidrt/core": "0.0.66"
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}
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}
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package/src/animation.ts
CHANGED
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@@ -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 `
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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,
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package/src/layer.ts
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@@ -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 "
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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"
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package/src/oversample.ts
CHANGED
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@@ -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 `
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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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/**
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