@thewhateverapp/tile-sdk 0.15.3 → 0.15.4

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.
Files changed (51) hide show
  1. package/dist/excalibur/index.d.ts +48 -0
  2. package/dist/excalibur/index.d.ts.map +1 -0
  3. package/dist/excalibur/index.js +51 -0
  4. package/dist/react/ExcaliburGame.d.ts +109 -0
  5. package/dist/react/ExcaliburGame.d.ts.map +1 -0
  6. package/dist/react/ExcaliburGame.js +215 -0
  7. package/dist/react/index.js +3 -3
  8. package/dist/scene/index.d.ts +3 -41
  9. package/dist/scene/index.d.ts.map +1 -1
  10. package/dist/scene/index.js +1 -49
  11. package/dist/spec/schema.d.ts +12 -12
  12. package/package.json +7 -7
  13. package/dist/pixi/index.d.ts +0 -43
  14. package/dist/pixi/index.d.ts.map +0 -1
  15. package/dist/pixi/index.js +0 -46
  16. package/dist/react/PixiGame.d.ts +0 -138
  17. package/dist/react/PixiGame.d.ts.map +0 -1
  18. package/dist/react/PixiGame.js +0 -237
  19. package/dist/scene/SceneContext.d.ts +0 -173
  20. package/dist/scene/SceneContext.d.ts.map +0 -1
  21. package/dist/scene/SceneContext.js +0 -89
  22. package/dist/scene/SceneFromJson.d.ts +0 -34
  23. package/dist/scene/SceneFromJson.d.ts.map +0 -1
  24. package/dist/scene/SceneFromJson.js +0 -97
  25. package/dist/scene/SceneRenderer.d.ts +0 -29
  26. package/dist/scene/SceneRenderer.d.ts.map +0 -1
  27. package/dist/scene/SceneRenderer.js +0 -312
  28. package/dist/scene/camera/CameraController.d.ts +0 -6
  29. package/dist/scene/camera/CameraController.d.ts.map +0 -1
  30. package/dist/scene/camera/CameraController.js +0 -90
  31. package/dist/scene/components/ComponentRunner.d.ts +0 -22
  32. package/dist/scene/components/ComponentRunner.d.ts.map +0 -1
  33. package/dist/scene/components/ComponentRunner.js +0 -210
  34. package/dist/scene/effects/GlowFilter.d.ts +0 -38
  35. package/dist/scene/effects/GlowFilter.d.ts.map +0 -1
  36. package/dist/scene/effects/GlowFilter.js +0 -40
  37. package/dist/scene/effects/ParticleSystem.d.ts +0 -52
  38. package/dist/scene/effects/ParticleSystem.d.ts.map +0 -1
  39. package/dist/scene/effects/ParticleSystem.js +0 -107
  40. package/dist/scene/entities/EntityGraphics.d.ts +0 -26
  41. package/dist/scene/entities/EntityGraphics.d.ts.map +0 -1
  42. package/dist/scene/entities/EntityGraphics.js +0 -226
  43. package/dist/scene/input/InputManager.d.ts +0 -18
  44. package/dist/scene/input/InputManager.d.ts.map +0 -1
  45. package/dist/scene/input/InputManager.js +0 -86
  46. package/dist/scene/physics/PhysicsEngine.d.ts +0 -15
  47. package/dist/scene/physics/PhysicsEngine.d.ts.map +0 -1
  48. package/dist/scene/physics/PhysicsEngine.js +0 -260
  49. package/dist/scene/timeline/TimelineExecutor.d.ts +0 -6
  50. package/dist/scene/timeline/TimelineExecutor.d.ts.map +0 -1
  51. package/dist/scene/timeline/TimelineExecutor.js +0 -241
@@ -0,0 +1,48 @@
1
+ /**
2
+ * Excalibur.js game components for tile-sdk
3
+ *
4
+ * Import from '@thewhateverapp/tile-sdk/excalibur' to use Excalibur.js features.
5
+ * Excalibur is a modern 2D game engine with built-in physics, collision detection,
6
+ * and a robust entity-component system.
7
+ *
8
+ * @example
9
+ * ```tsx
10
+ * import { ExcaliburGame, useEngine, useGameLoop } from '@thewhateverapp/tile-sdk/excalibur';
11
+ * import { Actor, Color, Vector } from 'excalibur';
12
+ *
13
+ * function MyGame() {
14
+ * return (
15
+ * <ExcaliburGame width={256} height={554}>
16
+ * <GameContent />
17
+ * </ExcaliburGame>
18
+ * );
19
+ * }
20
+ *
21
+ * function GameContent() {
22
+ * const engine = useEngine();
23
+ *
24
+ * useEffect(() => {
25
+ * if (!engine) return;
26
+ * const actor = new Actor({
27
+ * pos: new Vector(100, 100),
28
+ * width: 50,
29
+ * height: 50,
30
+ * color: Color.Red
31
+ * });
32
+ * engine.currentScene.add(actor);
33
+ * return () => {
34
+ * engine.currentScene.remove(actor);
35
+ * };
36
+ * }, [engine]);
37
+ *
38
+ * useGameLoop((delta) => {
39
+ * // Game logic runs every frame (delta is in milliseconds)
40
+ * });
41
+ *
42
+ * return null;
43
+ * }
44
+ * ```
45
+ */
46
+ export { ExcaliburGame, useEngine, useScene, useGameLoop, useGameState, useGameInput, Actor, Vector, Color, Rectangle, Circle, Label, Text, Sprite, TILE_WIDTH, TILE_HEIGHT, } from '../react/ExcaliburGame.js';
47
+ export type { ExcaliburGameProps } from '../react/ExcaliburGame.js';
48
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/excalibur/index.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4CG;AAEH,OAAO,EACL,aAAa,EACb,SAAS,EACT,QAAQ,EACR,WAAW,EACX,YAAY,EACZ,YAAY,EAEZ,KAAK,EACL,MAAM,EACN,KAAK,EACL,SAAS,EACT,MAAM,EACN,KAAK,EACL,IAAI,EACJ,MAAM,EAEN,UAAU,EACV,WAAW,GACZ,MAAM,2BAA2B,CAAC;AACnC,YAAY,EAAE,kBAAkB,EAAE,MAAM,2BAA2B,CAAC"}
@@ -0,0 +1,51 @@
1
+ 'use client';
2
+ /**
3
+ * Excalibur.js game components for tile-sdk
4
+ *
5
+ * Import from '@thewhateverapp/tile-sdk/excalibur' to use Excalibur.js features.
6
+ * Excalibur is a modern 2D game engine with built-in physics, collision detection,
7
+ * and a robust entity-component system.
8
+ *
9
+ * @example
10
+ * ```tsx
11
+ * import { ExcaliburGame, useEngine, useGameLoop } from '@thewhateverapp/tile-sdk/excalibur';
12
+ * import { Actor, Color, Vector } from 'excalibur';
13
+ *
14
+ * function MyGame() {
15
+ * return (
16
+ * <ExcaliburGame width={256} height={554}>
17
+ * <GameContent />
18
+ * </ExcaliburGame>
19
+ * );
20
+ * }
21
+ *
22
+ * function GameContent() {
23
+ * const engine = useEngine();
24
+ *
25
+ * useEffect(() => {
26
+ * if (!engine) return;
27
+ * const actor = new Actor({
28
+ * pos: new Vector(100, 100),
29
+ * width: 50,
30
+ * height: 50,
31
+ * color: Color.Red
32
+ * });
33
+ * engine.currentScene.add(actor);
34
+ * return () => {
35
+ * engine.currentScene.remove(actor);
36
+ * };
37
+ * }, [engine]);
38
+ *
39
+ * useGameLoop((delta) => {
40
+ * // Game logic runs every frame (delta is in milliseconds)
41
+ * });
42
+ *
43
+ * return null;
44
+ * }
45
+ * ```
46
+ */
47
+ export { ExcaliburGame, useEngine, useScene, useGameLoop, useGameState, useGameInput,
48
+ // Re-exported Excalibur classes
49
+ Actor, Vector, Color, Rectangle, Circle, Label, Text, Sprite,
50
+ // Constants
51
+ TILE_WIDTH, TILE_HEIGHT, } from '../react/ExcaliburGame.js';
@@ -0,0 +1,109 @@
1
+ /**
2
+ * ExcaliburGame - Excalibur.js integration for React
3
+ *
4
+ * This component creates an Excalibur Engine imperatively and provides
5
+ * it via React context for game development.
6
+ *
7
+ * @example
8
+ * ```tsx
9
+ * import { ExcaliburGame, useEngine, useGameLoop } from '@thewhateverapp/tile-sdk/excalibur';
10
+ * import { Actor, Color, Vector } from 'excalibur';
11
+ *
12
+ * function MyGame() {
13
+ * return (
14
+ * <ExcaliburGame>
15
+ * <GameContent />
16
+ * </ExcaliburGame>
17
+ * );
18
+ * }
19
+ *
20
+ * function GameContent() {
21
+ * const engine = useEngine();
22
+ *
23
+ * useEffect(() => {
24
+ * if (!engine) return;
25
+ * const actor = new Actor({
26
+ * pos: new Vector(100, 100),
27
+ * width: 50,
28
+ * height: 50,
29
+ * color: Color.Red
30
+ * });
31
+ * engine.currentScene.add(actor);
32
+ * return () => {
33
+ * engine.currentScene.remove(actor);
34
+ * };
35
+ * }, [engine]);
36
+ *
37
+ * useGameLoop((delta) => {
38
+ * // Game logic runs every frame
39
+ * });
40
+ *
41
+ * return null; // No React children needed - Excalibur manages rendering
42
+ * }
43
+ * ```
44
+ */
45
+ import React, { type ReactNode } from 'react';
46
+ import { Engine, DisplayMode, type Scene } from 'excalibur';
47
+ export { Actor, Vector, Color, Rectangle, Circle, Label, Text, Sprite } from 'excalibur';
48
+ /**
49
+ * Tile dimensions - standard tile size
50
+ */
51
+ export declare const TILE_WIDTH = 256;
52
+ export declare const TILE_HEIGHT = 554;
53
+ /**
54
+ * Hook to get the Excalibur Engine
55
+ */
56
+ export declare function useEngine(): Engine | null;
57
+ /**
58
+ * Hook to get the current scene
59
+ */
60
+ export declare function useScene(): Scene | null;
61
+ /**
62
+ * useGameLoop - Run a callback every frame
63
+ *
64
+ * @param callback - Function called every frame with delta time (in ms)
65
+ * @param enabled - Whether the loop is active (default: true)
66
+ */
67
+ export declare function useGameLoop(callback: (delta: number) => void, enabled?: boolean): void;
68
+ export interface ExcaliburGameProps {
69
+ children: ReactNode;
70
+ /** Width in pixels (default: 256 for tile) */
71
+ width?: number;
72
+ /** Height in pixels (default: 554 for tile) */
73
+ height?: number;
74
+ /** Background color (CSS color string, default: black) */
75
+ backgroundColor?: string;
76
+ /** Display mode (default: FitScreen) */
77
+ displayMode?: DisplayMode;
78
+ /** Game options */
79
+ options?: {
80
+ antialiasing?: boolean;
81
+ pixelArt?: boolean;
82
+ suppressPlayButton?: boolean;
83
+ };
84
+ /** Whether game is paused */
85
+ paused?: boolean;
86
+ /** Callback when Engine is ready */
87
+ onMount?: (engine: Engine) => void;
88
+ }
89
+ /**
90
+ * ExcaliburGame - Main wrapper component for Excalibur.js games
91
+ *
92
+ * Creates an Excalibur Engine and provides it via context.
93
+ * Children can use useEngine() to access the engine and add actors/entities.
94
+ */
95
+ export declare function ExcaliburGame({ children, width, height, backgroundColor, displayMode, options, paused, onMount, }: ExcaliburGameProps): React.JSX.Element;
96
+ /**
97
+ * useGameState - Helper for managing game state with refs
98
+ *
99
+ * Returns a ref and a forceUpdate function for when you need to trigger re-renders.
100
+ * Use refs for continuous game state (position, velocity) to avoid re-render loops.
101
+ */
102
+ export declare function useGameState<T extends object>(initialState: T): [React.MutableRefObject<T>, () => void];
103
+ /**
104
+ * useGameInput - Simple keyboard input hook for games
105
+ *
106
+ * Returns a ref with currently pressed keys.
107
+ */
108
+ export declare function useGameInput(): React.MutableRefObject<Record<string, boolean>>;
109
+ //# sourceMappingURL=ExcaliburGame.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ExcaliburGame.d.ts","sourceRoot":"","sources":["../../src/react/ExcaliburGame.tsx"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2CG;AAEH,OAAO,KAAK,EAAE,EAOZ,KAAK,SAAS,EACf,MAAM,OAAO,CAAC;AACf,OAAO,EAAE,MAAM,EAAE,WAAW,EAAoB,KAAK,KAAK,EAAE,MAAM,WAAW,CAAC;AAG9E,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAEzF;;GAEG;AACH,eAAO,MAAM,UAAU,MAAM,CAAC;AAC9B,eAAO,MAAM,WAAW,MAAM,CAAC;AAY/B;;GAEG;AACH,wBAAgB,SAAS,IAAI,MAAM,GAAG,IAAI,CAMzC;AAED;;GAEG;AACH,wBAAgB,QAAQ,IAAI,KAAK,GAAG,IAAI,CAGvC;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CACzB,QAAQ,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,IAAI,EACjC,OAAO,GAAE,OAAc,QAexB;AAED,MAAM,WAAW,kBAAkB;IACjC,QAAQ,EAAE,SAAS,CAAC;IACpB,8CAA8C;IAC9C,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,+CAA+C;IAC/C,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,0DAA0D;IAC1D,eAAe,CAAC,EAAE,MAAM,CAAC;IACzB,wCAAwC;IACxC,WAAW,CAAC,EAAE,WAAW,CAAC;IAC1B,mBAAmB;IACnB,OAAO,CAAC,EAAE;QACR,YAAY,CAAC,EAAE,OAAO,CAAC;QACvB,QAAQ,CAAC,EAAE,OAAO,CAAC;QACnB,kBAAkB,CAAC,EAAE,OAAO,CAAC;KAC9B,CAAC;IACF,6BAA6B;IAC7B,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,oCAAoC;IACpC,OAAO,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,KAAK,IAAI,CAAC;CACpC;AAED;;;;;GAKG;AACH,wBAAgB,aAAa,CAAC,EAC5B,QAAQ,EACR,KAAkB,EAClB,MAAoB,EACpB,eAA2B,EAC3B,WAA+B,EAC/B,OAAY,EACZ,MAAc,EACd,OAAO,GACR,EAAE,kBAAkB,qBA+FpB;AAED;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,CAAC,SAAS,MAAM,EAC3C,YAAY,EAAE,CAAC,GACd,CAAC,KAAK,CAAC,gBAAgB,CAAC,CAAC,CAAC,EAAE,MAAM,IAAI,CAAC,CASzC;AAED;;;;GAIG;AACH,wBAAgB,YAAY,oDAwB3B"}
@@ -0,0 +1,215 @@
1
+ 'use client';
2
+ /**
3
+ * ExcaliburGame - Excalibur.js integration for React
4
+ *
5
+ * This component creates an Excalibur Engine imperatively and provides
6
+ * it via React context for game development.
7
+ *
8
+ * @example
9
+ * ```tsx
10
+ * import { ExcaliburGame, useEngine, useGameLoop } from '@thewhateverapp/tile-sdk/excalibur';
11
+ * import { Actor, Color, Vector } from 'excalibur';
12
+ *
13
+ * function MyGame() {
14
+ * return (
15
+ * <ExcaliburGame>
16
+ * <GameContent />
17
+ * </ExcaliburGame>
18
+ * );
19
+ * }
20
+ *
21
+ * function GameContent() {
22
+ * const engine = useEngine();
23
+ *
24
+ * useEffect(() => {
25
+ * if (!engine) return;
26
+ * const actor = new Actor({
27
+ * pos: new Vector(100, 100),
28
+ * width: 50,
29
+ * height: 50,
30
+ * color: Color.Red
31
+ * });
32
+ * engine.currentScene.add(actor);
33
+ * return () => {
34
+ * engine.currentScene.remove(actor);
35
+ * };
36
+ * }, [engine]);
37
+ *
38
+ * useGameLoop((delta) => {
39
+ * // Game logic runs every frame
40
+ * });
41
+ *
42
+ * return null; // No React children needed - Excalibur manages rendering
43
+ * }
44
+ * ```
45
+ */
46
+ import React, { createContext, useContext, useRef, useEffect, useState, useCallback, } from 'react';
47
+ import { Engine, DisplayMode, Color as ExColor } from 'excalibur';
48
+ // Re-export Excalibur classes for convenience
49
+ export { Actor, Vector, Color, Rectangle, Circle, Label, Text, Sprite } from 'excalibur';
50
+ /**
51
+ * Tile dimensions - standard tile size
52
+ */
53
+ export const TILE_WIDTH = 256;
54
+ export const TILE_HEIGHT = 554;
55
+ const ExcaliburContext = createContext(null);
56
+ /**
57
+ * Hook to get the Excalibur Engine
58
+ */
59
+ export function useEngine() {
60
+ const context = useContext(ExcaliburContext);
61
+ if (!context) {
62
+ throw new Error('useEngine must be used within an ExcaliburGame component');
63
+ }
64
+ return context.engine;
65
+ }
66
+ /**
67
+ * Hook to get the current scene
68
+ */
69
+ export function useScene() {
70
+ const engine = useEngine();
71
+ return engine?.currentScene || null;
72
+ }
73
+ /**
74
+ * useGameLoop - Run a callback every frame
75
+ *
76
+ * @param callback - Function called every frame with delta time (in ms)
77
+ * @param enabled - Whether the loop is active (default: true)
78
+ */
79
+ export function useGameLoop(callback, enabled = true) {
80
+ const context = useContext(ExcaliburContext);
81
+ const callbackRef = useRef(callback);
82
+ callbackRef.current = callback;
83
+ useEffect(() => {
84
+ if (!context || !enabled)
85
+ return;
86
+ const wrappedCallback = (delta) => {
87
+ callbackRef.current(delta);
88
+ };
89
+ return context.addUpdateCallback(wrappedCallback);
90
+ }, [context, enabled]);
91
+ }
92
+ /**
93
+ * ExcaliburGame - Main wrapper component for Excalibur.js games
94
+ *
95
+ * Creates an Excalibur Engine and provides it via context.
96
+ * Children can use useEngine() to access the engine and add actors/entities.
97
+ */
98
+ export function ExcaliburGame({ children, width = TILE_WIDTH, height = TILE_HEIGHT, backgroundColor = '#000000', displayMode = DisplayMode.Fixed, options = {}, paused = false, onMount, }) {
99
+ const containerRef = useRef(null);
100
+ const engineRef = useRef(null);
101
+ const updateCallbacksRef = useRef(new Set());
102
+ const [isReady, setIsReady] = useState(false);
103
+ // Create Excalibur Engine
104
+ useEffect(() => {
105
+ if (!containerRef.current)
106
+ return;
107
+ const engine = new Engine({
108
+ width,
109
+ height,
110
+ displayMode,
111
+ backgroundColor: ExColor.fromHex(backgroundColor),
112
+ canvasElementId: undefined,
113
+ antialiasing: options.antialiasing ?? true,
114
+ pixelArt: options.pixelArt ?? false,
115
+ suppressPlayButton: options.suppressPlayButton ?? true,
116
+ });
117
+ // Mount canvas to container
118
+ containerRef.current.appendChild(engine.canvas);
119
+ engineRef.current = engine;
120
+ // Hook into update cycle to call registered callbacks
121
+ engine.on('preupdate', (evt) => {
122
+ const delta = evt.delta;
123
+ for (const callback of updateCallbacksRef.current) {
124
+ callback(delta);
125
+ }
126
+ });
127
+ // Start the engine
128
+ engine.start().then(() => {
129
+ setIsReady(true);
130
+ onMount?.(engine);
131
+ });
132
+ return () => {
133
+ setIsReady(false);
134
+ updateCallbacksRef.current.clear();
135
+ engine.stop();
136
+ if (containerRef.current?.contains(engine.canvas)) {
137
+ containerRef.current.removeChild(engine.canvas);
138
+ }
139
+ engineRef.current = null;
140
+ };
141
+ }, []); // Only run once on mount
142
+ // Handle size changes
143
+ useEffect(() => {
144
+ if (engineRef.current && engineRef.current.screen) {
145
+ engineRef.current.screen.resolution = { width, height };
146
+ }
147
+ }, [width, height]);
148
+ // Handle background color changes
149
+ useEffect(() => {
150
+ if (engineRef.current) {
151
+ engineRef.current.backgroundColor = ExColor.fromHex(backgroundColor);
152
+ }
153
+ }, [backgroundColor]);
154
+ // Handle pause state
155
+ useEffect(() => {
156
+ if (engineRef.current) {
157
+ if (paused) {
158
+ engineRef.current.stop();
159
+ }
160
+ else {
161
+ engineRef.current.start();
162
+ }
163
+ }
164
+ }, [paused]);
165
+ // Context value with engine and update registration
166
+ const contextValue = {
167
+ engine: engineRef.current,
168
+ addUpdateCallback: useCallback((callback) => {
169
+ updateCallbacksRef.current.add(callback);
170
+ return () => {
171
+ updateCallbacksRef.current.delete(callback);
172
+ };
173
+ }, []),
174
+ };
175
+ return (React.createElement("div", { ref: containerRef, style: { width, height, overflow: 'hidden' } }, isReady && (React.createElement(ExcaliburContext.Provider, { value: contextValue }, children))));
176
+ }
177
+ /**
178
+ * useGameState - Helper for managing game state with refs
179
+ *
180
+ * Returns a ref and a forceUpdate function for when you need to trigger re-renders.
181
+ * Use refs for continuous game state (position, velocity) to avoid re-render loops.
182
+ */
183
+ export function useGameState(initialState) {
184
+ const stateRef = useRef(initialState);
185
+ const [, setTick] = useState(0);
186
+ const forceUpdate = useCallback(() => {
187
+ setTick((t) => t + 1);
188
+ }, []);
189
+ return [stateRef, forceUpdate];
190
+ }
191
+ /**
192
+ * useGameInput - Simple keyboard input hook for games
193
+ *
194
+ * Returns a ref with currently pressed keys.
195
+ */
196
+ export function useGameInput() {
197
+ const keysRef = useRef({});
198
+ useEffect(() => {
199
+ const handleKeyDown = (e) => {
200
+ keysRef.current[e.key] = true;
201
+ keysRef.current[e.code] = true;
202
+ };
203
+ const handleKeyUp = (e) => {
204
+ keysRef.current[e.key] = false;
205
+ keysRef.current[e.code] = false;
206
+ };
207
+ window.addEventListener('keydown', handleKeyDown);
208
+ window.addEventListener('keyup', handleKeyUp);
209
+ return () => {
210
+ window.removeEventListener('keydown', handleKeyDown);
211
+ window.removeEventListener('keyup', handleKeyUp);
212
+ };
213
+ }, []);
214
+ return keysRef;
215
+ }
@@ -5,8 +5,8 @@ export { useKeyboard } from './useKeyboard.js';
5
5
  export { TileContainer } from './TileContainer.js';
6
6
  export { withTile } from './withTile.js';
7
7
  // TileInitializer removed - router should be injected directly into TileProvider
8
- // NOTE: PixiGame and pixi-related exports are in a SEPARATE entry point
9
- // to avoid loading pixi.js when not needed. Import from:
10
- // import { PixiGame, useGameLoop, ... } from '@thewhateverapp/tile-sdk/pixi'
8
+ // NOTE: ExcaliburGame and excalibur-related exports are in a SEPARATE entry point
9
+ // to avoid loading excalibur when not needed. Import from:
10
+ // import { ExcaliburGame, useEngine, useGameLoop, ... } from '@thewhateverapp/tile-sdk/excalibur'
11
11
  // Overlay components for hybrid tiles (video/image with interactive overlays)
12
12
  export * from './overlay/index.js';
@@ -1,46 +1,8 @@
1
1
  /**
2
2
  * Scene SDK - Runtime renderer for SceneSpecV1
3
3
  *
4
- * Import from '@thewhateverapp/tile-sdk/scene' to use the scene renderer.
5
- *
6
- * @example
7
- * ```tsx
8
- * // RECOMMENDED: Use SceneFromJson with a JSON file
9
- * import { SceneFromJson } from '@thewhateverapp/tile-sdk/scene';
10
- * import sceneJson from './scene.json';
11
- *
12
- * export default function TilePage() {
13
- * return <SceneFromJson json={sceneJson} />;
14
- * }
15
- * ```
16
- *
17
- * @example
18
- * ```tsx
19
- * // Alternative: Use SceneRenderer with a spec object (for computed values)
20
- * import { SceneRenderer } from '@thewhateverapp/tile-sdk/scene';
21
- * import type { SceneSpecV1 } from '@thewhateverapp/scene-sdk';
22
- *
23
- * function MyGame() {
24
- * const spec: SceneSpecV1 = { version: 1, entities: [...] };
25
- * return <SceneRenderer spec={spec} />;
26
- * }
27
- * ```
4
+ * NOTE: Scene rendering is temporarily disabled pending migration from Pixi.js to Excalibur.
5
+ * Use @thewhateverapp/tile-sdk/excalibur for game development instead.
28
6
  */
29
- export { SceneFromJson } from './SceneFromJson.js';
30
- export type { SceneFromJsonProps } from './SceneFromJson.js';
31
- export { SceneRenderer, useScene } from './SceneRenderer.js';
32
- export type { SceneRendererProps } from './SceneRenderer.js';
33
- export { SceneContext, createEntityState, createPlayerState, createCameraState, createInputState, createTimelineState, } from './SceneContext.js';
34
- export type { SceneContextValue, EntityState, PlayerState, CameraState, InputState, TimelineState, ActiveTween, } from './SceneContext.js';
35
- export { createEntityGraphics, updateEntityGraphics, } from './entities/EntityGraphics.js';
36
- export type { EntityGraphics } from './entities/EntityGraphics.js';
37
- export { usePhysicsEngine, applyImpulse, setVelocity, } from './physics/PhysicsEngine.js';
38
- export { useInputManager, isJumpPressed, isKeyPressed, isTouching, } from './input/InputManager.js';
39
- export { useComponentRunner, registerComponent, } from './components/ComponentRunner.js';
40
- export { useTimelineExecutor } from './timeline/TimelineExecutor.js';
41
- export { useCameraController } from './camera/CameraController.js';
42
- export { createGlowOptions, parseColor, isGlowFilterAvailable, createGlowShadow, } from './effects/GlowFilter.js';
43
- export type { GlowOptions } from './effects/GlowFilter.js';
44
- export { createEmitter, updateEmitter, drawParticles, burstEmit, } from './effects/ParticleSystem.js';
45
- export type { Particle, ParticleEmitter } from './effects/ParticleSystem.js';
7
+ export {};
46
8
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/scene/index.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AAGH,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,YAAY,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAC;AAC7D,YAAY,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EACL,YAAY,EACZ,iBAAiB,EACjB,iBAAiB,EACjB,iBAAiB,EACjB,gBAAgB,EAChB,mBAAmB,GACpB,MAAM,mBAAmB,CAAC;AAC3B,YAAY,EACV,iBAAiB,EACjB,WAAW,EACX,WAAW,EACX,WAAW,EACX,UAAU,EACV,aAAa,EACb,WAAW,GACZ,MAAM,mBAAmB,CAAC;AAG3B,OAAO,EACL,oBAAoB,EACpB,oBAAoB,GACrB,MAAM,8BAA8B,CAAC;AACtC,YAAY,EAAE,cAAc,EAAE,MAAM,8BAA8B,CAAC;AAGnE,OAAO,EACL,gBAAgB,EAChB,YAAY,EACZ,WAAW,GACZ,MAAM,4BAA4B,CAAC;AAGpC,OAAO,EACL,eAAe,EACf,aAAa,EACb,YAAY,EACZ,UAAU,GACX,MAAM,yBAAyB,CAAC;AAGjC,OAAO,EACL,kBAAkB,EAClB,iBAAiB,GAClB,MAAM,iCAAiC,CAAC;AAGzC,OAAO,EAAE,mBAAmB,EAAE,MAAM,gCAAgC,CAAC;AAGrE,OAAO,EAAE,mBAAmB,EAAE,MAAM,8BAA8B,CAAC;AAGnE,OAAO,EACL,iBAAiB,EACjB,UAAU,EACV,qBAAqB,EACrB,gBAAgB,GACjB,MAAM,yBAAyB,CAAC;AACjC,YAAY,EAAE,WAAW,EAAE,MAAM,yBAAyB,CAAC;AAE3D,OAAO,EACL,aAAa,EACb,aAAa,EACb,aAAa,EACb,SAAS,GACV,MAAM,6BAA6B,CAAC;AACrC,YAAY,EAAE,QAAQ,EAAE,eAAe,EAAE,MAAM,6BAA6B,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/scene/index.ts"],"names":[],"mappings":"AAEA;;;;;GAKG;AAKH,OAAO,EAAE,CAAC"}
@@ -1,50 +1,2 @@
1
1
  'use client';
2
- /**
3
- * Scene SDK - Runtime renderer for SceneSpecV1
4
- *
5
- * Import from '@thewhateverapp/tile-sdk/scene' to use the scene renderer.
6
- *
7
- * @example
8
- * ```tsx
9
- * // RECOMMENDED: Use SceneFromJson with a JSON file
10
- * import { SceneFromJson } from '@thewhateverapp/tile-sdk/scene';
11
- * import sceneJson from './scene.json';
12
- *
13
- * export default function TilePage() {
14
- * return <SceneFromJson json={sceneJson} />;
15
- * }
16
- * ```
17
- *
18
- * @example
19
- * ```tsx
20
- * // Alternative: Use SceneRenderer with a spec object (for computed values)
21
- * import { SceneRenderer } from '@thewhateverapp/tile-sdk/scene';
22
- * import type { SceneSpecV1 } from '@thewhateverapp/scene-sdk';
23
- *
24
- * function MyGame() {
25
- * const spec: SceneSpecV1 = { version: 1, entities: [...] };
26
- * return <SceneRenderer spec={spec} />;
27
- * }
28
- * ```
29
- */
30
- // Main components - JSON-first approach
31
- export { SceneFromJson } from './SceneFromJson.js';
32
- // SceneRenderer for advanced use (computed specs)
33
- export { SceneRenderer, useScene } from './SceneRenderer.js';
34
- // Context and types
35
- export { SceneContext, createEntityState, createPlayerState, createCameraState, createInputState, createTimelineState, } from './SceneContext.js';
36
- // Entity graphics (imperative pixi creation)
37
- export { createEntityGraphics, updateEntityGraphics, } from './entities/EntityGraphics.js';
38
- // Physics
39
- export { usePhysicsEngine, applyImpulse, setVelocity, } from './physics/PhysicsEngine.js';
40
- // Input
41
- export { useInputManager, isJumpPressed, isKeyPressed, isTouching, } from './input/InputManager.js';
42
- // Components
43
- export { useComponentRunner, registerComponent, } from './components/ComponentRunner.js';
44
- // Timeline
45
- export { useTimelineExecutor } from './timeline/TimelineExecutor.js';
46
- // Camera
47
- export { useCameraController } from './camera/CameraController.js';
48
- // Effects
49
- export { createGlowOptions, parseColor, isGlowFilterAvailable, createGlowShadow, } from './effects/GlowFilter.js';
50
- export { createEmitter, updateEmitter, drawParticles, burstEmit, } from './effects/ParticleSystem.js';
2
+ export {};
@@ -28,10 +28,10 @@ declare const ActionSchema: z.ZodObject<{
28
28
  $action: z.ZodEnum<["emit", "setState", "sequence", "openTile", "openFull", "navigate", "dismiss", "fx"]>;
29
29
  payload: z.ZodOptional<z.ZodRecord<z.ZodString, z.ZodUnknown>>;
30
30
  }, "strip", z.ZodTypeAny, {
31
- $action: "navigate" | "setState" | "emit" | "fx" | "sequence" | "openTile" | "openFull" | "dismiss";
31
+ $action: "navigate" | "setState" | "emit" | "sequence" | "openTile" | "openFull" | "dismiss" | "fx";
32
32
  payload?: Record<string, unknown> | undefined;
33
33
  }, {
34
- $action: "navigate" | "setState" | "emit" | "fx" | "sequence" | "openTile" | "openFull" | "dismiss";
34
+ $action: "navigate" | "setState" | "emit" | "sequence" | "openTile" | "openFull" | "dismiss" | "fx";
35
35
  payload?: Record<string, unknown> | undefined;
36
36
  }>;
37
37
  declare const PropValueSchema: z.ZodType<unknown>;
@@ -347,11 +347,11 @@ export declare const OverlaySpecSchema: z.ZodObject<{
347
347
  offsetMs: z.ZodOptional<z.ZodNumber>;
348
348
  scale: z.ZodOptional<z.ZodNumber>;
349
349
  }, "strip", z.ZodTypeAny, {
350
- scale?: number | undefined;
351
350
  offsetMs?: number | undefined;
352
- }, {
353
351
  scale?: number | undefined;
352
+ }, {
354
353
  offsetMs?: number | undefined;
354
+ scale?: number | undefined;
355
355
  }>>;
356
356
  freezeWhen: z.ZodOptional<z.ZodType<unknown, z.ZodTypeDef, unknown>>;
357
357
  }, "strip", z.ZodTypeAny, {
@@ -360,8 +360,8 @@ export declare const OverlaySpecSchema: z.ZodObject<{
360
360
  toleranceMs: number;
361
361
  onSeek: "recompute";
362
362
  transform?: {
363
- scale?: number | undefined;
364
363
  offsetMs?: number | undefined;
364
+ scale?: number | undefined;
365
365
  } | undefined;
366
366
  freezeWhen?: unknown;
367
367
  }, {
@@ -370,8 +370,8 @@ export declare const OverlaySpecSchema: z.ZodObject<{
370
370
  toleranceMs: number;
371
371
  onSeek: "recompute";
372
372
  transform?: {
373
- scale?: number | undefined;
374
373
  offsetMs?: number | undefined;
374
+ scale?: number | undefined;
375
375
  } | undefined;
376
376
  freezeWhen?: unknown;
377
377
  }>;
@@ -702,14 +702,14 @@ export declare const OverlaySpecSchema: z.ZodObject<{
702
702
  transform: z.ZodOptional<z.ZodString>;
703
703
  }, "strip", z.ZodTypeAny, {
704
704
  id: string;
705
- type: "realtime" | "keyspace" | "host";
706
705
  target: string;
706
+ type: "realtime" | "keyspace" | "host";
707
707
  channel: string;
708
708
  transform?: string | undefined;
709
709
  }, {
710
710
  id: string;
711
- type: "realtime" | "keyspace" | "host";
712
711
  target: string;
712
+ type: "realtime" | "keyspace" | "host";
713
713
  channel: string;
714
714
  transform?: string | undefined;
715
715
  }>, "many">>;
@@ -726,8 +726,8 @@ export declare const OverlaySpecSchema: z.ZodObject<{
726
726
  toleranceMs: number;
727
727
  onSeek: "recompute";
728
728
  transform?: {
729
- scale?: number | undefined;
730
729
  offsetMs?: number | undefined;
730
+ scale?: number | undefined;
731
731
  } | undefined;
732
732
  freezeWhen?: unknown;
733
733
  };
@@ -787,8 +787,8 @@ export declare const OverlaySpecSchema: z.ZodObject<{
787
787
  } | undefined;
788
788
  subscriptions?: {
789
789
  id: string;
790
- type: "realtime" | "keyspace" | "host";
791
790
  target: string;
791
+ type: "realtime" | "keyspace" | "host";
792
792
  channel: string;
793
793
  transform?: string | undefined;
794
794
  }[] | undefined;
@@ -805,8 +805,8 @@ export declare const OverlaySpecSchema: z.ZodObject<{
805
805
  toleranceMs: number;
806
806
  onSeek: "recompute";
807
807
  transform?: {
808
- scale?: number | undefined;
809
808
  offsetMs?: number | undefined;
809
+ scale?: number | undefined;
810
810
  } | undefined;
811
811
  freezeWhen?: unknown;
812
812
  };
@@ -866,8 +866,8 @@ export declare const OverlaySpecSchema: z.ZodObject<{
866
866
  } | undefined;
867
867
  subscriptions?: {
868
868
  id: string;
869
- type: "realtime" | "keyspace" | "host";
870
869
  target: string;
870
+ type: "realtime" | "keyspace" | "host";
871
871
  channel: string;
872
872
  transform?: string | undefined;
873
873
  }[] | undefined;