@umicat/phaser-sdk 1.0.9 → 1.0.10

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@@ -310,6 +310,21 @@ function queueAssetLoad(scene, asset) {
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  }
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  : null);
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  if (!cfg) {
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+ // A TILESET asset can be modality 'spritesheet' yet carry no
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+ // spriteSheetConfig — it's sliced by `tileset.cellSize` in
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+ // `createTilemap`'s `addTilesetImage`, never consumed as Phaser
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+ // animation frames. Load it as a plain image so tilemap layers
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+ // referencing it actually render. Mirrors the editor's
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+ // `loadAssetIntoScene` fallback (EditorBridge) — without this the
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+ // two load paths diverge: a tilemap-ref renders live in the editor
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+ // but its layer vanishes after save+reload because scene-load
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+ // skipped the texture. (Host now writes tilesets as kind:'image',
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+ // but this keeps agent-authored / legacy spritesheet-kind tilesets
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+ // robust too.)
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+ if (asset.tileset) {
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+ scene.load.image(asset.textureKey, asset.path);
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+ return;
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+ }
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  // eslint-disable-next-line no-console
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  console.warn(`[umicat/scene] asset '${asset.id}' kind=spritesheet missing spriteSheetConfig (and no top-level frameWidth/frameHeight); skipping load`);
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  return;
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@umicat/phaser-sdk",
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- "version": "1.0.9",
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+ "version": "1.0.10",
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  "description": "Umicat Phaser 3 SDK — game infrastructure for the Umicat platform",
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  "main": "dist/index.js",
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  "types": "dist/index.d.ts",