@waica/archetype-isometric 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/assets/ATTRIBUTION.md +29 -0
- package/assets/waica-iso-hit.ogg +0 -0
- package/assets/waica-iso-hurt.ogg +0 -0
- package/assets/waica-iso-sword-swing.ogg +0 -0
- package/assets/waica-iso-town-theme.ogg +0 -0
- package/dist/art.js +12 -8
- package/dist/index.d.ts +5 -1
- package/dist/index.js +1 -1
- package/dist/manifest.d.ts +4 -0
- package/dist/manifest.js +6 -1
- package/dist/prefabs.d.ts +4 -0
- package/dist/prefabs.js +37 -3
- package/dist/registry-data.js +2 -1
- package/dist/registry.js +4 -0
- package/dist/scene-default.d.ts +9 -0
- package/dist/scene-default.js +50 -0
- package/package.json +3 -3
package/assets/ATTRIBUTION.md
CHANGED
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@@ -105,3 +105,32 @@ remain at the human-approved 16 texels per render unit.
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- Placeholder-quality by design: exact visual polish is out of scope for
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this run and is the human-verified part of CA-8/CA-12 — a human is free
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to swap this file for a nicer diamond later without touching any code.
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## Audio
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All four sound files are Creative Commons Zero (CC0). The three effects ship
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byte-for-byte as distributed; only the music was re-encoded (see below).
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### Sound effects
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- **RPG Audio** and **Impact Sounds** by Kenney Vleugels (Kenney.nl)
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- Sources: https://kenney.nl/assets/rpg-audio and
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https://kenney.nl/assets/impact-sounds
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- Licence shown by each pack's `License.txt`: **Creative Commons Zero, CC0**.
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Kenney states: "Credit (Kenney or www.kenney.nl) would be nice but is not
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mandatory."
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- `waica-iso-sword-swing.ogg` is `knifeSlice.ogg` from RPG Audio.
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- `waica-iso-hit.ogg` is `chop.ogg` from RPG Audio.
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- `waica-iso-hurt.ogg` is `impactPunch_medium_000.ogg` from Impact Sounds.
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### Music
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- **Town Theme RPG** by cynicmusic
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- Source: https://opengameart.org/content/town-theme-rpg
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- Licence shown by the submission page: **CC0**. The author asks for
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`cynicmusic.com pixelsphere.org` as credit, which CC0 does not require and
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this file gives anyway.
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- `waica-iso-town-theme.ogg` is the pack's `TownTheme.mp3` re-encoded to Ogg
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Vorbis (`ffmpeg -c:a vorbis -q:a 3 -ar 44100`), 97.5 s, no edits to the
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audio itself. Vorbis rather than Opus so the file plays on the Safari 16.4+
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baseline the spec commits to; Opus in Ogg needs Safari 17.
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Binary file
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Binary file
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Binary file
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Binary file
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package/dist/art.js
CHANGED
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@@ -1,11 +1,15 @@
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/** Stock art as Node-safe package data. */
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export const ISOMETRIC_ART = [
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{ file: 'waica-iso-hero.png', uri: 'waica:iso-hero' },
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{ file: 'waica-iso-villager.png', uri: 'waica:iso-villager' },
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{ file: 'waica-iso-orc.png', uri: 'waica:iso-orc' },
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{ file: 'waica-iso-ground.png', uri: 'waica:iso-ground' },
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{ file: 'waica-iso-tree.png', uri: 'waica:iso-tree' },
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{ file: 'waica-iso-rock.png', uri: 'waica:iso-rock' },
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{ file: 'waica-iso-crate.png', uri: 'waica:iso-crate' },
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{ file: 'waica-iso-click-marker.png', uri: 'waica:iso-click-marker' },
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{ file: 'waica-iso-hero.png', uri: 'waica:iso-hero', kind: 'image' },
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{ file: 'waica-iso-villager.png', uri: 'waica:iso-villager', kind: 'image' },
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{ file: 'waica-iso-orc.png', uri: 'waica:iso-orc', kind: 'image' },
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{ file: 'waica-iso-ground.png', uri: 'waica:iso-ground', kind: 'image' },
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{ file: 'waica-iso-tree.png', uri: 'waica:iso-tree', kind: 'image' },
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{ file: 'waica-iso-rock.png', uri: 'waica:iso-rock', kind: 'image' },
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{ file: 'waica-iso-crate.png', uri: 'waica:iso-crate', kind: 'image' },
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{ file: 'waica-iso-click-marker.png', uri: 'waica:iso-click-marker', kind: 'image' },
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{ file: 'waica-iso-sword-swing.ogg', uri: 'waica:iso-sword-swing', kind: 'sound' },
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{ file: 'waica-iso-hit.ogg', uri: 'waica:iso-hit', kind: 'sound' },
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{ file: 'waica-iso-hurt.ogg', uri: 'waica:iso-hurt', kind: 'sound' },
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{ file: 'waica-iso-town-theme.ogg', uri: 'waica:iso-town-theme', kind: 'sound' },
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];
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package/dist/index.d.ts
CHANGED
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@@ -4,12 +4,15 @@ export { ISOMETRIC_BUNDLE } from './bundle.js';
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export { ISOMETRIC_ACTION_LABELS, ISOMETRIC_BINDINGS } from './controls.js';
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export { ISOMETRIC_PREFABS, ISOMETRIC_HERO_SPRITE } from './prefabs.js';
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export { ISOMETRIC_ART_URLS, ISOMETRIC_PALETTE, ISOMETRIC_REGISTRY, } from './registry.js';
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export { ISOMETRIC_BLANK_SCENE, ISOMETRIC_SCENE } from './scene-default.js';
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export { ISOMETRIC_BLANK_SCENE, ISOMETRIC_CAVE_SCENE, ISOMETRIC_SCENE } from './scene-default.js';
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export { ISOMETRIC_UI } from './ui.js';
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export declare const ARCHETYPE: {
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id: string;
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label: string;
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scene: import("@waica/engine").SceneJson;
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extraScenes: {
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cave: import("@waica/engine").SceneJson;
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};
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blankScene: import("@waica/engine").SceneJson;
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palette: import("@waica/engine").EntityTemplate[];
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prefabs: Record<string, import("@waica/engine").PrefabJson>;
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@@ -19,6 +22,7 @@ export declare const ARCHETYPE: {
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actionLabels: Readonly<Record<string, string>>;
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bundle: import("@waica/engine").ArchetypeBundle;
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animation: import("@waica/engine").DirectionalAnimation<string>;
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music: string;
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registry: import("@waica/engine").SceneRegistry;
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artUrls: Record<string, string>;
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};
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package/dist/index.js
CHANGED
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@@ -6,7 +6,7 @@ export { ISOMETRIC_BUNDLE } from './bundle.js';
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export { ISOMETRIC_ACTION_LABELS, ISOMETRIC_BINDINGS } from './controls.js';
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export { ISOMETRIC_PREFABS, ISOMETRIC_HERO_SPRITE } from './prefabs.js';
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export { ISOMETRIC_ART_URLS, ISOMETRIC_PALETTE, ISOMETRIC_REGISTRY, } from './registry.js';
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export { ISOMETRIC_BLANK_SCENE, ISOMETRIC_SCENE } from './scene-default.js';
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export { ISOMETRIC_BLANK_SCENE, ISOMETRIC_CAVE_SCENE, ISOMETRIC_SCENE } from './scene-default.js';
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export { ISOMETRIC_UI } from './ui.js';
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export const ARCHETYPE = {
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...DATA_ARCHETYPE,
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package/dist/manifest.d.ts
CHANGED
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@@ -3,6 +3,9 @@ export declare const ARCHETYPE: {
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id: string;
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label: string;
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scene: import("@waica/engine").SceneJson;
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extraScenes: {
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cave: import("@waica/engine").SceneJson;
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};
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blankScene: import("@waica/engine").SceneJson;
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registry: import("@waica/engine").SceneRegistry;
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palette: import("@waica/engine").EntityTemplate[];
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actionLabels: Readonly<Record<string, string>>;
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bundle: import("@waica/engine").ArchetypeBundle;
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animation: import("@waica/engine").DirectionalAnimation<string>;
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music: string;
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};
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package/dist/manifest.js
CHANGED
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@@ -4,7 +4,7 @@ import { ISOMETRIC_BUNDLE } from './bundle.js';
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import { ISOMETRIC_ACTION_LABELS, ISOMETRIC_BINDINGS } from './controls.js';
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import { ISOMETRIC_PREFABS } from './prefabs.js';
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import { ISOMETRIC_PALETTE, ISOMETRIC_REGISTRY_DATA } from './registry-data.js';
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import { ISOMETRIC_BLANK_SCENE, ISOMETRIC_SCENE } from './scene-default.js';
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import { ISOMETRIC_BLANK_SCENE, ISOMETRIC_CAVE_SCENE, ISOMETRIC_SCENE } from './scene-default.js';
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export const ISOMETRIC_ENTITY_ICONS = {
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IsoMotor: '🧭',
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Tilemap: '💎',
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Interactable: '💬',
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Collectible: '📦',
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Hazard: '👹',
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SceneTransition: '🚪',
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};
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export const ARCHETYPE = {
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id: 'isometric',
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label: 'Isometric',
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scene: ISOMETRIC_SCENE,
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extraScenes: { cave: ISOMETRIC_CAVE_SCENE },
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blankScene: ISOMETRIC_BLANK_SCENE,
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registry: ISOMETRIC_REGISTRY_DATA,
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palette: ISOMETRIC_PALETTE,
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actionLabels: ISOMETRIC_ACTION_LABELS,
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bundle: ISOMETRIC_BUNDLE,
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animation: ISOMETRIC_ANIMATION,
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// G8: the archetype's own looping music bed. The generic project
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// template (and examples/isometric/src/main.ts) start it if present.
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music: 'waica:iso-town-theme',
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};
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package/dist/prefabs.d.ts
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clips: ClipMap;
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initialClip: string;
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};
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/** The second demo scene's ground: smaller and enclosed, so it reads as a distinct map. */
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export declare const ISOMETRIC_CAVE_MAP_WIDTH = 10;
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export declare const ISOMETRIC_CAVE_MAP_HEIGHT = 10;
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export declare const ISOMETRIC_CAVE_GROUND_CELLS: number[];
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export declare const ISOMETRIC_PREFABS: Record<string, PrefabJson>;
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export {};
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package/dist/prefabs.js
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return GRASS;
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}
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const GROUND_CELLS = Array.from({ length: MAP_WIDTH * MAP_HEIGHT }, (_, index) => tileAt(index % MAP_WIDTH, Math.floor(index / MAP_WIDTH)));
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/** The second demo scene's ground: smaller and enclosed, so it reads as a distinct map. */
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export const ISOMETRIC_CAVE_MAP_WIDTH = 10;
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export const ISOMETRIC_CAVE_MAP_HEIGHT = 10;
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function caveTileAt(column, row) {
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const width = ISOMETRIC_CAVE_MAP_WIDTH;
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const height = ISOMETRIC_CAVE_MAP_HEIGHT;
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if (column === 0 || row === 0 || column === width - 1 || row === height - 1)
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return BORDER;
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if (column >= 4 && column <= 5 && row >= 4 && row <= 5)
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return WATER;
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return DIRT;
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}
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export const ISOMETRIC_CAVE_GROUND_CELLS = Array.from({ length: ISOMETRIC_CAVE_MAP_WIDTH * ISOMETRIC_CAVE_MAP_HEIGHT }, (_, index) => caveTileAt(index % ISOMETRIC_CAVE_MAP_WIDTH, Math.floor(index / ISOMETRIC_CAVE_MAP_WIDTH)));
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export const ISOMETRIC_PREFABS = {
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'characters/player': {
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waicaPrefab: 1,
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},
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},
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{ type: 'Hitbox', props: { width: 0.8, height: 0.8 } },
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{ type: 'MeleeAttack' },
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{ type: 'MeleeAttack', props: { swingSound: 'waica:iso-sword-swing' } },
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{ type: 'Respawnable' },
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{
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{
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type: 'Health',
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props: { max: 3, invulnerability: 1, stat: 'health', hurtSound: 'waica:iso-hurt' },
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},
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{
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type: 'ClickToMove',
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props: {
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@@ -140,7 +156,7 @@ export const ISOMETRIC_PREFABS = {
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},
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{ type: 'Hitbox', props: { width: 0.8, height: 0.7 } },
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{ type: 'Hazard', props: { stompable: false, contactDamage: 1 } },
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{ type: 'Health', props: { max: 2, invulnerability: 0.3 } },
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{ type: 'Health', props: { max: 2, invulnerability: 0.3, hurtSound: 'waica:iso-hit' } },
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],
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},
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'objects/crate': {
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{ type: 'Solid', props: { width: 0.8, height: 0.6 } },
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],
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},
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'objects/door': {
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waicaPrefab: 1,
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type: 'object',
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components: [
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{
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type: 'Sprite',
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props: {
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texture: 'waica:iso-rock',
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pixelArt: true,
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width: 1,
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height: 1,
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anchorY: 0,
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},
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},
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{ type: 'Hitbox', props: { width: 0.8, height: 0.8 } },
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{ type: 'SceneTransition', props: { scene: 'cave' } },
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],
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},
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'tiles/ground': {
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waicaPrefab: 1,
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type: 'tile',
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package/dist/registry-data.js
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import { AnimatedSprite, Hitbox, Solid, Sprite, StateMachine, Tilemap, } from '@waica/engine';
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import { Chaser, ClickToMove, Collectible, Hazard, Health, Interactable, IsoMotor, Lifetime, MeleeAttack, Patrol, Respawnable, } from '@waica/behaviors';
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import { Chaser, ClickToMove, Collectible, Hazard, Health, Interactable, IsoMotor, Lifetime, MeleeAttack, Patrol, Respawnable, SceneTransition, } from '@waica/behaviors';
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import { ISOMETRIC_ART } from './art.js';
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import { ISOMETRIC_PREFABS } from './prefabs.js';
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import { ISOMETRIC_UI } from './ui.js';
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Respawnable,
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Lifetime,
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ClickToMove,
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SceneTransition,
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},
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resolveAsset: (uri) => PACKAGE_ASSETS[uri] ?? uri,
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prefabs: ISOMETRIC_PREFABS,
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package/dist/registry.js
CHANGED
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'waica-iso-rock.png': new URL('../assets/waica-iso-rock.png', import.meta.url).href,
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'waica-iso-crate.png': new URL('../assets/waica-iso-crate.png', import.meta.url).href,
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'waica-iso-click-marker.png': new URL('../assets/waica-iso-click-marker.png', import.meta.url).href,
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+
'waica-iso-sword-swing.ogg': new URL('../assets/waica-iso-sword-swing.ogg', import.meta.url).href,
|
|
14
|
+
'waica-iso-hit.ogg': new URL('../assets/waica-iso-hit.ogg', import.meta.url).href,
|
|
15
|
+
'waica-iso-hurt.ogg': new URL('../assets/waica-iso-hurt.ogg', import.meta.url).href,
|
|
16
|
+
'waica-iso-town-theme.ogg': new URL('../assets/waica-iso-town-theme.ogg', import.meta.url).href,
|
|
13
17
|
};
|
|
14
18
|
const BUILTIN_ASSETS = Object.fromEntries(ISOMETRIC_ART.map((art) => [art.uri, ISOMETRIC_ART_URLS[art.file] ?? art.uri]));
|
|
15
19
|
export const ISOMETRIC_REGISTRY = {
|
package/dist/scene-default.d.ts
CHANGED
|
@@ -3,3 +3,12 @@ import type { SceneJson } from '@waica/engine';
|
|
|
3
3
|
export declare const ISOMETRIC_SCENE: SceneJson;
|
|
4
4
|
/** Blank projects retain the diamond grid and full-map framing. */
|
|
5
5
|
export declare const ISOMETRIC_BLANK_SCENE: SceneJson;
|
|
6
|
+
/**
|
|
7
|
+
* The second demo scene (CA-13): a smaller, enclosed cave — reusing
|
|
8
|
+
* `tiles/ground`'s texture with a distinct, smaller layout (an
|
|
9
|
+
* entity-level Tilemap override, no new asset) so it reads as a different
|
|
10
|
+
* map at a glance. The incoming Player is authored here, not carried from
|
|
11
|
+
* `main` (grill decision 18): crossing back through the Door lands at this
|
|
12
|
+
* scene's own entry, not beside where the player left.
|
|
13
|
+
*/
|
|
14
|
+
export declare const ISOMETRIC_CAVE_SCENE: SceneJson;
|
package/dist/scene-default.js
CHANGED
|
@@ -1,3 +1,4 @@
|
|
|
1
|
+
import { ISOMETRIC_CAVE_GROUND_CELLS, ISOMETRIC_CAVE_MAP_HEIGHT, ISOMETRIC_CAVE_MAP_WIDTH, } from './prefabs.js';
|
|
1
2
|
/**
|
|
2
3
|
* Full-map framing plus a follow feel tuned for the diamond: a tight dead
|
|
3
4
|
* zone and no horizontal lookahead (the engine's step kicks in every time
|
|
@@ -47,6 +48,12 @@ export const ISOMETRIC_SCENE = {
|
|
|
47
48
|
{ name: 'Tree-3', prefab: 'objects/tree', position: [12, 3] },
|
|
48
49
|
{ name: 'Rock-1', prefab: 'objects/rock', position: [5, 11] },
|
|
49
50
|
{ name: 'Rock-2', prefab: 'objects/rock', position: [9, 4] },
|
|
51
|
+
// The Scene Transition into the second demo scene: tucked in the
|
|
52
|
+
// north-west corner, well clear of every other prop, of the player's
|
|
53
|
+
// start-area walking radius, and of the click-to-move destinations the
|
|
54
|
+
// isometric e2e leg exercises (CA-13) — a Door placed inside any of
|
|
55
|
+
// those previously fired mid-test.
|
|
56
|
+
{ name: 'Door', prefab: 'objects/door', position: [2, 2] },
|
|
50
57
|
],
|
|
51
58
|
ui: ['crate-counter', 'health'],
|
|
52
59
|
};
|
|
@@ -57,3 +64,46 @@ export const ISOMETRIC_BLANK_SCENE = {
|
|
|
57
64
|
camera: isometricCamera(),
|
|
58
65
|
entities: [],
|
|
59
66
|
};
|
|
67
|
+
/**
|
|
68
|
+
* The second demo scene (CA-13): a smaller, enclosed cave — reusing
|
|
69
|
+
* `tiles/ground`'s texture with a distinct, smaller layout (an
|
|
70
|
+
* entity-level Tilemap override, no new asset) so it reads as a different
|
|
71
|
+
* map at a glance. The incoming Player is authored here, not carried from
|
|
72
|
+
* `main` (grill decision 18): crossing back through the Door lands at this
|
|
73
|
+
* scene's own entry, not beside where the player left.
|
|
74
|
+
*/
|
|
75
|
+
export const ISOMETRIC_CAVE_SCENE = {
|
|
76
|
+
waicaScene: 3,
|
|
77
|
+
render: { sort: 'y', projection: 'isometric' },
|
|
78
|
+
camera: {
|
|
79
|
+
...isometricCamera(),
|
|
80
|
+
position: [0, -5],
|
|
81
|
+
limits: { minX: -10, maxX: 10, minY: -10, maxY: 0 },
|
|
82
|
+
follow: 'Player',
|
|
83
|
+
},
|
|
84
|
+
entities: [
|
|
85
|
+
{
|
|
86
|
+
name: 'Ground',
|
|
87
|
+
prefab: 'tiles/ground',
|
|
88
|
+
position: [0, 0],
|
|
89
|
+
overrides: {
|
|
90
|
+
Tilemap: {
|
|
91
|
+
mapWidth: ISOMETRIC_CAVE_MAP_WIDTH,
|
|
92
|
+
mapHeight: ISOMETRIC_CAVE_MAP_HEIGHT,
|
|
93
|
+
cells: ISOMETRIC_CAVE_GROUND_CELLS,
|
|
94
|
+
},
|
|
95
|
+
},
|
|
96
|
+
},
|
|
97
|
+
{ name: 'Player', prefab: 'characters/player', position: [2, 7] },
|
|
98
|
+
{ name: 'Rock-1', prefab: 'objects/rock', position: [7, 3] },
|
|
99
|
+
{ name: 'Rock-2', prefab: 'objects/rock', position: [2, 2] },
|
|
100
|
+
// Returns to the meadow, clear of the cave's rocks and water pool.
|
|
101
|
+
{
|
|
102
|
+
name: 'Door',
|
|
103
|
+
prefab: 'objects/door',
|
|
104
|
+
position: [8, 2],
|
|
105
|
+
overrides: { SceneTransition: { scene: 'main' } },
|
|
106
|
+
},
|
|
107
|
+
],
|
|
108
|
+
ui: ['health'],
|
|
109
|
+
};
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@waica/archetype-isometric",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.13.0",
|
|
4
4
|
"description": "Waica isometric archetype — logical-grid action adventures with screen-relative movement",
|
|
5
5
|
"license": "MIT",
|
|
6
6
|
"type": "module",
|
|
@@ -24,7 +24,7 @@
|
|
|
24
24
|
}
|
|
25
25
|
},
|
|
26
26
|
"dependencies": {
|
|
27
|
-
"@waica/behaviors": "^0.
|
|
28
|
-
"@waica/engine": "^0.
|
|
27
|
+
"@waica/behaviors": "^0.13.0",
|
|
28
|
+
"@waica/engine": "^0.13.0"
|
|
29
29
|
}
|
|
30
30
|
}
|