@waica/engine 0.16.0 → 0.17.0

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package/README.md CHANGED
@@ -193,3 +193,34 @@ game.time.now // seconds of Game Time since the Game started
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  - **Step placement.** At the start of every Simulation Step, before the Component Update Schedule, `game.time` advances `now`, runs every due timer (due time, then creation order), then advances every tween that existed before that step (creation order). Work a callback creates is never run or advanced in that same step.
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  - **Scope.** A timer or tween is scene-scoped by default: `unloadScene()` and every scene load — including a Game's first — cancel it, running no callback. `{ scope: 'session' }` survives a scene change. `{ owner: entity }` cancels it immediately when that entity is destroyed, whatever its scope; an owner already dead at scheduling time yields an inactive handle. `game.dispose()` cancels everything in both scopes. This is the opposite default from `game.onUpdate`/`game.events` (ADR 0011), which survive a scene change by construction, and the same one `game.audio.play()` uses (ADR 0012) — see ADR 0017 for why timers follow audio's rule rather than the host-subscription one: a timer's callback almost always closes over the scene that scheduled it.
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  - **No Promises.** Nothing here returns one, and nothing is async — a `.then` continuation is not step-exact (it runs after the whole synchronous frame), which is exactly what `game.time` exists to avoid. Compose delays with `after`, not `await`.
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+
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+ ## game.ui.attach: Anchored Pieces
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+
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+ A UI Piece shown with `game.ui.show(name)` is a screen-space singleton. `game.ui.attach(piece, entity, options?)` instead creates an **Anchored Piece**: a new instance of the piece that follows `entity` across the screen, with its own shadow root and its own values. Every call is a new instance — five orcs can each carry a `health-bar` — and the screen piece of the same name is never mounted, shown or changed by it.
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+
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+ ```ts
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+ const hit = game.ui.attach('damage-number', orc, { offset: [0, 1.2], seconds: 0.8, values: { amount: 3 } })
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+ const bar = game.ui.attach('health-bar', orc, { offset: [0, 1.4], values: { current: 7, max: 10 } })
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+ bar.set('current', 6) // {{current}} and --current update live
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+ bar.remove()
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+ ```
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+
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+ ```html
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+ <style>
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+ .bar { position: absolute; transform: translate(-50%, -100%); width: calc(1.2 * var(--waica-unit)); height: 4px; background: #0008 }
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+ .fill { width: calc(var(--current) / var(--max) * 100%); height: 100%; background: #ef476f }
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+ </style>
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+ <div class="bar"><div class="fill"></div></div>
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+ ```
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+
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+ - **Options.** `offset: [x, y]` (default `[0, 0]`) is in world units, added to the entity's render point in render space: `[0, 1]` is one unit up on screen, under `projection: 'isometric'` too. `seconds` gives the instance its own lifetime (below). `values` are the instance's own values.
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+ - **Handle.** `set(name, value)`, `remove()`, `alive` and `element` — the piece's content root inside the instance's shadow root, `null` once removed.
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+ - **Placement.** Once per render frame — after the isometric projection and the camera step, before the render, never per Simulation Step — each instance's shadow host is placed as a zero-size box at its anchor point, converted to whole CSS pixels from the top-left corner of the game viewport; the piece's own CSS centres itself around that point (e.g. `transform: translate(-50%, -100%)`). A move therefore shows on the next frame, not before. All instances live in one layer fitted to the game viewport — the whole canvas, or the letterboxed rectangle under a fixed `resolution` — with `overflow: hidden`, so they never draw over the letterbox bars.
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+ - **Per-instance values.** Inside an instance, `{{name}}` renders the instance's own value when it has one and the Game stat of that name otherwise (booleans as ✓/✕, missing as empty); `set` updates it in place, and a stat change still updates every placeholder with no instance value. Every number value is also published as the custom property `--name` on the instance (`values: { current: 7, max: 10 }` gives `--current: 7` and `--max: 10`), booleans as `1`/`0`; strings are text only. There are no binding expressions: arithmetic belongs in CSS `calc()`.
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+ - **`--waica-unit`.** Every frame, the anchored layer carries `--waica-unit` inline, and every instance inherits it through its shadow host: CSS pixels per world unit, the game viewport's CSS height divided by the current view height. It follows camera zoom and the letterbox scale, so `calc(1.1 * var(--waica-unit))` sizes a piece in world units while everything else keeps its CSS pixel size.
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+ - **Draw order.** The anchored layer sits below every screen-space piece. Within it, every frame, the instance lower on screen draws on top, like y-sort; equal heights keep creation order, later on top.
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+ - **Lifetime.** Without `seconds`, an instance is removed before its entity's `destroy()` returns. With `seconds: S`, it is removed exactly when a `game.time.after(S, …)` scheduled at the same moment would fire — it counts Game Time (ADR 0017), so it never runs out while the Game is paused or not simulating, and until then it counts in `game.time.pending`. If its entity is destroyed first, it lingers frozen where the entity was at `destroy()` time (still moving with the camera) until it expires. `unloadScene()`, every scene load that unloads and `game.dispose()` remove every instance: none outlives its scene. `remove()` is immediate; `set` and `remove` on a removed handle are silent no-ops. CSS animations and transitions inside an instance follow Game Time, not the wall clock: every frame each is paused at the Game Time since it started (the attach, for those the piece starts with), so a paused Game freezes a damage number mid-flight — it resumes from there, even after the overlay hid while not simulating — and `step { frames: N }` advances it by N/60 s.
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+ - **Invalid attach never throws.** An undefined piece name logs one `[waica]` warning per name per Game; an entity that is no longer `alive` logs one per call. Both return a handle with `alive: false` and `element: null` that mounts nothing. To attach only when the project defines the piece, as `Interactable` does with `npc-bubble` and `interact-prompt`, check `game.ui.has(name)` first.
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+ - **Runtime Snapshot.** Every snapshot carries `ui: { shown, anchored }`: the visible screen pieces by name, and each live instance in creation order as `{ piece, entity, x, y, clipped, values }`, with the pixel coordinates of its last placement; `values` are bounded like component state (a string over 4 KiB becomes a `$waica: 'truncated'` marker), and once every entity is cut the 1 MiB snapshot cap drops instances from the end.
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+
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+ The trade-off is ADR 0018's: Anchored Pieces are HTML drawn over the game view, not text rendered in the three scene. They always draw above the world — a label behind a tree draws over it — hide with the rest of the UI overlay while the Game is not simulating (including the editor's edit mode), and do not align to a pixel-art grid.
@@ -0,0 +1,122 @@
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+ import type { Entity } from './entity.js';
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+ import type { PointerCamera, PointerResolution } from './pointer.js';
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+ import type { RuntimeSnapshotUi } from './runtime-inspection.js';
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+ import type { Stats, StatValue } from './stats.js';
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+ /** Options for `game.ui.attach` (issue #72). */
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+ export interface AttachOptions {
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+ /**
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+ * World units added to the entity's render point, in render space:
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+ * `[0, 1]` is one unit up on screen, under isometric projection too.
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+ * Default `[0, 0]`. Pixel fine-tuning belongs in the piece's CSS.
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+ */
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+ offset?: [number, number];
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+ /**
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+ * Seconds of Game Time the instance lives for (ADR 0017). It outlives its
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+ * entity, frozen where the entity last was, until then. Absent: the
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+ * instance dies with its entity.
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+ */
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+ seconds?: number;
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+ /**
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+ * The instance's own values: `{{name}}` reads these before the Game's
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+ * stats, and every number (verbatim) or boolean (`1`/`0`) is also
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+ * published as the custom property `--name` on the instance.
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+ */
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+ values?: Record<string, StatValue>;
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+ }
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+ /** One Anchored Piece, as `game.ui.attach` hands it back. */
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+ export interface AnchoredPieceHandle {
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+ /** Sets one of the instance's own values: its `{{name}}` text and `--name` update in place. */
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+ set(name: string, value: StatValue): void;
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+ /** Removes the instance now. `set` and `remove` on a removed handle are silent no-ops. */
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+ remove(): void;
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+ /** False once removed, and from the start on an invalid attach. */
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+ readonly alive: boolean;
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+ /** The piece's content root inside the instance's own shadow root; null once removed. */
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+ readonly element: HTMLElement | null;
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+ }
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+ /** A rectangle in CSS px, relative to the canvas's top-left corner. */
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+ export interface ViewportRect {
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+ x: number;
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+ y: number;
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+ width: number;
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+ height: number;
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+ }
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+ /** What the Game tells the anchored layer each time it places: read live, never cached. */
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+ export interface AnchorView {
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+ camera: PointerCamera;
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+ /** The game viewport: see gameViewport. */
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+ viewport: ViewportRect;
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+ projection: 'isometric' | null;
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+ }
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+ /**
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+ * The game viewport (issue #72): the rectangle the renderer draws into —
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+ * the whole canvas without a fixed resolution, the largest centred rect
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+ * with its aspect (letterbox) with one. The same math as Game.resize() and
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+ * the Pointer's letterbox, whose screen→world mapping placement inverts.
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+ */
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+ export declare function gameViewport(width: number, height: number, resolution: PointerResolution | null): ViewportRect;
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+ /** What GameUi lends the anchored layer: its catalog, the stats and its overlay. */
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+ export interface AnchoredPiecesDeps {
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+ stats: Stats;
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+ /** A piece's HTML source, or undefined when the piece was never defined. */
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+ source(name: string): string | undefined;
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+ /** GameUi's overlay, mounted on demand. */
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+ overlay(): HTMLElement;
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+ }
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+ /**
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+ * Anchored Pieces (issue #72, ADR 0018) — instances of a UI Piece, as many
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+ * as needed, each following an entity in one layer of GameUi's overlay,
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+ * each with its own shadow root and its own values ahead of the Game's stats.
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+ * Owned by GameUi, which reaches it through `attach`; the Game drives the
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+ * rest through `anchoredPiecesOf` (ui.ts): `connect` once, `place` every
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+ * render frame.
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+ */
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+ export declare class AnchoredPieces {
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+ private readonly deps;
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+ private readonly instances;
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+ /** Undefined piece names already warned about: one warning per name per Game. */
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+ private readonly warnedPieces;
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+ private layer?;
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+ private view;
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+ constructor(deps: AnchoredPiecesDeps);
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+ /** Called once by the Game: where the camera, viewport and projection are read from. */
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+ connect(view: () => AnchorView): void;
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+ attach(piece: string, entity: Entity, options?: AttachOptions): AnchoredPieceHandle;
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+ /**
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+ * Called by the Game before an entity's destroy() returns: its instances
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+ * go with it, except those given `seconds`, which stay frozen at its
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+ * current anchor point until they expire.
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+ */
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+ release(entity: Entity): void;
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+ /**
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+ * The live instances for the Runtime Snapshot, in creation order, with
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+ * the coordinates of their last placement — or, for one attached since
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+ * the last render frame, where the next frame will place it.
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+ */
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+ snapshot(): RuntimeSnapshotUi['anchored'];
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+ /** Removes every instance, lingering ones too (GameUi.unloadScene). */
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+ clear(): void;
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+ /** Removes every instance and forgets the layer along with the overlay (GameUi.dispose). */
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+ dispose(): void;
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+ /**
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+ * Called by the Game once per render frame, after the isometric pass and
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+ * before the render (never per Simulation Step, never on attach): fits
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+ * the layer to the game viewport, sets the frame's `--waica-unit` on it
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+ * (every instance inherits it through its shadow host) and puts every
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+ * instance's zero-size shadow host at its anchor point, its CSS
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+ * animations set to Game Time (followGameTime).
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+ */
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+ place(): void;
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+ private bind;
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+ /** Writes a name's current value — the instance's own, else the Game stat — into its placeholders. */
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+ private render;
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+ private set;
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+ private remove;
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+ private handleFor;
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+ /**
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+ * The single layer every instance lives in, kept as the overlay's first
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+ * child — even when a screen piece created the overlay first — so every
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+ * screen-space piece draws above every anchored instance.
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+ */
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+ private mountLayer;
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+ }
@@ -0,0 +1,330 @@
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+ import { projectIsometric } from './projection.js';
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+ import { placeholders, renderStat } from './ui-bindings.js';
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+ /**
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+ * The game viewport (issue #72): the rectangle the renderer draws into —
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+ * the whole canvas without a fixed resolution, the largest centred rect
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+ * with its aspect (letterbox) with one. The same math as Game.resize() and
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+ * the Pointer's letterbox, whose screen→world mapping placement inverts.
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+ */
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+ export function gameViewport(width, height, resolution) {
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+ if (!resolution)
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+ return { x: 0, y: 0, width, height };
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+ const aspect = resolution.width / resolution.height;
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+ const vw = Math.min(width, height * aspect);
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+ const vh = vw / aspect;
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+ return { x: (width - vw) / 2, y: (height - vh) / 2, width: vw, height: vh };
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+ }
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+ /** The handle of an invalid attach (CA-7): nothing mounted, nothing to change. */
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+ const INERT_HANDLE = Object.freeze({
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+ set() { },
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+ remove() { },
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+ alive: false,
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+ element: null,
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+ });
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+ /** A GameUi no Game connected has no viewport: nothing it holds is ever placed. */
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+ const UNPLACED = { x: 0, y: 0, clipped: true, depth: 0 };
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+ /**
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+ * Anchored Pieces (issue #72, ADR 0018) — instances of a UI Piece, as many
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+ * as needed, each following an entity in one layer of GameUi's overlay,
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+ * each with its own shadow root and its own values ahead of the Game's stats.
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+ * Owned by GameUi, which reaches it through `attach`; the Game drives the
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+ * rest through `anchoredPiecesOf` (ui.ts): `connect` once, `place` every
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+ * render frame.
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+ */
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+ export class AnchoredPieces {
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+ deps;
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+ instances = [];
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+ /** Undefined piece names already warned about: one warning per name per Game. */
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+ warnedPieces = new Set();
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+ layer;
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+ view = null;
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+ constructor(deps) {
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+ this.deps = deps;
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+ }
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+ /** Called once by the Game: where the camera, viewport and projection are read from. */
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+ connect(view) {
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+ this.view = view;
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+ }
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+ attach(piece, entity, options = {}) {
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+ const html = this.deps.source(piece);
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+ if (html === undefined && !this.warnedPieces.has(piece)) {
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+ this.warnedPieces.add(piece);
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+ console.warn(`[waica] cannot attach unknown ui piece: "${piece}"`);
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+ }
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+ if (!entity.alive) {
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+ console.warn(`[waica] cannot attach ui piece "${piece}" to destroyed entity "${entity.name}"`);
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+ }
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+ if (html === undefined || !entity.alive)
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+ return INERT_HANDLE;
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+ const host = document.createElement('div');
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+ host.style.cssText = 'position:absolute;left:0;top:0;width:0;height:0;pointer-events:none';
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+ const shadow = host.attachShadow({ mode: 'open' });
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+ const root = document.createElement('div');
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+ root.style.display = 'contents';
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+ root.innerHTML = html;
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+ shadow.append(root);
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+ const offset = options.offset ?? [0, 0];
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+ const instance = {
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+ piece,
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+ entity,
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+ offset: [offset[0], offset[1]],
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+ values: new Map(Object.entries(options.values ?? {})),
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+ host,
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+ root,
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+ texts: new Map(),
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+ unsubs: [],
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+ born: entity.game.time.now,
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+ clocks: new WeakMap(),
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+ named: new WeakMap(),
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+ expiry: null,
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+ frozen: null,
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+ placed: null,
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+ alive: true,
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+ };
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+ this.bind(instance);
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+ for (const [name, value] of instance.values)
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+ publish(host, name, value);
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+ this.mountLayer().append(host);
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+ this.instances.push(instance);
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+ if (options.seconds !== undefined) {
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+ // Not owned by the entity: it must outlive it. Scene-scoped, like the
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+ // instance itself. A duration game.time rejects (it warns) leaves the
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+ // instance to die with its entity instead of lingering forever.
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+ const expiry = entity.game.time.after(options.seconds, () => this.remove(instance));
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+ instance.expiry = expiry.active ? expiry : null;
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+ }
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+ return this.handleFor(instance);
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+ }
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+ /**
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+ * Called by the Game before an entity's destroy() returns: its instances
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+ * go with it, except those given `seconds`, which stay frozen at its
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+ * current anchor point until they expire.
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+ */
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+ release(entity) {
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+ for (const instance of this.instances.filter((candidate) => candidate.entity === entity)) {
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+ if (instance.expiry)
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+ instance.frozen = anchorPoint(instance, this.view?.().projection ?? null);
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+ else
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+ this.remove(instance);
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+ }
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+ }
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+ /**
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+ * The live instances for the Runtime Snapshot, in creation order, with
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+ * the coordinates of their last placement — or, for one attached since
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+ * the last render frame, where the next frame will place it.
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+ */
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+ snapshot() {
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+ return this.instances.map((instance) => {
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+ const { x, y, clipped } = instance.placed ?? (this.view ? locate(instance, this.view()) : UNPLACED);
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+ return {
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+ piece: instance.piece,
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+ entity: instance.entity.name,
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+ x,
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+ y,
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+ clipped,
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+ values: Object.fromEntries(instance.values),
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+ };
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+ });
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+ }
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+ /** Removes every instance, lingering ones too (GameUi.unloadScene). */
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+ clear() {
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+ for (const instance of [...this.instances])
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+ this.remove(instance);
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+ }
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+ /** Removes every instance and forgets the layer along with the overlay (GameUi.dispose). */
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+ dispose() {
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+ this.clear();
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+ this.layer = undefined;
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+ }
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+ /**
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+ * Called by the Game once per render frame, after the isometric pass and
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+ * before the render (never per Simulation Step, never on attach): fits
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+ * the layer to the game viewport, sets the frame's `--waica-unit` on it
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+ * (every instance inherits it through its shadow host) and puts every
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+ * instance's zero-size shadow host at its anchor point, its CSS
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+ * animations set to Game Time (followGameTime).
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+ */
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+ place() {
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+ const layer = this.layer;
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+ if (!layer || !this.view)
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+ return;
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+ const view = this.view();
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+ const { camera, viewport } = view;
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+ layer.style.left = `${viewport.x}px`;
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+ layer.style.top = `${viewport.y}px`;
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+ layer.style.width = `${viewport.width}px`;
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+ layer.style.height = `${viewport.height}px`;
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+ // The camera frames exactly viewHeight world units vertically (Game.resize).
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+ layer.style.setProperty('--waica-unit', `${viewport.height / (camera.top - camera.bottom)}px`);
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+ // Before any instance's style writes below: getAnimations() flushes style.
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+ for (const instance of this.instances)
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+ followGameTime(instance);
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+ const byDepth = [];
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+ for (const instance of this.instances) {
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+ const placement = locate(instance, view);
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+ instance.placed = placement;
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+ instance.host.style.left = `${placement.x}px`;
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+ instance.host.style.top = `${placement.y}px`;
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+ byDepth.push([instance, placement.depth]);
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+ }
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+ // Lower on screen draws on top, like y-sort; the sort is stable, so
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+ // equal heights keep creation order, later on top.
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+ byDepth.sort(([, a], [, b]) => a - b);
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+ for (const [index, [instance]] of byDepth.entries())
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+ instance.host.style.zIndex = String(index + 1);
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+ }
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+ bind(instance) {
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+ for (const [name, text] of placeholders(instance.root)) {
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+ const texts = instance.texts.get(name);
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+ if (texts)
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+ texts.push(text);
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+ else
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+ instance.texts.set(name, [text]);
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+ }
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+ for (const name of instance.texts.keys()) {
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+ this.render(instance, name);
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+ instance.unsubs.push(this.deps.stats.onChange(name, () => {
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+ if (!instance.values.has(name))
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+ this.render(instance, name);
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+ }));
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+ }
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+ }
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+ /** Writes a name's current value — the instance's own, else the Game stat — into its placeholders. */
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+ render(instance, name) {
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+ const value = instance.values.has(name) ? instance.values.get(name) : this.deps.stats.get(name);
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+ for (const text of instance.texts.get(name) ?? [])
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+ text.nodeValue = renderStat(value);
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+ }
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+ set(instance, name, value) {
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+ if (!instance.alive)
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+ return;
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+ instance.values.set(name, value);
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+ this.render(instance, name);
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+ publish(instance.host, name, value);
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+ }
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+ remove(instance) {
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+ if (!instance.alive)
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+ return;
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+ instance.alive = false;
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+ instance.expiry?.cancel();
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+ for (const off of instance.unsubs)
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+ off();
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+ instance.host.remove();
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+ this.instances.splice(this.instances.indexOf(instance), 1);
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+ }
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+ handleFor(instance) {
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+ const pieces = this;
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+ return {
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+ set(name, value) {
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+ pieces.set(instance, name, value);
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+ },
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+ remove() {
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+ pieces.remove(instance);
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+ },
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+ get alive() {
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+ return instance.alive;
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+ },
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+ get element() {
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+ return instance.alive ? instance.root : null;
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+ },
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+ };
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+ }
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+ /**
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+ * The single layer every instance lives in, kept as the overlay's first
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+ * child — even when a screen piece created the overlay first — so every
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+ * screen-space piece draws above every anchored instance.
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+ */
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+ mountLayer() {
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+ if (this.layer)
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+ return this.layer;
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+ const layer = document.createElement('div');
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+ // Until the first frame fits it to the game viewport, it covers the overlay.
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+ // Its own stacking context (z-index:0) keeps every instance's z-index
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+ // below the screen-piece shells that follow it.
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+ layer.style.cssText =
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+ 'position:absolute;left:0;top:0;width:100%;height:100%;overflow:hidden;z-index:0;pointer-events:none';
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+ this.deps.overlay().prepend(layer);
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+ this.layer = layer;
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+ return layer;
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+ }
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+ }
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+ /** The entity's render point plus the offset, in render space — or the point frozen at its destroy(). */
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+ function anchorPoint(instance, projection) {
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+ if (instance.frozen)
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+ return instance.frozen;
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+ const { x, y } = instance.entity.position;
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+ const render = projection === 'isometric' ? projectIsometric(x, y) : { x, y };
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+ return { x: render.x + instance.offset[0], y: render.y + instance.offset[1] };
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+ }
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+ /**
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+ * The anchor point in whole CSS px from the game viewport's top-left
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+ * corner: the exact inverse of the Pointer's screen→world mapping.
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+ */
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+ function locate(instance, view) {
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+ const anchor = anchorPoint(instance, view.projection);
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+ const { camera, viewport } = view;
266
+ const nx = (anchor.x - (camera.position.x + camera.left)) / (camera.right - camera.left);
267
+ const ny = (camera.position.y + camera.top - anchor.y) / (camera.top - camera.bottom);
268
+ return {
269
+ x: whole(nx * viewport.width),
270
+ y: whole(ny * viewport.height),
271
+ clipped: nx < 0 || nx > 1 || ny < 0 || ny > 1,
272
+ depth: ny,
273
+ };
274
+ }
275
+ /**
276
+ * Drives the instance's CSS animations from Game Time instead of the
277
+ * document timeline: each is paused at the Game Time elapsed since it
278
+ * started, so a frame that runs no Simulation Step leaves it exactly where
279
+ * it was. One there at the first placement started with the instance (its
280
+ * attach); a later one (a transition a set() started) with the frame it
281
+ * first shows up in. Called before the frame updates `placed`. A DOM
282
+ * without the Web Animations API (happy-dom returns none) is left alone.
283
+ */
284
+ function followGameTime(instance) {
285
+ const animations = instance.host.shadowRoot?.getAnimations?.() ?? [];
286
+ const now = instance.entity.game.time.now;
287
+ const firstSeen = instance.placed ? now : instance.born;
288
+ for (const animation of animations) {
289
+ const start = animationStart(instance, animation, firstSeen);
290
+ animation.pause();
291
+ animation.currentTime = (now - start) * 1000;
292
+ }
293
+ }
294
+ /**
295
+ * The Game Time `animation` counts from, recorded as `firstSeen` the first
296
+ * time it is met. A named CSS animation is known by its target element and
297
+ * name, not by object: hiding the overlay (not simulating) cancels it, and
298
+ * the new one the browser makes when it shows again resumes mid-flight. A
299
+ * transition, or anything else without a name, is known by object.
300
+ */
301
+ function animationStart(instance, animation, firstSeen) {
302
+ const name = 'animationName' in animation ? animation.animationName : undefined;
303
+ const effect = animation.effect;
304
+ const target = effect && 'target' in effect ? effect.target : null;
305
+ if (typeof name === 'string' && target instanceof Element) {
306
+ let byName = instance.named.get(target);
307
+ if (!byName)
308
+ instance.named.set(target, (byName = new Map()));
309
+ const start = byName.get(name) ?? firstSeen;
310
+ byName.set(name, start);
311
+ return start;
312
+ }
313
+ const start = instance.clocks.get(animation) ?? firstSeen;
314
+ instance.clocks.set(animation, start);
315
+ return start;
316
+ }
317
+ /** Rounds to a whole pixel, never -0. */
318
+ function whole(value) {
319
+ return Math.round(value) || 0;
320
+ }
321
+ /** Numbers verbatim and booleans as 1/0 become `--name`; a string publishes nothing. */
322
+ function publish(host, name, value) {
323
+ const property = `--${name}`;
324
+ if (typeof value === 'number')
325
+ host.style.setProperty(property, String(value));
326
+ else if (typeof value === 'boolean')
327
+ host.style.setProperty(property, value ? '1' : '0');
328
+ else
329
+ host.style.removeProperty(property);
330
+ }
@@ -12,7 +12,7 @@ export interface ParamSpec {
12
12
  /** Allowed values for a string param; rendered as a dropdown. Takes precedence over ref. */
13
13
  options?: string[];
14
14
  /** Project value this string param names; rendered and validated as a typed reference. */
15
- ref?: 'prefab' | 'stat' | 'action' | 'clip' | 'sound';
15
+ ref?: 'prefab' | 'stat' | 'action' | 'clip' | 'sound' | 'ui';
16
16
  }
17
17
  export interface ComponentClass<T extends Component = Component> {
18
18
  new (): T;
package/dist/game.d.ts CHANGED
@@ -171,7 +171,7 @@ export declare class Game {
171
171
  setSceneCamera(json?: SceneCameraJson): void;
172
172
  start(): void;
173
173
  stop(): void;
174
- /** Internal: called by Entity.destroy(). */
174
+ /** Internal: called by Entity.destroy(). Its Anchored Pieces go (or freeze) with it. */
175
175
  removeEntity(entity: Entity): void;
176
176
  /** The scene's render projection; null keeps logical and render space identical. */
177
177
  get projection(): 'isometric' | null;
package/dist/game.js CHANGED
@@ -1,4 +1,5 @@
1
1
  import * as THREE from 'three';
2
+ import { gameViewport } from './anchored-pieces.js';
2
3
  import { AudioSubsystem } from './audio/audio-subsystem.js';
3
4
  import { dispatchCollisions as dispatchHitboxCollisions } from './collision-dispatch.js';
4
5
  import { isCameraVelocityProvider, resolveSceneCamera, stepSceneCamera, } from './camera.js';
@@ -16,7 +17,7 @@ import { isYSortParticipant, ySortZ } from './render-sort.js';
16
17
  import { loadScene, registryEntry, spawnFromJson, } from './scene.js';
17
18
  import { createSpatialQuery } from './spatial-query.js';
18
19
  import { Stats } from './stats.js';
19
- import { GameUi } from './ui.js';
20
+ import { anchoredPiecesOf, GameUi } from './ui.js';
20
21
  /**
21
22
  * Engine core: loop, unified 2D/3D three scene, orthographic camera,
22
23
  * entities with components, and input. See DESIGN.md.
@@ -88,6 +89,11 @@ export class Game {
88
89
  this.query = createSpatialQuery(this);
89
90
  this.stats = new Stats(options.stats);
90
91
  this.ui = new GameUi(this.stats, () => canvas.parentElement ?? document.body);
92
+ anchoredPiecesOf(this.ui).connect(() => ({
93
+ camera: this.camera,
94
+ viewport: gameViewport(canvas.clientWidth, canvas.clientHeight, this.resolution),
95
+ projection: this.sceneProjection,
96
+ }));
91
97
  this.audio = new AudioSubsystem({
92
98
  canvas,
93
99
  backend: options.audio,
@@ -318,8 +324,9 @@ export class Game {
318
324
  stop() {
319
325
  this.renderer.setAnimationLoop(null);
320
326
  }
321
- /** Internal: called by Entity.destroy(). */
327
+ /** Internal: called by Entity.destroy(). Its Anchored Pieces go (or freeze) with it. */
322
328
  removeEntity(entity) {
329
+ anchoredPiecesOf(this.ui).release(entity);
323
330
  const i = this.entities.indexOf(entity);
324
331
  if (i !== -1)
325
332
  this.entities.splice(i, 1);
@@ -511,6 +518,7 @@ export class Game {
511
518
  if (this.renderSort === 'y')
512
519
  this.applyYSort();
513
520
  this.ui.setActive(this.simulate);
521
+ anchoredPiecesOf(this.ui).place();
514
522
  if (this.resolution) {
515
523
  // Letterbox bars: clear the whole canvas, then render inside the scissor.
516
524
  this.renderer.setScissorTest(false);
package/dist/index.d.ts CHANGED
@@ -32,11 +32,12 @@ export type { PointerCamera, PointerDeps, PointerPick, PointerResolution } from
32
32
  export { RUNTIME_BRIDGE_CAPABILITIES, RUNTIME_BRIDGE_PROTOCOL_VERSION, RUNTIME_BRIDGE_SYMBOL, RuntimeBridgeOperationError, } from './runtime-bridge.js';
33
33
  export type { RuntimeBridge, RuntimeBridgeActivation, RuntimeControlRequest, RuntimeControlResult, RuntimeMetadata, RuntimeMode, } from './runtime-bridge.js';
34
34
  export { RUNTIME_PROJECTION_LIMITS } from './runtime-inspection.js';
35
- export type { ProjectedValue, ProjectionIssue, ProjectionMarker, ProjectionMarkerKind, RuntimeComponentSnapshot, RuntimeEntitySnapshot, RuntimeSnapshot, RuntimeSnapshotAudio, RuntimeSnapshotFilters, RuntimeSnapshotTime, RuntimeTransformSnapshot, } from './runtime-inspection.js';
35
+ export type { ProjectedValue, ProjectionIssue, ProjectionMarker, ProjectionMarkerKind, RuntimeComponentSnapshot, RuntimeEntitySnapshot, RuntimeSnapshot, RuntimeSnapshotAudio, RuntimeSnapshotFilters, RuntimeSnapshotTime, RuntimeSnapshotUi, RuntimeTransformSnapshot, } from './runtime-inspection.js';
36
36
  export type { ArchetypeArt, ArchetypeManifest, BrowserArchetypeManifest, EntityTemplate, } from './archetype.js';
37
37
  export { Stats } from './stats.js';
38
38
  export type { StatValue } from './stats.js';
39
39
  export { GameUi } from './ui.js';
40
+ export type { AnchoredPieceHandle, AttachOptions } from './anchored-pieces.js';
40
41
  export { Sprite } from './components/sprite.js';
41
42
  export { Solid } from './components/solid.js';
42
43
  export { Hitbox } from './components/hitbox.js';
package/dist/input.d.ts CHANGED
@@ -24,6 +24,12 @@ export declare class Input {
24
24
  justPressed(action: ActionName): boolean;
25
25
  /** Installed semantic action names in deterministic order. */
26
26
  availableActions(): ActionName[];
27
+ /**
28
+ * The key codes bound to the action, in their declared order (e.g.
29
+ * `['KeyE', 'Space']`); `[]` for an unknown or unbound action. A new
30
+ * array every call: mutating it never changes the bindings.
31
+ */
32
+ bindingsFor(action: ActionName): string[];
27
33
  /** Currently held semantic action names in deterministic order. */
28
34
  heldActions(): ActionName[];
29
35
  /** Injects an action by semantic name; false means the action is not installed. */
package/dist/input.js CHANGED
@@ -34,6 +34,14 @@ export class Input {
34
34
  availableActions() {
35
35
  return [...this.bindings.keys()].sort();
36
36
  }
37
+ /**
38
+ * The key codes bound to the action, in their declared order (e.g.
39
+ * `['KeyE', 'Space']`); `[]` for an unknown or unbound action. A new
40
+ * array every call: mutating it never changes the bindings.
41
+ */
42
+ bindingsFor(action) {
43
+ return [...(this.bindings.get(action) ?? [])];
44
+ }
37
45
  /** Currently held semantic action names in deterministic order. */
38
46
  heldActions() {
39
47
  return this.availableActions().filter((action) => this.held(action));
@@ -82,6 +82,30 @@ export interface RuntimeSnapshotTime {
82
82
  pending: number;
83
83
  nextInSteps: number | null;
84
84
  }
85
+ /**
86
+ * `game.ui` (issue #72 CA-9), beside `audio` and `time`: `shown` lists the
87
+ * screen pieces whose visibility flag is on, sorted by name; `anchored`
88
+ * lists the live Anchored Pieces in creation order. For each, `entity` is
89
+ * its anchor entity's name (kept for a lingering instance whose entity is
90
+ * gone); `x`/`y` are the whole CSS px of its last placement inside the game
91
+ * viewport — for one attached since the last render frame, where the next
92
+ * frame will place it; `clipped` is true when its anchor point lies outside
93
+ * the game viewport; `values` holds only its own values, after every `set`,
94
+ * bounded like component state (CA-5): sorted by name, a string over 4 KiB
95
+ * becomes a truncated marker, and past 100 values the record does too.
96
+ * Emitted unconditionally, like `audio` and `time` — never filtered.
97
+ */
98
+ export interface RuntimeSnapshotUi {
99
+ shown: string[];
100
+ anchored: Array<{
101
+ piece: string;
102
+ entity: string;
103
+ x: number;
104
+ y: number;
105
+ clipped: boolean;
106
+ values: Record<string, StatValue | ProjectionMarker> | ProjectionMarker;
107
+ }>;
108
+ }
85
109
  export interface RuntimeSnapshot extends RuntimeMetadata {
86
110
  stats: Record<string, StatValue>;
87
111
  /** The live scene's name (its catalog key), or null with no scene loaded. */
@@ -90,6 +114,7 @@ export interface RuntimeSnapshot extends RuntimeMetadata {
90
114
  projectionIssues: ProjectionIssue[];
91
115
  audio: RuntimeSnapshotAudio;
92
116
  time: RuntimeSnapshotTime;
117
+ ui: RuntimeSnapshotUi;
93
118
  }
94
119
  export declare const RUNTIME_PROJECTION_LIMITS: {
95
120
  readonly depth: 5;
@@ -106,6 +131,7 @@ export declare class RuntimeInspector {
106
131
  snapshot(metadata: RuntimeMetadata, filters?: RuntimeSnapshotFilters): RuntimeSnapshot;
107
132
  private audioSnapshot;
108
133
  private timeSnapshot;
134
+ private uiSnapshot;
109
135
  private capSnapshot;
110
136
  private idFor;
111
137
  }
@@ -1,3 +1,4 @@
1
+ import { anchoredPiecesOf } from './ui.js';
1
2
  export const RUNTIME_PROJECTION_LIMITS = {
2
3
  depth: 5,
3
4
  entries: 100,
@@ -176,6 +177,37 @@ function boundedComponentState(component, path, context) {
176
177
  path,
177
178
  });
178
179
  }
180
+ function fitsSnapshot(snapshot) {
181
+ return utf8Bytes(JSON.stringify(snapshot)) <= RUNTIME_PROJECTION_LIMITS.snapshotBytes;
182
+ }
183
+ /** The index of the `ui.anchored` instance an issue path points into, or null. */
184
+ function anchoredIndex(path) {
185
+ const match = /^ui\.anchored\[(\d+)\]/.exec(path);
186
+ return match ? Number(match[1]) : null;
187
+ }
188
+ /**
189
+ * The global cap's second stage, once every entity is gone: drops
190
+ * `ui.anchored` instances from the end, with their projection issues,
191
+ * until the snapshot fits, recording how many went.
192
+ */
193
+ function capAnchored(snapshot) {
194
+ let capped = snapshot;
195
+ const retained = [...snapshot.ui.anchored];
196
+ while (retained.length > 0) {
197
+ retained.pop();
198
+ const omitted = snapshot.ui.anchored.length - retained.length;
199
+ const projectionIssues = snapshot.projectionIssues
200
+ .filter((issue) => {
201
+ const index = anchoredIndex(issue.path);
202
+ return index === null || index < retained.length;
203
+ })
204
+ .concat({ path: `ui.anchored[${retained.length}]`, marker: 'truncated', omitted });
205
+ capped = { ...snapshot, ui: { ...snapshot.ui, anchored: retained }, projectionIssues };
206
+ if (fitsSnapshot(capped))
207
+ return capped;
208
+ }
209
+ return capped;
210
+ }
179
211
  export class RuntimeInspector {
180
212
  game;
181
213
  ids = new WeakMap();
@@ -239,6 +271,7 @@ export class RuntimeInspector {
239
271
  projectionIssues,
240
272
  audio: this.audioSnapshot(),
241
273
  time: this.timeSnapshot(),
274
+ ui: this.uiSnapshot(projectionIssues),
242
275
  });
243
276
  }
244
277
  audioSnapshot() {
@@ -258,10 +291,21 @@ export class RuntimeInspector {
258
291
  nextInSteps: this.game.time.nextInSteps,
259
292
  };
260
293
  }
294
+ uiSnapshot(issues) {
295
+ const ui = this.game.ui;
296
+ return {
297
+ shown: ui.names().filter((name) => ui.isVisible(name)).sort(),
298
+ anchored: anchoredPiecesOf(ui).snapshot().map((instance, index) => ({
299
+ ...instance,
300
+ // A record of StatValues projects to one of these, never to anything else.
301
+ values: projectValue(instance.values, `ui.anchored[${index}].values`, { issues, seen: new Map() }),
302
+ })),
303
+ };
304
+ }
261
305
  capSnapshot(snapshot) {
262
- if (utf8Bytes(JSON.stringify(snapshot)) <= RUNTIME_PROJECTION_LIMITS.snapshotBytes) {
306
+ if (fitsSnapshot(snapshot))
263
307
  return snapshot;
264
- }
308
+ let capped = snapshot;
265
309
  const retained = [...snapshot.entities];
266
310
  const removedIds = new Set();
267
311
  while (retained.length > 0) {
@@ -272,20 +316,11 @@ export class RuntimeInspector {
272
316
  const projectionIssues = snapshot.projectionIssues
273
317
  .filter((issue) => [...removedIds].every((id) => !issue.path.startsWith(`entities[${id}]`)))
274
318
  .concat({ path: `entities[${retained.length}]`, marker: 'truncated', omitted });
275
- const candidate = { ...snapshot, entities: retained, projectionIssues };
276
- if (utf8Bytes(JSON.stringify(candidate)) <= RUNTIME_PROJECTION_LIMITS.snapshotBytes) {
277
- return candidate;
278
- }
319
+ capped = { ...snapshot, entities: retained, projectionIssues };
320
+ if (fitsSnapshot(capped))
321
+ return capped;
279
322
  }
280
- return {
281
- ...snapshot,
282
- entities: [],
283
- projectionIssues: [{
284
- path: 'entities[0]',
285
- marker: 'truncated',
286
- omitted: snapshot.entities.length,
287
- }],
288
- };
323
+ return capAnchored(capped);
289
324
  }
290
325
  idFor(entity) {
291
326
  const existing = this.ids.get(entity);
@@ -0,0 +1,12 @@
1
+ import type { StatValue } from './stats.js';
2
+ /** How a bound value reads in a piece: booleans as ✓/✕, missing as empty. */
3
+ export declare function renderStat(value: StatValue | undefined): string;
4
+ /**
5
+ * Splits every {{name}} placeholder in the fragment's text into its own
6
+ * (empty) text node and returns those nodes with the names they bind, in
7
+ * document order — the caller fills and keeps them in sync. Text-only by
8
+ * design: the binding language has no expressions — presentation, never
9
+ * logic. Shared by screen pieces (Game stats) and Anchored Pieces (their
10
+ * own values first, then the Game stats).
11
+ */
12
+ export declare function placeholders(root: HTMLElement): Array<[name: string, text: Text]>;
@@ -0,0 +1,51 @@
1
+ const BINDING = /\{\{\s*([\w-]+)\s*\}\}/g;
2
+ /** How a bound value reads in a piece: booleans as ✓/✕, missing as empty. */
3
+ export function renderStat(value) {
4
+ if (value === undefined)
5
+ return '';
6
+ if (typeof value === 'boolean')
7
+ return value ? '✓' : '✕';
8
+ return String(value);
9
+ }
10
+ /**
11
+ * Splits every {{name}} placeholder in the fragment's text into its own
12
+ * (empty) text node and returns those nodes with the names they bind, in
13
+ * document order — the caller fills and keeps them in sync. Text-only by
14
+ * design: the binding language has no expressions — presentation, never
15
+ * logic. Shared by screen pieces (Game stats) and Anchored Pieces (their
16
+ * own values first, then the Game stats).
17
+ */
18
+ export function placeholders(root) {
19
+ const bound = [];
20
+ const walker = document.createTreeWalker(root, NodeFilter.SHOW_TEXT);
21
+ const targets = [];
22
+ for (let node = walker.nextNode(); node; node = walker.nextNode()) {
23
+ // Braces inside <style>/<script> are CSS/code, not bindings.
24
+ if (node.parentElement?.closest('style, script'))
25
+ continue;
26
+ if ((node.nodeValue ?? '').includes('{{'))
27
+ targets.push(node);
28
+ }
29
+ for (const text of targets) {
30
+ const source = text.nodeValue ?? '';
31
+ const parts = [];
32
+ let last = 0;
33
+ for (const match of source.matchAll(BINDING)) {
34
+ const name = match[1];
35
+ if (name === undefined)
36
+ continue;
37
+ if (match.index > last)
38
+ parts.push(document.createTextNode(source.slice(last, match.index)));
39
+ const placeholder = document.createTextNode('');
40
+ bound.push([name, placeholder]);
41
+ parts.push(placeholder);
42
+ last = match.index + match[0].length;
43
+ }
44
+ if (parts.length === 0)
45
+ continue;
46
+ if (last < source.length)
47
+ parts.push(document.createTextNode(source.slice(last)));
48
+ text.replaceWith(...parts);
49
+ }
50
+ return bound;
51
+ }
package/dist/ui.d.ts CHANGED
@@ -1,4 +1,12 @@
1
+ import { AnchoredPieces, type AnchoredPieceHandle, type AttachOptions } from './anchored-pieces.js';
2
+ import type { Entity } from './entity.js';
1
3
  import type { Stats } from './stats.js';
4
+ /**
5
+ * Module-private key for the anchored layer. Not exported, so
6
+ * `ui[ANCHORED]()` cannot be spelled outside this file — `anchoredPiecesOf`
7
+ * (below, exported, but not from the package entry) is the Game's only way in.
8
+ */
9
+ declare const ANCHORED: unique symbol;
2
10
  /**
3
11
  * The HTML UI layer. Each piece is a self-contained HTML fragment
4
12
  * (markup + <style>) that only DRAWS: it declares which stats it shows
@@ -10,6 +18,10 @@ import type { Stats } from './stats.js';
10
18
  * (each in its own shadow root, so styles never leak between pieces or
11
19
  * into the hosting page). The whole overlay hides while the game is not
12
20
  * simulating (pause / editor edit mode).
21
+ *
22
+ * Screen pieces are singletons by name (show/hide). An Anchored Piece is
23
+ * one more instance of a piece that follows an entity (attach), in a layer
24
+ * below every screen piece — see ADR 0018.
13
25
  */
14
26
  export declare class GameUi {
15
27
  private readonly stats;
@@ -17,6 +29,7 @@ export declare class GameUi {
17
29
  private readonly host;
18
30
  private readonly sources;
19
31
  private readonly pieces;
32
+ private readonly anchored;
20
33
  private overlay?;
21
34
  private active;
22
35
  constructor(stats: Stats,
@@ -27,6 +40,8 @@ export declare class GameUi {
27
40
  defineAll(pieces: Record<string, string>): void;
28
41
  /** Piece names available to show (defined via the registry or define()). */
29
42
  names(): string[];
43
+ /** Whether a piece of this name is defined — `names().includes(name)` without building the list. */
44
+ has(name: string): boolean;
30
45
  show(name: string, options?: ShowOptions): void;
31
46
  hide(name: string): void;
32
47
  toggle(name: string): void;
@@ -37,22 +52,39 @@ export declare class GameUi {
37
52
  * Mounts the piece hidden if it wasn't mounted yet.
38
53
  */
39
54
  element(name: string): HTMLElement | null;
55
+ /**
56
+ * Anchors a new instance of the piece to `entity` (issue #72): its own
57
+ * shadow root and values, placed every render frame at the entity's
58
+ * render point plus `offset`. Every call is a new instance; the screen
59
+ * piece of the same name is never touched. An undefined piece or a dead
60
+ * entity warns and returns an inert handle — it never throws.
61
+ */
62
+ attach(piece: string, entity: Entity, options?: AttachOptions): AnchoredPieceHandle;
40
63
  /** Called by the game loop: the overlay only draws while simulating. */
41
64
  setActive(active: boolean): void;
42
- /** Unmounts every piece and removes the overlay (Game.dispose). */
65
+ /** Unmounts every piece and Anchored Piece and removes the overlay (Game.dispose). */
43
66
  dispose(): void;
44
67
  /**
45
68
  * Unmounts every scene-scoped piece: the ones `loadScene` showed from the
46
69
  * outgoing scene's `ui` list, plus any shown with `{ scope: 'scene' }`.
47
- * A piece the host showed with no scope is untouched. The definition
48
- * catalog (sources) always survives — Game.unloadScene.
70
+ * A piece the host showed with no scope is untouched. Every Anchored
71
+ * Piece goes too, lingering ones included: none outlives its scene. The
72
+ * definition catalog (sources) always survives — Game.unloadScene.
49
73
  */
50
74
  unloadScene(): void;
75
+ /** Engine-internal: see anchoredPiecesOf. */
76
+ [ANCHORED](): AnchoredPieces;
51
77
  private mount;
52
78
  private mountOverlay;
53
79
  private sync;
54
80
  }
81
+ /**
82
+ * Engine-internal: the anchored layer behind `ui.attach`, which the Game
83
+ * connects to its camera and viewport and places every render frame.
84
+ */
85
+ export declare function anchoredPiecesOf(ui: GameUi): AnchoredPieces;
55
86
  export interface ShowOptions {
56
87
  /** 'scene': unmounted by Game.unloadScene() along with the rest of the scene. */
57
88
  scope?: 'scene';
58
89
  }
90
+ export {};
package/dist/ui.js CHANGED
@@ -1,3 +1,11 @@
1
+ import { AnchoredPieces } from './anchored-pieces.js';
2
+ import { placeholders, renderStat } from './ui-bindings.js';
3
+ /**
4
+ * Module-private key for the anchored layer. Not exported, so
5
+ * `ui[ANCHORED]()` cannot be spelled outside this file — `anchoredPiecesOf`
6
+ * (below, exported, but not from the package entry) is the Game's only way in.
7
+ */
8
+ const ANCHORED = Symbol('waica.ui.anchored');
1
9
  /**
2
10
  * The HTML UI layer. Each piece is a self-contained HTML fragment
3
11
  * (markup + <style>) that only DRAWS: it declares which stats it shows
@@ -9,12 +17,17 @@
9
17
  * (each in its own shadow root, so styles never leak between pieces or
10
18
  * into the hosting page). The whole overlay hides while the game is not
11
19
  * simulating (pause / editor edit mode).
20
+ *
21
+ * Screen pieces are singletons by name (show/hide). An Anchored Piece is
22
+ * one more instance of a piece that follows an entity (attach), in a layer
23
+ * below every screen piece — see ADR 0018.
12
24
  */
13
25
  export class GameUi {
14
26
  stats;
15
27
  host;
16
28
  sources = new Map();
17
29
  pieces = new Map();
30
+ anchored;
18
31
  overlay;
19
32
  active = true;
20
33
  constructor(stats,
@@ -22,6 +35,11 @@ export class GameUi {
22
35
  host) {
23
36
  this.stats = stats;
24
37
  this.host = host;
38
+ this.anchored = new AnchoredPieces({
39
+ stats,
40
+ source: (name) => this.sources.get(name),
41
+ overlay: () => this.mountOverlay(),
42
+ });
25
43
  }
26
44
  /** Registers a piece's HTML source. Re-defining an unmounted name wins. */
27
45
  define(name, html) {
@@ -35,6 +53,10 @@ export class GameUi {
35
53
  names() {
36
54
  return [...this.sources.keys()];
37
55
  }
56
+ /** Whether a piece of this name is defined — `names().includes(name)` without building the list. */
57
+ has(name) {
58
+ return this.sources.has(name);
59
+ }
38
60
  show(name, options = {}) {
39
61
  const mounted = this.pieces.has(name);
40
62
  const piece = this.mount(name);
@@ -73,6 +95,16 @@ export class GameUi {
73
95
  element(name) {
74
96
  return this.mount(name)?.root ?? null;
75
97
  }
98
+ /**
99
+ * Anchors a new instance of the piece to `entity` (issue #72): its own
100
+ * shadow root and values, placed every render frame at the entity's
101
+ * render point plus `offset`. Every call is a new instance; the screen
102
+ * piece of the same name is never touched. An undefined piece or a dead
103
+ * entity warns and returns an inert handle — it never throws.
104
+ */
105
+ attach(piece, entity, options = {}) {
106
+ return this.anchored.attach(piece, entity, options);
107
+ }
76
108
  /** Called by the game loop: the overlay only draws while simulating. */
77
109
  setActive(active) {
78
110
  if (this.active === active)
@@ -80,23 +112,26 @@ export class GameUi {
80
112
  this.active = active;
81
113
  this.sync();
82
114
  }
83
- /** Unmounts every piece and removes the overlay (Game.dispose). */
115
+ /** Unmounts every piece and Anchored Piece and removes the overlay (Game.dispose). */
84
116
  dispose() {
85
117
  for (const piece of this.pieces.values()) {
86
118
  for (const off of piece.unsubs)
87
119
  off();
88
120
  }
89
121
  this.pieces.clear();
122
+ this.anchored.dispose();
90
123
  this.overlay?.remove();
91
124
  this.overlay = undefined;
92
125
  }
93
126
  /**
94
127
  * Unmounts every scene-scoped piece: the ones `loadScene` showed from the
95
128
  * outgoing scene's `ui` list, plus any shown with `{ scope: 'scene' }`.
96
- * A piece the host showed with no scope is untouched. The definition
97
- * catalog (sources) always survives — Game.unloadScene.
129
+ * A piece the host showed with no scope is untouched. Every Anchored
130
+ * Piece goes too, lingering ones included: none outlives its scene. The
131
+ * definition catalog (sources) always survives — Game.unloadScene.
98
132
  */
99
133
  unloadScene() {
134
+ this.anchored.clear();
100
135
  for (const [name, piece] of this.pieces) {
101
136
  if (piece.scope !== 'scene')
102
137
  continue;
@@ -107,6 +142,10 @@ export class GameUi {
107
142
  }
108
143
  this.sync();
109
144
  }
145
+ /** Engine-internal: see anchoredPiecesOf. */
146
+ [ANCHORED]() {
147
+ return this.anchored;
148
+ }
110
149
  mount(name) {
111
150
  const existing = this.pieces.get(name);
112
151
  if (existing)
@@ -158,50 +197,20 @@ export class GameUi {
158
197
  }
159
198
  }
160
199
  }
161
- const BINDING = /\{\{\s*([\w-]+)\s*\}\}/g;
162
- function renderStat(value) {
163
- if (value === undefined)
164
- return '';
165
- if (typeof value === 'boolean')
166
- return value ? '✓' : '✕';
167
- return String(value);
200
+ /**
201
+ * Engine-internal: the anchored layer behind `ui.attach`, which the Game
202
+ * connects to its camera and viewport and places every render frame.
203
+ */
204
+ export function anchoredPiecesOf(ui) {
205
+ return ui[ANCHORED]();
168
206
  }
169
207
  /**
170
- * Replaces {{stat}} placeholders in the fragment's text with reactive text
171
- * nodes kept in sync with the stats. Text-only by design: the binding
172
- * language has no expressions — presentation, never logic.
208
+ * Fills each {{stat}} placeholder with the stat's value and keeps it in
209
+ * sync; returns the unsubscribes.
173
210
  */
174
211
  function bindStats(root, stats) {
175
- const unsubs = [];
176
- const walker = document.createTreeWalker(root, NodeFilter.SHOW_TEXT);
177
- const targets = [];
178
- for (let node = walker.nextNode(); node; node = walker.nextNode()) {
179
- // Braces inside <style>/<script> are CSS/code, not bindings.
180
- if (node.parentElement?.closest('style, script'))
181
- continue;
182
- if ((node.nodeValue ?? '').includes('{{'))
183
- targets.push(node);
184
- }
185
- for (const text of targets) {
186
- const source = text.nodeValue ?? '';
187
- const parts = [];
188
- let last = 0;
189
- for (const match of source.matchAll(BINDING)) {
190
- const stat = match[1];
191
- if (stat === undefined)
192
- continue;
193
- if (match.index > last)
194
- parts.push(document.createTextNode(source.slice(last, match.index)));
195
- const bound = document.createTextNode(renderStat(stats.get(stat)));
196
- unsubs.push(stats.onChange(stat, (value) => (bound.nodeValue = renderStat(value))));
197
- parts.push(bound);
198
- last = match.index + match[0].length;
199
- }
200
- if (parts.length === 0)
201
- continue;
202
- if (last < source.length)
203
- parts.push(document.createTextNode(source.slice(last)));
204
- text.replaceWith(...parts);
205
- }
206
- return unsubs;
212
+ return placeholders(root).map(([stat, text]) => {
213
+ text.nodeValue = renderStat(stats.get(stat));
214
+ return stats.onChange(stat, (value) => (text.nodeValue = renderStat(value)));
215
+ });
207
216
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@waica/engine",
3
- "version": "0.16.0",
3
+ "version": "0.17.0",
4
4
  "description": "Waica game engine core — archetype-driven, web-first, 2D & 3D",
5
5
  "license": "MIT",
6
6
  "type": "module",