@waica/engine 0.16.0 → 0.18.0
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/README.md +53 -0
- package/dist/anchored-pieces.d.ts +122 -0
- package/dist/anchored-pieces.js +330 -0
- package/dist/assets/asset-loader.d.ts +76 -0
- package/dist/assets/asset-loader.js +138 -0
- package/dist/assets/texture-backend.d.ts +17 -0
- package/dist/assets/texture-backend.js +15 -0
- package/dist/component.d.ts +1 -1
- package/dist/components/animated-sprite.d.ts +17 -4
- package/dist/components/animated-sprite.js +41 -12
- package/dist/components/sprite.d.ts +6 -0
- package/dist/components/sprite.js +28 -6
- package/dist/components/tilemap.d.ts +6 -0
- package/dist/components/tilemap.js +28 -4
- package/dist/game.d.ts +16 -1
- package/dist/game.js +27 -2
- package/dist/index.d.ts +5 -1
- package/dist/index.js +1 -0
- package/dist/input.d.ts +6 -0
- package/dist/input.js +8 -0
- package/dist/runtime-bridge.d.ts +11 -2
- package/dist/runtime-bridge.js +7 -2
- package/dist/runtime-inspection.d.ts +26 -0
- package/dist/runtime-inspection.js +50 -15
- package/dist/ui-bindings.d.ts +12 -0
- package/dist/ui-bindings.js +51 -0
- package/dist/ui.d.ts +35 -3
- package/dist/ui.js +54 -45
- package/package.json +1 -1
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import * as THREE from 'three';
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import { ThreeTextureBackend } from './texture-backend.js';
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/**
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* Not `base.clone()`: `Texture.copy` sets `needsUpdate`, which bumps the
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* shared Source's version — a GPU re-upload of the same image for every
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* clone — and, while the image is still missing, makes the renderer warn
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* on every frame. Sharing the Source and mirroring `version` instead marks
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* the clone uploadable exactly when the base is, and three then keeps one
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* GPU texture per (Source, sampler parameters), reference-counted across
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* clones (WebGLTextures). Colour space is the base's; filters, repeat and
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* offset are the clone's own.
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*/
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function cloneOf(base) {
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const clone = new THREE.Texture();
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clone.source = base.source;
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clone.colorSpace = base.colorSpace;
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clone.version = base.version;
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return clone;
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}
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/**
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* The engine's texture cache (`game.assets`, ADR 0019): keep-all for the
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* Game's whole life, keyed by the URL as received, one backend load and one
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* base texture per URL. `ready()` is the **Assets Ready** signal — a
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* promise beside the synchronous scene load — and a failed image is
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* recorded, not thrown, so it never breaks a host or a Run Session that
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* awaits it. `unloadScene()` never touches this cache; `dispose()` empties it.
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*/
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export class AssetLoader {
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backend;
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resolveAsset;
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entries = new Map();
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pendingCount = 0;
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loadedCount = 0;
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failedCount = 0;
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constructor(options = {}) {
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this.backend = options.backend ?? new ThreeTextureBackend();
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this.resolveAsset = options.resolveAsset ?? ((uri) => uri);
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}
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/** A fresh object on every read: `pending` is current, `loaded` and `failed` only grow until `dispose()`. */
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get status() {
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return { pending: this.pendingCount, loaded: this.loadedCount, failed: this.failedCount };
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}
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/**
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* The consumer entry (Sprite, AnimatedSprite, Tilemap): requests `url`
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* — already resolved by `resolveProps` — and returns a clone of its base
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* right away, so a mesh exists before the image arrives, plus the
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* settlement of that URL, which also fires on a cache hit.
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*/
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texture(url) {
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const entry = this.request(url);
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const texture = cloneOf(entry.base);
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if (entry.outcome === null) {
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// Chained here, before the consumer chains its own continuation on
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// `settled`, so the clone is uploadable by the time that one runs.
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void entry.settled.then((outcome) => {
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if (outcome === 'loaded')
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texture.version = entry.base.version;
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});
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}
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return { texture, settled: entry.settled };
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}
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/**
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* Requests every uri ahead of time, each resolved through the registered
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* scene catalog. Resolves once all of them settled, failures included —
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* a failure still only warns once, the same as a component's request.
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*/
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async preload(uris) {
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await Promise.all(uris.map((uri) => this.request(this.resolveAsset(uri)).settled));
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}
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/**
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* Assets Ready: resolves the first time `pending` is 0 after the call —
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* at once when nothing is pending, otherwise once every URL requested
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* before or while waiting has settled. Never rejects. Resolves after the
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* `settled` continuations consumers chained before the call, so a host
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* that does `await game.assets.ready()` then `game.start()` renders its
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* first frame with the textures in place.
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*/
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async ready() {
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while (this.pendingCount > 0) {
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const inFlight = [...this.entries.values()].filter((entry) => entry.outcome === null);
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await Promise.all(inFlight.map((entry) => entry.settled));
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}
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}
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/** Disposes every cached base exactly once and forgets everything; called by `Game.dispose()`. */
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dispose() {
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for (const entry of this.entries.values())
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entry.base.dispose();
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this.entries.clear();
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this.pendingCount = 0;
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this.loadedCount = 0;
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this.failedCount = 0;
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}
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request(url) {
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const existing = this.entries.get(url);
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if (existing)
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return existing;
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const base = new THREE.Texture();
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base.colorSpace = THREE.SRGBColorSpace;
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const entry = { base, outcome: null, settled: Promise.resolve('failed') };
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// Registered and counted before the backend runs, so a backend that
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// throws synchronously still settles this very entry.
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this.entries.set(url, entry);
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this.pendingCount += 1;
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entry.settled = this.load(url, entry);
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return entry;
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}
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async load(url, entry) {
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const attempt = await this.attempt(url);
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// A dispose() in flight already forgot this entry and disposed its base:
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// nothing to write, warn about or count. Only the settlement is still
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// owed, so a consumer awaiting it never hangs; it reports what the
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// backend did.
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if (this.entries.get(url) !== entry)
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return attempt.outcome;
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if (attempt.outcome === 'loaded') {
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// The image lands on the base's Source, which every clone shares.
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entry.base.image = attempt.texture.image;
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entry.base.needsUpdate = true;
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this.loadedCount += 1;
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}
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else {
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console.warn(`[waica] assets: failed to load "${url}"`, attempt.error);
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this.failedCount += 1;
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}
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entry.outcome = attempt.outcome;
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this.pendingCount -= 1;
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return attempt.outcome;
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}
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/** One backend load as an outcome, never a rejection — a backend that throws synchronously included. */
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async attempt(url) {
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try {
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return { outcome: 'loaded', texture: await this.backend.load(url) };
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}
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catch (error) {
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return { outcome: 'failed', error };
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}
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}
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}
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import * as THREE from 'three';
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/**
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* The seam between `game.assets` and the browser (ADR 0013's move, applied
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* to textures — ADR 0019). `load` resolves once the image behind `url` is
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* decoded, with a texture whose `image` the loader adopts into its own
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* cached base; it rejects on a load error and never throws synchronously.
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* `happy-dom` decodes no images, so a test injects `FakeTextureBackend`
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* (assets/test-helpers.ts) through `GameOptions.textures`.
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*/
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export interface TextureBackend {
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load(url: string): Promise<THREE.Texture>;
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}
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/** The real implementation: one `THREE.TextureLoader` per Game, wrapped in a promise. */
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export declare class ThreeTextureBackend implements TextureBackend {
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private readonly loader;
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load(url: string): Promise<THREE.Texture>;
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}
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import * as THREE from 'three';
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/** The real implementation: one `THREE.TextureLoader` per Game, wrapped in a promise. */
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export class ThreeTextureBackend {
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loader = new THREE.TextureLoader();
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load(url) {
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return new Promise((resolve, reject) => {
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try {
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this.loader.load(url, resolve, undefined, reject);
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}
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catch (error) {
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reject(error);
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}
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});
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}
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}
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package/dist/component.d.ts
CHANGED
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/** Allowed values for a string param; rendered as a dropdown. Takes precedence over ref. */
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options?: string[];
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/** Project value this string param names; rendered and validated as a typed reference. */
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ref?: 'prefab' | 'stat' | 'action' | 'clip' | 'sound';
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ref?: 'prefab' | 'stat' | 'action' | 'clip' | 'sound' | 'ui';
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}
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export interface ComponentClass<T extends Component = Component> {
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new (): T;
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* Sprite animated from one or more spritesheets. The main sheet is the
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* top-level texture/cols/rows (or explicit cells); extraSheets append after
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* it, and clip frames index the sheets consecutively (sheet 0 owns 0..n0-1,
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* sheet 1 the next n1, …). Each instance
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*
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*
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*
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* sheet 1 the next n1, …). Each instance owns its own clones of the cached
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* sheets (game.assets, ADR 0019) to animate UVs independently. On sheets
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* with explicit cells the frames vary in pixel size, so the quad rescales
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* per frame, anchored bottom-center — width/height size the sheet's largest
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* frame and smaller ones keep their feet planted.
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*/
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export declare class AnimatedSprite extends Component implements YSortParticipant {
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static componentName: string;
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private readonly player;
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private sheets;
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private texs;
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private readonly failedSheets;
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private mesh?;
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private frame;
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private frameScaleX;
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play(name: string): void;
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onUpdate(dt: number): void;
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onDestroy(): void;
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/**
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* The sheet's own clone of the cached base. Non-uniform slicing needs
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* the image's pixel size, so the current frame is re-applied once the
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* sheet settles — on a cache hit too, whose settlement is already
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* resolved — unless this sprite was destroyed meanwhile. A sheet that
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* fails is remembered so the quad shows its flat material on that
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* sheet's frames instead of sampling an image that never arrived (CA-4).
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* An empty url (a sheet not authored yet) owns a bare texture and never
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* touches game.assets, so it counts nowhere and warns about nothing.
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*/
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private sheetTexture;
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private showFrame;
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/** Repositions/rescales the displayed frame inside its anchored full-size box. */
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private syncQuad;
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import { ClipPlayer } from '../animation/clip-player.js';
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import { locateFrame, sheetCell } from '../animation/sheet.js';
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import { spritePlacement } from '../sprite-placement.js';
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const loader = new THREE.TextureLoader();
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const clampAnchor = (value) => Math.min(1, Math.max(0, value));
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/**
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* Sprite animated from one or more spritesheets. The main sheet is the
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* top-level texture/cols/rows (or explicit cells); extraSheets append after
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* it, and clip frames index the sheets consecutively (sheet 0 owns 0..n0-1,
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* sheet 1 the next n1, …). Each instance
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*
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*
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*
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* sheet 1 the next n1, …). Each instance owns its own clones of the cached
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* sheets (game.assets, ADR 0019) to animate UVs independently. On sheets
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* with explicit cells the frames vary in pixel size, so the quad rescales
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* per frame, anchored bottom-center — width/height size the sheet's largest
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* frame and smaller ones keep their feet planted.
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*/
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export class AnimatedSprite extends Component {
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static componentName = 'AnimatedSprite';
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'player',
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'sheets',
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'texs',
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'failedSheets',
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'mesh',
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'frame',
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'frameScaleX',
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@@ -135,6 +136,8 @@ export class AnimatedSprite extends Component {
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player = new ClipPlayer();
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sheets = [];
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texs = [];
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// Clones whose sheet failed to load: applyFrame never installs them (CA-4).
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failedSheets = new Set();
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mesh;
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frame = 0;
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// Current frame's quad scale relative to the sheet's largest cell: always
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main.cells = this.cells;
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this.sheets = [main, ...this.extraSheets];
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this.texs = this.sheets.map((sheet) => {
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// current frame once each texture is in.
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const tex = loader.load(sheet.texture, () => this.applyFrame());
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tex.colorSpace = THREE.SRGBColorSpace;
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const tex = this.sheetTexture(sheet.texture);
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if (this.pixelArt) {
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tex.magFilter = THREE.NearestFilter;
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tex.minFilter = THREE.NearestFilter;
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@@ -195,8 +195,34 @@ export class AnimatedSprite extends Component {
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this.mesh?.removeFromParent();
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this.mesh?.geometry.dispose();
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this.mesh?.material.dispose();
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// Only this sprite's clones: the cached bases live with the Game.
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for (const tex of this.texs)
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tex.dispose();
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this.texs = [];
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this.failedSheets.clear();
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}
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/**
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* The sheet's own clone of the cached base. Non-uniform slicing needs
|
|
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|
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* the image's pixel size, so the current frame is re-applied once the
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* sheet settles — on a cache hit too, whose settlement is already
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|
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* resolved — unless this sprite was destroyed meanwhile. A sheet that
|
|
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|
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* fails is remembered so the quad shows its flat material on that
|
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* sheet's frames instead of sampling an image that never arrived (CA-4).
|
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|
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* An empty url (a sheet not authored yet) owns a bare texture and never
|
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|
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* touches game.assets, so it counts nowhere and warns about nothing.
|
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sheetTexture(url) {
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return new THREE.Texture();
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|
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|
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void settled.then((outcome) => {
|
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if (!this.texs.includes(texture))
|
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return;
|
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|
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if (outcome === 'failed')
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|
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this.failedSheets.add(texture);
|
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this.applyFrame();
|
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|
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});
|
|
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return texture;
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|
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|
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|
showFrame(index) {
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|
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|
|
@@ -227,9 +253,12 @@ export class AnimatedSprite extends Component {
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|
|
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|
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return;
|
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if (this.mesh
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-
this.
|
|
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this.mesh.material.
|
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if (this.mesh) {
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|
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|
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|
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if (this.mesh.material.map !== map) {
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this.mesh.material.map = map;
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this.mesh.material.needsUpdate = true;
|
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}
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|
}
|
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|
const cells = sheet.cells;
|
|
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|
if (cells?.length) {
|
|
@@ -69,6 +69,12 @@ export declare class Sprite extends Component implements YSortParticipant {
|
|
|
69
69
|
private mesh?;
|
|
70
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|
onReady(): void;
|
|
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71
|
onDestroy(): void;
|
|
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|
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/**
|
|
73
|
+
* CA-4's failure rule: an image that never arrives leaves the flat
|
|
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|
+
* `color`, not a white quad over an empty map. Skipped once the sprite
|
|
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|
+
* was destroyed or the clone is no longer this material's map.
|
|
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|
+
*/
|
|
77
|
+
private dropFailedTexture;
|
|
72
78
|
private syncQuad;
|
|
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79
|
private createGeometry;
|
|
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80
|
}
|
|
@@ -1,7 +1,6 @@
|
|
|
1
1
|
import * as THREE from 'three';
|
|
2
2
|
import { Component } from '../component.js';
|
|
3
3
|
import { spritePlacement } from '../sprite-placement.js';
|
|
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|
-
const loader = new THREE.TextureLoader();
|
|
5
4
|
const clampAnchor = (value) => Math.min(1, Math.max(0, value));
|
|
6
5
|
/**
|
|
7
6
|
* Textured or flat-color quad. In the unified pipeline, a 2D sprite is a
|
|
@@ -109,14 +108,20 @@ export class Sprite extends Component {
|
|
|
109
108
|
onReady() {
|
|
110
109
|
const material = new THREE.MeshBasicMaterial({ color: this.color, transparent: true });
|
|
111
110
|
if (this.texture) {
|
|
112
|
-
|
|
111
|
+
// Its own clone of the cached base (game.assets, ADR 0019): filters
|
|
112
|
+
// are per clone, colour space comes with the base, and the image lands
|
|
113
|
+
// on the Source every clone of this URL shares.
|
|
114
|
+
const { texture, settled } = this.game.assets.texture(this.texture);
|
|
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115
|
if (this.pixelArt) {
|
|
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|
-
|
|
115
|
-
|
|
116
|
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texture.magFilter = THREE.NearestFilter;
|
|
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|
+
texture.minFilter = THREE.NearestFilter;
|
|
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118
|
}
|
|
117
|
-
|
|
118
|
-
material.map = tex;
|
|
119
|
+
material.map = texture;
|
|
119
120
|
material.color.set(0xffffff);
|
|
121
|
+
void settled.then((outcome) => {
|
|
122
|
+
if (outcome === 'failed')
|
|
123
|
+
this.dropFailedTexture(texture);
|
|
124
|
+
});
|
|
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125
|
}
|
|
121
126
|
this.mesh = new THREE.Mesh(this.createGeometry(), material);
|
|
122
127
|
this.mesh.position.z = this.layer * 0.01;
|
|
@@ -126,7 +131,24 @@ export class Sprite extends Component {
|
|
|
126
131
|
onDestroy() {
|
|
127
132
|
this.mesh?.removeFromParent();
|
|
128
133
|
this.mesh?.geometry.dispose();
|
|
134
|
+
// Only this sprite's clone: the cached base lives with the Game.
|
|
135
|
+
this.mesh?.material.map?.dispose();
|
|
129
136
|
this.mesh?.material.dispose();
|
|
137
|
+
this.mesh = undefined;
|
|
138
|
+
}
|
|
139
|
+
/**
|
|
140
|
+
* CA-4's failure rule: an image that never arrives leaves the flat
|
|
141
|
+
* `color`, not a white quad over an empty map. Skipped once the sprite
|
|
142
|
+
* was destroyed or the clone is no longer this material's map.
|
|
143
|
+
*/
|
|
144
|
+
dropFailedTexture(texture) {
|
|
145
|
+
const material = this.mesh?.material;
|
|
146
|
+
if (!material || material.map !== texture)
|
|
147
|
+
return;
|
|
148
|
+
material.map = null;
|
|
149
|
+
texture.dispose();
|
|
150
|
+
material.color.setHex(this.color);
|
|
151
|
+
material.needsUpdate = true;
|
|
130
152
|
}
|
|
131
153
|
syncQuad() {
|
|
132
154
|
if (!this.mesh)
|
|
@@ -107,6 +107,12 @@ export declare class Tilemap extends Component implements SolidSource {
|
|
|
107
107
|
private gridSpec;
|
|
108
108
|
private rebuildMap;
|
|
109
109
|
private rebuildMaterial;
|
|
110
|
+
/**
|
|
111
|
+
* CA-4's failure rule: an image that never arrives leaves the flat
|
|
112
|
+
* `color`, not a white map over an empty texture. Only reached while the
|
|
113
|
+
* failed clone is still the current one (see rebuildMaterial).
|
|
114
|
+
*/
|
|
115
|
+
private dropFailedTexture;
|
|
110
116
|
private makeMaterial;
|
|
111
117
|
private rebuildGeometry;
|
|
112
118
|
private rebuildSolids;
|
|
@@ -5,7 +5,6 @@ import { projectIsometric } from '../projection.js';
|
|
|
5
5
|
import { SOLID_SOURCE_SYMBOL } from '../scene-solids.js';
|
|
6
6
|
import { cellAt as gridCellAt, cellBounds as gridCellBounds, cellIndex as gridCellIndex, } from '../tilemap-grid.js';
|
|
7
7
|
import { Solid } from './solid.js';
|
|
8
|
-
const loader = new THREE.TextureLoader();
|
|
9
8
|
/** One authorable cell map rendered as a single merged geometry. */
|
|
10
9
|
export class Tilemap extends Component {
|
|
11
10
|
static componentName = 'Tilemap';
|
|
@@ -212,20 +211,45 @@ export class Tilemap extends Component {
|
|
|
212
211
|
if (!this.texture)
|
|
213
212
|
return;
|
|
214
213
|
const requested = this.texture;
|
|
215
|
-
|
|
216
|
-
|
|
214
|
+
// Its own clone of the cached base (game.assets, ADR 0019). The image's
|
|
215
|
+
// pixel size drives the UVs, so the geometry is rebuilt once the texture
|
|
216
|
+
// settles — on a cache hit too, whose settlement is already resolved —
|
|
217
|
+
// and a texture that fails is dropped for the flat colour; neither
|
|
218
|
+
// happens if the texture was replaced or the component destroyed
|
|
219
|
+
// meanwhile.
|
|
220
|
+
const { texture, settled } = this.game.assets.texture(requested);
|
|
221
|
+
void settled.then((outcome) => {
|
|
222
|
+
if (this.loadedTexture !== texture || this.texture !== requested)
|
|
223
|
+
return;
|
|
224
|
+
if (outcome === 'loaded')
|
|
217
225
|
this.rebuildGeometry();
|
|
226
|
+
else
|
|
227
|
+
this.dropFailedTexture();
|
|
218
228
|
});
|
|
219
229
|
if (this.pixelArt) {
|
|
220
230
|
texture.magFilter = THREE.NearestFilter;
|
|
221
231
|
texture.minFilter = THREE.NearestFilter;
|
|
222
232
|
}
|
|
223
|
-
texture.colorSpace = THREE.SRGBColorSpace;
|
|
224
233
|
this.loadedTexture = texture;
|
|
225
234
|
mesh.material.map = texture;
|
|
226
235
|
mesh.material.color.set(0xffffff);
|
|
227
236
|
mesh.material.needsUpdate = true;
|
|
228
237
|
}
|
|
238
|
+
/**
|
|
239
|
+
* CA-4's failure rule: an image that never arrives leaves the flat
|
|
240
|
+
* `color`, not a white map over an empty texture. Only reached while the
|
|
241
|
+
* failed clone is still the current one (see rebuildMaterial).
|
|
242
|
+
*/
|
|
243
|
+
dropFailedTexture() {
|
|
244
|
+
const mesh = this.mesh;
|
|
245
|
+
if (!mesh)
|
|
246
|
+
return;
|
|
247
|
+
this.loadedTexture?.dispose();
|
|
248
|
+
this.loadedTexture = undefined;
|
|
249
|
+
mesh.material.map = null;
|
|
250
|
+
mesh.material.color.setHex(this.color);
|
|
251
|
+
mesh.material.needsUpdate = true;
|
|
252
|
+
}
|
|
229
253
|
makeMaterial() {
|
|
230
254
|
return new THREE.MeshBasicMaterial({
|
|
231
255
|
color: this.color,
|
package/dist/game.d.ts
CHANGED
|
@@ -1,4 +1,6 @@
|
|
|
1
1
|
import * as THREE from 'three';
|
|
2
|
+
import { AssetLoader } from './assets/asset-loader.js';
|
|
3
|
+
import type { TextureBackend } from './assets/texture-backend.js';
|
|
2
4
|
import type { AudioBackend } from './audio/backend.js';
|
|
3
5
|
import { AudioSubsystem } from './audio/audio-subsystem.js';
|
|
4
6
|
import { type SceneCameraJson } from './camera.js';
|
|
@@ -38,6 +40,13 @@ export interface GameOptions {
|
|
|
38
40
|
* first unlock (CA-6), never eagerly here.
|
|
39
41
|
*/
|
|
40
42
|
audio?: AudioBackend;
|
|
43
|
+
/**
|
|
44
|
+
* Replaces the real `THREE.TextureLoader` implementation behind
|
|
45
|
+
* `game.assets` (ADR 0013's seam, applied to textures — ADR 0019), mainly
|
|
46
|
+
* for a project's own tests: `happy-dom` decodes no images. Defaults to
|
|
47
|
+
* the real backend either way; `game.assets` always exists.
|
|
48
|
+
*/
|
|
49
|
+
textures?: TextureBackend;
|
|
41
50
|
}
|
|
42
51
|
export type UpdateFn = (dt: number) => void;
|
|
43
52
|
export interface SpawnPrefabOptions {
|
|
@@ -68,6 +77,12 @@ export declare class Game {
|
|
|
68
77
|
readonly ui: GameUi;
|
|
69
78
|
/** The audio mixer: channels, master, playback. See ADR 0012, ADR 0013. */
|
|
70
79
|
readonly audio: AudioSubsystem;
|
|
80
|
+
/**
|
|
81
|
+
* The texture cache: keep-all for the Game's life, `preload`, `status`
|
|
82
|
+
* and the Assets Ready promise `ready()`. Session-scoped by construction
|
|
83
|
+
* (ADR 0011): `unloadScene()` never touches it. See ADR 0019.
|
|
84
|
+
*/
|
|
85
|
+
readonly assets: AssetLoader;
|
|
71
86
|
/** Simulated scheduling: `after`, `every`, `tween`, `now`. See ADR 0017. */
|
|
72
87
|
readonly time: GameTime;
|
|
73
88
|
/** Registry retained by loadScene for runtime prefab spawning. */
|
|
@@ -171,7 +186,7 @@ export declare class Game {
|
|
|
171
186
|
setSceneCamera(json?: SceneCameraJson): void;
|
|
172
187
|
start(): void;
|
|
173
188
|
stop(): void;
|
|
174
|
-
/** Internal: called by Entity.destroy(). */
|
|
189
|
+
/** Internal: called by Entity.destroy(). Its Anchored Pieces go (or freeze) with it. */
|
|
175
190
|
removeEntity(entity: Entity): void;
|
|
176
191
|
/** The scene's render projection; null keeps logical and render space identical. */
|
|
177
192
|
get projection(): 'isometric' | null;
|
package/dist/game.js
CHANGED
|
@@ -1,4 +1,6 @@
|
|
|
1
1
|
import * as THREE from 'three';
|
|
2
|
+
import { gameViewport } from './anchored-pieces.js';
|
|
3
|
+
import { AssetLoader } from './assets/asset-loader.js';
|
|
2
4
|
import { AudioSubsystem } from './audio/audio-subsystem.js';
|
|
3
5
|
import { dispatchCollisions as dispatchHitboxCollisions } from './collision-dispatch.js';
|
|
4
6
|
import { isCameraVelocityProvider, resolveSceneCamera, stepSceneCamera, } from './camera.js';
|
|
@@ -16,7 +18,7 @@ import { isYSortParticipant, ySortZ } from './render-sort.js';
|
|
|
16
18
|
import { loadScene, registryEntry, spawnFromJson, } from './scene.js';
|
|
17
19
|
import { createSpatialQuery } from './spatial-query.js';
|
|
18
20
|
import { Stats } from './stats.js';
|
|
19
|
-
import { GameUi } from './ui.js';
|
|
21
|
+
import { anchoredPiecesOf, GameUi } from './ui.js';
|
|
20
22
|
/**
|
|
21
23
|
* Engine core: loop, unified 2D/3D three scene, orthographic camera,
|
|
22
24
|
* entities with components, and input. See DESIGN.md.
|
|
@@ -34,6 +36,12 @@ export class Game {
|
|
|
34
36
|
ui;
|
|
35
37
|
/** The audio mixer: channels, master, playback. See ADR 0012, ADR 0013. */
|
|
36
38
|
audio;
|
|
39
|
+
/**
|
|
40
|
+
* The texture cache: keep-all for the Game's life, `preload`, `status`
|
|
41
|
+
* and the Assets Ready promise `ready()`. Session-scoped by construction
|
|
42
|
+
* (ADR 0011): `unloadScene()` never touches it. See ADR 0019.
|
|
43
|
+
*/
|
|
44
|
+
assets;
|
|
37
45
|
/** Simulated scheduling: `after`, `every`, `tween`, `now`. See ADR 0017. */
|
|
38
46
|
time = new GameTime();
|
|
39
47
|
/** Registry retained by loadScene for runtime prefab spawning. */
|
|
@@ -88,6 +96,11 @@ export class Game {
|
|
|
88
96
|
this.query = createSpatialQuery(this);
|
|
89
97
|
this.stats = new Stats(options.stats);
|
|
90
98
|
this.ui = new GameUi(this.stats, () => canvas.parentElement ?? document.body);
|
|
99
|
+
anchoredPiecesOf(this.ui).connect(() => ({
|
|
100
|
+
camera: this.camera,
|
|
101
|
+
viewport: gameViewport(canvas.clientWidth, canvas.clientHeight, this.resolution),
|
|
102
|
+
projection: this.sceneProjection,
|
|
103
|
+
}));
|
|
91
104
|
this.audio = new AudioSubsystem({
|
|
92
105
|
canvas,
|
|
93
106
|
backend: options.audio,
|
|
@@ -97,6 +110,12 @@ export class Game {
|
|
|
97
110
|
// music bed needs across a scene swap.
|
|
98
111
|
resolveAsset: (uri) => this.sceneCatalog?.registry.resolveAsset?.(uri) ?? uri,
|
|
99
112
|
});
|
|
113
|
+
this.assets = new AssetLoader({
|
|
114
|
+
backend: options.textures,
|
|
115
|
+
// Same late lookup as audio's: preload() resolves through whatever
|
|
116
|
+
// catalog is registered at call time, which outlives every scene.
|
|
117
|
+
resolveAsset: (uri) => this.sceneCatalog?.registry.resolveAsset?.(uri) ?? uri,
|
|
118
|
+
});
|
|
100
119
|
this.renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
|
|
101
120
|
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
|
|
102
121
|
this.scene.background = new THREE.Color(background);
|
|
@@ -304,6 +323,7 @@ export class Game {
|
|
|
304
323
|
},
|
|
305
324
|
loadScene: (name) => this.loadSceneByName(name),
|
|
306
325
|
availableScenes: () => this.availableScenes,
|
|
326
|
+
assets: () => this.assets.status,
|
|
307
327
|
});
|
|
308
328
|
activation.register(this.runtimeBridge);
|
|
309
329
|
this.audio.setSilenced(true);
|
|
@@ -318,8 +338,9 @@ export class Game {
|
|
|
318
338
|
stop() {
|
|
319
339
|
this.renderer.setAnimationLoop(null);
|
|
320
340
|
}
|
|
321
|
-
/** Internal: called by Entity.destroy(). */
|
|
341
|
+
/** Internal: called by Entity.destroy(). Its Anchored Pieces go (or freeze) with it. */
|
|
322
342
|
removeEntity(entity) {
|
|
343
|
+
anchoredPiecesOf(this.ui).release(entity);
|
|
323
344
|
const i = this.entities.indexOf(entity);
|
|
324
345
|
if (i !== -1)
|
|
325
346
|
this.entities.splice(i, 1);
|
|
@@ -350,6 +371,9 @@ export class Game {
|
|
|
350
371
|
this.time.cancelAll();
|
|
351
372
|
for (const entity of [...this.entities])
|
|
352
373
|
entity.destroy();
|
|
374
|
+
// After the entities: their clones go with the cascade above, the
|
|
375
|
+
// cached bases go here, exactly once (ADR 0019).
|
|
376
|
+
this.assets.dispose();
|
|
353
377
|
this.renderer.dispose();
|
|
354
378
|
}
|
|
355
379
|
/**
|
|
@@ -511,6 +535,7 @@ export class Game {
|
|
|
511
535
|
if (this.renderSort === 'y')
|
|
512
536
|
this.applyYSort();
|
|
513
537
|
this.ui.setActive(this.simulate);
|
|
538
|
+
anchoredPiecesOf(this.ui).place();
|
|
514
539
|
if (this.resolution) {
|
|
515
540
|
// Letterbox bars: clear the whole canvas, then render inside the scissor.
|
|
516
541
|
this.renderer.setScissorTest(false);
|
package/dist/index.d.ts
CHANGED
|
@@ -1,5 +1,8 @@
|
|
|
1
1
|
export { Game } from './game.js';
|
|
2
2
|
export type { GameOptions, GameResolution, SceneCatalog, SpawnPrefabOptions, UpdateFn, ParamOverrides, } from './game.js';
|
|
3
|
+
export { AssetLoader } from './assets/asset-loader.js';
|
|
4
|
+
export type { AssetStatus } from './assets/asset-loader.js';
|
|
5
|
+
export type { TextureBackend } from './assets/texture-backend.js';
|
|
3
6
|
export { AudioSubsystem } from './audio/audio-subsystem.js';
|
|
4
7
|
export type { AudioSubsystemOptions } from './audio/audio-subsystem.js';
|
|
5
8
|
export type { AudioBackend, AudioResource, BackendPlayHandle, BackendPlayOptions } from './audio/backend.js';
|
|
@@ -32,11 +35,12 @@ export type { PointerCamera, PointerDeps, PointerPick, PointerResolution } from
|
|
|
32
35
|
export { RUNTIME_BRIDGE_CAPABILITIES, RUNTIME_BRIDGE_PROTOCOL_VERSION, RUNTIME_BRIDGE_SYMBOL, RuntimeBridgeOperationError, } from './runtime-bridge.js';
|
|
33
36
|
export type { RuntimeBridge, RuntimeBridgeActivation, RuntimeControlRequest, RuntimeControlResult, RuntimeMetadata, RuntimeMode, } from './runtime-bridge.js';
|
|
34
37
|
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';
|
|
38
|
+
export type { ProjectedValue, ProjectionIssue, ProjectionMarker, ProjectionMarkerKind, RuntimeComponentSnapshot, RuntimeEntitySnapshot, RuntimeSnapshot, RuntimeSnapshotAudio, RuntimeSnapshotFilters, RuntimeSnapshotTime, RuntimeSnapshotUi, RuntimeTransformSnapshot, } from './runtime-inspection.js';
|
|
36
39
|
export type { ArchetypeArt, ArchetypeManifest, BrowserArchetypeManifest, EntityTemplate, } from './archetype.js';
|
|
37
40
|
export { Stats } from './stats.js';
|
|
38
41
|
export type { StatValue } from './stats.js';
|
|
39
42
|
export { GameUi } from './ui.js';
|
|
43
|
+
export type { AnchoredPieceHandle, AttachOptions } from './anchored-pieces.js';
|
|
40
44
|
export { Sprite } from './components/sprite.js';
|
|
41
45
|
export { Solid } from './components/solid.js';
|
|
42
46
|
export { Hitbox } from './components/hitbox.js';
|
package/dist/index.js
CHANGED
|
@@ -1,4 +1,5 @@
|
|
|
1
1
|
export { Game } from './game.js';
|
|
2
|
+
export { AssetLoader } from './assets/asset-loader.js';
|
|
2
3
|
export { AudioSubsystem } from './audio/audio-subsystem.js';
|
|
3
4
|
export { installDirectionalAnimation, installedDirectionalAnimation, isAnimationFacingProvider, resolveDirectionalClip, } from './animation/directional.js';
|
|
4
5
|
export { isYSortParticipant, ySortZ } from './render-sort.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. */
|