aispritejs 0.1.1 → 0.1.3

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package/README.md CHANGED
@@ -19,6 +19,17 @@ Part of the **ai\*js** family: zero cross-package dependencies, framework-agnost
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  - **Visual ≠ logic.** This is strictly a *visual* animator. It is **not** a game-logic FSM and does **not** depend on `aifsmjs`. Drive it from any logic layer (plain code, an FSM, an ECS) — they compose by convention, never by dependency.
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  - **Tiny + fast.** O(1) input lookups, O(N) checks over transitions leaving the current state, no per-frame allocation.
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+ ## When you DON'T need aispritejs
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+
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+ `aispritejs` earns its keep when frame selection is **driven by runtime inputs** across **several visual states**. Below that threshold, reach for PixiJS directly — there is nothing to gain from a state machine:
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+
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+ - **A single sprite / one static image** → a plain PixiJS [`Sprite`](https://pixijs.download/release/docs/scene.Sprite.html). No animation, no graph.
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+ - **One looping clip with no branching** (a coin spin, a torch flicker) → a PixiJS [`AnimatedSprite`](https://pixijs.download/release/docs/scene.AnimatedSprite.html) (`AnimatedSprite.fromFrames(...)`, `.play()`). One clip that always plays the same way needs no inputs.
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+ - **No texture atlas** (you aren't packing frames into a spritesheet) → load images directly; `aispritejs` reads its frames from a PixiJS-v8 atlas (`animations` / `frames`).
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+ - **No multi-state switching** — if your code already knows exactly which clip to play and just calls `.play()` / `.gotoAndStop()`, you don't need a transition graph.
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+
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+ Reach for `aispritejs` when you have **input-driven, multi-state visual switching backed by a texture atlas** — e.g. `idle ⇄ walk → jump`, or a one-shot hit FX fired by a trigger — where which frame is on screen is a function of `speed` / `isGrounded` / `attack`, not a hard-coded `play()` call.
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+
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  ## Mental model
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  ```
@@ -27,7 +38,7 @@ inputs ─▶ [transition graph] ─▶ active state ─▶ (Δt) ─▶ active
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  - **Inputs** — `Number` (continuous, e.g. `speed`), `Boolean` (toggle, e.g. `isGrounded`), `Trigger` (one-shot; auto-resets after a transition consumes it, e.g. `jump` / `attack`).
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  - **States** — an animation key (into the atlas `animations`) + loop / on-end behaviour + optional speed multiplier.
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- - **Transitions** — from a state (or **Any State**) to another when conditions over inputs hold (`Equals` / `NotEquals` / `GreaterThan` / `LessThan`). The highest-priority satisfied transition wins.
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+ - **Transitions** — from a state (or **Any State**) to another when conditions over inputs hold (`Equals` / `NotEquals` / `GreaterThan` / `LessThan` / `Trigger`). The highest-priority satisfied transition wins.
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  - **`update(dt)`** — advances the playback timer; evaluates transitions (switching state, firing `onStateChange`, consuming triggers); computes the current frame from the animation's per-frame durations + loop; fires `onComplete` when a non-looping clip ends.
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  ## Quick start — core (zero-dep)
@@ -72,6 +83,50 @@ It swaps the texture only when the active frame changes, and honours per-frame `
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  Pass a plain `Sprite` — the adapter owns frame selection. (An `AnimatedSprite` is accepted since it extends `Sprite`, but its own playback is stopped on bind so it cannot fight the adapter for the texture.)
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+ ### Complete example — a 6-frame explosion (play-once FX)
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+ The most common entry: a one-shot hit/impact FX (net-splash, muzzle flash) from a **6-frame explosion sprite sheet**, driven through the `/pixi` adapter. A `Trigger` fires a **non-looping** clip that plays once and auto-returns to a resting frame via `onEnd`. The full runnable version is [`examples/02-explosion-pixi/index.ts`](examples/02-explosion-pixi/index.ts) (`pnpm example:explosion`).
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+
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+ ```ts
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+ import { Assets, Sprite } from "pixi.js";
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+ import { createPixiSpriteAnimator } from "aispritejs/pixi";
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+
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+ // A 6-frame explosion sprite sheet (PixiJS-v8 atlas): the `animations` block
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+ // names the clip → its frame keys; `frames` carries per-frame durations.
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+ const graph = {
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+ animations: {
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+ explosion: ["explosion_0", "explosion_1", "explosion_2", "explosion_3", "explosion_4", "explosion_5"],
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+ idle: ["explosion_0"], // a 1-frame resting clip to hold between bursts
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+ },
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+ frames: {
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+ explosion_0: { duration: 40 }, explosion_1: { duration: 40 }, explosion_2: { duration: 40 },
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+ explosion_3: { duration: 40 }, explosion_4: { duration: 40 }, explosion_5: { duration: 40 },
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+ },
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+ inputs: { detonate: { type: "trigger" } },
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+ states: {
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+ idle: { animation: "idle", loop: true },
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+ boom: { animation: "explosion", loop: false, onEnd: "idle" }, // play once → back to idle
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+ },
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+ transitions: [
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+ { from: "*", to: "boom", when: [{ input: "detonate", op: "Trigger" }], priority: 10 },
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+ ],
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+ initial: "idle",
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+ } as const;
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+
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+ // Load the packed sheet; its `.textures` cover every frame key the graph uses.
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+ const sheet = await Assets.load("explosion.json"); // a PIXI.Spritesheet
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+ const sprite = new Sprite();
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+ const fx = createPixiSpriteAnimator(sprite, graph, sheet);
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+
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+ // Fire the one-shot trigger on impact:
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+ fx.fireTrigger("detonate");
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+
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+ // Drive the burst from your PixiJS render loop (e.g. `app.ticker`), advancing by
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+ // elapsed ms: `app.ticker.add((ticker) => fx.update(ticker.deltaMS))`.
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+ ```
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+
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+ `update(dt)` plays `explosion_0…explosion_5` once (honouring each frame's `duration`); on the tick that completes the clip it fires `onComplete` and, because `boom` declares `onEnd`, auto-transitions to `idle` in that **same** tick — so the last frame isn't held, and `activeState` reads `idle` right after. Re-`fireTrigger("detonate")` to replay. The same graph runs with no renderer — see [`examples/02-explosion-pixi/index.ts`](examples/02-explosion-pixi/index.ts), which exercises the real adapter headlessly with plain `Texture` / `Sprite` instances.
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  ## Data format (atlas)
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  `aispritejs` reads a **PixiJS v8-native** spritesheet atlas (`meta` / `frames` / `animations`) — the same shape the family's sprite pipeline emits — augmented with an `aispritejs` **input-driven** control block:
@@ -155,7 +210,7 @@ Every subscription returns an unsubscribe function and accepts `{ signal }` (an
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  These rules are deterministic and frozen for the 1.x line once 1.0 ships:
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- - **`update(dt)` order** — advance the timer by `dt × speed` (negative `dt` clamps to `0`); evaluate transitions; recompute the active frame; fire `onComplete` for a finished non-looping clip and then any `onEnd` auto-transition. An explicit input transition therefore wins over end-of-clip behaviour on the same frame.
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+ - **`update(dt)` order** — advance the timer by `dt × speed` (non-finite or non-positive `dt` clamps to `0`); evaluate transitions; recompute the active frame; fire `onComplete` for a finished non-looping clip and then any `onEnd` auto-transition. An explicit input transition therefore wins over end-of-clip behaviour on the same frame.
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  - **Transition resolution** — among the transitions leaving the current state (plus **Any-State** `from: "*"`), candidates are ordered by `priority` (desc) then declared order (asc); the **first effective** one is taken. All `when` conditions must hold (logical AND).
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  - **Self-transition rule** — a transition whose `to` equals the current state is *effective only if it consumes a Trigger*. A Number/Boolean self-loop is skipped, so it cannot reset the clip to frame 0 every frame. A trigger-bearing self-transition **restarts** the clip (e.g. re-attack) but does **not** fire `onStateChange` (the state name is unchanged).
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  - **Triggers** — `fireTrigger(name)` marks a trigger pending; it stays pending across frames until a transition that checks it is taken, which **consumes** it. One fire → at most one transition.
@@ -195,12 +250,15 @@ Behavioural `vitest` suites cover inputs, transitions, trigger consumption, fram
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  ```bash
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  pnpm test # run once
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  pnpm coverage # with thresholds
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- pnpm example:platformer
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+ pnpm example:platformer # renderer-free core demo
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+ pnpm example:explosion # 6-frame play-once FX via the /pixi adapter
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  ```
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  ## Status
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- **v0.1.0 — full first release.** All roadmap modules (1–4) ship together: the renderer-agnostic core (`.`), the PixiJS v8 adapter (`aispritejs/pixi`), the atlas parser (`aispritejs/atlas`), and the JSON Schema (`aispritejs/schema`). Zero runtime dependencies; the root import graph contains no `pixi.js`; `pixi.js` is an optional, type-only peer used only by the `/pixi` subpath. Versioning and release tags are cut by the maintainer.
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+ **v0.1.3 — docs patch.** Adds a "When you DON'T need aispritejs" threshold and a complete, runnable 6-frame explosion (play-once FX) quickstart for the `/pixi` adapter; no source or API changes. v0.1.0 shipped all roadmap modules (1–4): the renderer-agnostic core (`.`), the PixiJS v8 adapter (`aispritejs/pixi`), the atlas parser (`aispritejs/atlas`), and the JSON Schema (`aispritejs/schema`); v0.1.1 added OIDC/SLSA publish provenance and v0.1.2 hardened validation — compile-time rejection of non-finite `speed` / `duration` / `defaultFrameDuration`, plus a runtime clamp of non-finite or non-positive `dt` (`dt <= 0`) to `0` in `update()`. See [CHANGELOG.md](CHANGELOG.md) for the full history. Zero runtime dependencies; the root import graph contains no `pixi.js`; `pixi.js` is an optional, type-only peer used only by the `/pixi` subpath.
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+ `aispritejs` is the newest package in the **ai\*js** family and follows its **own independent version line** — the `0.1.x` series reflects this package's own maturation, not alignment with any sibling's version number. Low usage in a given game (e.g. one built on static sprites) is expected, not a defect.
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  ## Roadmap
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package/README_ZHTW.md CHANGED
@@ -19,6 +19,17 @@
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  - **視覺 ≠ 邏輯。** 這嚴格來說是一個*視覺*動畫器,**不是**遊戲邏輯 FSM,也**不**相依 `aifsmjs`。用任何邏輯層(純程式、FSM、ECS)來驅動它 —— 它們以慣例組合,從不以相依耦合。
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  - **輕巧又快。** O(1) 的輸入查找、對離開當前狀態的轉移做 O(N) 檢查、無每幀配置。
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+ ## 何時你「不需要」aispritejs
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+ `aispritejs` 的價值在於影格選擇是**由執行期輸入驅動**、且橫跨**數個視覺狀態**時才會顯現。在這個門檻之下,直接用 PixiJS 就好 —— 用狀態機並無任何好處:
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+
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+ - **單一 sprite/一張靜態圖片** → 純 PixiJS [`Sprite`](https://pixijs.download/release/docs/scene.Sprite.html)。沒有動畫、不需要圖集。
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+ - **單一循環片段、無任何分支**(轉動的金幣、閃爍的火把)→ PixiJS [`AnimatedSprite`](https://pixijs.download/release/docs/scene.AnimatedSprite.html)(`AnimatedSprite.fromFrames(...)`、`.play()`)。永遠以同一種方式播放的單一片段不需要輸入。
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+ - **沒有 texture atlas**(你並未把影格打包成 spritesheet)→ 直接載入圖片;`aispritejs` 從 PixiJS-v8 atlas(`animations` / `frames`)讀取它的影格。
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+ - **沒有多狀態切換** —— 若你的程式早已確切知道要播哪個片段、只需呼叫 `.play()` / `.gotoAndStop()`,你並不需要轉移圖。
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+
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+ 當你有**由輸入驅動、以 texture atlas 為後盾的多狀態視覺切換**時,才該動用 `aispritejs` —— 例如 `idle ⇄ walk → jump`,或由 trigger 觸發的一次性受擊 FX —— 此時畫面上顯示哪一格是 `speed` / `isGrounded` / `attack` 的函數,而非寫死的 `play()` 呼叫。
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  ## 心智模型
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  ```
@@ -27,7 +38,7 @@ inputs ─▶ [轉移圖] ─▶ 當前狀態 ─▶ (Δt) ─▶ 當前影格
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  - **Inputs(輸入)** —— `Number`(連續,如 `speed`)、`Boolean`(開關,如 `isGrounded`)、`Trigger`(一次性;被某個轉移消耗後自動重置,如 `jump` / `attack`)。
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  - **States(狀態)** —— 一個動畫鍵(指向 atlas 的 `animations`)加上 loop / on-end 行為與選用的速度倍率。
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- - **Transitions(轉移)** —— 當輸入條件成立時(`Equals` / `NotEquals` / `GreaterThan` / `LessThan`),從某狀態(或 **Any State**)轉到另一狀態。優先度最高且成立者勝出。
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+ - **Transitions(轉移)** —— 當輸入條件成立時(`Equals` / `NotEquals` / `GreaterThan` / `LessThan` / `Trigger`),從某狀態(或 **Any State**)轉到另一狀態。優先度最高且成立者勝出。
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  - **`update(dt)`** —— 推進播放計時器;評估轉移(切換狀態、觸發 `onStateChange`、消耗 trigger);由動畫的逐影格時長加 loop 算出當前影格;非循環片段播完時觸發 `onComplete`。
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  ## 快速開始 —— 核心(零相依)
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  它只在當前影格改變時換 texture,並尊重逐影格 `duration`(透過核心)與非置中/腳底樞軸(透過 `texture.defaultAnchor`;傳 `{ applyAnchor: false }` 可自行管理 anchor)。`view.sprite` 是綁定的 sprite;`dispose()` 拆除核心但不銷毀 sprite。
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+ ### 完整範例 —— 一段 6 格爆炸(play-once FX)
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+ 最常見的入門場景:一次性的受擊/撞擊 FX(水花、槍口閃光),來自一張 **6 格爆炸 sprite sheet**,透過 `/pixi` 轉接器驅動。一個 `Trigger` 觸發一段**非循環**片段,播放一次後經由 `onEnd` 自動回到靜止影格。完整可執行版本在 [`examples/02-explosion-pixi/index.ts`](examples/02-explosion-pixi/index.ts)(`pnpm example:explosion`)。
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+ ```ts
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+ import { Assets, Sprite } from "pixi.js";
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+ import { createPixiSpriteAnimator } from "aispritejs/pixi";
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+
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+ // 一張 6 格爆炸 sprite sheet(PixiJS-v8 atlas):`animations` 區塊把片段
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+ // 命名 → 它的影格鍵;`frames` 帶有逐影格時長。
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+ const graph = {
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+ animations: {
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+ explosion: ["explosion_0", "explosion_1", "explosion_2", "explosion_3", "explosion_4", "explosion_5"],
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+ idle: ["explosion_0"], // 一段 1 格的靜止片段,在每次爆發之間維持
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+ },
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+ frames: {
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+ explosion_0: { duration: 40 }, explosion_1: { duration: 40 }, explosion_2: { duration: 40 },
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+ explosion_3: { duration: 40 }, explosion_4: { duration: 40 }, explosion_5: { duration: 40 },
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+ },
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+ inputs: { detonate: { type: "trigger" } },
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+ states: {
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+ idle: { animation: "idle", loop: true },
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+ boom: { animation: "explosion", loop: false, onEnd: "idle" }, // 播放一次 → 回到 idle
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+ },
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+ transitions: [
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+ { from: "*", to: "boom", when: [{ input: "detonate", op: "Trigger" }], priority: 10 },
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+ ],
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+ initial: "idle",
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+ } as const;
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+
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+ // 載入打包好的 sheet;它的 `.textures` 涵蓋 graph 用到的每一個影格鍵。
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+ const sheet = await Assets.load("explosion.json"); // 一個 PIXI.Spritesheet
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+ const sprite = new Sprite();
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+ const fx = createPixiSpriteAnimator(sprite, graph, sheet);
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+ // 在撞擊時觸發一次性 trigger:
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+ fx.fireTrigger("detonate");
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+ // 從你的 PixiJS render loop(例如 `app.ticker`)驅動這段爆發,依經過的
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+ // 毫秒數推進:`app.ticker.add((ticker) => fx.update(ticker.deltaMS))`。
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+ ```
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+ `update(dt)` 把 `explosion_0…explosion_5` 播放一次(尊重每一格的 `duration`);在播完片段的那一個 tick,它會觸發 `onComplete`,並因為 `boom` 宣告了 `onEnd`,在**同一個** tick 內自動轉移回 `idle` —— 所以不會停在最後一格,呼叫之後 `activeState` 立即讀到 `idle`。再次 `fireTrigger("detonate")` 即可重播。同一份 graph 在沒有渲染器時也能跑 —— 見 [`examples/02-explosion-pixi/index.ts`](examples/02-explosion-pixi/index.ts),它以純 `Texture` / `Sprite` 實例、在無頭環境下操練真正的轉接器。
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  ## 資料格式(atlas)
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  `aispritejs` 讀取 **PixiJS v8 原生**的 spritesheet atlas(`meta` / `frames` / `animations`),並額外加上一個 `aispritejs` 的**輸入驅動**控制區塊:
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  這些規則是決定性的,並在 1.0 推出後對 1.x 凍結:
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- - **`update(dt)` 順序** —— 以 `dt × speed` 推進計時器(負的 `dt` 夾到 `0`);評估轉移;重算當前影格;為播完的非循環片段觸發 `onComplete`,接著執行任何 `onEnd` 自動轉移。因此同一幀內,明確的輸入轉移優先於片段結束行為。
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+ - **`update(dt)` 順序** —— 以 `dt × speed` 推進計時器(非有限或非正值的 `dt` 夾到 `0`);評估轉移;重算當前影格;為播完的非循環片段觸發 `onComplete`,接著執行任何 `onEnd` 自動轉移。因此同一幀內,明確的輸入轉移優先於片段結束行為。
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  - **轉移解析** —— 在離開當前狀態的轉移(加上 **Any-State** `from: "*"`)中,候選依 `priority`(遞減)再依宣告順序(遞增)排序;取**第一個有效**者。所有 `when` 條件須全部成立(邏輯 AND)。
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  - **自我轉移規則** —— `to` 等於當前狀態的轉移,*只有在它消耗一個 Trigger 時才有效*。純 Number/Boolean 的自我迴圈會被跳過,因此不會每幀把片段重置回第 0 格。帶 trigger 的自我轉移會**重啟**片段(例如連續攻擊),但**不**觸發 `onStateChange`(狀態名稱沒變)。
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  - **Triggers** —— `fireTrigger(name)` 把某 trigger 標記為 pending;它跨幀保持 pending,直到某個檢查它的轉移被採用而**消耗**它。一次 fire → 至多一次轉移。
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  ## 狀態
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- **v0.1.0 —— 完整首發。** roadmap 模組 1–4 一併 ship:與渲染器無關的核心(`.`)、PixiJS v8 轉接器(`aispritejs/pixi`)、atlas parser(`aispritejs/atlas`)、JSON Schema(`aispritejs/schema`)。零執行期相依;根 import 圖不含 `pixi.js`;`pixi.js` 是選用、type-only 的 peer,僅 `/pixi` 子路徑用。版本號與發佈 tag 由維護者切。
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+ **v0.1.3 —— 文件修補。** 新增「何時你『不需要』aispritejs」門檻,以及一個完整、可執行、針對 `/pixi` 轉接器的 6 格爆炸(play-once FX)快速範例;原始碼與 API 無變動。v0.1.0 一併 ship 所有 roadmap 模組 1–4:與渲染器無關的核心(`.`)、PixiJS v8 轉接器(`aispritejs/pixi`)、atlas parser(`aispritejs/atlas`)、JSON Schema(`aispritejs/schema`);v0.1.1 加上 OIDC/SLSA 發佈 provenance,v0.1.2 強化驗證 —— 在編譯期拒絕非有限的 `speed` / `duration` / `defaultFrameDuration`,並在 `update()` 執行期把非有限或非正值(`dt <= 0`)的 `dt` 夾到 `0`。完整歷史請見 [CHANGELOG.md](CHANGELOG.md)。零執行期相依;根 import 圖不含 `pixi.js`;`pixi.js` 是選用、type-only 的 peer,僅 `/pixi` 子路徑用。
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+ `aispritejs` 是 **ai\*js** 家族中最新的套件,採用**自己獨立的版本線** —— `0.1.x` 系列反映的是這個套件自身的成熟度,而非與任何手足套件的版本號對齊。在某個遊戲裡使用率低(例如以靜態 sprite 為主的遊戲)是正常現象,並非缺陷。
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  ## Roadmap
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+ function isObject(v) {
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+ return typeof v === "object" && v !== null && !Array.isArray(v);
37
+ }
35
38
  function compileGraph(graph) {
36
39
  const stateEntries = Object.entries(graph.states);
37
40
  if (stateEntries.length === 0) {
@@ -45,32 +48,41 @@ function compileGraph(graph) {
45
48
  }
46
49
  }
47
50
  const defaultDuration = graph.defaultFrameDuration ?? DEFAULT_FRAME_DURATION;
48
- if (!(defaultDuration > 0)) {
49
- throw new InvalidGraphError(`defaultFrameDuration must be > 0, got ${defaultDuration}`);
51
+ if (!Number.isFinite(defaultDuration) || defaultDuration <= 0) {
52
+ throw new InvalidGraphError(
53
+ `defaultFrameDuration must be a finite number > 0, got ${defaultDuration}`
54
+ );
50
55
  }
51
56
  if (graph.frames) {
52
57
  for (const [key, timing] of Object.entries(graph.frames)) {
53
- if (timing.duration !== void 0 && !(timing.duration > 0)) {
54
- throw new InvalidGraphError(`frame "${key}" duration must be > 0, got ${timing.duration}`);
58
+ if (!isObject(timing)) {
59
+ throw new InvalidGraphError(`frame "${key}" timing must be an object`);
60
+ }
61
+ if (timing.duration !== void 0 && (!Number.isFinite(timing.duration) || timing.duration <= 0)) {
62
+ throw new InvalidGraphError(
63
+ `frame "${key}" duration must be a finite number > 0, got ${timing.duration}`
64
+ );
55
65
  }
56
66
  }
57
67
  }
58
68
  const initial = graph.initial ?? stateEntries[0][0];
59
- if (!(initial in graph.states)) {
69
+ if (!Object.hasOwn(graph.states, initial)) {
60
70
  throw new InvalidGraphError(`initial state "${initial}" is not declared`);
61
71
  }
62
72
  const states = /* @__PURE__ */ new Map();
63
73
  for (const [name, st] of stateEntries) {
64
74
  const frameKeys = graph.animations[st.animation];
65
- if (frameKeys === void 0) {
75
+ if (frameKeys === void 0 || !Object.hasOwn(graph.animations, st.animation)) {
66
76
  throw new InvalidGraphError(`state "${name}" references unknown animation "${st.animation}"`);
67
77
  }
68
78
  if (frameKeys.length === 0) {
69
79
  throw new InvalidGraphError(`animation "${st.animation}" (state "${name}") has no frames`);
70
80
  }
71
81
  const speed = st.speed ?? 1;
72
- if (!(speed > 0)) {
73
- throw new InvalidGraphError(`state "${name}" speed must be > 0, got ${speed}`);
82
+ if (!Number.isFinite(speed) || speed <= 0) {
83
+ throw new InvalidGraphError(
84
+ `state "${name}" speed must be a finite number > 0, got ${speed}`
85
+ );
74
86
  }
75
87
  const loop = st.loop === true;
76
88
  if (loop && st.onEnd !== void 0) {
@@ -78,7 +90,7 @@ function compileGraph(graph) {
78
90
  `state "${name}" loops, so onEnd "${st.onEnd}" would never fire; set loop:false or drop onEnd`
79
91
  );
80
92
  }
81
- if (st.onEnd !== void 0 && !(st.onEnd in graph.states)) {
93
+ if (st.onEnd !== void 0 && !Object.hasOwn(graph.states, st.onEnd)) {
82
94
  throw new InvalidGraphError(`state "${name}" onEnd target "${st.onEnd}" is not declared`);
83
95
  }
84
96
  const cumulative = [];
@@ -100,17 +112,23 @@ function compileGraph(graph) {
100
112
  }
101
113
  const compiled = [];
102
114
  graph.transitions.forEach((t, order) => {
103
- if (t.from !== "*" && !(t.from in graph.states)) {
115
+ if (!isObject(t)) {
116
+ throw new InvalidGraphError(`transition #${order} must be an object`);
117
+ }
118
+ if (t.when !== void 0 && !Array.isArray(t.when)) {
119
+ throw new InvalidGraphError(`transition #${order} "when" must be an array`);
120
+ }
121
+ if (t.from !== "*" && !Object.hasOwn(graph.states, t.from)) {
104
122
  throw new InvalidGraphError(`transition #${order} from "${t.from}" is not a declared state`);
105
123
  }
106
- if (!(t.to in graph.states)) {
124
+ if (!Object.hasOwn(graph.states, t.to)) {
107
125
  throw new InvalidGraphError(`transition #${order} to "${t.to}" is not a declared state`);
108
126
  }
109
127
  const conditions = [];
110
128
  const triggers = [];
111
129
  for (const c of t.when ?? []) {
112
130
  const def = graph.inputs[c.input];
113
- if (def === void 0) {
131
+ if (def === void 0 || !Object.hasOwn(graph.inputs, c.input)) {
114
132
  throw new InvalidGraphError(
115
133
  `transition #${order} condition references unknown input "${c.input}"`
116
134
  );
@@ -363,7 +381,7 @@ function createSpriteAnimator(graph) {
363
381
  }
364
382
  function update(deltaMs) {
365
383
  if (disposed) throw new SpriteAnimatorDisposedError();
366
- elapsed += (deltaMs > 0 ? deltaMs : 0) * current.speed;
384
+ elapsed += (Number.isFinite(deltaMs) && deltaMs > 0 ? deltaMs : 0) * current.speed;
367
385
  const chosen = resolve();
368
386
  if (chosen) {
369
387
  enter(chosen.to, chosen.triggers);
@@ -449,9 +467,6 @@ var InvalidAtlasError = class extends Error {
449
467
  this.name = "InvalidAtlasError";
450
468
  }
451
469
  };
452
- function isObject(v) {
453
- return typeof v === "object" && v !== null && !Array.isArray(v);
454
- }
455
470
  function isForeignStates(states) {
456
471
  return isObject(states) && typeof states.initial === "string" && isObject(states.definitions);
457
472
  }
@@ -475,6 +490,14 @@ function parseAtlas(atlas, control) {
475
490
  if (frames !== void 0 && !isObject(frames)) {
476
491
  throw new InvalidAtlasError("`frames`, if present, must be an object keyed by frame key");
477
492
  }
493
+ if (isObject(frames)) {
494
+ for (const [key, entry] of Object.entries(frames)) {
495
+ if (!isObject(entry)) {
496
+ const actualType = entry === null ? "null" : Array.isArray(entry) ? "array" : typeof entry;
497
+ throw new InvalidAtlasError(`frame entry "${key}" must be an object, got ${actualType}`);
498
+ }
499
+ }
500
+ }
478
501
  let resolved;
479
502
  if (control) {
480
503
  resolved = control;
@@ -489,10 +512,30 @@ function parseAtlas(atlas, control) {
489
512
  "atlas has no aispritejs control block (inputs/states/transitions); pass one as the second argument"
490
513
  );
491
514
  }
515
+ for (const [key, val] of Object.entries(atlas.inputs)) {
516
+ if (!isObject(val)) {
517
+ const actualType = val === null ? "null" : Array.isArray(val) ? "array" : typeof val;
518
+ throw new InvalidAtlasError(`input entry "${key}" must be an object, got ${actualType}`);
519
+ }
520
+ }
521
+ for (const [key, val] of Object.entries(atlas.states)) {
522
+ if (!isObject(val)) {
523
+ const actualType = val === null ? "null" : Array.isArray(val) ? "array" : typeof val;
524
+ throw new InvalidAtlasError(`state entry "${key}" must be an object, got ${actualType}`);
525
+ }
526
+ }
527
+ const rawTransitions = atlas.transitions;
528
+ for (let i = 0; i < rawTransitions.length; i++) {
529
+ const entry = rawTransitions[i];
530
+ if (!isObject(entry)) {
531
+ const actualType = entry === null ? "null" : Array.isArray(entry) ? "array" : typeof entry;
532
+ throw new InvalidAtlasError(`transitions[${i}] must be an object, got ${actualType}`);
533
+ }
534
+ }
492
535
  resolved = {
493
536
  inputs: atlas.inputs,
494
537
  states: atlas.states,
495
- transitions: atlas.transitions,
538
+ transitions: rawTransitions,
496
539
  ...typeof atlas.initial === "string" ? { initial: atlas.initial } : {},
497
540
  ...typeof atlas.defaultFrameDuration === "number" ? { defaultFrameDuration: atlas.defaultFrameDuration } : {}
498
541
  };
@@ -1 +1 @@
1
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aispritejs — named error classes. Named errors instead of bare throws let\n// callers branch on failure mode (e.g. distinguish a typo'd input from a\n// post-dispose call) and keep stack traces meaningful.\n\n/**\n * Thrown by `setInput` / `fireTrigger` / `update` / `reset` after the animator\n * has been disposed.\n *\n * @public\n */\nexport class SpriteAnimatorDisposedError extends Error {\n constructor() {\n super(\"aispritejs: animator has been disposed; this operation is not allowed\");\n this.name = \"SpriteAnimatorDisposedError\";\n }\n}\n\n/**\n * Thrown by `createSpriteAnimator` when the graph fails validation — a state\n * references a missing animation, a transition points at an unknown state, a\n * condition uses an operator the input kind does not support, a duration is\n * non-positive, and so on. Fail-fast: an invalid graph never produces a\n * half-built animator.\n *\n * @public\n */\nexport class InvalidGraphError extends Error {\n constructor(message: string) {\n super(`aispritejs: invalid graph — ${message}`);\n this.name = \"InvalidGraphError\";\n }\n}\n\n/**\n * Thrown by `setInput` / `fireTrigger` when the named input is not declared in\n * the graph's `inputs` block.\n *\n * @public\n */\nexport class UnknownInputError extends Error {\n readonly input: string;\n constructor(input: string) {\n super(`aispritejs: unknown input \"${input}\"; declare it in the graph's inputs block`);\n this.name = \"UnknownInputError\";\n this.input = input;\n }\n}\n\n/**\n * Thrown when an input is used against its kind — `setInput` with the wrong\n * value type, `setInput` on a Trigger, or `fireTrigger` on a non-Trigger.\n *\n * @public\n */\nexport class InputTypeError extends Error {\n readonly input: string;\n constructor(input: string, message: string) {\n super(`aispritejs: input \"${input}\" — ${message}`);\n this.name = \"InputTypeError\";\n this.input = input;\n }\n}\n","// aispritejs — graph compiler. Validates every cross-reference the type system\n// cannot (animation existence, transition targets, operator/kind compatibility,\n// positive durations) and normalises the graph into a precomputed runtime form:\n// per-state cumulative frame timings and per-state transition candidate lists\n// sorted by (priority desc, declared-order asc). All allocation happens here,\n// once, so `update()` stays allocation-free.\n\nimport { InvalidGraphError } from \"./errors.js\";\nimport type { InputStore } from \"./inputs.js\";\nimport type { SpriteGraph } from \"./types.js\";\n\n/** A compiled condition: a closure that reads the live store and returns a boolean. */\nexport type ConditionFn = (store: InputStore) => boolean;\n\nexport interface CompiledTransition {\n readonly from: string;\n readonly to: string;\n readonly priority: number;\n /** Declared index — the deterministic tie-break when priorities are equal. */\n readonly order: number;\n /** AND-ed at runtime; empty means \"matches unconditionally\". */\n readonly conditions: readonly ConditionFn[];\n /** Trigger input names this transition consumes when taken. */\n readonly triggers: readonly string[];\n}\n\nexport interface CompiledState {\n readonly name: string;\n readonly animation: string;\n readonly loop: boolean;\n readonly speed: number;\n readonly onEnd: string | undefined;\n readonly frameKeys: readonly string[];\n /** `cumulative[i]` = summed duration of frames `0..i`; last entry === `total`. */\n readonly cumulative: readonly number[];\n readonly total: number;\n}\n\nexport interface CompiledGraph {\n readonly initial: string;\n readonly states: ReadonlyMap<string, CompiledState>;\n readonly candidatesByState: ReadonlyMap<string, readonly CompiledTransition[]>;\n}\n\nconst DEFAULT_FRAME_DURATION = 100;\n\nexport function compileGraph(graph: SpriteGraph): CompiledGraph {\n const stateEntries = Object.entries(graph.states);\n if (stateEntries.length === 0) {\n throw new InvalidGraphError(\"states must declare at least one state\");\n }\n\n // Inputs: types are enforced by TS, but a graph loaded from untyped JSON can\n // still carry a bad `type`. Validate so a bad input fails here, not silently.\n for (const [name, def] of Object.entries(graph.inputs)) {\n if (def.type !== \"number\" && def.type !== \"boolean\" && def.type !== \"trigger\") {\n throw new InvalidGraphError(\n `input \"${name}\" has unknown type \"${(def as { type: string }).type}\"`,\n );\n }\n }\n\n const defaultDuration = graph.defaultFrameDuration ?? DEFAULT_FRAME_DURATION;\n if (!(defaultDuration > 0)) {\n throw new InvalidGraphError(`defaultFrameDuration must be > 0, got ${defaultDuration}`);\n }\n\n if (graph.frames) {\n for (const [key, timing] of Object.entries(graph.frames)) {\n if (timing.duration !== undefined && !(timing.duration > 0)) {\n throw new InvalidGraphError(`frame \"${key}\" duration must be > 0, got ${timing.duration}`);\n }\n }\n }\n\n const initial = graph.initial ?? stateEntries[0]![0];\n if (!(initial in graph.states)) {\n throw new InvalidGraphError(`initial state \"${initial}\" is not declared`);\n }\n\n // --- compile states -----------------------------------------------------\n const states = new Map<string, CompiledState>();\n for (const [name, st] of stateEntries) {\n const frameKeys = graph.animations[st.animation];\n if (frameKeys === undefined) {\n throw new InvalidGraphError(`state \"${name}\" references unknown animation \"${st.animation}\"`);\n }\n if (frameKeys.length === 0) {\n throw new InvalidGraphError(`animation \"${st.animation}\" (state \"${name}\") has no frames`);\n }\n const speed = st.speed ?? 1;\n if (!(speed > 0)) {\n throw new InvalidGraphError(`state \"${name}\" speed must be > 0, got ${speed}`);\n }\n const loop = st.loop === true;\n if (loop && st.onEnd !== undefined) {\n throw new InvalidGraphError(\n `state \"${name}\" loops, so onEnd \"${st.onEnd}\" would never fire; set loop:false or drop onEnd`,\n );\n }\n if (st.onEnd !== undefined && !(st.onEnd in graph.states)) {\n throw new InvalidGraphError(`state \"${name}\" onEnd target \"${st.onEnd}\" is not declared`);\n }\n\n const cumulative: number[] = [];\n let running = 0;\n for (const key of frameKeys) {\n running += graph.frames?.[key]?.duration ?? defaultDuration;\n cumulative.push(running);\n }\n\n states.set(name, {\n name,\n animation: st.animation,\n loop,\n speed,\n onEnd: st.onEnd,\n frameKeys,\n cumulative,\n total: running,\n });\n }\n\n // --- compile transitions ------------------------------------------------\n const compiled: CompiledTransition[] = [];\n graph.transitions.forEach((t, order) => {\n if (t.from !== \"*\" && !(t.from in graph.states)) {\n throw new InvalidGraphError(`transition #${order} from \"${t.from}\" is not a declared state`);\n }\n if (!(t.to in graph.states)) {\n throw new InvalidGraphError(`transition #${order} to \"${t.to}\" is not a declared state`);\n }\n\n const conditions: ConditionFn[] = [];\n const triggers: string[] = [];\n for (const c of t.when ?? []) {\n const def = graph.inputs[c.input];\n if (def === undefined) {\n throw new InvalidGraphError(\n `transition #${order} condition references unknown input \"${c.input}\"`,\n );\n }\n compileCondition(order, c.input, c.op, c.value, def.type, conditions, triggers);\n }\n\n compiled.push({\n from: t.from,\n to: t.to,\n priority: t.priority ?? 0,\n order,\n conditions,\n triggers,\n });\n });\n\n // --- group candidates per state (own + Any-State), sorted ---------------\n const candidatesByState = new Map<string, readonly CompiledTransition[]>();\n for (const [name] of stateEntries) {\n const list = compiled.filter((t) => t.from === name || t.from === \"*\");\n // Stable by construction (declared order), but make the tie-break explicit.\n list.sort((a, b) => b.priority - a.priority || a.order - b.order);\n candidatesByState.set(name, list);\n }\n\n return { initial, states, candidatesByState };\n}\n\nfunction compileCondition(\n order: number,\n input: string,\n op: string,\n value: number | boolean | undefined,\n kind: \"number\" | \"boolean\" | \"trigger\",\n out: ConditionFn[],\n triggers: string[],\n): void {\n switch (op) {\n case \"Trigger\": {\n if (kind !== \"trigger\") {\n throw new InvalidGraphError(\n `transition #${order}: op Trigger requires a trigger input, but \"${input}\" is ${kind}`,\n );\n }\n if (value !== undefined) {\n throw new InvalidGraphError(\n `transition #${order}: Trigger condition on \"${input}\" must not carry a value`,\n );\n }\n out.push((s) => s.isPending(input));\n triggers.push(input);\n return;\n }\n case \"GreaterThan\":\n case \"LessThan\": {\n if (kind !== \"number\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} requires a number input, but \"${input}\" is ${kind}`,\n );\n }\n if (typeof value !== \"number\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} on \"${input}\" needs a numeric value`,\n );\n }\n const v = value;\n out.push(\n op === \"GreaterThan\" ? (s) => s.readNumber(input) > v : (s) => s.readNumber(input) < v,\n );\n return;\n }\n case \"Equals\":\n case \"NotEquals\": {\n if (kind === \"trigger\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} cannot apply to trigger input \"${input}\"`,\n );\n }\n if (kind === \"number\") {\n if (typeof value !== \"number\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} on number input \"${input}\" needs a numeric value`,\n );\n }\n const v = value;\n out.push(\n op === \"Equals\" ? (s) => s.readNumber(input) === v : (s) => s.readNumber(input) !== v,\n );\n return;\n }\n // kind === \"boolean\"\n if (typeof value !== \"boolean\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} on boolean input \"${input}\" needs a boolean value`,\n );\n }\n const v = value;\n out.push(\n op === \"Equals\" ? (s) => s.readBoolean(input) === v : (s) => s.readBoolean(input) !== v,\n );\n return;\n }\n default:\n throw new InvalidGraphError(`transition #${order}: unknown operator \"${op}\"`);\n }\n}\n","// aispritejs — a tiny single-payload typed signal. This is the package's OWN\n// emitter; it deliberately does NOT import `aieventjs` or any sibling (P0\n// zero-cross-package rule). Two instances back `onStateChange` and\n// `onComplete`.\n\nimport type { ListenerOptions, Unsubscribe } from \"./types.js\";\n\n/**\n * A typed fan-out of one payload `P`. `emit` is allocation-free in the common\n * case; it snapshots listeners only when there is at least one, so a handler\n * that unsubscribes (or a `once` handler) cannot corrupt the in-flight\n * iteration.\n */\nexport interface Signal<P> {\n on(handler: (payload: P) => void, options?: ListenerOptions): Unsubscribe;\n emit(payload: P): void;\n /** Drop every listener (used by `dispose`). */\n clear(): void;\n}\n\nexport function createSignal<P>(): Signal<P> {\n const listeners = new Set<(payload: P) => void>();\n\n function on(handler: (payload: P) => void, options?: ListenerOptions): Unsubscribe {\n // An already-aborted signal means the listener is dead on arrival.\n if (options?.signal?.aborted) return () => {};\n\n let detachAbort: (() => void) | undefined;\n // One teardown shared by the unsubscribe return, the once-wrapper, and the\n // abort handler, so every path also detaches the abort listener — a `once`\n // handler that passed a `{ signal }` must not leave the abort listener\n // attached after it fires.\n const cleanup: Unsubscribe = () => {\n listeners.delete(wrapped);\n if (detachAbort) {\n detachAbort();\n detachAbort = undefined;\n }\n };\n\n let wrapped: (payload: P) => void = handler;\n if (options?.once) {\n wrapped = (payload) => {\n cleanup();\n handler(payload);\n };\n }\n listeners.add(wrapped);\n\n const sig = options?.signal;\n if (sig) {\n const onAbort = () => cleanup();\n sig.addEventListener(\"abort\", onAbort, { once: true });\n detachAbort = () => sig.removeEventListener(\"abort\", onAbort);\n }\n\n return cleanup;\n }\n\n function emit(payload: P): void {\n if (listeners.size === 0) return;\n // Snapshot so a handler that unsubscribes (including the once-wrapper)\n // during dispatch does not perturb this pass.\n for (const fn of [...listeners]) fn(payload);\n }\n\n function clear(): void {\n listeners.clear();\n }\n\n return { on, emit, clear };\n}\n","// aispritejs — the input store. Holds Number / Boolean values and Trigger\n// pending flags with O(1) lookup. All declared inputs are seeded at\n// construction so reads are total (the compiler guarantees every condition\n// references a declared input of the matching kind, so the non-null reads\n// below are sound).\n\nimport { InputTypeError, UnknownInputError } from \"./errors.js\";\nimport type { InputDef } from \"./types.js\";\n\nexport interface InputStore {\n /** Set a Number/Boolean input. Throws on unknown name or kind mismatch. */\n setInput(name: string, value: number | boolean): void;\n /** Mark a Trigger pending. Throws on unknown name or non-Trigger. */\n fireTrigger(name: string): void;\n /** Read a Number input (caller guarantees `name` is a declared Number). */\n readNumber(name: string): number;\n /** Read a Boolean input (caller guarantees `name` is a declared Boolean). */\n readBoolean(name: string): boolean;\n /** Whether a Trigger is currently pending. */\n isPending(name: string): boolean;\n /** Consume (reset) a pending Trigger after a transition takes it. */\n consume(name: string): void;\n /** Restore every input to its declared default and clear all triggers. */\n reset(): void;\n}\n\ntype Kind = \"number\" | \"boolean\" | \"trigger\";\n\nexport function createInputStore(inputs: Readonly<Record<string, InputDef>>): InputStore {\n const kinds = new Map<string, Kind>();\n const numberDefaults = new Map<string, number>();\n const booleanDefaults = new Map<string, boolean>();\n const numbers = new Map<string, number>();\n const booleans = new Map<string, boolean>();\n const triggers = new Map<string, boolean>();\n\n for (const [name, def] of Object.entries(inputs)) {\n kinds.set(name, def.type);\n if (def.type === \"number\") {\n const d = def.default ?? 0;\n numberDefaults.set(name, d);\n numbers.set(name, d);\n } else if (def.type === \"boolean\") {\n const d = def.default ?? false;\n booleanDefaults.set(name, d);\n booleans.set(name, d);\n } else {\n triggers.set(name, false);\n }\n }\n\n function setInput(name: string, value: number | boolean): void {\n const kind = kinds.get(name);\n if (kind === undefined) throw new UnknownInputError(name);\n if (kind === \"trigger\") {\n throw new InputTypeError(name, \"is a Trigger; use fireTrigger()\");\n }\n if (kind === \"number\") {\n if (typeof value !== \"number\") {\n throw new InputTypeError(name, `expects a number, received ${typeof value}`);\n }\n if (Number.isNaN(value)) {\n throw new InputTypeError(name, \"cannot be set to NaN\");\n }\n numbers.set(name, value);\n return;\n }\n // kind === \"boolean\"\n if (typeof value !== \"boolean\") {\n throw new InputTypeError(name, `expects a boolean, received ${typeof value}`);\n }\n booleans.set(name, value);\n }\n\n function fireTrigger(name: string): void {\n const kind = kinds.get(name);\n if (kind === undefined) throw new UnknownInputError(name);\n if (kind !== \"trigger\") {\n throw new InputTypeError(name, \"is not a Trigger; use setInput()\");\n }\n triggers.set(name, true);\n }\n\n return {\n setInput,\n fireTrigger,\n // `!` is sound: every declared input is seeded at construction and the\n // compiler validates that conditions only read declared inputs of the\n // matching kind, so these reads always hit a present entry.\n readNumber: (name) => numbers.get(name)!,\n readBoolean: (name) => booleans.get(name)!,\n isPending: (name) => triggers.get(name) === true,\n consume: (name) => {\n triggers.set(name, false);\n },\n reset: () => {\n for (const [name, d] of numberDefaults) numbers.set(name, d);\n for (const [name, d] of booleanDefaults) booleans.set(name, d);\n for (const name of triggers.keys()) triggers.set(name, false);\n },\n };\n}\n","// aispritejs — the input-driven visual state machine (the \"RiveSpriteStateMachine\"\n// engine), exposed only through the `createSpriteAnimator` factory. Implemented\n// as closures, not a class, so methods never depend on `this` and the\n// constructor surface stays hidden (family convention: public API = createX).\n//\n// Determinism: the only state advanced by `update` is `elapsed` (by `dt * speed`)\n// plus the input store; transitions are resolved over precomputed, deterministically\n// ordered candidate lists. Identical input + dt sequences therefore yield identical\n// frame sequences. The no-transition path allocates nothing.\n\nimport { type CompiledState, compileGraph } from \"./compile.js\";\nimport { createSignal } from \"./emitter.js\";\nimport { SpriteAnimatorDisposedError } from \"./errors.js\";\nimport { createInputStore } from \"./inputs.js\";\nimport type {\n CompleteHandler,\n ListenerOptions,\n SpriteAnimator,\n SpriteGraph,\n StateChangeHandler,\n Unsubscribe,\n} from \"./types.js\";\n\ninterface StateChangePayload {\n readonly to: string;\n readonly from: string;\n}\n\nconst NO_TRIGGERS: readonly string[] = [];\n\n/**\n * Build a renderer-agnostic visual animator from an input-driven graph.\n *\n * @param graph - inputs, states, transitions, animations (+ optional per-frame\n * timings). Validated eagerly; an invalid graph throws {@link InvalidGraphError}\n * and no animator is returned.\n * @returns a {@link SpriteAnimator}.\n *\n * @public\n */\nexport function createSpriteAnimator(graph: SpriteGraph): SpriteAnimator {\n const compiled = compileGraph(graph);\n const store = createInputStore(graph.inputs);\n const stateChange = createSignal<StateChangePayload>();\n const complete = createSignal<string>();\n\n let current: CompiledState = mustState(compiled.initial);\n let elapsed = 0;\n let completed = false;\n let activeFrameIndex = 0;\n // Every compiled state has >= 1 frame (validated), so frame 0 always exists.\n let activeFrameKey: string = current.frameKeys[0]!;\n let disposed = false;\n\n // `name` is always an initial / transition `to` / `onEnd` target, all\n // validated to exist by compileGraph, so the lookup never misses.\n function mustState(name: string): CompiledState {\n return compiled.states.get(name)!;\n }\n\n /** Enter `to`, optionally consuming the triggers the taking transition used. */\n function enter(to: string, consume: readonly string[]): void {\n const from = current.name;\n for (let i = 0; i < consume.length; i++) {\n store.consume(consume[i]!);\n }\n current = mustState(to);\n elapsed = 0;\n completed = false;\n activeFrameIndex = 0;\n activeFrameKey = current.frameKeys[0]!;\n // A self-re-entry (to === from) restarts the clip but is not a state change.\n if (to !== from) stateChange.emit({ to, from });\n }\n\n /**\n * First *effective* transition leaving `current` (own + Any-State), in\n * (priority desc, declared order) — or `undefined`. A transition whose target\n * equals the current state is effective only if it consumes a Trigger (a\n * Number/Boolean self-loop would otherwise restart the clip every frame).\n */\n function resolve(): { to: string; triggers: readonly string[] } | undefined {\n // Every state has a candidate list (built for all states by compileGraph).\n const list = compiled.candidatesByState.get(current.name)!;\n for (let i = 0; i < list.length; i++) {\n const t = list[i]!;\n let ok = true;\n const conds = t.conditions;\n for (let j = 0; j < conds.length; j++) {\n if (!conds[j]!(store)) {\n ok = false;\n break;\n }\n }\n if (!ok) continue;\n if (t.to === current.name && t.triggers.length === 0) continue;\n return { to: t.to, triggers: t.triggers };\n }\n return undefined;\n }\n\n function update(deltaMs: number): void {\n if (disposed) throw new SpriteAnimatorDisposedError();\n\n // Advance the playback timer (negative dt clamped to 0 for determinism).\n elapsed += (deltaMs > 0 ? deltaMs : 0) * current.speed;\n\n // Evaluate input-driven transitions first; an explicit transition wins over\n // implicit end-of-clip behaviour.\n const chosen = resolve();\n if (chosen) {\n enter(chosen.to, chosen.triggers);\n return;\n }\n\n // Compute the active frame from accumulated time vs cumulative durations.\n const cs = current;\n const n = cs.frameKeys.length;\n let ended = false;\n if (!cs.loop && elapsed >= cs.total) {\n activeFrameIndex = n - 1;\n ended = true;\n } else {\n const t = cs.loop ? elapsed % cs.total : elapsed;\n let i = 0;\n // First index whose cumulative end exceeds t (i < n-1 keeps it in range,\n // and t < total guarantees a match no later than the last frame).\n while (i < n - 1 && t >= cs.cumulative[i]!) i++;\n activeFrameIndex = i;\n }\n activeFrameKey = cs.frameKeys[activeFrameIndex]!;\n\n // Fire onComplete once for a finished non-looping clip, then auto-transition.\n if (ended && !completed) {\n completed = true;\n complete.emit(cs.name);\n if (cs.onEnd !== undefined) enter(cs.onEnd, NO_TRIGGERS);\n }\n }\n\n function reset(): void {\n if (disposed) throw new SpriteAnimatorDisposedError();\n const from = current.name;\n store.reset();\n current = mustState(compiled.initial);\n elapsed = 0;\n completed = false;\n activeFrameIndex = 0;\n activeFrameKey = current.frameKeys[0]!;\n if (from !== compiled.initial) stateChange.emit({ to: compiled.initial, from });\n }\n\n function dispose(): void {\n if (disposed) return;\n disposed = true;\n stateChange.clear();\n complete.clear();\n }\n\n return {\n setInput(name, value) {\n if (disposed) throw new SpriteAnimatorDisposedError();\n store.setInput(name, value);\n },\n fireTrigger(name) {\n if (disposed) throw new SpriteAnimatorDisposedError();\n store.fireTrigger(name);\n },\n update,\n reset,\n dispose,\n onStateChange(handler: StateChangeHandler, options?: ListenerOptions): Unsubscribe {\n if (disposed) return () => {};\n return stateChange.on((p) => handler(p.to, p.from), options);\n },\n onComplete(handler: CompleteHandler, options?: ListenerOptions): Unsubscribe {\n if (disposed) return () => {};\n return complete.on(handler, options);\n },\n get activeState() {\n return current.name;\n },\n get activeFrameKey() {\n return activeFrameKey;\n },\n get activeFrameIndex() {\n return activeFrameIndex;\n },\n get disposed() {\n return disposed;\n },\n };\n}\n","// aispritejs/atlas — parse a PixiJS-v8-native atlas into a SpriteGraph the core\n// can consume. The atlas supplies the universal `animations` / `frames` blocks;\n// the input-driven control (`inputs` / `states` / `transitions`) comes either\n// from the atlas itself (the augmented shape in the README) or from a separate\n// `control` argument.\n//\n// A foreign, event-driven `states` block (the FSM shape `{ initial, definitions }`\n// emitted by other tools) is detected and ignored — `aispritejs` never adopts\n// it. The canonical structure is described by `schemas/aispritejs-graph.schema.json`,\n// shipped alongside this module; the checks below mirror it (fail-fast, no\n// runtime schema-validator dependency).\n//\n// Pure and zero-dependency: it imports only the core (same package) and returns\n// a plain SpriteGraph. `loadAtlas` additionally builds the animator, surfacing\n// semantic errors (InvalidGraphError) eagerly.\n\nimport {\n type FrameTiming,\n type InputDef,\n type SpriteAnimator,\n type SpriteGraph,\n type StateDef,\n type TransitionDef,\n createSpriteAnimator,\n} from \"../sprite/index.js\";\n\n/**\n * Thrown when an atlas is structurally unusable — not an object, missing or\n * malformed `animations`, or carrying no `aispritejs` control block (and none\n * supplied separately). Semantic problems (unknown transition targets, etc.)\n * surface later as {@link InvalidGraphError} from the core.\n *\n * @public\n */\nexport class InvalidAtlasError extends Error {\n constructor(message: string) {\n super(`aispritejs/atlas: ${message}`);\n this.name = \"InvalidAtlasError\";\n }\n}\n\n/**\n * The `aispritejs` input-driven control block — everything in a {@link SpriteGraph}\n * except the universal `animations` / `frames` that come from the atlas. Supply\n * this as the second argument to drive an atlas whose own `states` block is\n * foreign (event-driven) or absent.\n *\n * @public\n */\nexport interface SpriteControl {\n readonly inputs: Readonly<Record<string, InputDef>>;\n readonly states: Readonly<Record<string, StateDef>>;\n readonly transitions: readonly TransitionDef[];\n readonly initial?: string;\n readonly defaultFrameDuration?: number;\n}\n\nfunction isObject(v: unknown): v is Record<string, unknown> {\n return typeof v === \"object\" && v !== null && !Array.isArray(v);\n}\n\n/**\n * True for the foreign, event-driven `states` shape `{ initial, definitions }`.\n * Decisive: an `aispritejs` `states` is a flat map whose values are objects, so\n * a *string* `states.initial` only ever appears in the foreign wrapper.\n */\nfunction isForeignStates(states: unknown): boolean {\n return isObject(states) && typeof states.initial === \"string\" && isObject(states.definitions);\n}\n\nfunction assertAnimations(value: unknown): Record<string, readonly string[]> {\n if (!isObject(value)) {\n throw new InvalidAtlasError(\"`animations` must be an object of frame-key lists\");\n }\n for (const [name, list] of Object.entries(value)) {\n if (!Array.isArray(list) || list.some((k) => typeof k !== \"string\")) {\n throw new InvalidAtlasError(`animation \"${name}\" must be an array of frame-key strings`);\n }\n }\n return value as Record<string, readonly string[]>;\n}\n\n/**\n * Parse a (possibly augmented) PixiJS-v8 atlas into a {@link SpriteGraph}.\n *\n * @param atlas - a parsed atlas object: `animations` (required) + optional\n * `frames`, and — for the augmented shape — `inputs` / `states` / `transitions`.\n * @param control - an explicit {@link SpriteControl} that supplies (or overrides)\n * the input-driven graph. Required when the atlas has no `aispritejs` control\n * block or its `states` is foreign (event-driven).\n * @returns a {@link SpriteGraph} ready for `createSpriteAnimator`.\n * @throws {@link InvalidAtlasError} on a structurally unusable atlas.\n *\n * @public\n */\nexport function parseAtlas(atlas: unknown, control?: SpriteControl): SpriteGraph {\n if (!isObject(atlas)) {\n throw new InvalidAtlasError(\"atlas must be an object\");\n }\n\n const animations = assertAnimations(atlas.animations);\n const frames = atlas.frames;\n if (frames !== undefined && !isObject(frames)) {\n throw new InvalidAtlasError(\"`frames`, if present, must be an object keyed by frame key\");\n }\n\n let resolved: SpriteControl;\n if (control) {\n resolved = control;\n } else {\n if (isForeignStates(atlas.states)) {\n throw new InvalidAtlasError(\n \"atlas `states` is event-driven (has `initial`/`definitions`); pass an aispritejs control block as the second argument\",\n );\n }\n if (!isObject(atlas.inputs) || !isObject(atlas.states) || !Array.isArray(atlas.transitions)) {\n throw new InvalidAtlasError(\n \"atlas has no aispritejs control block (inputs/states/transitions); pass one as the second argument\",\n );\n }\n resolved = {\n inputs: atlas.inputs as Record<string, InputDef>,\n states: atlas.states as Record<string, StateDef>,\n transitions: atlas.transitions as readonly TransitionDef[],\n ...(typeof atlas.initial === \"string\" ? { initial: atlas.initial } : {}),\n ...(typeof atlas.defaultFrameDuration === \"number\"\n ? { defaultFrameDuration: atlas.defaultFrameDuration }\n : {}),\n };\n }\n\n return {\n animations,\n ...(frames ? { frames: frames as Record<string, FrameTiming> } : {}),\n inputs: resolved.inputs,\n states: resolved.states,\n transitions: resolved.transitions,\n ...(resolved.initial !== undefined ? { initial: resolved.initial } : {}),\n ...(resolved.defaultFrameDuration !== undefined\n ? { defaultFrameDuration: resolved.defaultFrameDuration }\n : {}),\n };\n}\n\n/**\n * Parse an atlas and build a {@link SpriteAnimator} in one step — the fail-fast\n * \"load\" entry. Structural problems throw {@link InvalidAtlasError}; semantic\n * problems throw {@link InvalidGraphError} from the core.\n *\n * @public\n */\nexport function loadAtlas(atlas: unknown, control?: SpriteControl): SpriteAnimator {\n return createSpriteAnimator(parseAtlas(atlas, control));\n}\n"]}
1
+ 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aispritejs — named error classes. Named errors instead of bare throws let\n// callers branch on failure mode (e.g. distinguish a typo'd input from a\n// post-dispose call) and keep stack traces meaningful.\n\n/**\n * Thrown by `setInput` / `fireTrigger` / `update` / `reset` after the animator\n * has been disposed.\n *\n * @public\n */\nexport class SpriteAnimatorDisposedError extends Error {\n constructor() {\n super(\"aispritejs: animator has been disposed; this operation is not allowed\");\n this.name = \"SpriteAnimatorDisposedError\";\n }\n}\n\n/**\n * Thrown by `createSpriteAnimator` when the graph fails validation — a state\n * references a missing animation, a transition points at an unknown state, a\n * condition uses an operator the input kind does not support, a duration is\n * non-positive, and so on. Fail-fast: an invalid graph never produces a\n * half-built animator.\n *\n * @public\n */\nexport class InvalidGraphError extends Error {\n constructor(message: string) {\n super(`aispritejs: invalid graph — ${message}`);\n this.name = \"InvalidGraphError\";\n }\n}\n\n/**\n * Thrown by `setInput` / `fireTrigger` when the named input is not declared in\n * the graph's `inputs` block.\n *\n * @public\n */\nexport class UnknownInputError extends Error {\n readonly input: string;\n constructor(input: string) {\n super(`aispritejs: unknown input \"${input}\"; declare it in the graph's inputs block`);\n this.name = \"UnknownInputError\";\n this.input = input;\n }\n}\n\n/**\n * Thrown when an input is used against its kind — `setInput` with the wrong\n * value type, `setInput` on a Trigger, or `fireTrigger` on a non-Trigger.\n *\n * @public\n */\nexport class InputTypeError extends Error {\n readonly input: string;\n constructor(input: string, message: string) {\n super(`aispritejs: input \"${input}\" — ${message}`);\n this.name = \"InputTypeError\";\n this.input = input;\n }\n}\n","// aispritejs — graph compiler. Validates every cross-reference the type system\n// cannot (animation existence, transition targets, operator/kind compatibility,\n// positive durations) and normalises the graph into a precomputed runtime form:\n// per-state cumulative frame timings and per-state transition candidate lists\n// sorted by (priority desc, declared-order asc). All allocation happens here,\n// once, so `update()` stays allocation-free.\n\nimport { InvalidGraphError } from \"./errors.js\";\nimport type { InputStore } from \"./inputs.js\";\nimport type { SpriteGraph } from \"./types.js\";\n\n/** A compiled condition: a closure that reads the live store and returns a boolean. */\nexport type ConditionFn = (store: InputStore) => boolean;\n\nexport interface CompiledTransition {\n readonly from: string;\n readonly to: string;\n readonly priority: number;\n /** Declared index — the deterministic tie-break when priorities are equal. */\n readonly order: number;\n /** AND-ed at runtime; empty means \"matches unconditionally\". */\n readonly conditions: readonly ConditionFn[];\n /** Trigger input names this transition consumes when taken. */\n readonly triggers: readonly string[];\n}\n\nexport interface CompiledState {\n readonly name: string;\n readonly animation: string;\n readonly loop: boolean;\n readonly speed: number;\n readonly onEnd: string | undefined;\n readonly frameKeys: readonly string[];\n /** `cumulative[i]` = summed duration of frames `0..i`; last entry === `total`. */\n readonly cumulative: readonly number[];\n readonly total: number;\n}\n\nexport interface CompiledGraph {\n readonly initial: string;\n readonly states: ReadonlyMap<string, CompiledState>;\n readonly candidatesByState: ReadonlyMap<string, readonly CompiledTransition[]>;\n}\n\nconst DEFAULT_FRAME_DURATION = 100;\n\n/** @internal */\nexport function isObject(v: unknown): v is Record<string, unknown> {\n return typeof v === \"object\" && v !== null && !Array.isArray(v);\n}\n\nexport function compileGraph(graph: SpriteGraph): CompiledGraph {\n const stateEntries = Object.entries(graph.states);\n if (stateEntries.length === 0) {\n throw new InvalidGraphError(\"states must declare at least one state\");\n }\n\n // Inputs: types are enforced by TS, but a graph loaded from untyped JSON can\n // still carry a bad `type`. Validate so a bad input fails here, not silently.\n for (const [name, def] of Object.entries(graph.inputs)) {\n if (def.type !== \"number\" && def.type !== \"boolean\" && def.type !== \"trigger\") {\n throw new InvalidGraphError(\n `input \"${name}\" has unknown type \"${(def as { type: string }).type}\"`,\n );\n }\n }\n\n const defaultDuration = graph.defaultFrameDuration ?? DEFAULT_FRAME_DURATION;\n if (!Number.isFinite(defaultDuration) || defaultDuration <= 0) {\n throw new InvalidGraphError(\n `defaultFrameDuration must be a finite number > 0, got ${defaultDuration}`,\n );\n }\n\n if (graph.frames) {\n for (const [key, timing] of Object.entries(graph.frames)) {\n if (!isObject(timing as unknown)) {\n throw new InvalidGraphError(`frame \"${key}\" timing must be an object`);\n }\n if (\n timing.duration !== undefined &&\n (!Number.isFinite(timing.duration) || timing.duration <= 0)\n ) {\n throw new InvalidGraphError(\n `frame \"${key}\" duration must be a finite number > 0, got ${timing.duration}`,\n );\n }\n }\n }\n\n const initial = graph.initial ?? stateEntries[0]![0];\n if (!Object.hasOwn(graph.states, initial)) {\n throw new InvalidGraphError(`initial state \"${initial}\" is not declared`);\n }\n\n // --- compile states -----------------------------------------------------\n const states = new Map<string, CompiledState>();\n for (const [name, st] of stateEntries) {\n const frameKeys = graph.animations[st.animation];\n if (frameKeys === undefined || !Object.hasOwn(graph.animations, st.animation)) {\n throw new InvalidGraphError(`state \"${name}\" references unknown animation \"${st.animation}\"`);\n }\n if (frameKeys.length === 0) {\n throw new InvalidGraphError(`animation \"${st.animation}\" (state \"${name}\") has no frames`);\n }\n const speed = st.speed ?? 1;\n if (!Number.isFinite(speed) || speed <= 0) {\n throw new InvalidGraphError(\n `state \"${name}\" speed must be a finite number > 0, got ${speed}`,\n );\n }\n const loop = st.loop === true;\n if (loop && st.onEnd !== undefined) {\n throw new InvalidGraphError(\n `state \"${name}\" loops, so onEnd \"${st.onEnd}\" would never fire; set loop:false or drop onEnd`,\n );\n }\n if (st.onEnd !== undefined && !Object.hasOwn(graph.states, st.onEnd)) {\n throw new InvalidGraphError(`state \"${name}\" onEnd target \"${st.onEnd}\" is not declared`);\n }\n\n const cumulative: number[] = [];\n let running = 0;\n for (const key of frameKeys) {\n running += graph.frames?.[key]?.duration ?? defaultDuration;\n cumulative.push(running);\n }\n\n states.set(name, {\n name,\n animation: st.animation,\n loop,\n speed,\n onEnd: st.onEnd,\n frameKeys,\n cumulative,\n total: running,\n });\n }\n\n // --- compile transitions ------------------------------------------------\n const compiled: CompiledTransition[] = [];\n graph.transitions.forEach((t, order) => {\n if (!isObject(t as unknown)) {\n throw new InvalidGraphError(`transition #${order} must be an object`);\n }\n if (t.when !== undefined && !Array.isArray(t.when)) {\n throw new InvalidGraphError(`transition #${order} \"when\" must be an array`);\n }\n if (t.from !== \"*\" && !Object.hasOwn(graph.states, t.from)) {\n throw new InvalidGraphError(`transition #${order} from \"${t.from}\" is not a declared state`);\n }\n if (!Object.hasOwn(graph.states, t.to)) {\n throw new InvalidGraphError(`transition #${order} to \"${t.to}\" is not a declared state`);\n }\n\n const conditions: ConditionFn[] = [];\n const triggers: string[] = [];\n for (const c of t.when ?? []) {\n const def = graph.inputs[c.input];\n if (def === undefined || !Object.hasOwn(graph.inputs, c.input)) {\n throw new InvalidGraphError(\n `transition #${order} condition references unknown input \"${c.input}\"`,\n );\n }\n compileCondition(order, c.input, c.op, c.value, def.type, conditions, triggers);\n }\n\n compiled.push({\n from: t.from,\n to: t.to,\n priority: t.priority ?? 0,\n order,\n conditions,\n triggers,\n });\n });\n\n // --- group candidates per state (own + Any-State), sorted ---------------\n const candidatesByState = new Map<string, readonly CompiledTransition[]>();\n for (const [name] of stateEntries) {\n const list = compiled.filter((t) => t.from === name || t.from === \"*\");\n // Stable by construction (declared order), but make the tie-break explicit.\n list.sort((a, b) => b.priority - a.priority || a.order - b.order);\n candidatesByState.set(name, list);\n }\n\n return { initial, states, candidatesByState };\n}\n\nfunction compileCondition(\n order: number,\n input: string,\n op: string,\n value: number | boolean | undefined,\n kind: \"number\" | \"boolean\" | \"trigger\",\n out: ConditionFn[],\n triggers: string[],\n): void {\n switch (op) {\n case \"Trigger\": {\n if (kind !== \"trigger\") {\n throw new InvalidGraphError(\n `transition #${order}: op Trigger requires a trigger input, but \"${input}\" is ${kind}`,\n );\n }\n if (value !== undefined) {\n throw new InvalidGraphError(\n `transition #${order}: Trigger condition on \"${input}\" must not carry a value`,\n );\n }\n out.push((s) => s.isPending(input));\n triggers.push(input);\n return;\n }\n case \"GreaterThan\":\n case \"LessThan\": {\n if (kind !== \"number\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} requires a number input, but \"${input}\" is ${kind}`,\n );\n }\n if (typeof value !== \"number\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} on \"${input}\" needs a numeric value`,\n );\n }\n const v = value;\n out.push(\n op === \"GreaterThan\" ? (s) => s.readNumber(input) > v : (s) => s.readNumber(input) < v,\n );\n return;\n }\n case \"Equals\":\n case \"NotEquals\": {\n if (kind === \"trigger\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} cannot apply to trigger input \"${input}\"`,\n );\n }\n if (kind === \"number\") {\n if (typeof value !== \"number\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} on number input \"${input}\" needs a numeric value`,\n );\n }\n const v = value;\n out.push(\n op === \"Equals\" ? (s) => s.readNumber(input) === v : (s) => s.readNumber(input) !== v,\n );\n return;\n }\n // kind === \"boolean\"\n if (typeof value !== \"boolean\") {\n throw new InvalidGraphError(\n `transition #${order}: op ${op} on boolean input \"${input}\" needs a boolean value`,\n );\n }\n const v = value;\n out.push(\n op === \"Equals\" ? (s) => s.readBoolean(input) === v : (s) => s.readBoolean(input) !== v,\n );\n return;\n }\n default:\n throw new InvalidGraphError(`transition #${order}: unknown operator \"${op}\"`);\n }\n}\n","// aispritejs — a tiny single-payload typed signal. This is the package's OWN\n// emitter; it deliberately does NOT import `aieventjs` or any sibling (P0\n// zero-cross-package rule). Two instances back `onStateChange` and\n// `onComplete`.\n\nimport type { ListenerOptions, Unsubscribe } from \"./types.js\";\n\n/**\n * A typed fan-out of one payload `P`. `emit` is allocation-free in the common\n * case; it snapshots listeners only when there is at least one, so a handler\n * that unsubscribes (or a `once` handler) cannot corrupt the in-flight\n * iteration.\n */\nexport interface Signal<P> {\n on(handler: (payload: P) => void, options?: ListenerOptions): Unsubscribe;\n emit(payload: P): void;\n /** Drop every listener (used by `dispose`). */\n clear(): void;\n}\n\nexport function createSignal<P>(): Signal<P> {\n const listeners = new Set<(payload: P) => void>();\n\n function on(handler: (payload: P) => void, options?: ListenerOptions): Unsubscribe {\n // An already-aborted signal means the listener is dead on arrival.\n if (options?.signal?.aborted) return () => {};\n\n let detachAbort: (() => void) | undefined;\n // One teardown shared by the unsubscribe return, the once-wrapper, and the\n // abort handler, so every path also detaches the abort listener — a `once`\n // handler that passed a `{ signal }` must not leave the abort listener\n // attached after it fires.\n const cleanup: Unsubscribe = () => {\n listeners.delete(wrapped);\n if (detachAbort) {\n detachAbort();\n detachAbort = undefined;\n }\n };\n\n let wrapped: (payload: P) => void = handler;\n if (options?.once) {\n wrapped = (payload) => {\n cleanup();\n handler(payload);\n };\n }\n listeners.add(wrapped);\n\n const sig = options?.signal;\n if (sig) {\n const onAbort = () => cleanup();\n sig.addEventListener(\"abort\", onAbort, { once: true });\n detachAbort = () => sig.removeEventListener(\"abort\", onAbort);\n }\n\n return cleanup;\n }\n\n function emit(payload: P): void {\n if (listeners.size === 0) return;\n // Snapshot so a handler that unsubscribes (including the once-wrapper)\n // during dispatch does not perturb this pass.\n for (const fn of [...listeners]) fn(payload);\n }\n\n function clear(): void {\n listeners.clear();\n }\n\n return { on, emit, clear };\n}\n","// aispritejs — the input store. Holds Number / Boolean values and Trigger\n// pending flags with O(1) lookup. All declared inputs are seeded at\n// construction so reads are total (the compiler guarantees every condition\n// references a declared input of the matching kind, so the non-null reads\n// below are sound).\n\nimport { InputTypeError, UnknownInputError } from \"./errors.js\";\nimport type { InputDef } from \"./types.js\";\n\nexport interface InputStore {\n /** Set a Number/Boolean input. Throws on unknown name or kind mismatch. */\n setInput(name: string, value: number | boolean): void;\n /** Mark a Trigger pending. Throws on unknown name or non-Trigger. */\n fireTrigger(name: string): void;\n /** Read a Number input (caller guarantees `name` is a declared Number). */\n readNumber(name: string): number;\n /** Read a Boolean input (caller guarantees `name` is a declared Boolean). */\n readBoolean(name: string): boolean;\n /** Whether a Trigger is currently pending. */\n isPending(name: string): boolean;\n /** Consume (reset) a pending Trigger after a transition takes it. */\n consume(name: string): void;\n /** Restore every input to its declared default and clear all triggers. */\n reset(): void;\n}\n\ntype Kind = \"number\" | \"boolean\" | \"trigger\";\n\nexport function createInputStore(inputs: Readonly<Record<string, InputDef>>): InputStore {\n const kinds = new Map<string, Kind>();\n const numberDefaults = new Map<string, number>();\n const booleanDefaults = new Map<string, boolean>();\n const numbers = new Map<string, number>();\n const booleans = new Map<string, boolean>();\n const triggers = new Map<string, boolean>();\n\n for (const [name, def] of Object.entries(inputs)) {\n kinds.set(name, def.type);\n if (def.type === \"number\") {\n const d = def.default ?? 0;\n numberDefaults.set(name, d);\n numbers.set(name, d);\n } else if (def.type === \"boolean\") {\n const d = def.default ?? false;\n booleanDefaults.set(name, d);\n booleans.set(name, d);\n } else {\n triggers.set(name, false);\n }\n }\n\n function setInput(name: string, value: number | boolean): void {\n const kind = kinds.get(name);\n if (kind === undefined) throw new UnknownInputError(name);\n if (kind === \"trigger\") {\n throw new InputTypeError(name, \"is a Trigger; use fireTrigger()\");\n }\n if (kind === \"number\") {\n if (typeof value !== \"number\") {\n throw new InputTypeError(name, `expects a number, received ${typeof value}`);\n }\n if (Number.isNaN(value)) {\n throw new InputTypeError(name, \"cannot be set to NaN\");\n }\n numbers.set(name, value);\n return;\n }\n // kind === \"boolean\"\n if (typeof value !== \"boolean\") {\n throw new InputTypeError(name, `expects a boolean, received ${typeof value}`);\n }\n booleans.set(name, value);\n }\n\n function fireTrigger(name: string): void {\n const kind = kinds.get(name);\n if (kind === undefined) throw new UnknownInputError(name);\n if (kind !== \"trigger\") {\n throw new InputTypeError(name, \"is not a Trigger; use setInput()\");\n }\n triggers.set(name, true);\n }\n\n return {\n setInput,\n fireTrigger,\n // `!` is sound: every declared input is seeded at construction and the\n // compiler validates that conditions only read declared inputs of the\n // matching kind, so these reads always hit a present entry.\n readNumber: (name) => numbers.get(name)!,\n readBoolean: (name) => booleans.get(name)!,\n isPending: (name) => triggers.get(name) === true,\n consume: (name) => {\n triggers.set(name, false);\n },\n reset: () => {\n for (const [name, d] of numberDefaults) numbers.set(name, d);\n for (const [name, d] of booleanDefaults) booleans.set(name, d);\n for (const name of triggers.keys()) triggers.set(name, false);\n },\n };\n}\n","// aispritejs — the input-driven visual state machine (the \"RiveSpriteStateMachine\"\n// engine), exposed only through the `createSpriteAnimator` factory. Implemented\n// as closures, not a class, so methods never depend on `this` and the\n// constructor surface stays hidden (family convention: public API = createX).\n//\n// Determinism: the only state advanced by `update` is `elapsed` (by `dt * speed`)\n// plus the input store; transitions are resolved over precomputed, deterministically\n// ordered candidate lists. Identical input + dt sequences therefore yield identical\n// frame sequences. The no-transition path allocates nothing.\n\nimport { type CompiledState, compileGraph } from \"./compile.js\";\nimport { createSignal } from \"./emitter.js\";\nimport { SpriteAnimatorDisposedError } from \"./errors.js\";\nimport { createInputStore } from \"./inputs.js\";\nimport type {\n CompleteHandler,\n ListenerOptions,\n SpriteAnimator,\n SpriteGraph,\n StateChangeHandler,\n Unsubscribe,\n} from \"./types.js\";\n\ninterface StateChangePayload {\n readonly to: string;\n readonly from: string;\n}\n\nconst NO_TRIGGERS: readonly string[] = [];\n\n/**\n * Build a renderer-agnostic visual animator from an input-driven graph.\n *\n * @param graph - inputs, states, transitions, animations (+ optional per-frame\n * timings). Validated eagerly; an invalid graph throws {@link InvalidGraphError}\n * and no animator is returned.\n * @returns a {@link SpriteAnimator}.\n *\n * @public\n */\nexport function createSpriteAnimator(graph: SpriteGraph): SpriteAnimator {\n const compiled = compileGraph(graph);\n const store = createInputStore(graph.inputs);\n const stateChange = createSignal<StateChangePayload>();\n const complete = createSignal<string>();\n\n let current: CompiledState = mustState(compiled.initial);\n let elapsed = 0;\n let completed = false;\n let activeFrameIndex = 0;\n // Every compiled state has >= 1 frame (validated), so frame 0 always exists.\n let activeFrameKey: string = current.frameKeys[0]!;\n let disposed = false;\n\n // `name` is always an initial / transition `to` / `onEnd` target, all\n // validated to exist by compileGraph, so the lookup never misses.\n function mustState(name: string): CompiledState {\n return compiled.states.get(name)!;\n }\n\n /** Enter `to`, optionally consuming the triggers the taking transition used. */\n function enter(to: string, consume: readonly string[]): void {\n const from = current.name;\n for (let i = 0; i < consume.length; i++) {\n store.consume(consume[i]!);\n }\n current = mustState(to);\n elapsed = 0;\n completed = false;\n activeFrameIndex = 0;\n activeFrameKey = current.frameKeys[0]!;\n // A self-re-entry (to === from) restarts the clip but is not a state change.\n if (to !== from) stateChange.emit({ to, from });\n }\n\n /**\n * First *effective* transition leaving `current` (own + Any-State), in\n * (priority desc, declared order) — or `undefined`. A transition whose target\n * equals the current state is effective only if it consumes a Trigger (a\n * Number/Boolean self-loop would otherwise restart the clip every frame).\n */\n function resolve(): { to: string; triggers: readonly string[] } | undefined {\n // Every state has a candidate list (built for all states by compileGraph).\n const list = compiled.candidatesByState.get(current.name)!;\n for (let i = 0; i < list.length; i++) {\n const t = list[i]!;\n let ok = true;\n const conds = t.conditions;\n for (let j = 0; j < conds.length; j++) {\n if (!conds[j]!(store)) {\n ok = false;\n break;\n }\n }\n if (!ok) continue;\n if (t.to === current.name && t.triggers.length === 0) continue;\n return { to: t.to, triggers: t.triggers };\n }\n return undefined;\n }\n\n function update(deltaMs: number): void {\n if (disposed) throw new SpriteAnimatorDisposedError();\n\n // Advance the playback timer (non-finite or non-positive dt clamped to 0 for determinism).\n // NOTE: `elapsed` accumulates without bound in looping states (intentional design choice).\n // Drift from floating-point accumulation is sub-ULP-relevant only after continuous play\n // on the order of years; a periodic reset (e.g. on state entry) would be premature.\n elapsed += (Number.isFinite(deltaMs) && deltaMs > 0 ? deltaMs : 0) * current.speed;\n\n // Evaluate input-driven transitions first; an explicit transition wins over\n // implicit end-of-clip behaviour.\n const chosen = resolve();\n if (chosen) {\n enter(chosen.to, chosen.triggers);\n return;\n }\n\n // Compute the active frame from accumulated time vs cumulative durations.\n const cs = current;\n const n = cs.frameKeys.length;\n let ended = false;\n if (!cs.loop && elapsed >= cs.total) {\n activeFrameIndex = n - 1;\n ended = true;\n } else {\n const t = cs.loop ? elapsed % cs.total : elapsed;\n let i = 0;\n // First index whose cumulative end exceeds t (i < n-1 keeps it in range,\n // and t < total guarantees a match no later than the last frame).\n while (i < n - 1 && t >= cs.cumulative[i]!) i++;\n activeFrameIndex = i;\n }\n activeFrameKey = cs.frameKeys[activeFrameIndex]!;\n\n // Fire onComplete once for a finished non-looping clip, then auto-transition.\n if (ended && !completed) {\n completed = true;\n complete.emit(cs.name);\n if (cs.onEnd !== undefined) enter(cs.onEnd, NO_TRIGGERS);\n }\n }\n\n function reset(): void {\n if (disposed) throw new SpriteAnimatorDisposedError();\n const from = current.name;\n store.reset();\n current = mustState(compiled.initial);\n elapsed = 0;\n completed = false;\n activeFrameIndex = 0;\n activeFrameKey = current.frameKeys[0]!;\n if (from !== compiled.initial) stateChange.emit({ to: compiled.initial, from });\n }\n\n function dispose(): void {\n if (disposed) return;\n disposed = true;\n stateChange.clear();\n complete.clear();\n }\n\n return {\n setInput(name, value) {\n if (disposed) throw new SpriteAnimatorDisposedError();\n store.setInput(name, value);\n },\n fireTrigger(name) {\n if (disposed) throw new SpriteAnimatorDisposedError();\n store.fireTrigger(name);\n },\n update,\n reset,\n dispose,\n onStateChange(handler: StateChangeHandler, options?: ListenerOptions): Unsubscribe {\n if (disposed) return () => {};\n return stateChange.on((p) => handler(p.to, p.from), options);\n },\n onComplete(handler: CompleteHandler, options?: ListenerOptions): Unsubscribe {\n if (disposed) return () => {};\n return complete.on(handler, options);\n },\n get activeState() {\n return current.name;\n },\n get activeFrameKey() {\n return activeFrameKey;\n },\n get activeFrameIndex() {\n return activeFrameIndex;\n },\n get disposed() {\n return disposed;\n },\n };\n}\n","// aispritejs/atlas — parse a PixiJS-v8-native atlas into a SpriteGraph the core\n// can consume. The atlas supplies the universal `animations` / `frames` blocks;\n// the input-driven control (`inputs` / `states` / `transitions`) comes either\n// from the atlas itself (the augmented shape in the README) or from a separate\n// `control` argument.\n//\n// A foreign, event-driven `states` block (the FSM shape `{ initial, definitions }`\n// emitted by other tools) is detected and ignored — `aispritejs` never adopts\n// it. The canonical structure is described by `schemas/aispritejs-graph.schema.json`,\n// shipped alongside this module; the checks below mirror it (fail-fast, no\n// runtime schema-validator dependency).\n//\n// Pure and zero-dependency: it imports only the core (same package) and returns\n// a plain SpriteGraph. `loadAtlas` additionally builds the animator, surfacing\n// semantic errors (InvalidGraphError) eagerly.\n\nimport { isObject } from \"../sprite/compile.js\";\nimport {\n type FrameTiming,\n type InputDef,\n type SpriteAnimator,\n type SpriteGraph,\n type StateDef,\n type TransitionDef,\n createSpriteAnimator,\n} from \"../sprite/index.js\";\n\n/**\n * Thrown when an atlas is structurally unusable — not an object, missing or\n * malformed `animations`, or carrying no `aispritejs` control block (and none\n * supplied separately). Semantic problems (unknown transition targets, etc.)\n * surface later as {@link InvalidGraphError} from the core.\n *\n * @public\n */\nexport class InvalidAtlasError extends Error {\n constructor(message: string) {\n super(`aispritejs/atlas: ${message}`);\n this.name = \"InvalidAtlasError\";\n }\n}\n\n/**\n * The `aispritejs` input-driven control block — everything in a {@link SpriteGraph}\n * except the universal `animations` / `frames` that come from the atlas. Supply\n * this as the second argument to drive an atlas whose own `states` block is\n * foreign (event-driven) or absent.\n *\n * @public\n */\nexport interface SpriteControl {\n readonly inputs: Readonly<Record<string, InputDef>>;\n readonly states: Readonly<Record<string, StateDef>>;\n readonly transitions: readonly TransitionDef[];\n readonly initial?: string;\n readonly defaultFrameDuration?: number;\n}\n\n/**\n * True for the foreign, event-driven `states` shape `{ initial, definitions }`.\n * Decisive: an `aispritejs` `states` is a flat map whose values are objects, so\n * a *string* `states.initial` only ever appears in the foreign wrapper.\n */\nfunction isForeignStates(states: unknown): boolean {\n return isObject(states) && typeof states.initial === \"string\" && isObject(states.definitions);\n}\n\nfunction assertAnimations(value: unknown): Record<string, readonly string[]> {\n if (!isObject(value)) {\n throw new InvalidAtlasError(\"`animations` must be an object of frame-key lists\");\n }\n for (const [name, list] of Object.entries(value)) {\n if (!Array.isArray(list) || list.some((k) => typeof k !== \"string\")) {\n throw new InvalidAtlasError(`animation \"${name}\" must be an array of frame-key strings`);\n }\n }\n return value as Record<string, readonly string[]>;\n}\n\n/**\n * Parse a (possibly augmented) PixiJS-v8 atlas into a {@link SpriteGraph}.\n *\n * @param atlas - a parsed atlas object: `animations` (required) + optional\n * `frames`, and — for the augmented shape — `inputs` / `states` / `transitions`.\n * @param control - an explicit {@link SpriteControl} that supplies (or overrides)\n * the input-driven graph. Required when the atlas has no `aispritejs` control\n * block or its `states` is foreign (event-driven).\n * @returns a {@link SpriteGraph} ready for `createSpriteAnimator`.\n * @throws {@link InvalidAtlasError} on a structurally unusable atlas.\n *\n * @public\n */\nexport function parseAtlas(atlas: unknown, control?: SpriteControl): SpriteGraph {\n if (!isObject(atlas)) {\n throw new InvalidAtlasError(\"atlas must be an object\");\n }\n\n const animations = assertAnimations(atlas.animations);\n const frames = atlas.frames;\n if (frames !== undefined && !isObject(frames)) {\n throw new InvalidAtlasError(\"`frames`, if present, must be an object keyed by frame key\");\n }\n if (isObject(frames)) {\n for (const [key, entry] of Object.entries(frames)) {\n if (!isObject(entry)) {\n const actualType = entry === null ? \"null\" : Array.isArray(entry) ? \"array\" : typeof entry;\n throw new InvalidAtlasError(`frame entry \"${key}\" must be an object, got ${actualType}`);\n }\n }\n }\n\n let resolved: SpriteControl;\n if (control) {\n resolved = control;\n } else {\n if (isForeignStates(atlas.states)) {\n throw new InvalidAtlasError(\n \"atlas `states` is event-driven (has `initial`/`definitions`); pass an aispritejs control block as the second argument\",\n );\n }\n if (!isObject(atlas.inputs) || !isObject(atlas.states) || !Array.isArray(atlas.transitions)) {\n throw new InvalidAtlasError(\n \"atlas has no aispritejs control block (inputs/states/transitions); pass one as the second argument\",\n );\n }\n for (const [key, val] of Object.entries(atlas.inputs)) {\n if (!isObject(val)) {\n const actualType = val === null ? \"null\" : Array.isArray(val) ? \"array\" : typeof val;\n throw new InvalidAtlasError(`input entry \"${key}\" must be an object, got ${actualType}`);\n }\n }\n for (const [key, val] of Object.entries(atlas.states)) {\n if (!isObject(val)) {\n const actualType = val === null ? \"null\" : Array.isArray(val) ? \"array\" : typeof val;\n throw new InvalidAtlasError(`state entry \"${key}\" must be an object, got ${actualType}`);\n }\n }\n const rawTransitions = atlas.transitions as unknown[];\n for (let i = 0; i < rawTransitions.length; i++) {\n const entry = rawTransitions[i];\n if (!isObject(entry)) {\n const actualType = entry === null ? \"null\" : Array.isArray(entry) ? \"array\" : typeof entry;\n throw new InvalidAtlasError(`transitions[${i}] must be an object, got ${actualType}`);\n }\n }\n resolved = {\n inputs: atlas.inputs as Record<string, InputDef>,\n states: atlas.states as Record<string, StateDef>,\n transitions: rawTransitions as readonly TransitionDef[],\n ...(typeof atlas.initial === \"string\" ? { initial: atlas.initial } : {}),\n ...(typeof atlas.defaultFrameDuration === \"number\"\n ? { defaultFrameDuration: atlas.defaultFrameDuration }\n : {}),\n };\n }\n\n return {\n animations,\n ...(frames ? { frames: frames as Record<string, FrameTiming> } : {}),\n inputs: resolved.inputs,\n states: resolved.states,\n transitions: resolved.transitions,\n ...(resolved.initial !== undefined ? { initial: resolved.initial } : {}),\n ...(resolved.defaultFrameDuration !== undefined\n ? { defaultFrameDuration: resolved.defaultFrameDuration }\n : {}),\n };\n}\n\n/**\n * Parse an atlas and build a {@link SpriteAnimator} in one step — the fail-fast\n * \"load\" entry. Structural problems throw {@link InvalidAtlasError}; semantic\n * problems throw {@link InvalidGraphError} from the core.\n *\n * @public\n */\nexport function loadAtlas(atlas: unknown, control?: SpriteControl): SpriteAnimator {\n return createSpriteAnimator(parseAtlas(atlas, control));\n}\n"]}