canvasengine 2.0.0-beta.34 → 2.0.0-beta.36
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/dist/{DebugRenderer-BYa_lwD-.js → DebugRenderer-DDfZuvTR.js} +2 -2
- package/dist/{DebugRenderer-BYa_lwD-.js.map → DebugRenderer-DDfZuvTR.js.map} +1 -1
- package/dist/components/Container.d.ts +4 -0
- package/dist/components/Container.d.ts.map +1 -1
- package/dist/components/DOMContainer.d.ts +4 -0
- package/dist/components/DOMContainer.d.ts.map +1 -1
- package/dist/components/DisplayObject.d.ts +4 -0
- package/dist/components/DisplayObject.d.ts.map +1 -1
- package/dist/components/Mesh.d.ts +4 -0
- package/dist/components/Mesh.d.ts.map +1 -1
- package/dist/components/Sprite.d.ts +48 -0
- package/dist/components/Sprite.d.ts.map +1 -1
- package/dist/components/Viewport.d.ts +4 -0
- package/dist/components/Viewport.d.ts.map +1 -1
- package/dist/components/types/DisplayObject.d.ts +4 -0
- package/dist/components/types/DisplayObject.d.ts.map +1 -1
- package/dist/directives/Controls.d.ts +102 -0
- package/dist/directives/Controls.d.ts.map +1 -0
- package/dist/directives/ControlsBase.d.ts +198 -0
- package/dist/directives/ControlsBase.d.ts.map +1 -0
- package/dist/directives/Flash.d.ts +117 -0
- package/dist/directives/Flash.d.ts.map +1 -0
- package/dist/directives/GamepadControls.d.ts +223 -0
- package/dist/directives/GamepadControls.d.ts.map +1 -0
- package/dist/directives/KeyboardControls.d.ts +55 -366
- package/dist/directives/KeyboardControls.d.ts.map +1 -1
- package/dist/directives/Shake.d.ts +98 -0
- package/dist/directives/Shake.d.ts.map +1 -0
- package/dist/directives/index.d.ts +11 -1
- package/dist/directives/index.d.ts.map +1 -1
- package/dist/engine/trigger.d.ts +2 -3
- package/dist/engine/trigger.d.ts.map +1 -1
- package/dist/engine/utils.d.ts.map +1 -1
- package/dist/{index-BLbc2zG5.js → index--faZajmD.js} +4547 -3970
- package/dist/index--faZajmD.js.map +1 -0
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.global.js +6 -6
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +70 -57
- package/package.json +2 -1
- package/src/components/Container.ts +17 -0
- package/src/components/DisplayObject.ts +45 -6
- package/src/components/Sprite.ts +87 -3
- package/src/components/types/DisplayObject.ts +4 -0
- package/src/directives/Controls.ts +182 -0
- package/src/directives/ControlsBase.ts +266 -0
- package/src/directives/Flash.ts +409 -0
- package/src/directives/GamepadControls.ts +515 -0
- package/src/directives/KeyboardControls.ts +66 -426
- package/src/directives/Shake.ts +282 -0
- package/src/directives/index.ts +11 -6
- package/src/engine/trigger.ts +2 -2
- package/src/engine/utils.ts +4 -0
- package/src/index.ts +1 -1
- package/dist/index-BLbc2zG5.js.map +0 -1
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import { Container } from 'pixi.js';
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import { Directive } from '../engine/directive';
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import { Element } from '../engine/reactive';
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import { Trigger } from '../engine/trigger';
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import { SignalOrPrimitive } from '../components/types';
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export type FlashType = 'alpha' | 'tint' | 'both';
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export type FlashProps = {
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/**
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* Trigger that activates the flash animation
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* When the trigger is activated, the flash animation will start
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*/
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trigger?: Trigger<any>;
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/**
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* Type of flash effect: 'alpha' (opacity), 'tint' (color), or 'both'
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* @default 'alpha'
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*/
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type?: SignalOrPrimitive<FlashType>;
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/**
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* Duration of the flash animation in milliseconds
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* @default 300
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*/
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duration?: SignalOrPrimitive<number>;
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/**
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* Number of flash cycles (flash on/off)
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* @default 1
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*/
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cycles?: SignalOrPrimitive<number>;
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/**
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* Alpha value when flashing (0 to 1)
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* Only used when type is 'alpha' or 'both'
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* @default 0.3
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*/
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alpha?: SignalOrPrimitive<number>;
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/**
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* Tint color when flashing (hex color value)
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* Only used when type is 'tint' or 'both'
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* @default 0xffffff (white)
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*/
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tint?: SignalOrPrimitive<number>;
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/**
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* Original alpha value to restore after flash
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* If not provided, uses the current alpha value
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*/
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originalAlpha?: number;
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/**
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* Original tint value to restore after flash
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* If not provided, uses the current tint value
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*/
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originalTint?: number;
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/**
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* Callback function called when flash starts
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*/
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onStart?: () => void;
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/**
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* Callback function called when flash completes
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*/
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onComplete?: () => void;
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};
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/**
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* Flash directive that animates a display object's alpha and/or tint when a trigger is activated.
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* Creates a flash effect by rapidly changing opacity or color.
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*
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* @example
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* ```typescript
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* // Basic usage with trigger
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* const flashTrigger = trigger();
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*
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* onMount(element) {
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* // Element will flash when trigger is activated
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* element.props.flash = { trigger: flashTrigger };
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* }
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*
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* // Trigger the flash
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* flashTrigger.start();
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* ```
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*/
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export declare class Flash extends Directive {
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private elementRef;
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private progressSignal;
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private flashSubscription;
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private alphaEffect;
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private tintEffect;
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private originalAlpha;
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private originalTint;
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private currentFlashConfig;
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/**
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* Initializes the flash directive
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* @param element - The element to attach the flash effect to
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*/
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onInit(element: Element<Container>): void;
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/**
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* Mounts the flash directive and sets up trigger listener
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* @param element - The element being mounted
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*/
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onMount(element: Element<Container>): void;
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/**
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* Gets the flash props with default values
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* @returns FlashProps with defaults applied
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*/
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get flashProps(): FlashProps;
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/**
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* Performs the flash animation using animatedSignal
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* @param data - Optional data passed from the trigger that can override default options
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*/
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private performFlash;
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/**
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* Updates the flash directive when props change
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* @param props - Updated props
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*/
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onUpdate(props: any): void;
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/**
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* Cleans up the flash directive
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*/
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onDestroy(): void;
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}
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//# sourceMappingURL=Flash.d.ts.map
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{"version":3,"file":"Flash.d.ts","sourceRoot":"","sources":["../../src/directives/Flash.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AACpC,OAAO,EAAE,SAAS,EAAqB,MAAM,qBAAqB,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAE7C,OAAO,EAAiB,OAAO,EAAE,MAAM,mBAAmB,CAAC;AAE3D,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AAIxD,MAAM,MAAM,SAAS,GAAG,OAAO,GAAG,MAAM,GAAG,MAAM,CAAC;AAElD,MAAM,MAAM,UAAU,GAAG;IACrB;;;OAGG;IACH,OAAO,CAAC,EAAE,OAAO,CAAC,GAAG,CAAC,CAAC;IACvB;;;OAGG;IACH,IAAI,CAAC,EAAE,iBAAiB,CAAC,SAAS,CAAC,CAAC;IACpC;;;OAGG;IACH,QAAQ,CAAC,EAAE,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACrC;;;OAGG;IACH,MAAM,CAAC,EAAE,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACnC;;;;OAIG;IACH,KAAK,CAAC,EAAE,iBAAiB,CAAC,MAAM,CAAC,CAAC;IAClC;;;;OAIG;IACH,IAAI,CAAC,EAAE,iBAAiB,CAAC,MAAM,CAAC,CAAC;IACjC;;;OAGG;IACH,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB;;;OAGG;IACH,YAAY,CAAC,EAAE,MAAM,CAAC;IACtB;;OAEG;IACH,OAAO,CAAC,EAAE,MAAM,IAAI,CAAC;IACrB;;OAEG;IACH,UAAU,CAAC,EAAE,MAAM,IAAI,CAAC;CAC3B,CAAA;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,qBAAa,KAAM,SAAQ,SAAS;IAChC,OAAO,CAAC,UAAU,CAAmC;IACrD,OAAO,CAAC,cAAc,CAAuC;IAC7D,OAAO,CAAC,iBAAiB,CAAa;IACtC,OAAO,CAAC,WAAW,CAA6B;IAChD,OAAO,CAAC,UAAU,CAA6B;IAC/C,OAAO,CAAC,aAAa,CAAa;IAClC,OAAO,CAAC,YAAY,CAAoB;IACxC,OAAO,CAAC,kBAAkB,CAMV;IAEhB;;;OAGG;IACH,MAAM,CAAC,OAAO,EAAE,OAAO,CAAC,SAAS,CAAC;IAIlC;;;OAGG;IACH,OAAO,CAAC,OAAO,EAAE,OAAO,CAAC,SAAS,CAAC;IAgCnC;;;OAGG;IACH,IAAI,UAAU,IAAI,UAAU,CAS3B;IAED;;;OAGG;YACW,YAAY;IAsL1B;;;OAGG;IACH,QAAQ,CAAC,KAAK,EAAE,GAAG;IAUnB;;OAEG;IACH,SAAS;CA4CZ"}
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import { ControlsBase, Controls } from './ControlsBase';
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import { WritableSignal } from '@signe/reactive';
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/**
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* Gamepad configuration interface
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*
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* @example
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* ```ts
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* const gamepadConfig: GamepadConfig = {
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* enabled: true,
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* buttonMapping: {
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* 'button_0': 'action',
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* 'button_1': 'back'
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* },
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* axisMapping: {
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* 'top': 'up',
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* 'bottom': 'down',
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* 'left': 'left',
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* 'right': 'right'
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* },
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* moveInterval: 400,
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* onConnect: () => console.log('Gamepad connected!'),
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* onDisconnect: () => console.log('Gamepad disconnected!')
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* };
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* ```
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*/
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export interface GamepadConfig {
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/** Whether gamepad is enabled (default: true) */
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enabled?: boolean;
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/** Mapping of gamepad button names to control names */
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buttonMapping?: {
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[buttonName: string]: string;
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};
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/** Mapping of axis directions to control directions */
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axisMapping?: {
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[axisDirection: string]: string;
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};
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/** Threshold for axis movement detection (default: 0.5) */
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axisThreshold?: number;
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/** Interval in milliseconds for repeating movement actions (default: 400) */
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moveInterval?: number;
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/** Callback called when a gamepad is connected */
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onConnect?: () => void;
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/** Callback called when a gamepad is disconnected */
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onDisconnect?: () => void;
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/** Signal that tracks gamepad connection status (optional) */
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gamepadConnected?: WritableSignal<boolean>;
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}
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/**
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* Gamepad input controls implementation
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*
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* Handles gamepad input events using joypad.js library and maps them to control actions.
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* Supports button presses and analog stick movement with configurable mappings.
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*
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* The gamepad controls are automatically activated when joypad.js is available and enabled.
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*
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* @example
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* ```ts
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* const gamepadControls = new GamepadControls();
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* gamepadControls.setInputs({
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* up: {
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* repeat: true,
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* bind: 'up',
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* keyDown() {
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* console.log('Up pressed');
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* }
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* }
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* });
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* gamepadControls.updateGamepadConfig({
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* enabled: true,
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* buttonMapping: {
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* 'button_0': 'action'
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* }
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* });
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* gamepadControls.start();
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* ```
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*/
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export declare class GamepadControls extends ControlsBase {
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private gamepadEnabled;
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private gamepadConfig;
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private gamepadMoving;
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private gamepadDirections;
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private gamepadAxisDate;
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private gamepadMoveInterval;
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private joypad;
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private connectCallbacks;
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private disconnectCallbacks;
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/**
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* Setup gamepad event listeners
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* Initializes joypad.js if available
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*/
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protected setupListeners(): void;
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/**
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* Cleanup gamepad event listeners and intervals
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*/
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protected cleanup(): void;
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/**
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* Initialize joypad.js library if available
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*/
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private initGamepad;
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/**
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* Handle gamepad connection event
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*/
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private handleGamepadConnect;
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/**
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* Handle gamepad disconnection event
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*/
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private handleGamepadDisconnect;
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/**
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* Handle gamepad button press event
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*
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* @param e - Button press event from joypad.js
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*/
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private handleGamepadButtonPress;
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/**
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* Handle gamepad axis movement event
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*
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* @param e - Axis move event from joypad.js
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*/
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private handleGamepadAxisMove;
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/**
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* Process continuous gamepad movement
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* Called at intervals to repeat movement actions while axes are active
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*/
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private processGamepadMovement;
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/**
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* Process gamepad inputs each step
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* Handles timeout for stopping movements after axis inactivity
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*/
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protected preStep(): void;
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/**
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* Update gamepad configuration
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* Merges provided config with defaults
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* Automatically registers callbacks from config
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*
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* @param config - Partial gamepad configuration
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*/
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updateGamepadConfig(config: Partial<GamepadConfig>): void;
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/**
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* Extract gamepad config from controls configuration and update
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* Note: Callbacks are stored but not automatically registered, they should be registered in mount()
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|
+
*
|
|
143
|
+
* @param inputs - Controls configuration that may contain a 'gamepad' property
|
|
144
|
+
*/
|
|
145
|
+
extractGamepadConfig(inputs: Controls & {
|
|
146
|
+
gamepad?: GamepadConfig;
|
|
147
|
+
}): void;
|
|
148
|
+
/**
|
|
149
|
+
* Get the current gamepad configuration
|
|
150
|
+
*
|
|
151
|
+
* @returns The gamepad configuration object
|
|
152
|
+
*/
|
|
153
|
+
getGamepadConfig(): GamepadConfig;
|
|
154
|
+
/**
|
|
155
|
+
* Apply a control action programmatically
|
|
156
|
+
* Uses the bound controls to trigger actions
|
|
157
|
+
*
|
|
158
|
+
* @param controlName - Name of the control
|
|
159
|
+
* @param isDown - Whether the control is pressed (true) or released (false)
|
|
160
|
+
* @returns Promise that resolves when the action is complete
|
|
161
|
+
*/
|
|
162
|
+
applyControl(controlName: string | number, isDown?: boolean): Promise<void>;
|
|
163
|
+
/**
|
|
164
|
+
* Override setInputs to extract gamepad config
|
|
165
|
+
*/
|
|
166
|
+
setInputs(inputs: Controls & {
|
|
167
|
+
gamepad?: GamepadConfig;
|
|
168
|
+
}): void;
|
|
169
|
+
/**
|
|
170
|
+
* Register a callback to be called when a gamepad is connected
|
|
171
|
+
*
|
|
172
|
+
* @param callback - Function to call when gamepad connects
|
|
173
|
+
* @example
|
|
174
|
+
* ```ts
|
|
175
|
+
* gamepadControls.onConnect(() => {
|
|
176
|
+
* console.log('Gamepad connected!');
|
|
177
|
+
* });
|
|
178
|
+
* ```
|
|
179
|
+
*/
|
|
180
|
+
onConnect(callback: () => void): void;
|
|
181
|
+
/**
|
|
182
|
+
* Register a callback to be called when a gamepad is disconnected
|
|
183
|
+
*
|
|
184
|
+
* @param callback - Function to call when gamepad disconnects
|
|
185
|
+
* @example
|
|
186
|
+
* ```ts
|
|
187
|
+
* gamepadControls.onDisconnect(() => {
|
|
188
|
+
* console.log('Gamepad disconnected!');
|
|
189
|
+
* });
|
|
190
|
+
* ```
|
|
191
|
+
*/
|
|
192
|
+
onDisconnect(callback: () => void): void;
|
|
193
|
+
/**
|
|
194
|
+
* Remove a connect callback
|
|
195
|
+
*
|
|
196
|
+
* @param callback - Callback to remove
|
|
197
|
+
*/
|
|
198
|
+
offConnect(callback: () => void): void;
|
|
199
|
+
/**
|
|
200
|
+
* Remove a disconnect callback
|
|
201
|
+
*
|
|
202
|
+
* @param callback - Callback to remove
|
|
203
|
+
*/
|
|
204
|
+
offDisconnect(callback: () => void): void;
|
|
205
|
+
/**
|
|
206
|
+
* Check if gamepad is currently connected
|
|
207
|
+
*
|
|
208
|
+
* @returns true if gamepad is connected, false otherwise
|
|
209
|
+
*/
|
|
210
|
+
isConnected(): boolean;
|
|
211
|
+
/**
|
|
212
|
+
* Reinitialize gamepad listeners
|
|
213
|
+
* Useful if joypad.js becomes available after initialization
|
|
214
|
+
*
|
|
215
|
+
* @example
|
|
216
|
+
* ```ts
|
|
217
|
+
* // If joypad.js loads later
|
|
218
|
+
* gamepadControls.reinit();
|
|
219
|
+
* ```
|
|
220
|
+
*/
|
|
221
|
+
reinit(): void;
|
|
222
|
+
}
|
|
223
|
+
//# sourceMappingURL=GamepadControls.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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