canvasengine 2.0.0-beta.37 → 2.0.0-beta.38
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-CTWPthRt.js → DebugRenderer-DxJSMb9B.js} +2 -2
- package/dist/{DebugRenderer-CTWPthRt.js.map → DebugRenderer-DxJSMb9B.js.map} +1 -1
- package/dist/components/Canvas.d.ts.map +1 -1
- package/dist/components/Sprite.d.ts +2 -0
- package/dist/components/Sprite.d.ts.map +1 -1
- package/dist/components/types/Spritesheet.d.ts +0 -118
- package/dist/components/types/Spritesheet.d.ts.map +1 -1
- package/dist/directives/GamepadControls.d.ts.map +1 -1
- package/dist/engine/reactive.d.ts.map +1 -1
- package/dist/engine/signal.d.ts.map +1 -1
- package/dist/{index-BqwprEPH.js → index-BgNWflRE.js} +2688 -2466
- package/dist/index-BgNWflRE.js.map +1 -0
- package/dist/index.global.js +6 -6
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +2 -2
- package/dist/utils/GlobalAssetLoader.d.ts +141 -0
- package/dist/utils/GlobalAssetLoader.d.ts.map +1 -0
- package/package.json +1 -1
- package/src/components/Canvas.ts +3 -0
- package/src/components/Sprite.ts +82 -16
- package/src/components/types/Spritesheet.ts +0 -118
- package/src/directives/GamepadControls.ts +0 -7
- package/src/engine/reactive.ts +334 -241
- package/src/engine/signal.ts +8 -2
- package/src/utils/GlobalAssetLoader.ts +257 -0
- package/dist/index-BqwprEPH.js.map +0 -1
package/dist/index.js
CHANGED
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@@ -1,5 +1,5 @@
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-
import { h as a } from "./index-
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import { A as r, X as o, Y as n, q as l, v as c, r as p, C as S, d as u, U as m, W as g, ai as d, f as b, D as C, ah as h, af as T, w as j, j as w, G as D, t as f, c as v, I as E, K as O, M as k, Q as y, O as P, P as V, ag as x, R as A, z as B, S as G, g as H, e as M, B as N, y as R, J as q, L as F, T as I, x as K, b as U, H as z, N as J, V as L, ae as Q, ad as W, ab as X, k as Y, a2 as Z, a0 as _, a3 as $, l as aa, a7 as sa, ac as ea, m as ta, n as ia, Z as ra, o as oa, i as na, _ as la, p as ca, a8 as pa, a1 as Sa, a5 as ua, a4 as ma, aa as ga, $ as da, s as ba, a6 as Ca, a9 as ha, a as Ta, u as ja } from "./index-
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import { h as a } from "./index-BgNWflRE.js";
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import { A as r, X as o, Y as n, q as l, v as c, r as p, C as S, d as u, U as m, W as g, ai as d, f as b, D as C, ah as h, af as T, w as j, j as w, G as D, t as f, c as v, I as E, K as O, M as k, Q as y, O as P, P as V, ag as x, R as A, z as B, S as G, g as H, e as M, B as N, y as R, J as q, L as F, T as I, x as K, b as U, H as z, N as J, V as L, ae as Q, ad as W, ab as X, k as Y, a2 as Z, a0 as _, a3 as $, l as aa, a7 as sa, ac as ea, m as ta, n as ia, Z as ra, o as oa, i as na, _ as la, p as ca, a8 as pa, a1 as Sa, a5 as ua, a4 as ma, aa as ga, $ as da, s as ba, a6 as Ca, a9 as ha, a as Ta, u as ja } from "./index-BgNWflRE.js";
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const e = a.Howler;
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export {
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r as ArraySubject,
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@@ -0,0 +1,141 @@
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/**
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* Global Asset Loader
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*
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* Tracks the loading progress of all assets (images, spritesheets, etc.) across all sprites in a component tree.
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* This allows components to know when all assets are loaded, useful for displaying loaders or progress bars.
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*
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* @example
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* ```typescript
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* const loader = new GlobalAssetLoader();
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*
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* loader.onProgress((progress) => {
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* console.log(`Loading: ${(progress * 100).toFixed(0)}%`);
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* });
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*
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* loader.onComplete(() => {
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* console.log('All assets loaded!');
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* });
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*
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* // Register assets as they start loading
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* const assetId = loader.registerAsset('path/to/image.png');
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*
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* // Update progress
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* loader.updateProgress(assetId, 0.5);
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*
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* // Mark as complete
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* loader.completeAsset(assetId);
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* ```
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*/
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export declare class GlobalAssetLoader {
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private assets;
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private onProgressCallbacks;
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private onCompleteCallbacks;
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private assetCounter;
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private isComplete;
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/**
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* Registers a new asset to track
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*
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* @param assetPath - The path or identifier of the asset being loaded
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* @returns A unique ID for this asset that should be used for progress updates
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*
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* @example
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* ```typescript
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* const assetId = loader.registerAsset('path/to/image.png');
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* ```
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*/
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registerAsset(assetPath: string): string;
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/**
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* Updates the progress of a specific asset
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*
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* @param assetId - The ID returned by registerAsset
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* @param progress - Progress value between 0 and 1
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*
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* @example
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* ```typescript
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* loader.updateProgress(assetId, 0.5); // 50% loaded
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* ```
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*/
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updateProgress(assetId: string, progress: number): void;
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/**
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* Marks an asset as completely loaded
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*
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* @param assetId - The ID returned by registerAsset
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*
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* @example
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* ```typescript
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* loader.completeAsset(assetId);
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* ```
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*/
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completeAsset(assetId: string): void;
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/**
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* Removes an asset from tracking (useful for cleanup)
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*
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* @param assetId - The ID returned by registerAsset
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*/
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removeAsset(assetId: string): void;
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/**
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* Registers a callback that will be called whenever the global progress changes
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*
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* @param callback - Function that receives the global progress (0-1)
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* @returns A function to unregister the callback
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*
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* @example
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* ```typescript
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* const unsubscribe = loader.onProgress((progress) => {
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* console.log(`Loading: ${(progress * 100).toFixed(0)}%`);
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* });
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*
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* // Later, to unsubscribe:
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* unsubscribe();
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* ```
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*/
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onProgress(callback: (progress: number) => void): () => void;
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/**
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* Registers a callback that will be called when all assets are loaded
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*
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* @param callback - Function to call when all assets are complete
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* @returns A function to unregister the callback
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*
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* @example
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* ```typescript
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* const unsubscribe = loader.onComplete(() => {
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* console.log('All assets loaded!');
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* });
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*
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* // Later, to unsubscribe:
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* unsubscribe();
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* ```
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*/
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onComplete(callback: () => void): () => void;
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/**
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* Gets the current global progress (0-1)
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*
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* @returns Progress value between 0 and 1
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*/
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getGlobalProgress(): number;
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/**
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* Gets the number of assets currently being tracked
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*
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* @returns Number of registered assets
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*/
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getAssetCount(): number;
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/**
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* Gets the number of completed assets
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*
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* @returns Number of completed assets
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*/
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getCompletedCount(): number;
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/**
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* Checks if all assets are loaded and triggers onComplete callbacks
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*/
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private checkCompletion;
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/**
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* Updates global progress and notifies all progress callbacks
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*/
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private updateGlobalProgress;
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/**
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* Resets the loader, clearing all assets and callbacks
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*/
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reset(): void;
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}
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//# sourceMappingURL=GlobalAssetLoader.d.ts.map
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@@ -0,0 +1 @@
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{"version":3,"file":"GlobalAssetLoader.d.ts","sourceRoot":"","sources":["../../src/utils/GlobalAssetLoader.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,qBAAa,iBAAiB;IAC5B,OAAO,CAAC,MAAM,CAAoE;IAClF,OAAO,CAAC,mBAAmB,CAA8C;IACzE,OAAO,CAAC,mBAAmB,CAA8B;IACzD,OAAO,CAAC,YAAY,CAAa;IACjC,OAAO,CAAC,UAAU,CAAkB;IAEpC;;;;;;;;;;OAUG;IACH,aAAa,CAAC,SAAS,EAAE,MAAM,GAAG,MAAM;IAQxC;;;;;;;;;;OAUG;IACH,cAAc,CAAC,OAAO,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,IAAI;IAWvD;;;;;;;;;OASG;IACH,aAAa,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAapC;;;;OAIG;IACH,WAAW,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAKlC;;;;;;;;;;;;;;;OAeG;IACH,UAAU,CAAC,QAAQ,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,IAAI,GAAG,MAAM,IAAI;IAe5D;;;;;;;;;;;;;;;OAeG;IACH,UAAU,CAAC,QAAQ,EAAE,MAAM,IAAI,GAAG,MAAM,IAAI;IAa5C;;;;OAIG;IACH,iBAAiB,IAAI,MAAM;IAa3B;;;;OAIG;IACH,aAAa,IAAI,MAAM;IAIvB;;;;OAIG;IACH,iBAAiB,IAAI,MAAM;IAQ3B;;OAEG;IACH,OAAO,CAAC,eAAe;IAiBvB;;OAEG;IACH,OAAO,CAAC,oBAAoB;IAa5B;;OAEG;IACH,KAAK,IAAI,IAAI;CAOd"}
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package/package.json
CHANGED
package/src/components/Canvas.ts
CHANGED
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import { SignalOrPrimitive } from "./types";
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import { Size } from "./types/DisplayObject";
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import { Scheduler, Tick } from "../directives/Scheduler";
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import { GlobalAssetLoader } from "../utils/GlobalAssetLoader";
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interface CanvasElement extends Element<ComponentInstance> {
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render: (rootElement: HTMLElement, app?: Application) => void;
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});
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props.isRoot = true;
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const globalLoader = new GlobalAssetLoader();
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const options: CanvasProps = {
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...props,
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context: {
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canvasSize,
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app: signal(null),
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globalLoader,
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},
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package/src/components/Sprite.ts
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import { DisplayObjectProps } from "./types/DisplayObject";
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import { AnimatedSignal, isAnimatedSignal } from "../engine/animation";
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import { Layout } from '@pixi/layout';
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import { GlobalAssetLoader } from "../utils/GlobalAssetLoader";
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private sheetCurrentAnimation: string = StandardAnimation.Stand;
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private app: Application | null = null;
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onFinish: () => void;
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private globalLoader: GlobalAssetLoader | null = null;
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private trackedAssetIds: Set<string> = new Set();
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get renderer() {
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throw new Error(`Invalid image path provided to detectImageDimensions: ${imagePath}`);
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}
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// Register asset in global loader if available
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let assetId: string | null = null;
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if (this.globalLoader) {
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assetId = this.globalLoader.registerAsset(imagePath);
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this.trackedAssetIds.add(assetId);
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}
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const texture = await Assets.load(imagePath, (progress) => {
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if (this.globalLoader && assetId) {
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this.globalLoader.updateProgress(assetId, progress);
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}
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});
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this.globalLoader.completeAsset(assetId);
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}
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return {
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options: Required<TextureOptionsMerging>
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): Promise<Texture[][]> {
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let { width, height, framesHeight, framesWidth, image, offset } = options;
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if (!image || typeof image !== 'string' || image.trim() === '') {
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console.warn('Invalid image path provided to createTextures:', image);
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}
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// Register asset in global loader if available
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let assetId: string | null = null;
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if (this.globalLoader) {
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assetId = this.globalLoader.registerAsset(image);
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}
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const texture = await Assets.load(image, (progress) => {
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this.globalLoader.updateProgress(assetId, progress);
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}
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});
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// Mark as complete
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if (this.globalLoader && assetId) {
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this.globalLoader.completeAsset(assetId);
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}
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// Auto-detect width and height from the image if not provided
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if (!width || width <= 0) {
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width = texture.width;
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height = texture.height;
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options.height = height;
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}
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const spriteWidth = options.spriteWidth;
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const spriteHeight = options.spriteHeight;
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const frames: Texture[][] = [];
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@@ -228,11 +264,11 @@ export class CanvasSprite extends DisplayObject(PixiSprite) {
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framesHeight = 1,
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image,
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} = optionsTextures;
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optionsTextures.spriteWidth = rectWidth ? rectWidth : width / framesWidth;
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@@ -268,6 +304,8 @@ export class CanvasSprite extends DisplayObject(PixiSprite) {
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this.sheetCurrentAnimation = StandardAnimation.Stand;
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if (this.spritesheet) this.play(this.sheetCurrentAnimation, [this.sheetParams]);
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super.onMount(params);
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}
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@@ -329,16 +367,37 @@ export class CanvasSprite extends DisplayObject(PixiSprite) {
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if (this.destroyed) return
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super.onUpdate(props);
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// Initialize globalLoader from context if not already set
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}
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const setTexture = async (image: string) => {
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if (!image || typeof image !== 'string' || image.trim() === '') {
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console.warn('Invalid image path provided to setTexture:', image);
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return null;
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}
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// Register asset in global loader if available
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+
let assetId: string | null = null;
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if (this.globalLoader) {
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assetId = this.globalLoader.registerAsset(image);
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this.trackedAssetIds.add(assetId);
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}
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const onProgress = this.fullProps.loader?.onProgress;
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const texture = await Assets.load(image, (progress) => {
|
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// Update global loader progress
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|
+
if (this.globalLoader && assetId) {
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+
this.globalLoader.updateProgress(assetId, progress);
|
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|
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}
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// Call local loader callback if provided
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|
if (onProgress) onProgress(progress);
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if (progress == 1) {
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// Mark as complete in global loader
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|
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|
+
if (this.globalLoader && assetId) {
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|
+
this.globalLoader.completeAsset(assetId);
|
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|
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}
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|
const onComplete = this.fullProps.loader?.onComplete;
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|
if (onComplete) {
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|
// hack to memoize the texture
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@@ -379,7 +438,7 @@ export class CanvasSprite extends DisplayObject(PixiSprite) {
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379
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|
if (isElement(props.texture)) {
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const textureInstance = props.texture.componentInstance;
|
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|
textureInstance.subjectInit
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|
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|
+
.subscribe()
|
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383
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|
this.texture = this.renderer?.generateTexture(props.texture.componentInstance);
|
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|
} else {
|
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|
this.texture = props.texture;
|
|
@@ -399,6 +458,13 @@ export class CanvasSprite extends DisplayObject(PixiSprite) {
|
|
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399
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|
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|
async onDestroy(parent: Element, afterDestroy: () => void): Promise<void> {
|
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|
const _afterDestroy = async () => {
|
|
461
|
+
// Clean up tracked assets from global loader
|
|
462
|
+
if (this.globalLoader) {
|
|
463
|
+
this.trackedAssetIds.forEach((assetId) => {
|
|
464
|
+
this.globalLoader!.removeAsset(assetId);
|
|
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|
+
});
|
|
466
|
+
this.trackedAssetIds.clear();
|
|
467
|
+
}
|
|
402
468
|
this.subscriptionSheet.forEach((sub) => sub.unsubscribe());
|
|
403
469
|
this.subscriptionTick.unsubscribe();
|
|
404
470
|
if (this.currentAnimationContainer && this.parent instanceof Container) {
|
|
@@ -500,16 +566,16 @@ export class CanvasSprite extends DisplayObject(PixiSprite) {
|
|
|
500
566
|
async resetAnimations(): Promise<void> {
|
|
501
567
|
// Stop current animation
|
|
502
568
|
this.stop();
|
|
503
|
-
|
|
569
|
+
|
|
504
570
|
// Clear all animations and textures
|
|
505
571
|
this.animations.clear();
|
|
506
|
-
|
|
572
|
+
|
|
507
573
|
// Reset animation state
|
|
508
574
|
this.currentAnimation = null;
|
|
509
575
|
this.currentAnimationContainer = null;
|
|
510
576
|
this.time = 0;
|
|
511
577
|
this.frameIndex = 0;
|
|
512
|
-
|
|
578
|
+
|
|
513
579
|
// Clear children
|
|
514
580
|
this.removeChildren();
|
|
515
581
|
|
|
@@ -208,124 +208,6 @@ export interface TexturesOptions extends TextureOptions, TransformOptions {
|
|
|
208
208
|
}
|
|
209
209
|
|
|
210
210
|
export interface SpritesheetOptions extends TransformOptions, TextureOptions {
|
|
211
|
-
/**
|
|
212
|
-
* Object containing all animations.
|
|
213
|
-
* The key to the object is the name of the animation. The value is a two-dimensional array
|
|
214
|
-
*
|
|
215
|
-
* ```ts
|
|
216
|
-
* textures: {
|
|
217
|
-
* myanim: {
|
|
218
|
-
* animations: [
|
|
219
|
-
* [ { time: 0, frameX: 0, frameY: 0 } ]
|
|
220
|
-
* ]
|
|
221
|
-
* }
|
|
222
|
-
* }
|
|
223
|
-
* ```
|
|
224
|
-
*
|
|
225
|
-
* The first array represents an animation group. You can put several of them together to create an animation cluster. For example, several explosions with the same spritesheet
|
|
226
|
-
* The second array represents the animation itself which will animate over time. The object indicates, over a period of time (in frame), which part of the spritesheet will be taken (`frameX`, `frameY`)
|
|
227
|
-
*
|
|
228
|
-
* Here are the properties:
|
|
229
|
-
*
|
|
230
|
-
* * `time`: Time in frame
|
|
231
|
-
* * `frameX`: Retrieve a frame from the spritesheet on the X-axis
|
|
232
|
-
* * `frameY`: Retrieve a frame from the spritesheet on the Y-axis
|
|
233
|
-
* * `opacity`
|
|
234
|
-
* * `pivot`
|
|
235
|
-
* * `anchor`
|
|
236
|
-
* * `rotation`
|
|
237
|
-
* * `angle`
|
|
238
|
-
* * `scale`
|
|
239
|
-
* * `skew`
|
|
240
|
-
* * `x`
|
|
241
|
-
* * `y`
|
|
242
|
-
* * `visible`
|
|
243
|
-
* * `sound`: The sound that will be played during the frame
|
|
244
|
-
*
|
|
245
|
-
* ---
|
|
246
|
-
* **Extract Animation of Spritesheet**
|
|
247
|
-
*
|
|
248
|
-
* Sometimes the animation is part of the image
|
|
249
|
-
*
|
|
250
|
-
* ```ts
|
|
251
|
-
* textures: {
|
|
252
|
-
* myanim: {
|
|
253
|
-
* rectWidth: 64,
|
|
254
|
-
* rectHeight: 64,
|
|
255
|
-
* framesWidth: 10,
|
|
256
|
-
* framesHeight: 2,
|
|
257
|
-
* offset: {x: 0, y: 230},
|
|
258
|
-
* sound: 'my-sound-id', // You can put a sound just for the animation
|
|
259
|
-
* animations: [
|
|
260
|
-
* [ { time: 0, frameX: 0, frameY: 0 } ]
|
|
261
|
-
* ]
|
|
262
|
-
* }
|
|
263
|
-
* }
|
|
264
|
-
* ```
|
|
265
|
-
*
|
|
266
|
-
* Above, we can specify which part we want to recover
|
|
267
|
-
*
|
|
268
|
-
* 1. We go to the position {0, 230} of the image (`offset`)
|
|
269
|
-
* 2. We recover cells of 64px (`rectWidth` and `rectHeight`)
|
|
270
|
-
* 3. And we get 20 cells (10 on the width, 2 on the height) (`frameX` and `frameY`)
|
|
271
|
-
*
|
|
272
|
-
* ---
|
|
273
|
-
*
|
|
274
|
-
* **Advanced**
|
|
275
|
-
*
|
|
276
|
-
* You can create an animation that will be linked to a data. For example, different animation according to a direction of the character.
|
|
277
|
-
*
|
|
278
|
-
* Full example:
|
|
279
|
-
*
|
|
280
|
-
* ```ts
|
|
281
|
-
* import { Spritesheet, Animation, Direction } from '@rpgjs/client'
|
|
282
|
-
*
|
|
283
|
-
* @Spritesheet({
|
|
284
|
-
* id: 'chest',
|
|
285
|
-
* image: require('./assets/chest.png'),
|
|
286
|
-
* width: 124,
|
|
287
|
-
* height: 61,
|
|
288
|
-
* framesHeight: 2,
|
|
289
|
-
* framesWidth: 4,
|
|
290
|
-
* textures: {
|
|
291
|
-
* [Animation.Stand]: {
|
|
292
|
-
* animations: direction => [[ {time: 0, frameX: 3, frameY: direction == Direction.Up ? 0 : 1 } ]]
|
|
293
|
-
* }
|
|
294
|
-
* })
|
|
295
|
-
* })
|
|
296
|
-
* export class Chest { }
|
|
297
|
-
* ```
|
|
298
|
-
*
|
|
299
|
-
* > It is important to know that `Animation.Stand` animation is called if it exists. it only works in the case of an event that doesn't move. The direction is then sent
|
|
300
|
-
*
|
|
301
|
-
* As you can see, the property contains a function that returns the array for the animation. Here, it is the direction but the parameters depend on the call of the animation. Example:
|
|
302
|
-
*
|
|
303
|
-
* ```ts
|
|
304
|
-
* import { Spritesheet, Animation, Direction, RpgSprite, ISpriteCharacter } from '@rpgjs/client'
|
|
305
|
-
*
|
|
306
|
-
* @Spritesheet({
|
|
307
|
-
* id: 'chest',
|
|
308
|
-
* image: require('./assets/chest.png'),
|
|
309
|
-
* width: 124,
|
|
310
|
-
* height: 61,
|
|
311
|
-
* framesHeight: 2,
|
|
312
|
-
* framesWidth: 4,
|
|
313
|
-
* textures: {
|
|
314
|
-
* [Animation.Stand]: {
|
|
315
|
-
* animations: str => [[ {time: 0, frameX: 3, frameY: str == 'hello' ? 0 : 1 } ]]
|
|
316
|
-
* }
|
|
317
|
-
* }
|
|
318
|
-
* })
|
|
319
|
-
* export class Chest implements ISpriteCharacter {
|
|
320
|
-
* onCharacterStand(sprite: RpgSprite) {
|
|
321
|
-
* sprite.animation.play(Animation.Stand, ['hello'])
|
|
322
|
-
* }
|
|
323
|
-
* }
|
|
324
|
-
* ```
|
|
325
|
-
*
|
|
326
|
-
* @prop { { [animName: string]: { animations: Array<Array<FrameOptions>> | Function, ...other } } } [textures]
|
|
327
|
-
* @memberof Spritesheet
|
|
328
|
-
* */
|
|
329
211
|
textures?: {
|
|
330
212
|
[animationName: string]: Partial<TexturesOptions> & Pick<TexturesOptions, 'animations'>
|
|
331
213
|
}
|
|
@@ -129,13 +129,6 @@ export class GamepadControls extends ControlsBase {
|
|
|
129
129
|
clearInterval(this.gamepadMoveInterval);
|
|
130
130
|
this.gamepadMoveInterval = null;
|
|
131
131
|
}
|
|
132
|
-
|
|
133
|
-
if (this.joypad) {
|
|
134
|
-
this.joypad.off('connect');
|
|
135
|
-
this.joypad.off('disconnect');
|
|
136
|
-
this.joypad.off('button_press');
|
|
137
|
-
this.joypad.off('axis_move');
|
|
138
|
-
}
|
|
139
132
|
}
|
|
140
133
|
|
|
141
134
|
/**
|