handler-playable-sdk 0.3.8 → 0.3.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +19 -1
- package/dist/AssetTextures-CWUQXU5Q.js +1 -0
- package/dist/{ConfigOverride-DFTDUTRQ.js → ConfigOverride-C26KK6X2.js} +1 -1
- package/dist/chunk-I5OOVR5U.js +1 -0
- package/dist/chunk-JI2DLZF4.js +1398 -0
- package/dist/chunk-LV4HGC5G.js +1 -0
- package/dist/chunk-ZLL42OOV.js +1 -0
- package/dist/{config-7DI6U2YD.js → config-44AFSRES.js} +1 -1
- package/dist/index.cjs +124 -51
- package/dist/index.d.cts +29 -5
- package/dist/index.d.ts +29 -5
- package/dist/index.js +1 -1
- package/dist/{loader-object-centric-Ce6MVkQw.d.cts → loader-object-centric-BeVsUAXI.d.cts} +4 -0
- package/dist/{loader-object-centric-Ce6MVkQw.d.ts → loader-object-centric-BeVsUAXI.d.ts} +4 -0
- package/dist/pixi/index.cjs +17 -17
- package/dist/pixi/index.d.cts +41 -2
- package/dist/pixi/index.d.ts +41 -2
- package/dist/pixi/index.js +1 -1
- package/dist/three/index.cjs +36 -36
- package/dist/three/index.js +1 -1
- package/package.json +1 -1
- package/dist/AssetTextures-NWHSMZNV.js +0 -1
- package/dist/chunk-BC5GBAMY.js +0 -1325
- package/dist/chunk-DHSGG7NF.js +0 -1
- package/dist/chunk-J2CL6VOZ.js +0 -1
- package/dist/chunk-PWGHKK3J.js +0 -1
package/dist/pixi/index.d.cts
CHANGED
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@@ -1,6 +1,6 @@
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import * as PixiJS from 'pixi.js';
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import { Application, Container, Sprite, Texture, Text } from 'pixi.js';
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-
import { O as ObjectCentricConfig$1 } from '../loader-object-centric-
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import { O as ObjectCentricConfig$1 } from '../loader-object-centric-BeVsUAXI.cjs';
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/**
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* Handler SDK - PixiJS Base Context
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@@ -66,6 +66,8 @@ declare function createPixiBase(root: HTMLElement, theme?: PixiTheme): Promise<P
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* Transform Component - Position, scale, rotation
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*/
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declare class Transform {
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private _basePosition;
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private _offset;
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position: {
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x: number;
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y: number;
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@@ -487,9 +489,24 @@ declare class GameEngine {
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private config;
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private destinationUrl;
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private root;
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private context;
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constructor(root: HTMLElement, config: ObjectCentricConfig$1, destinationUrl: string);
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/**
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-
*
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* Create PIXI base + system context.
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*
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* This is separated from system initialization so games can mount a loading
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* overlay before `AssetSystem` blocks on preloading.
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*/
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createApp(theme: any): Promise<{
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app: Application;
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gameObjectManager: GameObjectManager;
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}>;
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/**
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* Initialize registered systems (after `createApp`).
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*/
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initSystems(): Promise<void>;
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/**
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* Initialize PIXI and systems (legacy convenience API)
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*/
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init(theme: any): Promise<{
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app: Application;
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@@ -591,8 +608,12 @@ declare const basePixi: typeof PixiJS;
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declare class AssetTextureRegistry {
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private textures;
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private readyPromise;
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private priorityReadyPromise;
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private priorityReadyResolve;
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private config;
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private app;
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private attempted;
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private waiters;
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/**
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* Initialize with config and app instance
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* CRITICAL: Clears previous state for Preview Restart support
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@@ -601,8 +622,26 @@ declare class AssetTextureRegistry {
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/**
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* Preload all image textures from config
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* RULE: Resolves when all textures are loaded and ready for sprite creation
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*
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* Two-phase loading:
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* 1. Priority assets (loading screen) load FIRST
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* 2. All other assets load after priority assets are ready
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*/
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ready(): Promise<void>;
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/**
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* Wait for just priority assets (loading screen) to be ready
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* Use this to show loading screen with its PNG before all assets are loaded
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*/
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priorityReady(): Promise<void>;
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/**
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* Wait until a subset of assets are loaded (or attempted).
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*
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* This enables fast "time-to-interactive" by waiting only for the first-screen
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* assets, while the remaining assets keep loading in the background.
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*/
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waitFor(instanceIds: string[], options?: {
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timeoutMs?: number;
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}): Promise<void>;
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/**
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* Get texture by instance ID
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*/
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package/dist/pixi/index.d.ts
CHANGED
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@@ -1,6 +1,6 @@
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import * as PixiJS from 'pixi.js';
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import { Application, Container, Sprite, Texture, Text } from 'pixi.js';
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-
import { O as ObjectCentricConfig$1 } from '../loader-object-centric-
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import { O as ObjectCentricConfig$1 } from '../loader-object-centric-BeVsUAXI.js';
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/**
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* Handler SDK - PixiJS Base Context
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@@ -66,6 +66,8 @@ declare function createPixiBase(root: HTMLElement, theme?: PixiTheme): Promise<P
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* Transform Component - Position, scale, rotation
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*/
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declare class Transform {
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private _basePosition;
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private _offset;
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position: {
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x: number;
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y: number;
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@@ -487,9 +489,24 @@ declare class GameEngine {
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private config;
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private destinationUrl;
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private root;
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private context;
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constructor(root: HTMLElement, config: ObjectCentricConfig$1, destinationUrl: string);
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/**
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492
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-
*
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495
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+
* Create PIXI base + system context.
|
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496
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+
*
|
|
497
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+
* This is separated from system initialization so games can mount a loading
|
|
498
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+
* overlay before `AssetSystem` blocks on preloading.
|
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499
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+
*/
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500
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+
createApp(theme: any): Promise<{
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app: Application;
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gameObjectManager: GameObjectManager;
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503
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}>;
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504
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/**
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505
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* Initialize registered systems (after `createApp`).
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506
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*/
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507
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+
initSystems(): Promise<void>;
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508
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+
/**
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509
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* Initialize PIXI and systems (legacy convenience API)
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493
510
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*/
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init(theme: any): Promise<{
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app: Application;
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@@ -591,8 +608,12 @@ declare const basePixi: typeof PixiJS;
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declare class AssetTextureRegistry {
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private textures;
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610
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private readyPromise;
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611
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+
private priorityReadyPromise;
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612
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private priorityReadyResolve;
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private config;
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614
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private app;
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+
private attempted;
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616
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+
private waiters;
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596
617
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/**
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597
618
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* Initialize with config and app instance
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598
619
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* CRITICAL: Clears previous state for Preview Restart support
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@@ -601,8 +622,26 @@ declare class AssetTextureRegistry {
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601
622
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/**
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602
623
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* Preload all image textures from config
|
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603
624
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* RULE: Resolves when all textures are loaded and ready for sprite creation
|
|
625
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+
*
|
|
626
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+
* Two-phase loading:
|
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627
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+
* 1. Priority assets (loading screen) load FIRST
|
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628
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+
* 2. All other assets load after priority assets are ready
|
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604
629
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*/
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605
630
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ready(): Promise<void>;
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631
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+
/**
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632
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+
* Wait for just priority assets (loading screen) to be ready
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|
633
|
+
* Use this to show loading screen with its PNG before all assets are loaded
|
|
634
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+
*/
|
|
635
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+
priorityReady(): Promise<void>;
|
|
636
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+
/**
|
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637
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+
* Wait until a subset of assets are loaded (or attempted).
|
|
638
|
+
*
|
|
639
|
+
* This enables fast "time-to-interactive" by waiting only for the first-screen
|
|
640
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+
* assets, while the remaining assets keep loading in the background.
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641
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+
*/
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642
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+
waitFor(instanceIds: string[], options?: {
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643
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+
timeoutMs?: number;
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644
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}): Promise<void>;
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606
645
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/**
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607
646
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* Get texture by instance ID
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608
647
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*/
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package/dist/pixi/index.js
CHANGED
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@@ -1 +1 @@
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1
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-
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as updateScreenState};
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