kiwiengine 0.0.1-alpha

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.
Files changed (145) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +8 -0
  3. package/assets/logo.png +0 -0
  4. package/examples/package.json +13 -0
  5. package/examples/test-dom/index.html +24 -0
  6. package/examples/test-dom/index.ts +21 -0
  7. package/examples/tsconfig.json +22 -0
  8. package/examples/webpack.config.js +31 -0
  9. package/lib/asset/audio.js +158 -0
  10. package/lib/asset/audio.js.map +1 -0
  11. package/lib/asset/loaders/audio.js +35 -0
  12. package/lib/asset/loaders/audio.js.map +1 -0
  13. package/lib/asset/loaders/binary.js +28 -0
  14. package/lib/asset/loaders/binary.js.map +1 -0
  15. package/lib/asset/loaders/font.js +27 -0
  16. package/lib/asset/loaders/font.js.map +1 -0
  17. package/lib/asset/loaders/loader.js +37 -0
  18. package/lib/asset/loaders/loader.js.map +1 -0
  19. package/lib/asset/loaders/spritesheet.js +56 -0
  20. package/lib/asset/loaders/spritesheet.js.map +1 -0
  21. package/lib/asset/loaders/text.js +27 -0
  22. package/lib/asset/loaders/text.js.map +1 -0
  23. package/lib/asset/loaders/texture.js +38 -0
  24. package/lib/asset/loaders/texture.js.map +1 -0
  25. package/lib/asset/preload.js +69 -0
  26. package/lib/asset/preload.js.map +1 -0
  27. package/lib/game-object/game-object-physics.js +188 -0
  28. package/lib/game-object/game-object-physics.js.map +1 -0
  29. package/lib/game-object/game-object-rendering.js +35 -0
  30. package/lib/game-object/game-object-rendering.js.map +1 -0
  31. package/lib/game-object/game-object.js +162 -0
  32. package/lib/game-object/game-object.js.map +1 -0
  33. package/lib/game-object/transform.js +118 -0
  34. package/lib/game-object/transform.js.map +1 -0
  35. package/lib/game-object-ext/animated-sprite.js +117 -0
  36. package/lib/game-object-ext/animated-sprite.js.map +1 -0
  37. package/lib/game-object-ext/dom-container.js +56 -0
  38. package/lib/game-object-ext/dom-container.js.map +1 -0
  39. package/lib/game-object-ext/rect.js +30 -0
  40. package/lib/game-object-ext/rect.js.map +1 -0
  41. package/lib/game-object-ext/spine.js +206 -0
  42. package/lib/game-object-ext/spine.js.map +1 -0
  43. package/lib/game-object-ext/sprite.js +46 -0
  44. package/lib/game-object-ext/sprite.js.map +1 -0
  45. package/lib/game-object-ext/text.js +68 -0
  46. package/lib/game-object-ext/text.js.map +1 -0
  47. package/lib/game-object-ext/tiling-sprite.js +64 -0
  48. package/lib/game-object-ext/tiling-sprite.js.map +1 -0
  49. package/lib/index.js +13 -0
  50. package/lib/index.js.map +1 -0
  51. package/lib/types/asset/audio.d.ts +21 -0
  52. package/lib/types/asset/audio.d.ts.map +1 -0
  53. package/lib/types/asset/loaders/audio.d.ts +7 -0
  54. package/lib/types/asset/loaders/audio.d.ts.map +1 -0
  55. package/lib/types/asset/loaders/binary.d.ts +7 -0
  56. package/lib/types/asset/loaders/binary.d.ts.map +1 -0
  57. package/lib/types/asset/loaders/font.d.ts +7 -0
  58. package/lib/types/asset/loaders/font.d.ts.map +1 -0
  59. package/lib/types/asset/loaders/loader.d.ts +13 -0
  60. package/lib/types/asset/loaders/loader.d.ts.map +1 -0
  61. package/lib/types/asset/loaders/spritesheet.d.ts +11 -0
  62. package/lib/types/asset/loaders/spritesheet.d.ts.map +1 -0
  63. package/lib/types/asset/loaders/text.d.ts +7 -0
  64. package/lib/types/asset/loaders/text.d.ts.map +1 -0
  65. package/lib/types/asset/loaders/texture.d.ts +9 -0
  66. package/lib/types/asset/loaders/texture.d.ts.map +1 -0
  67. package/lib/types/asset/preload.d.ts +8 -0
  68. package/lib/types/asset/preload.d.ts.map +1 -0
  69. package/lib/types/game-object/game-object-physics.d.ts +42 -0
  70. package/lib/types/game-object/game-object-physics.d.ts.map +1 -0
  71. package/lib/types/game-object/game-object-rendering.d.ts +15 -0
  72. package/lib/types/game-object/game-object-rendering.d.ts.map +1 -0
  73. package/lib/types/game-object/game-object.d.ts +81 -0
  74. package/lib/types/game-object/game-object.d.ts.map +1 -0
  75. package/lib/types/game-object/transform.d.ts +43 -0
  76. package/lib/types/game-object/transform.d.ts.map +1 -0
  77. package/lib/types/game-object-ext/animated-sprite.d.ts +29 -0
  78. package/lib/types/game-object-ext/animated-sprite.d.ts.map +1 -0
  79. package/lib/types/game-object-ext/dom-container.d.ts +16 -0
  80. package/lib/types/game-object-ext/dom-container.d.ts.map +1 -0
  81. package/lib/types/game-object-ext/rect.d.ts +17 -0
  82. package/lib/types/game-object-ext/rect.d.ts.map +1 -0
  83. package/lib/types/game-object-ext/spine.d.ts +35 -0
  84. package/lib/types/game-object-ext/spine.d.ts.map +1 -0
  85. package/lib/types/game-object-ext/sprite.d.ts +14 -0
  86. package/lib/types/game-object-ext/sprite.d.ts.map +1 -0
  87. package/lib/types/game-object-ext/text.d.ts +26 -0
  88. package/lib/types/game-object-ext/text.d.ts.map +1 -0
  89. package/lib/types/game-object-ext/tiling-sprite.d.ts +20 -0
  90. package/lib/types/game-object-ext/tiling-sprite.d.ts.map +1 -0
  91. package/lib/types/index.d.ts +14 -0
  92. package/lib/types/index.d.ts.map +1 -0
  93. package/lib/types/utils/debug.d.ts +3 -0
  94. package/lib/types/utils/debug.d.ts.map +1 -0
  95. package/lib/types/utils/go.d.ts +26 -0
  96. package/lib/types/utils/go.d.ts.map +1 -0
  97. package/lib/types/world/world-debug.d.ts +11 -0
  98. package/lib/types/world/world-debug.d.ts.map +1 -0
  99. package/lib/types/world/world-physics.d.ts +16 -0
  100. package/lib/types/world/world-physics.d.ts.map +1 -0
  101. package/lib/types/world/world-rendering.d.ts +28 -0
  102. package/lib/types/world/world-rendering.d.ts.map +1 -0
  103. package/lib/types/world/world.d.ts +38 -0
  104. package/lib/types/world/world.d.ts.map +1 -0
  105. package/lib/utils/debug.js +5 -0
  106. package/lib/utils/debug.js.map +1 -0
  107. package/lib/utils/go.js +33 -0
  108. package/lib/utils/go.js.map +1 -0
  109. package/lib/world/world-debug.js +89 -0
  110. package/lib/world/world-debug.js.map +1 -0
  111. package/lib/world/world-physics.js +45 -0
  112. package/lib/world/world-physics.js.map +1 -0
  113. package/lib/world/world-rendering.js +123 -0
  114. package/lib/world/world-rendering.js.map +1 -0
  115. package/lib/world/world.js +147 -0
  116. package/lib/world/world.js.map +1 -0
  117. package/package.json +23 -0
  118. package/src/asset/audio.ts +176 -0
  119. package/src/asset/loaders/audio.ts +39 -0
  120. package/src/asset/loaders/binary.ts +32 -0
  121. package/src/asset/loaders/font.ts +27 -0
  122. package/src/asset/loaders/loader.ts +39 -0
  123. package/src/asset/loaders/spritesheet.ts +67 -0
  124. package/src/asset/loaders/text.ts +31 -0
  125. package/src/asset/loaders/texture.ts +46 -0
  126. package/src/asset/preload.ts +76 -0
  127. package/src/game-object/game-object-physics.ts +191 -0
  128. package/src/game-object/game-object-rendering.ts +27 -0
  129. package/src/game-object/game-object.ts +190 -0
  130. package/src/game-object/transform.ts +164 -0
  131. package/src/game-object-ext/animated-sprite.ts +140 -0
  132. package/src/game-object-ext/dom-container.ts +67 -0
  133. package/src/game-object-ext/rect.ts +40 -0
  134. package/src/game-object-ext/spine.ts +235 -0
  135. package/src/game-object-ext/sprite.ts +55 -0
  136. package/src/game-object-ext/text.ts +83 -0
  137. package/src/game-object-ext/tiling-sprite.ts +73 -0
  138. package/src/index.ts +14 -0
  139. package/src/utils/debug.ts +5 -0
  140. package/src/utils/go.ts +53 -0
  141. package/src/world/world-debug.ts +114 -0
  142. package/src/world/world-physics.ts +52 -0
  143. package/src/world/world-rendering.ts +145 -0
  144. package/src/world/world.ts +171 -0
  145. package/tsconfig.json +33 -0
@@ -0,0 +1 @@
1
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DirtyNumber {\n #v: number;\n #dirty: boolean;\n\n constructor(v: number) {\n this.#v = v;\n this.#dirty = false;\n }\n\n get dirty(): boolean {\n return this.#dirty;\n }\n\n get v(): number {\n return this.#v;\n }\n\n set v(v: number) {\n if (this.#v !== v) this.#dirty = true;\n this.#v = v;\n }\n\n markClean() {\n this.#dirty = false;\n }\n}\n\nexport class LocalTransform {\n x = new DirtyNumber(0);\n y = new DirtyNumber(0);\n pivotX = new DirtyNumber(0);\n pivotY = new DirtyNumber(0);\n scaleX = new DirtyNumber(1);\n scaleY = new DirtyNumber(1);\n rotation = new DirtyNumber(0);\n alpha = new DirtyNumber(1);\n\n markClean() {\n this.x.markClean();\n this.y.markClean();\n this.pivotX.markClean();\n this.pivotY.markClean();\n this.scaleX.markClean();\n this.scaleY.markClean();\n this.rotation.markClean();\n this.alpha.markClean();\n }\n}\n\nexport class WorldTransform {\n x = new DirtyNumber(0);\n y = new DirtyNumber(0);\n scaleX = new DirtyNumber(1);\n scaleY = new DirtyNumber(1);\n rotation = new DirtyNumber(0);\n alpha = new DirtyNumber(1);\n\n update(parent: WorldTransform, local: LocalTransform) {\n const rx = local.x.v * parent.scaleX.v;\n const ry = local.y.v * parent.scaleY.v;\n const pCos = Math.cos(parent.rotation.v);\n const pSin = Math.sin(parent.rotation.v);\n\n this.scaleX.v = parent.scaleX.v * local.scaleX.v;\n this.scaleY.v = parent.scaleY.v * local.scaleY.v;\n\n const pivotX = local.pivotX.v * this.scaleX.v;\n const pivotY = local.pivotY.v * this.scaleY.v;\n const cos = Math.cos(local.rotation.v);\n const sin = Math.sin(local.rotation.v);\n\n this.x.v = parent.x.v + (rx * pCos - ry * pSin) - (pivotX * cos - pivotY * sin);\n this.y.v = parent.y.v + (rx * pSin + ry * pCos) - (pivotX * sin + pivotY * cos);\n\n this.rotation.v = parent.rotation.v + local.rotation.v;\n this.alpha.v = parent.alpha.v * local.alpha.v;\n }\n\n markClean() {\n this.x.markClean();\n this.y.markClean();\n this.scaleX.markClean();\n this.scaleY.markClean();\n this.rotation.markClean();\n this.alpha.markClean();\n }\n}\n\nexport function localOffsetToWorld(\n world: WorldTransform,\n ox: number,\n oy: number\n): { x: number; y: number } {\n const cos = Math.cos(world.rotation.v);\n const sin = Math.sin(world.rotation.v);\n const sx = ox * world.scaleX.v;\n const sy = oy * world.scaleY.v;\n\n const x = sx * cos - sy * sin;\n const y = sx * sin + sy * cos;\n return { x, y };\n}\n\nexport function worldToLocalWithNewWorld(\n world: WorldTransform,\n local: LocalTransform,\n targetWorldX: number,\n targetWorldY: number,\n targetWorldRotation: number\n): {\n x: number;\n y: number;\n rotation: number;\n newWorldX: number;\n newWorldY: number;\n newWorldRotation: number;\n} {\n const invLocalScaleX = local.scaleX.v !== 0 ? 1 / local.scaleX.v : 0;\n const invLocalScaleY = local.scaleY.v !== 0 ? 1 / local.scaleY.v : 0;\n\n const parentScaleX = world.scaleX.v * invLocalScaleX;\n const parentScaleY = world.scaleY.v * invLocalScaleY;\n const parentRot = world.rotation.v - local.rotation.v;\n\n const pCos = Math.cos(parentRot);\n const pSin = Math.sin(parentRot);\n\n const cosOld = Math.cos(local.rotation.v);\n const sinOld = Math.sin(local.rotation.v);\n\n const pivotX = local.pivotX.v * world.scaleX.v;\n const pivotY = local.pivotY.v * world.scaleY.v;\n\n const rx0 = local.x.v * parentScaleX;\n const ry0 = local.y.v * parentScaleY;\n\n const parentX = world.x.v - (rx0 * pCos - ry0 * pSin) + (pivotX * cosOld - pivotY * sinOld);\n const parentY = world.y.v - (rx0 * pSin + ry0 * pCos) + (pivotX * sinOld + pivotY * cosOld);\n\n const rotation = targetWorldRotation - parentRot;\n\n const cosNew = Math.cos(rotation);\n const sinNew = Math.sin(rotation);\n\n const tx = (targetWorldX - parentX) + (pivotX * cosNew - pivotY * sinNew);\n const ty = (targetWorldY - parentY) + (pivotX * sinNew + pivotY * cosNew);\n\n const rx = tx * pCos + ty * pSin;\n const ry = -tx * pSin + ty * pCos;\n\n const invParentScaleX = parentScaleX !== 0 ? 1 / parentScaleX : 0;\n const invParentScaleY = parentScaleY !== 0 ? 1 / parentScaleY : 0;\n\n const x = rx * invParentScaleX;\n const y = ry * invParentScaleY;\n\n const newRx = x * parentScaleX;\n const newRy = y * parentScaleY;\n const newWorldX = parentX + (newRx * pCos - newRy * pSin) - (pivotX * cosNew - pivotY * sinNew);\n const newWorldY = parentY + (newRx * pSin + newRy * pCos) - (pivotX * sinNew + pivotY * cosNew);\n const newWorldRotation = parentRot + rotation;\n\n return { x, y, rotation, newWorldX, newWorldY, newWorldRotation };\n}\n"]}
@@ -0,0 +1,117 @@
1
+ import { AnimatedSprite } from 'pixi.js';
2
+ import { getCachedId, spritesheetLoader } from '../asset/loaders/spritesheet';
3
+ import { GameObject } from '../game-object/game-object';
4
+ class AnimatedSpriteObject extends GameObject {
5
+ #id;
6
+ #sheet;
7
+ #sprite;
8
+ #src;
9
+ #atlas;
10
+ #animation;
11
+ #fps;
12
+ #loop;
13
+ constructor(opts) {
14
+ super(opts);
15
+ if (opts) {
16
+ if (opts.src)
17
+ this.src = opts.src;
18
+ if (opts.atlas)
19
+ this.atlas = opts.atlas;
20
+ if (opts.animation)
21
+ this.animation = opts.animation;
22
+ if (opts.fps)
23
+ this.fps = opts.fps;
24
+ if (opts.loop)
25
+ this.loop = opts.loop;
26
+ }
27
+ }
28
+ #updateAnimation() {
29
+ this.#sprite?.destroy();
30
+ this.#sprite = undefined;
31
+ if (this.#sheet && this.#animation) {
32
+ if (!this.#sheet.animations[this.#animation]) {
33
+ console.error(`Animation not found: ${this.#animation}`);
34
+ return;
35
+ }
36
+ const sprite = new AnimatedSprite(this.#sheet.animations[this.#animation]);
37
+ sprite.anchor.set(0.5, 0.5);
38
+ sprite.loop = this.#loop ?? true;
39
+ sprite.animationSpeed = (this.#fps ?? 0) / 60;
40
+ sprite.play();
41
+ this._addPixiChild(sprite);
42
+ this.#sprite = sprite;
43
+ sprite.onLoop = () => this.emit('animationend', this.#animation);
44
+ sprite.onComplete = () => this.emit('animationend', this.#animation);
45
+ }
46
+ }
47
+ async #load() {
48
+ if (this.#id)
49
+ spritesheetLoader.release(this.#id);
50
+ this.#id = undefined;
51
+ this.#sheet = undefined;
52
+ this.#sprite?.destroy();
53
+ this.#sprite = undefined;
54
+ if (this.#src && this.#atlas) {
55
+ this.#id = getCachedId(this.#src, this.#atlas);
56
+ if (!spritesheetLoader.checkLoaded(this.#id)) {
57
+ console.info(`Spritesheet not preloaded. Loading now: ${this.#id}`);
58
+ }
59
+ this.#sheet = await spritesheetLoader.load(this.#id, this.#src, this.#atlas);
60
+ }
61
+ this.#updateAnimation();
62
+ }
63
+ get src() {
64
+ return this.#src;
65
+ }
66
+ set src(src) {
67
+ if (this.#src !== src) {
68
+ this.#src = src;
69
+ this.#load();
70
+ }
71
+ }
72
+ get atlas() {
73
+ return this.#atlas;
74
+ }
75
+ set atlas(atlas) {
76
+ if (this.#atlas !== atlas) {
77
+ this.#atlas = atlas;
78
+ this.#load();
79
+ }
80
+ }
81
+ get animation() {
82
+ return this.#animation;
83
+ }
84
+ set animation(animation) {
85
+ if (this.#animation !== animation) {
86
+ this.#animation = animation;
87
+ this.#updateAnimation();
88
+ }
89
+ }
90
+ get fps() {
91
+ return this.#fps;
92
+ }
93
+ set fps(fps) {
94
+ if (this.#fps !== fps) {
95
+ this.#fps = fps;
96
+ if (this.#sprite)
97
+ this.#sprite.animationSpeed = (fps ?? 0) / 60;
98
+ }
99
+ }
100
+ get loop() {
101
+ return this.#loop;
102
+ }
103
+ set loop(loop) {
104
+ if (this.#loop !== loop) {
105
+ this.#loop = loop;
106
+ if (this.#sprite)
107
+ this.#sprite.loop = loop === true;
108
+ }
109
+ }
110
+ remove() {
111
+ if (this.#id)
112
+ spritesheetLoader.release(this.#id);
113
+ super.remove();
114
+ }
115
+ }
116
+ export { AnimatedSpriteObject };
117
+ //# sourceMappingURL=animated-sprite.js.map
@@ -0,0 +1 @@
1
+ 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{ EventMap } from '@webtaku/event-emitter';\nimport { AnimatedSprite, Spritesheet, SpritesheetData } from 'pixi.js';\nimport { getCachedId, spritesheetLoader } from '../asset/loaders/spritesheet';\nimport { GameObject, GameObjectOptions } from '../game-object/game-object';\n\ntype AnimatedSpriteOptions = {\n src?: string;\n atlas?: SpritesheetData;\n animation?: string;\n fps?: number;\n loop?: boolean;\n} & GameObjectOptions;\n\nclass AnimatedSpriteObject<E extends EventMap = EventMap> extends GameObject<E & {\n animationend: (animation: string) => void;\n}> {\n #id?: string;\n #sheet?: Spritesheet;\n #sprite?: AnimatedSprite;\n\n #src?: string;\n #atlas?: SpritesheetData;\n #animation?: string;\n #fps?: number;\n #loop?: boolean;\n\n constructor(opts?: AnimatedSpriteOptions) {\n super(opts);\n if (opts) {\n if (opts.src) this.src = opts.src;\n if (opts.atlas) this.atlas = opts.atlas;\n if (opts.animation) this.animation = opts.animation;\n if (opts.fps) this.fps = opts.fps;\n if (opts.loop) this.loop = opts.loop;\n }\n }\n\n #updateAnimation() {\n this.#sprite?.destroy();\n this.#sprite = undefined;\n\n if (this.#sheet && this.#animation) {\n if (!this.#sheet.animations[this.#animation]) {\n console.error(`Animation not found: ${this.#animation}`);\n return;\n }\n const sprite = new AnimatedSprite(this.#sheet.animations[this.#animation]);\n sprite.anchor.set(0.5, 0.5);\n sprite.loop = this.#loop ?? true;\n sprite.animationSpeed = (this.#fps ?? 0) / 60;\n sprite.play();\n this._addPixiChild(sprite);\n this.#sprite = sprite;\n\n sprite.onLoop = () => (this as any).emit('animationend', this.#animation);\n sprite.onComplete = () => (this as any).emit('animationend', this.#animation);\n }\n }\n\n async #load() {\n if (this.#id) spritesheetLoader.release(this.#id);\n\n this.#id = undefined;\n this.#sheet = undefined;\n this.#sprite?.destroy();\n this.#sprite = undefined;\n\n if (this.#src && this.#atlas) {\n this.#id = getCachedId(this.#src, this.#atlas);\n if (!spritesheetLoader.checkLoaded(this.#id)) {\n console.info(`Spritesheet not preloaded. Loading now: ${this.#id}`);\n }\n this.#sheet = await spritesheetLoader.load(this.#id, this.#src, this.#atlas);\n }\n\n this.#updateAnimation();\n }\n\n get src() {\n return this.#src;\n }\n\n set src(src: string | undefined) {\n if (this.#src !== src) {\n this.#src = src;\n this.#load();\n }\n }\n\n get atlas() {\n return this.#atlas;\n }\n\n set atlas(atlas: SpritesheetData | undefined) {\n if (this.#atlas !== atlas) {\n this.#atlas = atlas;\n this.#load();\n }\n }\n\n get animation() {\n return this.#animation;\n }\n\n set animation(animation: string | undefined) {\n if (this.#animation !== animation) {\n this.#animation = animation;\n this.#updateAnimation();\n }\n }\n\n get fps() {\n return this.#fps;\n }\n\n set fps(fps: number | undefined) {\n if (this.#fps !== fps) {\n this.#fps = fps;\n if (this.#sprite) this.#sprite.animationSpeed = (fps ?? 0) / 60;\n }\n }\n\n get loop() {\n return this.#loop;\n }\n\n set loop(loop: boolean | undefined) {\n if (this.#loop !== loop) {\n this.#loop = loop;\n if (this.#sprite) this.#sprite.loop = loop === true;\n }\n }\n\n remove() {\n if (this.#id) spritesheetLoader.release(this.#id);\n super.remove();\n }\n}\n\nexport { AnimatedSpriteObject };\n"]}
@@ -0,0 +1,56 @@
1
+ import { GameObject } from "../game-object/game-object";
2
+ export class DomContainerObject extends GameObject {
3
+ #el;
4
+ constructor(opts) {
5
+ super(opts);
6
+ if (opts) {
7
+ if (opts.el)
8
+ this.el = opts.el;
9
+ }
10
+ }
11
+ _setWorld(world) {
12
+ super._setWorld(world);
13
+ if (this.#el)
14
+ world.container.appendChild(this.#el);
15
+ }
16
+ get el() {
17
+ return this.#el;
18
+ }
19
+ set el(el) {
20
+ this.#el = el;
21
+ if (el) {
22
+ el.style.position = 'absolute';
23
+ el.style.left = '0';
24
+ el.style.top = '0';
25
+ el.style.zIndex = '1';
26
+ const world = this._getWorld();
27
+ if (world)
28
+ world.container.appendChild(el);
29
+ }
30
+ }
31
+ _afterRender() {
32
+ const world = this._getWorld();
33
+ if (world && this.#el) {
34
+ if (world._containerSizeDirty ||
35
+ this._wt.x.dirty ||
36
+ this._wt.y.dirty ||
37
+ this._wt.scaleX.dirty ||
38
+ this._wt.scaleY.dirty ||
39
+ this._wt.rotation.dirty) {
40
+ const R = world._worldRendering;
41
+ const S = R.renderScale;
42
+ this.#el.style.transform = `
43
+ translate(
44
+ calc(-50% + ${this._wt.x.v * S + R.canvasLeft + R.centerX * S}px),
45
+ calc(-50% + ${this._wt.y.v * S + R.canvasTop + R.centerY * S}px)
46
+ )
47
+ scale(${this._wt.scaleX.v * S}, ${this._wt.scaleY.v * S})
48
+ rotate(${this._wt.rotation.v}rad)
49
+ `;
50
+ }
51
+ if (this._wt.alpha.dirty)
52
+ this.#el.style.opacity = this._wt.alpha.v.toString();
53
+ }
54
+ }
55
+ }
56
+ //# sourceMappingURL=dom-container.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dom-container.js","sourceRoot":"","sources":["../../src/game-object-ext/dom-container.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAqB,MAAM,4BAA4B,CAAC;AAO3E,MAAM,OAAO,kBAAkD,SAAQ,UAAa;IAClF,GAAG,CAAe;IAElB,YAAY,IAAgC;QAC1C,KAAK,CAAC,IAAI,CAAC,CAAC;QACZ,IAAI,IAAI,EAAE,CAAC;YACT,IAAI,IAAI,CAAC,EAAE;gBAAE,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,EAAE,CAAC;QACjC,CAAC;IACH,CAAC;IAES,SAAS,CAAC,KAAY;QAC9B,KAAK,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;QACvB,IAAI,IAAI,CAAC,GAAG;YAAE,KAAK,CAAC,SAAS,CAAC,WAAW,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;IACtD,CAAC;IAED,IAAI,EAAE;QACJ,OAAO,IAAI,CAAC,GAAG,CAAC;IAClB,CAAC;IAED,IAAI,EAAE,CAAC,EAA2B;QAChC,IAAI,CAAC,GAAG,GAAG,EAAE,CAAC;QACd,IAAI,EAAE,EAAE,CAAC;YACP,EAAE,CAAC,KAAK,CAAC,QAAQ,GAAG,UAAU,CAAC;YAC/B,EAAE,CAAC,KAAK,CAAC,IAAI,GAAG,GAAG,CAAC;YACpB,EAAE,CAAC,KAAK,CAAC,GAAG,GAAG,GAAG,CAAC;YACnB,EAAE,CAAC,KAAK,CAAC,MAAM,GAAG,GAAG,CAAC;YAEtB,MAAM,KAAK,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;YAC/B,IAAI,KAAK;gBAAE,KAAK,CAAC,SAAS,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC;QAC7C,CAAC;IACH,CAAC;IAED,YAAY;QACV,MAAM,KAAK,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAC/B,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,EAAE,CAAC;YACtB,IACE,KAAK,CAAC,mBAAmB;gBACzB,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,KAAK;gBAChB,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,KAAK;gBAChB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,KAAK;gBACrB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,KAAK;gBACrB,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,KAAK,EACvB,CAAC;gBACD,MAAM,CAAC,GAAG,KAAK,CAAC,eAAe,CAAC;gBAChC,MAAM,CAAC,GAAG,CAAC,CAAC,WAAW,CAAC;gBAExB,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,SAAS,GAAG;;wBAEX,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,UAAU,GAAG,CAAC,CAAC,OAAO,GAAG,CAAC;wBAC/C,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,SAAS,GAAG,CAAC,CAAC,OAAO,GAAG,CAAC;;gBAEtD,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,KAAK,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC;iBAC9C,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;OAC7B,CAAC;YACF,CAAC;YACD,IAAI,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,KAAK;gBAAE,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,QAAQ,EAAE,CAAC;QACjF,CAAC;IACH,CAAC;CACF","sourcesContent":["import { EventMap } from '@webtaku/event-emitter';\nimport { GameObject, GameObjectOptions } from \"../game-object/game-object\";\nimport { World } from '../world/world';\n\ntype DomContainerObjectOptions = {\n el?: HTMLElement;\n} & GameObjectOptions;\n\nexport class DomContainerObject<E extends EventMap = EventMap> extends GameObject<E> {\n #el?: HTMLElement;\n\n constructor(opts?: DomContainerObjectOptions) {\n super(opts);\n if (opts) {\n if (opts.el) this.el = opts.el;\n }\n }\n\n protected _setWorld(world: World): void {\n super._setWorld(world);\n if (this.#el) world.container.appendChild(this.#el);\n }\n\n get el() {\n return this.#el;\n }\n\n set el(el: HTMLElement | undefined) {\n this.#el = el;\n if (el) {\n el.style.position = 'absolute';\n el.style.left = '0';\n el.style.top = '0';\n el.style.zIndex = '1';\n\n const world = this._getWorld();\n if (world) world.container.appendChild(el);\n }\n }\n\n _afterRender() {\n const world = this._getWorld();\n if (world && this.#el) {\n if (\n world._containerSizeDirty ||\n this._wt.x.dirty ||\n this._wt.y.dirty ||\n this._wt.scaleX.dirty ||\n this._wt.scaleY.dirty ||\n this._wt.rotation.dirty\n ) {\n const R = world._worldRendering;\n const S = R.renderScale;\n\n this.#el.style.transform = `\n translate(\n calc(-50% + ${this._wt.x.v * S + R.canvasLeft + R.centerX * S}px),\n calc(-50% + ${this._wt.y.v * S + R.canvasTop + R.centerY * S}px)\n )\n scale(${this._wt.scaleX.v * S}, ${this._wt.scaleY.v * S})\n rotate(${this._wt.rotation.v}rad)\n `;\n }\n if (this._wt.alpha.dirty) this.#el.style.opacity = this._wt.alpha.v.toString();\n }\n }\n}\n"]}
@@ -0,0 +1,30 @@
1
+ import { Graphics } from 'pixi.js';
2
+ import { GameObject } from '../game-object/game-object';
3
+ class RectangleObject extends GameObject {
4
+ #graphics = new Graphics({ zIndex: -999999 });
5
+ #width = 0;
6
+ #height = 0;
7
+ #fill;
8
+ #stroke;
9
+ constructor() {
10
+ super();
11
+ this._addPixiChild(this.#graphics);
12
+ }
13
+ #draw() {
14
+ this.#graphics.clear().rect(-this.#width / 2, -this.#height / 2, this.#width, this.#height);
15
+ if (this.#fill)
16
+ this.#graphics.fill(this.#fill);
17
+ if (this.#stroke)
18
+ this.#graphics.stroke(this.#stroke);
19
+ }
20
+ get width() { return this.#width; }
21
+ set width(value) { this.#width = value; this.#draw(); }
22
+ get height() { return this.#height; }
23
+ set height(value) { this.#height = value; this.#draw(); }
24
+ get fill() { return this.#fill; }
25
+ set fill(value) { this.#fill = value; this.#draw(); }
26
+ get stroke() { return this.#stroke; }
27
+ set stroke(value) { this.#stroke = value; this.#draw(); }
28
+ }
29
+ export { RectangleObject };
30
+ //# sourceMappingURL=rect.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"rect.js","sourceRoot":"","sources":["../../src/game-object-ext/rect.ts"],"names":[],"mappings":"AACA,OAAO,EAAa,QAAQ,EAAe,MAAM,SAAS,CAAC;AAC3D,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAC;AAExD,MAAM,eAA+C,SAAQ,UAAa;IACxE,SAAS,GAAG,IAAI,QAAQ,CAAC,EAAE,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC,CAAC;IAC9C,MAAM,GAAW,CAAC,CAAC;IACnB,OAAO,GAAW,CAAC,CAAC;IACpB,KAAK,CAAa;IAClB,OAAO,CAAe;IAEtB;QACE,KAAK,EAAE,CAAC;QACR,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IACrC,CAAC;IAED,KAAK;QACH,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,IAAI,CACzB,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,EAChB,CAAC,IAAI,CAAC,OAAO,GAAG,CAAC,EACjB,IAAI,CAAC,MAAM,EACX,IAAI,CAAC,OAAO,CACb,CAAC;QACF,IAAI,IAAI,CAAC,KAAK;YAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAChD,IAAI,IAAI,CAAC,OAAO;YAAE,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IACxD,CAAC;IAED,IAAI,KAAK,KAAa,OAAO,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;IAC3C,IAAI,KAAK,CAAC,KAAa,IAAI,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAC/D,IAAI,MAAM,KAAa,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IAC7C,IAAI,MAAM,CAAC,KAAa,IAAI,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAEjE,IAAI,IAAI,KAA4B,OAAO,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;IACxD,IAAI,IAAI,CAAC,KAA4B,IAAI,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAE5E,IAAI,MAAM,KAA8B,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC;IAC9D,IAAI,MAAM,CAAC,KAA8B,IAAI,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;CACnF;AAED,OAAO,EAAE,eAAe,EAAE,CAAC","sourcesContent":["import { EventMap } from '@webtaku/event-emitter';\nimport { FillInput, Graphics, StrokeInput } from 'pixi.js';\nimport { GameObject } from '../game-object/game-object';\n\nclass RectangleObject<E extends EventMap = EventMap> extends GameObject<E> {\n #graphics = new Graphics({ zIndex: -999999 });\n #width: number = 0;\n #height: number = 0;\n #fill?: FillInput;\n #stroke?: StrokeInput;\n\n constructor() {\n super();\n this._addPixiChild(this.#graphics);\n }\n\n #draw() {\n this.#graphics.clear().rect(\n -this.#width / 2,\n -this.#height / 2,\n this.#width,\n this.#height,\n );\n if (this.#fill) this.#graphics.fill(this.#fill);\n if (this.#stroke) this.#graphics.stroke(this.#stroke);\n }\n\n get width(): number { return this.#width; }\n set width(value: number) { this.#width = value; this.#draw(); }\n get height(): number { return this.#height; }\n set height(value: number) { this.#height = value; this.#draw(); }\n\n get fill(): FillInput | undefined { return this.#fill; }\n set fill(value: FillInput | undefined) { this.#fill = value; this.#draw(); }\n\n get stroke(): StrokeInput | undefined { return this.#stroke; }\n set stroke(value: StrokeInput | undefined) { this.#stroke = value; this.#draw(); }\n}\n\nexport { RectangleObject };\n"]}
@@ -0,0 +1,206 @@
1
+ import { AtlasAttachmentLoader, SkeletonBinary, SkeletonJson, Skin, Spine, SpineTexture, TextureAtlas } from '@esotericsoftware/spine-pixi-v8';
2
+ import { binaryLoader } from '../asset/loaders/binary';
3
+ import { textLoader } from '../asset/loaders/text';
4
+ import { textureLoader } from '../asset/loaders/texture';
5
+ import { GameObject } from '../game-object/game-object';
6
+ class SpineObject extends GameObject {
7
+ #spine;
8
+ #atlas;
9
+ #skeletonData;
10
+ #skel;
11
+ #json;
12
+ #texture;
13
+ #skins;
14
+ #animation;
15
+ #loop;
16
+ constructor(opts) {
17
+ super(opts);
18
+ if (opts) {
19
+ if (opts.atlas)
20
+ this.atlas = opts.atlas;
21
+ if (opts.skeletonData)
22
+ this.skeletonData = opts.skeletonData;
23
+ if (opts.skel)
24
+ this.skel = opts.skel;
25
+ if (opts.json)
26
+ this.json = opts.json;
27
+ if (opts.texture)
28
+ this.texture = opts.texture;
29
+ if (opts.skins)
30
+ this.skins = opts.skins;
31
+ if (opts.animation)
32
+ this.animation = opts.animation;
33
+ if (opts.loop)
34
+ this.loop = opts.loop;
35
+ }
36
+ }
37
+ async #load() {
38
+ if (this.#atlas && (this.#skeletonData ||
39
+ this.#skel ||
40
+ this.#json)) {
41
+ const promises = [];
42
+ let textAtlasData;
43
+ let skeletonBynary;
44
+ let textSkeletonData;
45
+ let texture;
46
+ let textures;
47
+ if (!textLoader.checkLoaded(this.#atlas))
48
+ console.info(`Atlas not preloaded. Loading now: ${this.#atlas}`);
49
+ promises.push((async () => textAtlasData = await textLoader.load(this.#atlas))());
50
+ if (this.#skeletonData) {
51
+ // Skeleton data is already loaded, no need to load again
52
+ }
53
+ else if (this.#skel) {
54
+ if (!binaryLoader.checkLoaded(this.#skel))
55
+ console.info(`Skeleton not preloaded. Loading now: ${this.#skel}`);
56
+ promises.push((async () => skeletonBynary = await binaryLoader.load(this.#skel))());
57
+ }
58
+ else if (this.#json) {
59
+ if (!textLoader.checkLoaded(this.#json))
60
+ console.info(`Skeleton not preloaded. Loading now: ${this.#json}`);
61
+ promises.push((async () => textSkeletonData = await textLoader.load(this.#json))());
62
+ }
63
+ else {
64
+ console.error('Either skel or json must be provided');
65
+ return;
66
+ }
67
+ if (typeof this.#texture === 'string') {
68
+ if (!textureLoader.checkLoaded(this.#texture))
69
+ console.info(`Texture not preloaded. Loading now: ${this.#texture}`);
70
+ promises.push((async () => texture = await textureLoader.load(this.#texture))());
71
+ }
72
+ else if (this.#texture) {
73
+ textures = {};
74
+ for (const [key, path] of Object.entries(this.#texture)) {
75
+ if (!textureLoader.checkLoaded(path))
76
+ console.info(`Texture not preloaded. Loading now: ${path}`);
77
+ promises.push((async () => {
78
+ const texture = await textureLoader.load(path);
79
+ if (texture)
80
+ textures[key] = texture;
81
+ })());
82
+ }
83
+ }
84
+ await Promise.all(promises);
85
+ if (texture || textures) {
86
+ const atlas = new TextureAtlas(textAtlasData);
87
+ atlas.pages.forEach((page) => {
88
+ if (texture)
89
+ page.setTexture(SpineTexture.from(texture.source));
90
+ else if (textures) {
91
+ page.setTexture(SpineTexture.from(textures[page.name].source));
92
+ }
93
+ });
94
+ const atlasLoader = new AtlasAttachmentLoader(atlas);
95
+ let skeletonData;
96
+ if (this.#skeletonData) {
97
+ const jsonLoader = new SkeletonJson(atlasLoader);
98
+ skeletonData = jsonLoader.readSkeletonData(this.#skeletonData);
99
+ }
100
+ else if (skeletonBynary) {
101
+ const binaryLoader = new SkeletonBinary(atlasLoader);
102
+ skeletonData = binaryLoader.readSkeletonData(skeletonBynary);
103
+ }
104
+ else if (textSkeletonData) {
105
+ const jsonLoader = new SkeletonJson(atlasLoader);
106
+ skeletonData = jsonLoader.readSkeletonData(textSkeletonData);
107
+ }
108
+ else {
109
+ console.error('Either skel or json must be provided');
110
+ return;
111
+ }
112
+ this.#spine = new Spine(skeletonData);
113
+ this.#applyAnimation();
114
+ this.#applySkins();
115
+ this._addPixiChild(this.#spine);
116
+ }
117
+ }
118
+ }
119
+ #applyAnimation() {
120
+ if (this.#spine && this.#animation) {
121
+ this.#spine.state.setAnimation(0, this.#animation, this.#loop ?? true);
122
+ this.#spine.state.apply(this.#spine.skeleton);
123
+ }
124
+ }
125
+ #applySkins() {
126
+ if (this.#spine && this.#skins) {
127
+ const newSkin = new Skin('combined-skin');
128
+ for (const skinName of this.#skins) {
129
+ const skin = this.#spine.skeleton.data.findSkin(skinName);
130
+ if (skin)
131
+ newSkin.addSkin(skin);
132
+ }
133
+ this.#spine.skeleton.setSkin(newSkin);
134
+ this.#spine.skeleton.setSlotsToSetupPose();
135
+ }
136
+ }
137
+ get atlas() {
138
+ return this.#atlas;
139
+ }
140
+ set atlas(atlas) {
141
+ this.#atlas = atlas;
142
+ this.#load();
143
+ }
144
+ get skeletonData() {
145
+ return this.#skeletonData;
146
+ }
147
+ set skeletonData(skeletonData) {
148
+ this.#skeletonData = skeletonData;
149
+ this.#load();
150
+ }
151
+ get skel() {
152
+ return this.#skel;
153
+ }
154
+ set skel(skel) {
155
+ this.#skel = skel;
156
+ this.#load();
157
+ }
158
+ get json() {
159
+ return this.#json;
160
+ }
161
+ set json(json) {
162
+ this.#json = json;
163
+ this.#load();
164
+ }
165
+ get texture() {
166
+ return this.#texture;
167
+ }
168
+ set texture(texture) {
169
+ this.#texture = texture;
170
+ this.#load();
171
+ }
172
+ get skins() {
173
+ return this.#skins;
174
+ }
175
+ set skins(skins) {
176
+ this.#skins = skins;
177
+ this.#applySkins();
178
+ }
179
+ get animation() {
180
+ return this.#animation;
181
+ }
182
+ set animation(animation) {
183
+ this.#animation = animation;
184
+ this.#applyAnimation();
185
+ }
186
+ get loop() {
187
+ return this.#loop;
188
+ }
189
+ set loop(loop) {
190
+ this.#loop = loop;
191
+ this.#applyAnimation();
192
+ }
193
+ remove() {
194
+ if (typeof this.#texture === 'string') {
195
+ textureLoader.release(this.#texture);
196
+ }
197
+ else if (this.#texture) {
198
+ for (const path of Object.values(this.#texture)) {
199
+ textureLoader.release(path);
200
+ }
201
+ }
202
+ super.remove();
203
+ }
204
+ }
205
+ export { SpineObject };
206
+ //# sourceMappingURL=spine.js.map
@@ -0,0 +1 @@
1
+ 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{ AtlasAttachmentLoader, SkeletonBinary, SkeletonData, SkeletonJson, Skin, Spine, SpineTexture, TextureAtlas } from '@esotericsoftware/spine-pixi-v8';\nimport { EventMap } from '@webtaku/event-emitter';\nimport { Texture } from 'pixi.js';\nimport { binaryLoader } from '../asset/loaders/binary';\nimport { textLoader } from '../asset/loaders/text';\nimport { textureLoader } from '../asset/loaders/texture';\nimport { GameObject, GameObjectOptions } from '../game-object/game-object';\n\ntype SpineOptions = {\n atlas?: string;\n skeletonData?: any;\n skel?: string;\n json?: string;\n texture?: string | Record<string, string>;\n skins?: string[];\n animation?: string;\n loop?: boolean;\n} & GameObjectOptions;\n\nclass SpineObject<E extends EventMap = EventMap> extends GameObject<E> {\n #spine?: Spine;\n\n #atlas?: string;\n #skeletonData?: any;\n #skel?: string;\n #json?: string;\n #texture?: string | Record<string, string>;\n #skins?: string[];\n #animation?: string;\n #loop?: boolean;\n\n constructor(opts?: SpineOptions) {\n super(opts);\n if (opts) {\n if (opts.atlas) this.atlas = opts.atlas;\n if (opts.skeletonData) this.skeletonData = opts.skeletonData;\n if (opts.skel) this.skel = opts.skel;\n if (opts.json) this.json = opts.json;\n if (opts.texture) this.texture = opts.texture;\n if (opts.skins) this.skins = opts.skins;\n if (opts.animation) this.animation = opts.animation;\n if (opts.loop) this.loop = opts.loop;\n }\n }\n\n async #load() {\n if (this.#atlas && (\n this.#skeletonData ||\n this.#skel ||\n this.#json\n )) {\n const promises: Promise<any>[] = [];\n\n let textAtlasData: string | undefined;\n let skeletonBynary: Uint8Array | undefined;\n let textSkeletonData: string | undefined;\n\n let texture: Texture | undefined;\n let textures: Record<string, Texture> | undefined;\n\n if (!textLoader.checkLoaded(this.#atlas)) console.info(`Atlas not preloaded. Loading now: ${this.#atlas}`);\n promises.push((async () => textAtlasData = await textLoader.load(this.#atlas!))());\n\n if (this.#skeletonData) {\n // Skeleton data is already loaded, no need to load again\n } else if (this.#skel) {\n if (!binaryLoader.checkLoaded(this.#skel)) console.info(`Skeleton not preloaded. Loading now: ${this.#skel}`);\n promises.push((async () => skeletonBynary = await binaryLoader.load(this.#skel!))());\n } else if (this.#json) {\n if (!textLoader.checkLoaded(this.#json)) console.info(`Skeleton not preloaded. Loading now: ${this.#json}`);\n promises.push((async () => textSkeletonData = await textLoader.load(this.#json!))());\n } else {\n console.error('Either skel or json must be provided');\n return;\n }\n\n if (typeof this.#texture === 'string') {\n if (!textureLoader.checkLoaded(this.#texture)) console.info(`Texture not preloaded. Loading now: ${this.#texture}`);\n promises.push((async () => texture = await textureLoader.load(this.#texture as string))());\n } else if (this.#texture) {\n textures = {};\n for (const [key, path] of Object.entries(this.#texture)) {\n if (!textureLoader.checkLoaded(path)) console.info(`Texture not preloaded. Loading now: ${path}`);\n promises.push((async () => {\n const texture = await textureLoader.load(path);\n if (texture) textures[key] = texture;\n })());\n }\n }\n\n await Promise.all(promises);\n\n if (texture || textures) {\n const atlas = new TextureAtlas(textAtlasData!);\n atlas.pages.forEach((page) => {\n if (texture) page.setTexture(SpineTexture.from(texture.source));\n else if (textures) {\n page.setTexture(SpineTexture.from(textures[page.name].source));\n }\n });\n\n const atlasLoader = new AtlasAttachmentLoader(atlas);\n\n let skeletonData: SkeletonData;\n if (this.#skeletonData) {\n const jsonLoader = new SkeletonJson(atlasLoader);\n skeletonData = jsonLoader.readSkeletonData(this.#skeletonData);\n } else if (skeletonBynary) {\n const binaryLoader = new SkeletonBinary(atlasLoader);\n skeletonData = binaryLoader.readSkeletonData(skeletonBynary);\n } else if (textSkeletonData) {\n const jsonLoader = new SkeletonJson(atlasLoader);\n skeletonData = jsonLoader.readSkeletonData(textSkeletonData);\n } else {\n console.error('Either skel or json must be provided');\n return;\n }\n\n this.#spine = new Spine(skeletonData);\n this.#applyAnimation();\n this.#applySkins();\n\n this._addPixiChild(this.#spine);\n }\n }\n }\n\n #applyAnimation() {\n if (this.#spine && this.#animation) {\n this.#spine.state.setAnimation(\n 0,\n this.#animation,\n this.#loop ?? true,\n );\n this.#spine.state.apply(this.#spine.skeleton);\n }\n }\n\n #applySkins() {\n if (this.#spine && this.#skins) {\n const newSkin = new Skin('combined-skin');\n for (const skinName of this.#skins) {\n const skin = this.#spine.skeleton.data.findSkin(skinName);\n if (skin) newSkin.addSkin(skin);\n }\n this.#spine.skeleton.setSkin(newSkin);\n this.#spine.skeleton.setSlotsToSetupPose();\n }\n }\n\n get atlas() {\n return this.#atlas;\n }\n\n set atlas(atlas: string | undefined) {\n this.#atlas = atlas;\n this.#load();\n }\n\n get skeletonData() {\n return this.#skeletonData;\n }\n\n set skeletonData(skeletonData: any | undefined) {\n this.#skeletonData = skeletonData;\n this.#load();\n }\n\n get skel() {\n return this.#skel;\n }\n\n set skel(skel: string | undefined) {\n this.#skel = skel;\n this.#load();\n }\n\n get json() {\n return this.#json;\n }\n\n set json(json: string | undefined) {\n this.#json = json;\n this.#load();\n }\n\n get texture() {\n return this.#texture;\n }\n\n set texture(texture: string | Record<string, string> | undefined) {\n this.#texture = texture;\n this.#load();\n }\n\n get skins() {\n return this.#skins;\n }\n\n set skins(skins: string[] | undefined) {\n this.#skins = skins;\n this.#applySkins();\n }\n\n get animation() {\n return this.#animation;\n }\n\n set animation(animation: string | undefined) {\n this.#animation = animation;\n this.#applyAnimation();\n }\n\n get loop() {\n return this.#loop;\n }\n\n set loop(loop: boolean | undefined) {\n this.#loop = loop;\n this.#applyAnimation();\n }\n\n remove() {\n if (typeof this.#texture === 'string') {\n textureLoader.release(this.#texture);\n } else if (this.#texture) {\n for (const path of Object.values(this.#texture)) {\n textureLoader.release(path);\n }\n }\n super.remove();\n }\n}\n\nexport { SpineObject };\n"]}
@@ -0,0 +1,46 @@
1
+ import { Sprite } from 'pixi.js';
2
+ import { textureLoader } from '../asset/loaders/texture';
3
+ import { GameObject } from '../game-object/game-object';
4
+ class SpriteObject extends GameObject {
5
+ #sprite;
6
+ #src;
7
+ constructor(opts) {
8
+ super(opts);
9
+ if (opts) {
10
+ if (opts.src)
11
+ this.src = opts.src;
12
+ }
13
+ }
14
+ async #load() {
15
+ this.#sprite?.destroy({ children: true });
16
+ this.#sprite = undefined;
17
+ if (this.#src) {
18
+ if (!textureLoader.checkLoaded(this.#src)) {
19
+ console.info(`Texture not preloaded. Loading now: ${this.#src}`);
20
+ }
21
+ const texture = await textureLoader.load(this.#src);
22
+ if (texture) {
23
+ this.#sprite = new Sprite({ texture, anchor: 0.5, zIndex: -999999 });
24
+ this._addPixiChild(this.#sprite);
25
+ }
26
+ }
27
+ }
28
+ get src() {
29
+ return this.#src;
30
+ }
31
+ set src(src) {
32
+ if (this.#src !== src) {
33
+ if (this.#src)
34
+ textureLoader.release(this.#src);
35
+ this.#src = src;
36
+ this.#load();
37
+ }
38
+ }
39
+ remove() {
40
+ if (this.#src)
41
+ textureLoader.release(this.#src);
42
+ super.remove();
43
+ }
44
+ }
45
+ export { SpriteObject };
46
+ //# sourceMappingURL=sprite.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sprite.js","sourceRoot":"","sources":["../../src/game-object-ext/sprite.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,SAAS,CAAC;AACjC,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,UAAU,EAAqB,MAAM,4BAA4B,CAAC;AAM3E,MAAM,YAA4C,SAAQ,UAAa;IACrE,OAAO,CAAU;IACjB,IAAI,CAAU;IAEd,YAAY,IAAoB;QAC9B,KAAK,CAAC,IAAI,CAAC,CAAC;QACZ,IAAI,IAAI,EAAE,CAAC;YACT,IAAI,IAAI,CAAC,GAAG;gBAAE,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC;QACpC,CAAC;IACH,CAAC;IAED,KAAK,CAAC,KAAK;QACT,IAAI,CAAC,OAAO,EAAE,OAAO,CAAC,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAC;QAC1C,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;QAEzB,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;YACd,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;gBAC1C,OAAO,CAAC,IAAI,CAAC,uCAAuC,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC;YACnE,CAAC;YACD,MAAM,OAAO,GAAG,MAAM,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YACpD,IAAI,OAAO,EAAE,CAAC;gBACZ,IAAI,CAAC,OAAO,GAAG,IAAI,MAAM,CAAC,EAAE,OAAO,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC,CAAC;gBACrE,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YACnC,CAAC;QACH,CAAC;IACH,CAAC;IAED,IAAI,GAAG;QACL,OAAO,IAAI,CAAC,IAAI,CAAC;IACnB,CAAC;IAED,IAAI,GAAG,CAAC,GAAuB;QAC7B,IAAI,IAAI,CAAC,IAAI,KAAK,GAAG,EAAE,CAAC;YACtB,IAAI,IAAI,CAAC,IAAI;gBAAE,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAChD,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;YAChB,IAAI,CAAC,KAAK,EAAE,CAAC;QACf,CAAC;IACH,CAAC;IAED,MAAM;QACJ,IAAI,IAAI,CAAC,IAAI;YAAE,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAChD,KAAK,CAAC,MAAM,EAAE,CAAC;IACjB,CAAC;CACF;AAED,OAAO,EAAE,YAAY,EAAE,CAAC","sourcesContent":["import { EventMap } from '@webtaku/event-emitter';\nimport { Sprite } from 'pixi.js';\nimport { textureLoader } from '../asset/loaders/texture';\nimport { GameObject, GameObjectOptions } from '../game-object/game-object';\n\ntype SpriteOptions = {\n src?: string;\n} & GameObjectOptions;\n\nclass SpriteObject<E extends EventMap = EventMap> extends GameObject<E> {\n #sprite?: Sprite;\n #src?: string;\n\n constructor(opts?: SpriteOptions) {\n super(opts);\n if (opts) {\n if (opts.src) this.src = opts.src;\n }\n }\n\n async #load() {\n this.#sprite?.destroy({ children: true });\n this.#sprite = undefined;\n\n if (this.#src) {\n if (!textureLoader.checkLoaded(this.#src)) {\n console.info(`Texture not preloaded. Loading now: ${this.#src}`);\n }\n const texture = await textureLoader.load(this.#src);\n if (texture) {\n this.#sprite = new Sprite({ texture, anchor: 0.5, zIndex: -999999 });\n this._addPixiChild(this.#sprite);\n }\n }\n }\n\n get src() {\n return this.#src;\n }\n\n set src(src: string | undefined) {\n if (this.#src !== src) {\n if (this.#src) textureLoader.release(this.#src);\n this.#src = src;\n this.#load();\n }\n }\n\n remove() {\n if (this.#src) textureLoader.release(this.#src);\n super.remove();\n }\n}\n\nexport { SpriteObject };\n"]}
@@ -0,0 +1,68 @@
1
+ import { Text as PixiText } from 'pixi.js';
2
+ import { GameObject } from '../game-object/game-object';
3
+ class TextObject extends GameObject {
4
+ #pixiText = new PixiText({ anchor: 0.5 });
5
+ #text;
6
+ #textAlign;
7
+ #fontSize;
8
+ #color;
9
+ constructor(opts) {
10
+ super(opts);
11
+ this._addPixiChild(this.#pixiText);
12
+ if (opts) {
13
+ if (opts.text)
14
+ this.text = opts.text;
15
+ if (opts.textAlign)
16
+ this.textAlign = opts.textAlign;
17
+ if (opts.fontSize)
18
+ this.fontSize = opts.fontSize;
19
+ if (opts.color)
20
+ this.color = opts.color;
21
+ }
22
+ }
23
+ get text() {
24
+ return this.#text;
25
+ }
26
+ set text(text) {
27
+ this.#text = text;
28
+ this.#pixiText.text = text || '';
29
+ }
30
+ get textAlign() {
31
+ return this.#textAlign;
32
+ }
33
+ set textAlign(textAlign) {
34
+ this.#textAlign = textAlign;
35
+ if (textAlign !== undefined)
36
+ this.#pixiText.style.align = textAlign;
37
+ }
38
+ get fontSize() {
39
+ return this.#fontSize;
40
+ }
41
+ set fontSize(fontSize) {
42
+ this.#fontSize = fontSize;
43
+ if (fontSize !== undefined)
44
+ this.#pixiText.style.fontSize = fontSize;
45
+ }
46
+ get color() {
47
+ return this.#color;
48
+ }
49
+ set color(color) {
50
+ this.#color = color;
51
+ if (color !== undefined)
52
+ this.#pixiText.style.fill = color;
53
+ }
54
+ get anchorX() {
55
+ return this.#pixiText.anchor.x - 0.5;
56
+ }
57
+ set anchorX(value) {
58
+ this.#pixiText.anchor.x = value + 0.5;
59
+ }
60
+ get anchorY() {
61
+ return this.#pixiText.anchor.y - 0.5;
62
+ }
63
+ set anchorY(value) {
64
+ this.#pixiText.anchor.y = value + 0.5;
65
+ }
66
+ }
67
+ export { TextObject };
68
+ //# sourceMappingURL=text.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"text.js","sourceRoot":"","sources":["../../src/game-object-ext/text.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,IAAI,IAAI,QAAQ,EAAE,MAAM,SAAS,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAqB,MAAM,4BAA4B,CAAC;AAS3E,MAAM,UAA0C,SAAQ,UAAa;IACnE,SAAS,GAAG,IAAI,QAAQ,CAAC,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC,CAAC;IAC1C,KAAK,CAAU;IACf,UAAU,CAA+B;IACzC,SAAS,CAAU;IACnB,MAAM,CAAU;IAEhB,YAAY,IAAwB;QAClC,KAAK,CAAC,IAAI,CAAC,CAAC;QACZ,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACnC,IAAI,IAAI,EAAE,CAAC;YACT,IAAI,IAAI,CAAC,IAAI;gBAAE,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;YACrC,IAAI,IAAI,CAAC,SAAS;gBAAE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;YACpD,IAAI,IAAI,CAAC,QAAQ;gBAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YACjD,IAAI,IAAI,CAAC,KAAK;gBAAE,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC1C,CAAC;IACH,CAAC;IAED,IAAI,IAAI;QACN,OAAO,IAAI,CAAC,KAAK,CAAC;IACpB,CAAC;IAED,IAAI,IAAI,CAAC,IAAwB;QAC/B,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,SAAS,CAAC,IAAI,GAAG,IAAI,IAAI,EAAE,CAAC;IACnC,CAAC;IAED,IAAI,SAAS;QACX,OAAO,IAAI,CAAC,UAAU,CAAC;IACzB,CAAC;IAED,IAAI,SAAS,CAAC,SAAkD;QAC9D,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAC5B,IAAI,SAAS,KAAK,SAAS;YAAE,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,KAAK,GAAG,SAAS,CAAC;IACtE,CAAC;IAED,IAAI,QAAQ;QACV,OAAO,IAAI,CAAC,SAAS,CAAC;IACxB,CAAC;IAED,IAAI,QAAQ,CAAC,QAA4B;QACvC,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,QAAQ,KAAK,SAAS;YAAE,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,QAAQ,GAAG,QAAQ,CAAC;IACvE,CAAC;IAED,IAAI,KAAK;QACP,OAAO,IAAI,CAAC,MAAM,CAAC;IACrB,CAAC;IAED,IAAI,KAAK,CAAC,KAAyB;QACjC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,KAAK,KAAK,SAAS;YAAE,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,GAAG,KAAK,CAAC;IAC7D,CAAC;IAED,IAAI,OAAO;QACT,OAAO,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,GAAG,CAAC;IACvC,CAAC;IAED,IAAI,OAAO,CAAC,KAAa;QACvB,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC;IACxC,CAAC;IAED,IAAI,OAAO;QACT,OAAO,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,GAAG,CAAC;IACvC,CAAC;IAED,IAAI,OAAO,CAAC,KAAa;QACvB,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC;IACxC,CAAC;CACF;AAED,OAAO,EAAE,UAAU,EAAE,CAAC","sourcesContent":["import { EventMap } from '@webtaku/event-emitter';\nimport { Text as PixiText } from 'pixi.js';\nimport { GameObject, GameObjectOptions } from '../game-object/game-object';\n\ntype TextObjectOptions = {\n text: string;\n textAlign?: 'left' | 'center' | 'right';\n fontSize?: number;\n color?: string;\n} & GameObjectOptions;\n\nclass TextObject<E extends EventMap = EventMap> extends GameObject<E> {\n #pixiText = new PixiText({ anchor: 0.5 });\n #text?: string;\n #textAlign?: 'left' | 'center' | 'right';\n #fontSize?: number;\n #color?: string;\n\n constructor(opts?: TextObjectOptions) {\n super(opts);\n this._addPixiChild(this.#pixiText);\n if (opts) {\n if (opts.text) this.text = opts.text;\n if (opts.textAlign) this.textAlign = opts.textAlign;\n if (opts.fontSize) this.fontSize = opts.fontSize;\n if (opts.color) this.color = opts.color;\n }\n }\n\n get text() {\n return this.#text;\n }\n\n set text(text: string | undefined) {\n this.#text = text;\n this.#pixiText.text = text || '';\n }\n\n get textAlign() {\n return this.#textAlign;\n }\n\n set textAlign(textAlign: 'left' | 'center' | 'right' | undefined) {\n this.#textAlign = textAlign;\n if (textAlign !== undefined) this.#pixiText.style.align = textAlign;\n }\n\n get fontSize() {\n return this.#fontSize;\n }\n\n set fontSize(fontSize: number | undefined) {\n this.#fontSize = fontSize;\n if (fontSize !== undefined) this.#pixiText.style.fontSize = fontSize;\n }\n\n get color() {\n return this.#color;\n }\n\n set color(color: string | undefined) {\n this.#color = color;\n if (color !== undefined) this.#pixiText.style.fill = color;\n }\n\n get anchorX() {\n return this.#pixiText.anchor.x - 0.5;\n }\n\n set anchorX(value: number) {\n this.#pixiText.anchor.x = value + 0.5;\n }\n\n get anchorY() {\n return this.#pixiText.anchor.y - 0.5;\n }\n\n set anchorY(value: number) {\n this.#pixiText.anchor.y = value + 0.5;\n }\n}\n\nexport { TextObject };\n"]}