kiwiengine 0.5.19 → 0.5.20

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/lib/index.js CHANGED
@@ -1,4 +1,5 @@
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  // Core
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+ export { GameNode } from './node/core/game-node';
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  export { GameObject } from './node/core/game-object';
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  // Renderer
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  export { Renderer } from './renderer/renderer';
package/lib/index.js.map CHANGED
@@ -1 +1 @@
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@@ -1 +1 @@
1
- {"version":3,"file":"game-node.js","sourceRoot":"","sources":["../../../src/node/core/game-node.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAY,MAAM,wBAAwB,CAAA;AAE/D,MAAM,OAAgB,QAA6B,SAAQ,YAEzD;IACA,OAAO,CAAqB;IAClB,QAAQ,GAAyB,EAAE,CAAC;IAC9C,MAAM,GAAG,KAAK,CAAA;IAEd,IAAc,MAAM,CAAC,MAAsC;QACzD,IAAI,CAAC,OAAO,GAAG,MAAM,CAAA;IACvB,CAAC;IAED,IAAc,MAAM;QAClB,OAAO,IAAI,CAAC,OAAO,CAAA;IACrB,CAAC;IAED,GAAG,CAAC,GAAG,QAA8B;QACnC,KAAK,MAAM,KAAK,IAAI,QAAQ,EAAE,CAAC;YAE7B,cAAc;YACd,IAAI,KAAK,CAAC,OAAO,EAAE,CAAC;gBAClB,MAAM,GAAG,GAAG,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,CAAA;gBACjD,IAAI,GAAG,KAAK,CAAC,CAAC;oBAAE,KAAK,CAAC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,CAAC,CAAA;YACvD,CAAC;YAED,YAAY;YACZ,KAAK,CAAC,MAAM,GAAG,IAAI,CAAA;YACnB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAA;QAC3B,CAAC;IACH,CAAC;IAED,MAAM;QACJ,KAAK,CAAC,MAAM,EAAE,CAAA;QAEd,WAAW;QACX,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACjB,MAAM,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,CAAA;YAC/C,IAAI,GAAG,KAAK,CAAC,CAAC;gBAAE,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,CAAC,CAAA;YACpD,IAAI,CAAC,OAAO,GAAG,SAAS,CAAA;QAC1B,CAAC;QAED,WAAW;QACX,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,KAAK,CAAC,MAAM,GAAG,SAAS,CAAA;YACxB,KAAK,CAAC,MAAM,EAAE,CAAA;QAChB,CAAC;QACD,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAA;IAC1B,CAAC;IAED,KAAK;QACH,IAAI,CAAC,MAAM,GAAG,IAAI,CAAA;QAClB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,KAAK,CAAC,KAAK,EAAE,CAAA;QACf,CAAC;IACH,CAAC;IAED,MAAM;QACJ,IAAI,CAAC,MAAM,GAAG,KAAK,CAAA;QACnB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,KAAK,CAAC,MAAM,EAAE,CAAA;QAChB,CAAC;IACH,CAAC;IAES,MAAM,CAAC,EAAU;QACzB,IAAI,IAAI,CAAC,MAAM;YAAE,OAAM;QAEvB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,CAAC,KAAK,CAAC,MAAM;gBAAE,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC,CAAA;QACrC,CAAC;QAEA,IAAY,CAAC,IAAI,CAAC,QAAQ,EAAE,EAAE,CAAC,CAAA;IAClC,CAAC;CACF","sourcesContent":["import { EventEmitter, EventMap } from '@webtaku/event-emitter'\n\nexport abstract class GameNode<E extends EventMap> extends EventEmitter<E & {\n update: (dt: number) => void\n}> {\n #parent?: GameNode<EventMap>\n protected children: GameNode<EventMap>[] = [];\n paused = false\n\n protected set parent(parent: GameNode<EventMap> | undefined) {\n this.#parent = parent\n }\n\n protected get parent() {\n return this.#parent\n }\n\n add(...children: GameNode<EventMap>[]) {\n for (const child of children) {\n\n // 기존 부모로부터 제거\n if (child.#parent) {\n const idx = child.#parent.children.indexOf(child)\n if (idx !== -1) child.#parent.children.splice(idx, 1)\n }\n\n // 새로운 부모 설정\n child.parent = this\n this.children.push(child)\n }\n }\n\n remove() {\n super.remove()\n\n // 부모로부터 제거\n if (this.#parent) {\n const idx = this.#parent.children.indexOf(this)\n if (idx !== -1) this.#parent.children.splice(idx, 1)\n this.#parent = undefined\n }\n\n // 자식 노드 제거\n for (const child of this.children) {\n child.parent = undefined\n child.remove()\n }\n this.children.length = 0\n }\n\n pause() {\n this.paused = true\n for (const child of this.children) {\n child.pause()\n }\n }\n\n resume() {\n this.paused = false\n for (const child of this.children) {\n child.resume()\n }\n }\n\n protected update(dt: number) {\n if (this.paused) return\n\n for (const child of this.children) {\n if (!child.paused) child.update(dt)\n }\n\n (this as any).emit('update', dt)\n }\n}\n"]}
1
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@@ -1 +1 @@
1
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Loading now: ${this.#atlasId}`)\n this.#sheet = await spritesheetLoader.load(this.#atlasId, this.#src, this.#atlas)\n }\n\n this.#updateAnimation()\n }\n\n #updateAnimation() {\n this.#sprite?.destroy()\n this.#sprite = undefined\n\n if (!this.#sheet) return\n\n if (!this.#sheet.animations[this.#animation]) {\n console.error(`Animation not found: ${this.#animation}`)\n return\n }\n\n const a = this.#atlas.animations[this.#animation]\n const s = new PixiAnimatedSprite(this.#sheet.animations[this.#animation])\n\n s.anchor.set(0.5, 0.5)\n s.zIndex = -999999\n s.loop = a.loop\n s.animationSpeed = a.fps / 60\n s.play()\n s.onLoop = () => (this as any).emit('animationend', this.#animation)\n s.onComplete = () => (this as any).emit('animationend', this.#animation)\n\n this._pixiContainer.addChild(s)\n this.#sprite = s\n }\n\n set src(src) {\n if (this.#src !== src) {\n spritesheetLoader.release(this.#atlasId)\n this.#src = src\n this.#load()\n }\n }\n\n get src() { return this.#src }\n\n set atlas(atlas) {\n if (this.#atlas !== atlas) {\n spritesheetLoader.release(this.#atlasId)\n this.#atlas = atlas\n this.#load()\n }\n }\n\n get atlas() { return this.#atlas }\n\n set animation(animation) {\n if (this.#animation !== animation) {\n this.#animation = animation\n this.#updateAnimation()\n }\n }\n\n get animation() { return this.#animation }\n\n remove() {\n spritesheetLoader.release(this.#atlasId)\n super.remove()\n }\n}\n"]}
1
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Loading now: ${this.#atlasId}`)\n this.#sheet = await spritesheetLoader.load(this.#atlasId, this.#src, this.#atlas)\n }\n\n this.#updateAnimation()\n }\n\n #updateAnimation() {\n this.#sprite?.destroy()\n this.#sprite = undefined\n\n if (!this.#sheet) return\n\n if (!this.#sheet.animations[this.#animation]) {\n console.error(`Animation not found: ${this.#animation}`)\n return\n }\n\n const a = this.#atlas.animations[this.#animation]\n const s = new PixiAnimatedSprite(this.#sheet.animations[this.#animation])\n\n s.anchor.set(0.5, 0.5)\n s.zIndex = -999999\n s.loop = a.loop\n s.animationSpeed = a.fps / 60\n s.play()\n s.onLoop = () => (this as any).emit('animationend', this.#animation)\n s.onComplete = () => (this as any).emit('animationend', this.#animation)\n\n this._pixiContainer.addChild(s)\n this.#sprite = s\n }\n\n set src(src) {\n if (this.#src !== src) {\n spritesheetLoader.release(this.#atlasId)\n this.#src = src\n this.#load()\n }\n }\n\n get src() { return this.#src }\n\n set atlas(atlas) {\n if (this.#atlas !== atlas) {\n spritesheetLoader.release(this.#atlasId)\n this.#atlas = atlas\n this.#load()\n }\n }\n\n get atlas() { return this.#atlas }\n\n set animation(animation) {\n if (this.#animation !== animation) {\n this.#animation = animation\n this.#updateAnimation()\n }\n }\n\n get animation() { return this.#animation }\n\n override remove() {\n spritesheetLoader.release(this.#atlasId)\n super.remove()\n }\n}\n"]}
@@ -1 +1 @@
1
- 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{ AtlasAttachmentLoader, Spine as PixiSpine, SkeletonBinary, SkeletonJson, Skin, 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 '../core/game-object'\n\nexport type SpineNodeOptions = {\n atlas: string\n texture: string | Record<string, string>\n\n rawSkeletonData?: any\n skel?: string\n json?: string\n\n skins?: string[]\n animation?: string\n loop?: boolean\n} & GameObjectOptions\n\nexport class SpineNode<E extends EventMap = {}> extends GameObject<E & {\n animationend: (animation: string) => void\n}> {\n #atlas: string\n #texture: string | Record<string, string>\n\n #rawSkeletonData?: any\n #skel?: string\n #json?: string\n\n #skins?: string[]\n #animation?: string\n #loop?: boolean\n\n #spine?: PixiSpine\n\n constructor(options: SpineNodeOptions) {\n super(options)\n this.#atlas = options.atlas\n this.#texture = options.texture\n this.#rawSkeletonData = options.rawSkeletonData\n this.#skel = options.skel\n this.#json = options.json\n this.#skins = options.skins\n this.#animation = options.animation\n this.#loop = options.loop\n this.#load()\n }\n\n #buildSkeletonData(\n atlasText: string,\n texture: Texture | undefined,\n textures: Record<string, Texture> | undefined,\n skeletonBinary: Uint8Array | undefined,\n textSkeletonData: string | undefined\n ) {\n if (!atlasText) return undefined\n if (!texture && !textures) return undefined\n if (!this.rawSkeletonData && !skeletonBinary && !textSkeletonData) return undefined\n\n // Create TextureAtlas and bind pages to provided textures\n const atlas = new TextureAtlas(atlasText)\n atlas.pages.forEach((page) => {\n if (texture) {\n page.setTexture(SpineTexture.from(texture.source))\n } else if (textures) {\n const t = textures[page.name]\n if (!t) throw new Error(`Missing texture for atlas page: ${page.name}`)\n page.setTexture(SpineTexture.from(t.source))\n }\n })\n\n const atlasLoader = new AtlasAttachmentLoader(atlas)\n\n // Parse skeleton data depending on available source\n if (this.rawSkeletonData) {\n const jsonLoader = new SkeletonJson(atlasLoader)\n return jsonLoader.readSkeletonData(this.rawSkeletonData)\n }\n if (skeletonBinary) {\n const binLoader = new SkeletonBinary(atlasLoader)\n return binLoader.readSkeletonData(skeletonBinary)\n }\n if (textSkeletonData) {\n const jsonLoader = new SkeletonJson(atlasLoader)\n return jsonLoader.readSkeletonData(textSkeletonData)\n }\n return undefined\n }\n\n #getCachedSkeletonData() {\n try {\n if (!this.#rawSkeletonData && !this.#skel && !this.#json) return undefined\n if (!textLoader.checkCached(this.#atlas)) return undefined\n\n const atlasText = textLoader.getCached(this.#atlas)!\n\n let texture: Texture | undefined\n let textures: Record<string, Texture> | undefined\n\n if (typeof this.#texture === 'string') {\n if (!textureLoader.checkCached(this.#texture)) return undefined\n texture = textureLoader.getCached(this.#texture)!\n } else if (this.#texture) {\n textures = {}\n for (const [key, path] of Object.entries(this.#texture)) {\n if (!textureLoader.checkCached(path)) return undefined\n textures[key] = textureLoader.getCached(path)!\n }\n } else {\n return undefined\n }\n\n let skeletonBinary: Uint8Array | undefined\n let textSkeletonData: string | undefined\n\n if (!this.#rawSkeletonData) {\n if (this.#skel) {\n if (!binaryLoader.checkCached(this.#skel)) return undefined\n skeletonBinary = binaryLoader.getCached(this.#skel)!\n } else if (this.#json) {\n if (!textLoader.checkCached(this.#json)) return undefined\n textSkeletonData = textLoader.getCached(this.#json)!\n }\n }\n\n return this.#buildSkeletonData(\n atlasText,\n texture,\n textures,\n skeletonBinary,\n textSkeletonData,\n )\n } catch (e) {\n console.error('Failed to build skeleton data from cache:', e)\n return undefined\n }\n }\n\n async #loadSkeletonData() {\n if (!this.#rawSkeletonData && !this.#skel && !this.#json) return undefined\n\n const promises: Promise<any>[] = []\n\n let atlasText: string | undefined\n let skeletonBinary: Uint8Array | undefined\n let textSkeletonData: string | undefined\n let texture: Texture | undefined\n let textures: Record<string, Texture> | undefined\n\n // Load atlas (text)\n if (!textLoader.checkCached(this.#atlas)) console.info(`Atlas not preloaded. Loading now: ${this.#atlas}`)\n promises.push((async () => (atlasText = await textLoader.load(this.#atlas)))())\n\n // Load skeleton (raw / binary / json)\n if (this.#rawSkeletonData) {\n // already provided\n } else if (this.#skel) {\n if (!binaryLoader.checkCached(this.#skel)) console.info(`Skeleton not preloaded. Loading now: ${this.#skel}`)\n promises.push((async () => (skeletonBinary = await binaryLoader.load(this.#skel!)))())\n } else if (this.#json) {\n if (!textLoader.checkCached(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 undefined\n }\n\n // Load textures (single or multiple)\n if (typeof this.#texture === 'string') {\n if (!textureLoader.checkCached(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.checkCached(path)) console.info(`Texture not preloaded. Loading now: ${path}`)\n promises.push((async () => {\n const t = await textureLoader.load(path)\n if (t) textures![key] = t\n })())\n }\n }\n\n await Promise.all(promises)\n\n if (!atlasText) return undefined\n if (!texture && !(textures && Object.keys(textures).length)) return undefined\n\n return this.#buildSkeletonData(\n atlasText,\n texture,\n textures,\n skeletonBinary,\n textSkeletonData,\n )\n }\n\n async #load() {\n let skeletonData = this.#getCachedSkeletonData()\n if (!skeletonData) {\n skeletonData = await this.#loadSkeletonData()\n }\n\n this.#spine?.destroy()\n this.#spine = undefined\n\n if (skeletonData) {\n const s = new PixiSpine(skeletonData)\n s.state.addListener({\n complete: (e) => (this as any).emit('animationend', e.animation?.name ?? '')\n })\n this.#spine = s\n this.#updateAnimation()\n this.#updateSkins()\n this._pixiContainer.addChild(s)\n }\n }\n\n #updateSkins() {\n const s = this.#spine?.skeleton\n if (s && this.#skins) {\n const newSkin = new Skin('combined-skin')\n for (const skinName of this.#skins) {\n const skin = s.data.findSkin(skinName)\n if (skin) newSkin.addSkin(skin)\n }\n s.setSkin(newSkin)\n s.setSlotsToSetupPose()\n }\n }\n\n #updateAnimation() {\n const s = this.#spine\n if (s && this.#animation) {\n s.state.setAnimation(0, this.#animation, this.#loop ?? true)\n s.state.apply(s.skeleton)\n }\n }\n\n set atlas(atlas) {\n if (this.#atlas !== atlas) {\n this.#atlas = atlas\n this.#load()\n }\n }\n\n get atlas() { return this.#atlas }\n\n set texture(texture) {\n if (this.#texture !== texture) {\n this.#texture = texture\n this.#load()\n }\n }\n\n get texture() { return this.#texture }\n\n set rawSkeletonData(rawSkeletonData) {\n if (this.#rawSkeletonData !== rawSkeletonData) {\n this.#rawSkeletonData = rawSkeletonData\n this.#load()\n }\n }\n\n get rawSkeletonData() { return this.#rawSkeletonData }\n\n set skel(skel) {\n if (this.#skel !== skel) {\n this.#skel = skel\n this.#load()\n }\n }\n\n get skel() { return this.#skel }\n\n set json(json) {\n if (this.#json !== json) {\n this.#json = json\n this.#load()\n }\n }\n\n get json() { return this.#json }\n\n set skins(skins) {\n if (this.#skins !== skins) {\n this.#skins = skins\n this.#updateSkins()\n }\n }\n\n get skins() { return this.#skins }\n\n set animation(animation) {\n if (this.#animation !== animation) {\n this.#animation = animation\n this.#updateAnimation()\n }\n }\n\n get animation() { return this.#animation }\n\n set loop(loop) {\n if (this.#loop !== loop) {\n this.#loop = loop\n this.#updateAnimation()\n }\n }\n\n get loop() { return this.#loop }\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"]}
1
+ 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{ AtlasAttachmentLoader, Spine as PixiSpine, SkeletonBinary, SkeletonJson, Skin, 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 '../core/game-object'\n\nexport type SpineNodeOptions = {\n atlas: string\n texture: string | Record<string, string>\n\n rawSkeletonData?: any\n skel?: string\n json?: string\n\n skins?: string[]\n animation?: string\n loop?: boolean\n} & GameObjectOptions\n\nexport class SpineNode<E extends EventMap = {}> extends GameObject<E & {\n animationend: (animation: string) => void\n}> {\n #atlas: string\n #texture: string | Record<string, string>\n\n #rawSkeletonData?: any\n #skel?: string\n #json?: string\n\n #skins?: string[]\n #animation?: string\n #loop?: boolean\n\n #spine?: PixiSpine\n\n constructor(options: SpineNodeOptions) {\n super(options)\n this.#atlas = options.atlas\n this.#texture = options.texture\n this.#rawSkeletonData = options.rawSkeletonData\n this.#skel = options.skel\n this.#json = options.json\n this.#skins = options.skins\n this.#animation = options.animation\n this.#loop = options.loop\n this.#load()\n }\n\n #buildSkeletonData(\n atlasText: string,\n texture: Texture | undefined,\n textures: Record<string, Texture> | undefined,\n skeletonBinary: Uint8Array | undefined,\n textSkeletonData: string | undefined\n ) {\n if (!atlasText) return undefined\n if (!texture && !textures) return undefined\n if (!this.rawSkeletonData && !skeletonBinary && !textSkeletonData) return undefined\n\n // Create TextureAtlas and bind pages to provided textures\n const atlas = new TextureAtlas(atlasText)\n atlas.pages.forEach((page) => {\n if (texture) {\n page.setTexture(SpineTexture.from(texture.source))\n } else if (textures) {\n const t = textures[page.name]\n if (!t) throw new Error(`Missing texture for atlas page: ${page.name}`)\n page.setTexture(SpineTexture.from(t.source))\n }\n })\n\n const atlasLoader = new AtlasAttachmentLoader(atlas)\n\n // Parse skeleton data depending on available source\n if (this.rawSkeletonData) {\n const jsonLoader = new SkeletonJson(atlasLoader)\n return jsonLoader.readSkeletonData(this.rawSkeletonData)\n }\n if (skeletonBinary) {\n const binLoader = new SkeletonBinary(atlasLoader)\n return binLoader.readSkeletonData(skeletonBinary)\n }\n if (textSkeletonData) {\n const jsonLoader = new SkeletonJson(atlasLoader)\n return jsonLoader.readSkeletonData(textSkeletonData)\n }\n return undefined\n }\n\n #getCachedSkeletonData() {\n try {\n if (!this.#rawSkeletonData && !this.#skel && !this.#json) return undefined\n if (!textLoader.checkCached(this.#atlas)) return undefined\n\n const atlasText = textLoader.getCached(this.#atlas)!\n\n let texture: Texture | undefined\n let textures: Record<string, Texture> | undefined\n\n if (typeof this.#texture === 'string') {\n if (!textureLoader.checkCached(this.#texture)) return undefined\n texture = textureLoader.getCached(this.#texture)!\n } else if (this.#texture) {\n textures = {}\n for (const [key, path] of Object.entries(this.#texture)) {\n if (!textureLoader.checkCached(path)) return undefined\n textures[key] = textureLoader.getCached(path)!\n }\n } else {\n return undefined\n }\n\n let skeletonBinary: Uint8Array | undefined\n let textSkeletonData: string | undefined\n\n if (!this.#rawSkeletonData) {\n if (this.#skel) {\n if (!binaryLoader.checkCached(this.#skel)) return undefined\n skeletonBinary = binaryLoader.getCached(this.#skel)!\n } else if (this.#json) {\n if (!textLoader.checkCached(this.#json)) return undefined\n textSkeletonData = textLoader.getCached(this.#json)!\n }\n }\n\n return this.#buildSkeletonData(\n atlasText,\n texture,\n textures,\n skeletonBinary,\n textSkeletonData,\n )\n } catch (e) {\n console.error('Failed to build skeleton data from cache:', e)\n return undefined\n }\n }\n\n async #loadSkeletonData() {\n if (!this.#rawSkeletonData && !this.#skel && !this.#json) return undefined\n\n const promises: Promise<any>[] = []\n\n let atlasText: string | undefined\n let skeletonBinary: Uint8Array | undefined\n let textSkeletonData: string | undefined\n let texture: Texture | undefined\n let textures: Record<string, Texture> | undefined\n\n // Load atlas (text)\n if (!textLoader.checkCached(this.#atlas)) console.info(`Atlas not preloaded. Loading now: ${this.#atlas}`)\n promises.push((async () => (atlasText = await textLoader.load(this.#atlas)))())\n\n // Load skeleton (raw / binary / json)\n if (this.#rawSkeletonData) {\n // already provided\n } else if (this.#skel) {\n if (!binaryLoader.checkCached(this.#skel)) console.info(`Skeleton not preloaded. Loading now: ${this.#skel}`)\n promises.push((async () => (skeletonBinary = await binaryLoader.load(this.#skel!)))())\n } else if (this.#json) {\n if (!textLoader.checkCached(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 undefined\n }\n\n // Load textures (single or multiple)\n if (typeof this.#texture === 'string') {\n if (!textureLoader.checkCached(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.checkCached(path)) console.info(`Texture not preloaded. Loading now: ${path}`)\n promises.push((async () => {\n const t = await textureLoader.load(path)\n if (t) textures![key] = t\n })())\n }\n }\n\n await Promise.all(promises)\n\n if (!atlasText) return undefined\n if (!texture && !(textures && Object.keys(textures).length)) return undefined\n\n return this.#buildSkeletonData(\n atlasText,\n texture,\n textures,\n skeletonBinary,\n textSkeletonData,\n )\n }\n\n async #load() {\n let skeletonData = this.#getCachedSkeletonData()\n if (!skeletonData) {\n skeletonData = await this.#loadSkeletonData()\n }\n\n this.#spine?.destroy()\n this.#spine = undefined\n\n if (skeletonData) {\n const s = new PixiSpine(skeletonData)\n s.state.addListener({\n complete: (e) => (this as any).emit('animationend', e.animation?.name ?? '')\n })\n this.#spine = s\n this.#updateAnimation()\n this.#updateSkins()\n this._pixiContainer.addChild(s)\n }\n }\n\n #updateSkins() {\n const s = this.#spine?.skeleton\n if (s && this.#skins) {\n const newSkin = new Skin('combined-skin')\n for (const skinName of this.#skins) {\n const skin = s.data.findSkin(skinName)\n if (skin) newSkin.addSkin(skin)\n }\n s.setSkin(newSkin)\n s.setSlotsToSetupPose()\n }\n }\n\n #updateAnimation() {\n const s = this.#spine\n if (s && this.#animation) {\n s.state.setAnimation(0, this.#animation, this.#loop ?? true)\n s.state.apply(s.skeleton)\n }\n }\n\n set atlas(atlas) {\n if (this.#atlas !== atlas) {\n this.#atlas = atlas\n this.#load()\n }\n }\n\n get atlas() { return this.#atlas }\n\n set texture(texture) {\n if (this.#texture !== texture) {\n this.#texture = texture\n this.#load()\n }\n }\n\n get texture() { return this.#texture }\n\n set rawSkeletonData(rawSkeletonData) {\n if (this.#rawSkeletonData !== rawSkeletonData) {\n this.#rawSkeletonData = rawSkeletonData\n this.#load()\n }\n }\n\n get rawSkeletonData() { return this.#rawSkeletonData }\n\n set skel(skel) {\n if (this.#skel !== skel) {\n this.#skel = skel\n this.#load()\n }\n }\n\n get skel() { return this.#skel }\n\n set json(json) {\n if (this.#json !== json) {\n this.#json = json\n this.#load()\n }\n }\n\n get json() { return this.#json }\n\n set skins(skins) {\n if (this.#skins !== skins) {\n this.#skins = skins\n this.#updateSkins()\n }\n }\n\n get skins() { return this.#skins }\n\n set animation(animation) {\n if (this.#animation !== animation) {\n this.#animation = animation\n this.#updateAnimation()\n }\n }\n\n get animation() { return this.#animation }\n\n set loop(loop) {\n if (this.#loop !== loop) {\n this.#loop = loop\n this.#updateAnimation()\n }\n }\n\n get loop() { return this.#loop }\n\n override 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"]}
@@ -1,3 +1,4 @@
1
+ export { GameNode } from './node/core/game-node';
1
2
  export { GameObject, GameObjectOptions } from './node/core/game-object';
2
3
  export { Renderer, RendererOptions } from './renderer/renderer';
3
4
  export { Ticker } from './renderer/ticker';
@@ -1 +1 @@
1
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@@ -1 +1 @@
1
- {"version":3,"file":"game-node.d.ts","sourceRoot":"","sources":["../../../../src/node/core/game-node.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAA;AAE/D,8BAAsB,QAAQ,CAAC,CAAC,SAAS,QAAQ,CAAE,SAAQ,YAAY,CAAC,CAAC,GAAG;IAC1E,MAAM,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,IAAI,CAAA;CAC7B,CAAC;;IAEA,SAAS,CAAC,QAAQ,EAAE,QAAQ,CAAC,QAAQ,CAAC,EAAE,CAAM;IAC9C,MAAM,UAAQ;IAEd,SAAS,KAAK,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,GAAG,SAAS,EAE1D;IAED,SAAS,KAAK,MAAM,IAJS,QAAQ,CAAC,QAAQ,CAAC,GAAG,SAAS,CAM1D;IAED,GAAG,CAAC,GAAG,QAAQ,EAAE,QAAQ,CAAC,QAAQ,CAAC,EAAE;IAerC,MAAM;IAkBN,KAAK;IAOL,MAAM;IAON,SAAS,CAAC,MAAM,CAAC,EAAE,EAAE,MAAM;CAS5B"}
1
+ {"version":3,"file":"game-node.d.ts","sourceRoot":"","sources":["../../../../src/node/core/game-node.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAA;AAE/D,8BAAsB,QAAQ,CAAC,CAAC,SAAS,QAAQ,CAAE,SAAQ,YAAY,CAAC,CAAC,GAAG;IAC1E,MAAM,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,IAAI,CAAA;CAC7B,CAAC;;IAEA,SAAS,CAAC,QAAQ,EAAE,QAAQ,CAAC,QAAQ,CAAC,EAAE,CAAM;IAC9C,MAAM,UAAQ;IAEd,SAAS,KAAK,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,QAAQ,CAAC,GAAG,SAAS,EAE1D;IAED,SAAS,KAAK,MAAM,IAJS,QAAQ,CAAC,QAAQ,CAAC,GAAG,SAAS,CAM1D;IAED,GAAG,CAAC,GAAG,QAAQ,EAAE,QAAQ,CAAC,QAAQ,CAAC,EAAE;IAe5B,MAAM;IAkBf,KAAK;IAOL,MAAM;IAON,SAAS,CAAC,MAAM,CAAC,EAAE,EAAE,MAAM;CAS5B"}
@@ -1 +1 @@
1
- {"version":3,"file":"animated-sprite.d.ts","sourceRoot":"","sources":["../../../../src/node/ext/animated-sprite.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAA;AAGjD,OAAO,EAAE,KAAK,EAAE,MAAM,mBAAmB,CAAA;AACzC,OAAO,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAA;AAEnE,MAAM,MAAM,yBAAyB,GAAG;IACtC,GAAG,EAAE,MAAM,CAAA;IACX,KAAK,EAAE,KAAK,CAAA;IACZ,SAAS,EAAE,MAAM,CAAA;CAClB,GAAG,iBAAiB,CAAA;AAErB,qBAAa,kBAAkB,CAAC,CAAC,SAAS,QAAQ,GAAG,EAAE,CAAE,SAAQ,UAAU,CAAC,CAAC,GAAG;IAC9E,YAAY,EAAE,CAAC,SAAS,EAAE,MAAM,KAAK,IAAI,CAAA;CAC1C,CAAC;;gBASY,OAAO,EAAE,yBAAyB;IA+C9C,IAAI,GAAG,CAAC,GAAG,QAAA,EAMV;IAED,IAAI,GAAG,WAAuB;IAE9B,IAAI,KAAK,CAAC,KAAK,OAAA,EAMd;IAED,IAAI,KAAK,UAAyB;IAElC,IAAI,SAAS,CAAC,SAAS,QAAA,EAKtB;IAED,IAAI,SAAS,WAA6B;IAE1C,MAAM;CAIP"}
1
+ {"version":3,"file":"animated-sprite.d.ts","sourceRoot":"","sources":["../../../../src/node/ext/animated-sprite.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAA;AAGjD,OAAO,EAAE,KAAK,EAAE,MAAM,mBAAmB,CAAA;AACzC,OAAO,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAA;AAEnE,MAAM,MAAM,yBAAyB,GAAG;IACtC,GAAG,EAAE,MAAM,CAAA;IACX,KAAK,EAAE,KAAK,CAAA;IACZ,SAAS,EAAE,MAAM,CAAA;CAClB,GAAG,iBAAiB,CAAA;AAErB,qBAAa,kBAAkB,CAAC,CAAC,SAAS,QAAQ,GAAG,EAAE,CAAE,SAAQ,UAAU,CAAC,CAAC,GAAG;IAC9E,YAAY,EAAE,CAAC,SAAS,EAAE,MAAM,KAAK,IAAI,CAAA;CAC1C,CAAC;;gBASY,OAAO,EAAE,yBAAyB;IA+C9C,IAAI,GAAG,CAAC,GAAG,QAAA,EAMV;IAED,IAAI,GAAG,WAAuB;IAE9B,IAAI,KAAK,CAAC,KAAK,OAAA,EAMd;IAED,IAAI,KAAK,UAAyB;IAElC,IAAI,SAAS,CAAC,SAAS,QAAA,EAKtB;IAED,IAAI,SAAS,WAA6B;IAEjC,MAAM;CAIhB"}
@@ -1 +1 @@
1
- {"version":3,"file":"spine.d.ts","sourceRoot":"","sources":["../../../../src/node/ext/spine.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAA;AAKjD,OAAO,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAA;AAEnE,MAAM,MAAM,gBAAgB,GAAG;IAC7B,KAAK,EAAE,MAAM,CAAA;IACb,OAAO,EAAE,MAAM,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IAExC,eAAe,CAAC,EAAE,GAAG,CAAA;IACrB,IAAI,CAAC,EAAE,MAAM,CAAA;IACb,IAAI,CAAC,EAAE,MAAM,CAAA;IAEb,KAAK,CAAC,EAAE,MAAM,EAAE,CAAA;IAChB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,IAAI,CAAC,EAAE,OAAO,CAAA;CACf,GAAG,iBAAiB,CAAA;AAErB,qBAAa,SAAS,CAAC,CAAC,SAAS,QAAQ,GAAG,EAAE,CAAE,SAAQ,UAAU,CAAC,CAAC,GAAG;IACrE,YAAY,EAAE,CAAC,SAAS,EAAE,MAAM,KAAK,IAAI,CAAA;CAC1C,CAAC;;gBAcY,OAAO,EAAE,gBAAgB;IA2MrC,IAAI,KAAK,CAAC,KAAK,QAAA,EAKd;IAED,IAAI,KAAK,WAAyB;IAElC,IAAI,OAAO,CAAC,OAAO,iCAAA,EAKlB;IAED,IAAI,OAAO,oCAA2B;IAEtC,IAAI,eAAe,CAAC,eAAe,KAAA,EAKlC;IAED,IAAI,eAAe,QAAmC;IAEtD,IAAI,IAAI,CAAC,IAAI,oBAAA,EAKZ;IAED,IAAI,IAAI,uBAAwB;IAEhC,IAAI,IAAI,CAAC,IAAI,oBAAA,EAKZ;IAED,IAAI,IAAI,uBAAwB;IAEhC,IAAI,KAAK,CAAC,KAAK,sBAAA,EAKd;IAED,IAAI,KAAK,yBAAyB;IAElC,IAAI,SAAS,CAAC,SAAS,oBAAA,EAKtB;IAED,IAAI,SAAS,uBAA6B;IAE1C,IAAI,IAAI,CAAC,IAAI,qBAAA,EAKZ;IAED,IAAI,IAAI,wBAAwB;IAEhC,MAAM;CAUP"}
1
+ {"version":3,"file":"spine.d.ts","sourceRoot":"","sources":["../../../../src/node/ext/spine.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAA;AAKjD,OAAO,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAA;AAEnE,MAAM,MAAM,gBAAgB,GAAG;IAC7B,KAAK,EAAE,MAAM,CAAA;IACb,OAAO,EAAE,MAAM,GAAG,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IAExC,eAAe,CAAC,EAAE,GAAG,CAAA;IACrB,IAAI,CAAC,EAAE,MAAM,CAAA;IACb,IAAI,CAAC,EAAE,MAAM,CAAA;IAEb,KAAK,CAAC,EAAE,MAAM,EAAE,CAAA;IAChB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,IAAI,CAAC,EAAE,OAAO,CAAA;CACf,GAAG,iBAAiB,CAAA;AAErB,qBAAa,SAAS,CAAC,CAAC,SAAS,QAAQ,GAAG,EAAE,CAAE,SAAQ,UAAU,CAAC,CAAC,GAAG;IACrE,YAAY,EAAE,CAAC,SAAS,EAAE,MAAM,KAAK,IAAI,CAAA;CAC1C,CAAC;;gBAcY,OAAO,EAAE,gBAAgB;IA2MrC,IAAI,KAAK,CAAC,KAAK,QAAA,EAKd;IAED,IAAI,KAAK,WAAyB;IAElC,IAAI,OAAO,CAAC,OAAO,iCAAA,EAKlB;IAED,IAAI,OAAO,oCAA2B;IAEtC,IAAI,eAAe,CAAC,eAAe,KAAA,EAKlC;IAED,IAAI,eAAe,QAAmC;IAEtD,IAAI,IAAI,CAAC,IAAI,oBAAA,EAKZ;IAED,IAAI,IAAI,uBAAwB;IAEhC,IAAI,IAAI,CAAC,IAAI,oBAAA,EAKZ;IAED,IAAI,IAAI,uBAAwB;IAEhC,IAAI,KAAK,CAAC,KAAK,sBAAA,EAKd;IAED,IAAI,KAAK,yBAAyB;IAElC,IAAI,SAAS,CAAC,SAAS,oBAAA,EAKtB;IAED,IAAI,SAAS,uBAA6B;IAE1C,IAAI,IAAI,CAAC,IAAI,qBAAA,EAKZ;IAED,IAAI,IAAI,wBAAwB;IAEvB,MAAM;CAUhB"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "kiwiengine",
3
- "version": "0.5.19",
3
+ "version": "0.5.20",
4
4
  "types": "./lib/types/index.d.ts",
5
5
  "main": "./lib/index.js",
6
6
  "dependencies": {
package/src/index.ts CHANGED
@@ -1,4 +1,6 @@
1
+
1
2
  // Core
3
+ export { GameNode } from './node/core/game-node'
2
4
  export { GameObject, GameObjectOptions } from './node/core/game-object'
3
5
 
4
6
  // Renderer
@@ -30,7 +30,7 @@ export abstract class GameNode<E extends EventMap> extends EventEmitter<E & {
30
30
  }
31
31
  }
32
32
 
33
- remove() {
33
+ override remove() {
34
34
  super.remove()
35
35
 
36
36
  // 부모로부터 제거
@@ -97,7 +97,7 @@ export class AnimatedSpriteNode<E extends EventMap = {}> extends GameObject<E &
97
97
 
98
98
  get animation() { return this.#animation }
99
99
 
100
- remove() {
100
+ override remove() {
101
101
  spritesheetLoader.release(this.#atlasId)
102
102
  super.remove()
103
103
  }
@@ -310,7 +310,7 @@ export class SpineNode<E extends EventMap = {}> extends GameObject<E & {
310
310
 
311
311
  get loop() { return this.#loop }
312
312
 
313
- remove() {
313
+ override remove() {
314
314
  if (typeof this.#texture === 'string') {
315
315
  textureLoader.release(this.#texture)
316
316
  } else if (this.#texture) {