kiwiengine 0.5.4 → 0.5.6

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Files changed (69) hide show
  1. package/examples/auto-battle/objects/character.ts +1 -1
  2. package/examples/battle-benchmark-matterjs/objects/character.ts +1 -1
  3. package/examples/battle-benchmark-separation/objects/character.ts +1 -1
  4. package/examples/battle-benchmark-separation2/objects/character.ts +1 -1
  5. package/examples/simple-battle/objects/character.ts +1 -1
  6. package/lib/asset/preload.js +21 -19
  7. package/lib/asset/preload.js.map +1 -1
  8. package/lib/dom/dom-animated-sprite.js.map +1 -1
  9. package/lib/dom/dom-game-object.js.map +1 -1
  10. package/lib/dom/dom-sprite.js.map +1 -1
  11. package/lib/index.js +1 -1
  12. package/lib/index.js.map +1 -1
  13. package/lib/node/core/game-object.js.map +1 -1
  14. package/lib/node/core/renderable.js +2 -0
  15. package/lib/node/core/renderable.js.map +1 -1
  16. package/lib/node/core/transformable.js +5 -1
  17. package/lib/node/core/transformable.js.map +1 -1
  18. package/lib/node/ext/animated-sprite.js +16 -15
  19. package/lib/node/ext/animated-sprite.js.map +1 -1
  20. package/lib/node/ext/bitmap-text.js +29 -19
  21. package/lib/node/ext/bitmap-text.js.map +1 -1
  22. package/lib/node/ext/spine.js.map +1 -1
  23. package/lib/node/ext/sprite.js.map +1 -1
  24. package/lib/node/physics/physics-object.js +8 -1
  25. package/lib/node/physics/physics-object.js.map +1 -1
  26. package/lib/node/physics/physics-world.js.map +1 -1
  27. package/lib/types/asset/preload.d.ts +2 -0
  28. package/lib/types/asset/preload.d.ts.map +1 -1
  29. package/lib/types/dom/dom-animated-sprite.d.ts +1 -1
  30. package/lib/types/dom/dom-animated-sprite.d.ts.map +1 -1
  31. package/lib/types/dom/dom-game-object.d.ts +1 -1
  32. package/lib/types/dom/dom-game-object.d.ts.map +1 -1
  33. package/lib/types/dom/dom-sprite.d.ts +1 -1
  34. package/lib/types/dom/dom-sprite.d.ts.map +1 -1
  35. package/lib/types/index.d.ts +1 -1
  36. package/lib/types/index.d.ts.map +1 -1
  37. package/lib/types/node/core/game-object.d.ts +1 -1
  38. package/lib/types/node/core/game-object.d.ts.map +1 -1
  39. package/lib/types/node/core/renderable.d.ts +2 -0
  40. package/lib/types/node/core/renderable.d.ts.map +1 -1
  41. package/lib/types/node/core/transformable.d.ts +3 -0
  42. package/lib/types/node/core/transformable.d.ts.map +1 -1
  43. package/lib/types/node/ext/animated-sprite.d.ts +1 -1
  44. package/lib/types/node/ext/animated-sprite.d.ts.map +1 -1
  45. package/lib/types/node/ext/bitmap-text.d.ts +4 -2
  46. package/lib/types/node/ext/bitmap-text.d.ts.map +1 -1
  47. package/lib/types/node/ext/spine.d.ts +1 -1
  48. package/lib/types/node/ext/spine.d.ts.map +1 -1
  49. package/lib/types/node/ext/sprite.d.ts +1 -1
  50. package/lib/types/node/ext/sprite.d.ts.map +1 -1
  51. package/lib/types/node/physics/physics-object.d.ts +2 -1
  52. package/lib/types/node/physics/physics-object.d.ts.map +1 -1
  53. package/lib/types/node/physics/physics-world.d.ts +1 -1
  54. package/lib/types/node/physics/physics-world.d.ts.map +1 -1
  55. package/package.json +1 -1
  56. package/src/asset/preload.ts +18 -16
  57. package/src/dom/dom-animated-sprite.ts +1 -1
  58. package/src/dom/dom-game-object.ts +1 -1
  59. package/src/dom/dom-sprite.ts +1 -1
  60. package/src/index.ts +1 -1
  61. package/src/node/core/game-object.ts +1 -1
  62. package/src/node/core/renderable.ts +3 -0
  63. package/src/node/core/transformable.ts +6 -1
  64. package/src/node/ext/animated-sprite.ts +18 -17
  65. package/src/node/ext/bitmap-text.ts +37 -21
  66. package/src/node/ext/spine.ts +1 -1
  67. package/src/node/ext/sprite.ts +1 -1
  68. package/src/node/physics/physics-object.ts +9 -2
  69. package/src/node/physics/physics-world.ts +1 -1
@@ -12,7 +12,7 @@ export type CharacterOptions = {
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  hurtbox: RectangleCollider
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  } & PhysicsObjectOptions
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- export abstract class Character<E extends EventMap = EventMap> extends PhysicsObject<E & {
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+ export abstract class Character<E extends EventMap = {}> extends PhysicsObject<E & {
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  changeHp: (damage: number) => void
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  dead: () => void
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  }> {
@@ -12,7 +12,7 @@ export type CharacterOptions = {
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  hurtbox: RectangleCollider
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  } & PhysicsObjectOptions
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- export abstract class Character<E extends EventMap = EventMap> extends PhysicsObject<E & {
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+ export abstract class Character<E extends EventMap = {}> extends PhysicsObject<E & {
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  changeHp: (damage: number) => void
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  dead: () => void
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  }> {
@@ -21,7 +21,7 @@ export type CharacterOptions = {
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  hurtbox: RectangleCollider
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  } & PhysicsObjectOptions
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- export abstract class Character<E extends EventMap = EventMap> extends GameObject<E & {
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+ export abstract class Character<E extends EventMap = {}> extends GameObject<E & {
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  changeHp: (damage: number) => void
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  dead: () => void
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  }> {
@@ -18,7 +18,7 @@ export type CharacterOptions = {
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  separationStrength?: number
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  } & PhysicsObjectOptions
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- export abstract class Character<E extends EventMap = EventMap> extends GameObject<E & {
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+ export abstract class Character<E extends EventMap = {}> extends GameObject<E & {
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  changeHp: (damage: number) => void
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  dead: () => void
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  }> {
@@ -12,7 +12,7 @@ export type CharacterOptions = {
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  hurtbox: RectangleCollider
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  } & PhysicsObjectOptions
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- export abstract class Character<E extends EventMap = EventMap> extends PhysicsObject<E & {
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+ export abstract class Character<E extends EventMap = {}> extends PhysicsObject<E & {
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  changeHp: (damage: number) => void
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  dead: () => void
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  }> {
@@ -15,7 +15,7 @@ const loaderForPathMap = [
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  function getLoaderForPath(path) {
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  return loaderForPathMap.find(({ check }) => check(path))?.loader;
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  }
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- async function loadAsset(asset) {
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+ export async function loadAsset(asset) {
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  if (typeof asset === 'string') {
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  const loader = getLoaderForPath(asset);
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  if (!loader) {
@@ -35,24 +35,26 @@ async function loadAsset(asset) {
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  console.warn(`Unknown asset type: ${asset}`);
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  }
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  }
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- function releaseAsset(asset) {
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- if (typeof asset === 'string') {
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- const loader = getLoaderForPath(asset);
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- if (!loader) {
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- console.warn(`No loader found for asset: ${asset}`);
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- return;
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+ export function releaseAsset(...assets) {
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+ for (const asset of assets) {
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+ if (typeof asset === 'string') {
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+ const loader = getLoaderForPath(asset);
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+ if (!loader) {
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+ console.warn(`No loader found for asset: ${asset}`);
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+ return;
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+ }
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+ loader.release(asset);
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+ }
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+ else if ('atlas' in asset) {
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+ const id = getCachedAtlasId(asset.src, asset.atlas);
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+ spritesheetLoader.release(id);
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+ }
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+ else if ('fnt' in asset) {
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+ bitmapFontLoader.release(asset.fnt);
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+ }
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+ else {
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+ console.warn(`Unknown asset type: ${asset}`);
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  }
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- loader.release(asset);
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- }
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- else if ('atlas' in asset) {
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- const id = getCachedAtlasId(asset.src, asset.atlas);
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- spritesheetLoader.release(id);
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- }
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- else if ('fnt' in asset) {
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- bitmapFontLoader.release(asset.fnt);
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- }
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- else {
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- console.warn(`Unknown asset type: ${asset}`);
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  }
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  }
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  export async function preload(assets, progressCallback) {
@@ -68,6 +70,6 @@ export async function preload(assets, progressCallback) {
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  console.error(`Failed to load asset:`, asset, err);
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  }
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  }));
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- return () => assets.forEach(releaseAsset);
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+ return () => releaseAsset(...assets);
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  }
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  //# sourceMappingURL=preload.js.map
@@ -1 +1 @@
1
- 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{ Atlas } from '../types/atlas'\nimport { audioLoader } from './loaders/audio'\nimport { binaryLoader } from './loaders/binary'\nimport { bitmapFontLoader } from './loaders/bitmap-font'\nimport { fontFamilyLoader } from './loaders/font'\nimport { Loader } from './loaders/loader'\nimport { getCachedAtlasId, spritesheetLoader } from './loaders/spritesheet'\nimport { textLoader } from './loaders/text'\nimport { textureLoader } from './loaders/texture'\n\nexport type AssetSource = string\n | { src: string, atlas: Atlas }\n | { fnt: string, src: string }\n\nconst loaderForPathMap: Array<{ check: (path: string) => boolean, loader: Loader<any> }> = [\n { check: (p) => p.endsWith('.json') || p.endsWith('.atlas'), loader: textLoader },\n { check: (p) => p.endsWith('.skel'), loader: binaryLoader },\n { check: (p) => /\\.(png|jpe?g|gif|webp)$/.test(p), loader: textureLoader },\n { check: (p) => /\\.(mp3|wav|ogg)$/.test(p), loader: audioLoader },\n { check: (p) => !p.includes('.'), loader: fontFamilyLoader }\n]\n\nfunction getLoaderForPath(path: string): Loader<any> | undefined {\n return loaderForPathMap.find(({ check }) => check(path))?.loader\n}\n\nasync function loadAsset(asset: AssetSource): Promise<void> {\n if (typeof asset === 'string') {\n const loader = getLoaderForPath(asset)\n if (!loader) {\n console.warn(`No loader found for asset: ${asset}`)\n return\n }\n await loader.load(asset)\n } else if ('atlas' in asset) {\n const id = getCachedAtlasId(asset.src, asset.atlas)\n await spritesheetLoader.load(id, asset.src, asset.atlas)\n } else if ('fnt' in asset) {\n await bitmapFontLoader.load(asset.fnt, asset.src)\n } else {\n console.warn(`Unknown asset type: ${asset}`)\n }\n}\n\nfunction releaseAsset(asset: AssetSource): void {\n if (typeof asset === 'string') {\n const loader = getLoaderForPath(asset)\n if (!loader) {\n console.warn(`No loader found for asset: ${asset}`)\n return\n }\n loader.release(asset)\n } else if ('atlas' in asset) {\n const id = getCachedAtlasId(asset.src, asset.atlas)\n spritesheetLoader.release(id)\n } else if ('fnt' in asset) {\n bitmapFontLoader.release(asset.fnt)\n } else {\n console.warn(`Unknown asset type: ${asset}`)\n }\n}\n\nexport async function preload(\n assets: AssetSource[],\n progressCallback?: (progress: number) => void\n): Promise<() => void> {\n let loaded = 0\n const total = assets.length\n\n await Promise.all(\n assets.map(async (asset) => {\n try {\n await loadAsset(asset)\n loaded++\n progressCallback?.(loaded / total)\n } catch (err) {\n console.error(`Failed to load asset:`, asset, err)\n }\n })\n )\n\n return () => assets.forEach(releaseAsset)\n}\n"]}
1
+ 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{ Atlas } from '../types/atlas'\nimport { audioLoader } from './loaders/audio'\nimport { binaryLoader } from './loaders/binary'\nimport { bitmapFontLoader } from './loaders/bitmap-font'\nimport { fontFamilyLoader } from './loaders/font'\nimport { Loader } from './loaders/loader'\nimport { getCachedAtlasId, spritesheetLoader } from './loaders/spritesheet'\nimport { textLoader } from './loaders/text'\nimport { textureLoader } from './loaders/texture'\n\nexport type AssetSource = string\n | { src: string, atlas: Atlas }\n | { fnt: string, src: string }\n\nconst loaderForPathMap: Array<{ check: (path: string) => boolean, loader: Loader<any> }> = [\n { check: (p) => p.endsWith('.json') || p.endsWith('.atlas'), loader: textLoader },\n { check: (p) => p.endsWith('.skel'), loader: binaryLoader },\n { check: (p) => /\\.(png|jpe?g|gif|webp)$/.test(p), loader: textureLoader },\n { check: (p) => /\\.(mp3|wav|ogg)$/.test(p), loader: audioLoader },\n { check: (p) => !p.includes('.'), loader: fontFamilyLoader }\n]\n\nfunction getLoaderForPath(path: string): Loader<any> | undefined {\n return loaderForPathMap.find(({ check }) => check(path))?.loader\n}\n\nexport async function loadAsset(asset: AssetSource): Promise<void> {\n if (typeof asset === 'string') {\n const loader = getLoaderForPath(asset)\n if (!loader) {\n console.warn(`No loader found for asset: ${asset}`)\n return\n }\n await loader.load(asset)\n } else if ('atlas' in asset) {\n const id = getCachedAtlasId(asset.src, asset.atlas)\n await spritesheetLoader.load(id, asset.src, asset.atlas)\n } else if ('fnt' in asset) {\n await bitmapFontLoader.load(asset.fnt, asset.src)\n } else {\n console.warn(`Unknown asset type: ${asset}`)\n }\n}\n\nexport function releaseAsset(...assets: AssetSource[]): void {\n for (const asset of assets) {\n if (typeof asset === 'string') {\n const loader = getLoaderForPath(asset)\n if (!loader) {\n console.warn(`No loader found for asset: ${asset}`)\n return\n }\n loader.release(asset)\n } else if ('atlas' in asset) {\n const id = getCachedAtlasId(asset.src, asset.atlas)\n spritesheetLoader.release(id)\n } else if ('fnt' in asset) {\n bitmapFontLoader.release(asset.fnt)\n } else {\n console.warn(`Unknown asset type: ${asset}`)\n }\n }\n}\n\nexport async function preload(\n assets: AssetSource[],\n progressCallback?: (progress: number) => void\n): Promise<() => void> {\n let loaded = 0\n const total = assets.length\n\n await Promise.all(\n assets.map(async (asset) => {\n try {\n await loadAsset(asset)\n loaded++\n progressCallback?.(loaded / total)\n } catch (err) {\n console.error(`Failed to load asset:`, asset, err)\n }\n })\n )\n\n return () => releaseAsset(...assets)\n}\n"]}
@@ -1 +1 @@
1
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Loading now: ${this.#src}`)\n texture = await domTextureLoader.load(this.#src)\n }\n\n const a = this.#atlas.animations[this.#animation]\n this.#animationData = a\n this.#frameDuration = 1 / a.fps\n\n const frameName = a.frames[this.#currentFrameIdx]\n const frame = this.#atlas.frames[frameName]\n\n setStyle(this.el, !frameName || !texture ? { backgroundImage: 'none' } : {\n backgroundImage: `url(${this.#src})`,\n width: `${frame.w}px`,\n height: `${frame.h}px`,\n backgroundSize: `${texture.width}px ${texture.height}px`,\n backgroundPosition: `-${frame.x}px -${frame.y}px`\n })\n }\n\n override render(dt: number) {\n super.render(dt)\n\n const a = this.#animationData\n if (!a || a.frames.length === 0 || this.#frameDuration === undefined) return\n\n const lastIndex = a.frames.length - 1\n if (!a.loop && this.#currentFrameIdx === lastIndex) return\n\n this.#elapsedTime += dt\n if (this.#elapsedTime < this.#frameDuration) return\n\n while (this.#elapsedTime >= this.#frameDuration) {\n this.#elapsedTime -= this.#frameDuration\n\n if (this.#currentFrameIdx === lastIndex) {\n (this as any).emit('animationend', this.#animation)\n\n if (a.loop) {\n this.#currentFrameIdx = 0\n } else {\n this.#elapsedTime = 0\n break\n }\n } else {\n this.#currentFrameIdx++\n }\n }\n\n const frameName = a.frames[this.#currentFrameIdx]\n const frame = this.#atlas.frames[frameName]\n\n setStyle(this.el, {\n width: `${frame.w}px`,\n height: `${frame.h}px`,\n backgroundPosition: `-${frame.x}px -${frame.y}px`\n })\n }\n\n set src(src) {\n if (this.#src !== src) {\n domTextureLoader.release(this.#src)\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 domTextureLoader.release(this.#src)\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.#animationData = this.#atlas.animations[animation]\n this.#currentFrameIdx = 0\n this.#elapsedTime = 0\n }\n }\n\n get animation() { return this.#animation }\n\n override remove() {\n domTextureLoader.release(this.#src)\n super.remove()\n }\n}\n"]}
1
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Loading now: ${this.#src}`)\n texture = await domTextureLoader.load(this.#src)\n }\n\n const a = this.#atlas.animations[this.#animation]\n this.#animationData = a\n this.#frameDuration = 1 / a.fps\n\n const frameName = a.frames[this.#currentFrameIdx]\n const frame = this.#atlas.frames[frameName]\n\n setStyle(this.el, !frameName || !texture ? { backgroundImage: 'none' } : {\n backgroundImage: `url(${this.#src})`,\n width: `${frame.w}px`,\n height: `${frame.h}px`,\n backgroundSize: `${texture.width}px ${texture.height}px`,\n backgroundPosition: `-${frame.x}px -${frame.y}px`\n })\n }\n\n override render(dt: number) {\n super.render(dt)\n\n const a = this.#animationData\n if (!a || a.frames.length === 0 || this.#frameDuration === undefined) return\n\n const lastIndex = a.frames.length - 1\n if (!a.loop && this.#currentFrameIdx === lastIndex) return\n\n this.#elapsedTime += dt\n if (this.#elapsedTime < this.#frameDuration) return\n\n while (this.#elapsedTime >= this.#frameDuration) {\n this.#elapsedTime -= this.#frameDuration\n\n if (this.#currentFrameIdx === lastIndex) {\n (this as any).emit('animationend', this.#animation)\n\n if (a.loop) {\n this.#currentFrameIdx = 0\n } else {\n this.#elapsedTime = 0\n break\n }\n } else {\n this.#currentFrameIdx++\n }\n }\n\n const frameName = a.frames[this.#currentFrameIdx]\n const frame = this.#atlas.frames[frameName]\n\n setStyle(this.el, {\n width: `${frame.w}px`,\n height: `${frame.h}px`,\n backgroundPosition: `-${frame.x}px -${frame.y}px`\n })\n }\n\n set src(src) {\n if (this.#src !== src) {\n domTextureLoader.release(this.#src)\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 domTextureLoader.release(this.#src)\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.#animationData = this.#atlas.animations[animation]\n this.#currentFrameIdx = 0\n this.#elapsedTime = 0\n }\n }\n\n get animation() { return this.#animation }\n\n override remove() {\n domTextureLoader.release(this.#src)\n super.remove()\n }\n}\n"]}
@@ -1 +1 @@
1
- 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{ EventMap } from '@webtaku/event-emitter'\nimport { DirtyNumber } from '../node/core/dirty-number'\nimport { GameNode } from '../node/core/game-node'\nimport { LocalTransform, WorldTransform } from '../node/core/transform'\nimport { setStyle } from './dom-utils'\n\nexport function isDomGameObject(v: unknown): v is DomGameObject {\n return (v as DomGameObject).worldTransform !== undefined\n}\n\nexport type DomGameObjectOptions = {\n x?: number\n y?: number\n scale?: number\n scaleX?: number\n scaleY?: number\n pivotX?: number\n pivotY?: number\n rotation?: number\n\n alpha?: number\n useYSort?: boolean\n}\n\nclass DomRootNode extends GameNode<EventMap> {\n worldTransform = new WorldTransform()\n worldAlpha = new DirtyNumber(1)\n\n constructor() {\n super()\n this.worldTransform.x.v = 0\n this.worldTransform.y.v = 0\n this.worldTransform.resetDirty()\n }\n}\n\nexport class DomGameObject<E extends EventMap = EventMap> extends GameNode<E> {\n protected el = document.createElement('div')\n\n #localTransform = new LocalTransform()\n worldTransform = new WorldTransform()\n alpha = 1\n worldAlpha = new DirtyNumber(1)\n #useYSort = false\n\n constructor(options?: DomGameObjectOptions) {\n super()\n\n setStyle(this.el, {\n position: 'absolute',\n left: '50%',\n top: '50%',\n zIndex: '1',\n transform: 'translate(-50%, -50%)',\n })\n\n if (options) {\n if (options.x !== undefined) this.x = options.x\n if (options.y !== undefined) this.y = options.y\n if (options.scale !== undefined) this.scale = options.scale\n if (options.scaleX !== undefined) this.scaleX = options.scaleX\n if (options.scaleY !== undefined) this.scaleY = options.scaleY\n if (options.pivotX !== undefined) this.pivotX = options.pivotX\n if (options.pivotY !== undefined) this.pivotY = options.pivotY\n if (options.rotation !== undefined) this.rotation = options.rotation\n if (options.alpha !== undefined) this.alpha = options.alpha\n\n this.#useYSort = options.useYSort ?? false\n }\n }\n\n render(dt: number) {\n this.update(dt)\n this.#updateWorldTransform()\n }\n\n #updateWorldTransform() {\n const parent = this.parent\n if (parent && isDomGameObject(parent)) {\n this.worldTransform.update(parent.worldTransform, this.#localTransform)\n this.worldAlpha.v = parent.worldAlpha.v * this.alpha\n }\n\n if (this.worldTransform.dirty) {\n const wt = this.worldTransform\n\n this.el.style.transform = `\n translate(\n calc(-50% + ${wt.x.v}px),\n calc(-50% + ${wt.y.v}px)\n )\n scale(${wt.scaleX.v}, ${wt.scaleY.v})\n rotate(${wt.rotation.v}rad)\n `\n }\n if (this.worldAlpha.dirty) this.el.style.opacity = this.worldAlpha.v.toString()\n\n for (const child of this.children) {\n if (isDomGameObject(child)) child.#updateWorldTransform()\n }\n this.worldTransform.resetDirty()\n }\n\n attachTo(target: HTMLElement) {\n target.appendChild(this.el)\n this.parent = new DomRootNode()\n this.#updateWorldTransform()\n return this\n }\n\n set x(v) { this.#localTransform.x = v }\n get x() { return this.#localTransform.x }\n\n set y(v) { this.#localTransform.y = v }\n get y() { return this.#localTransform.y }\n\n set scale(v) { this.#localTransform.scaleX = v; this.#localTransform.scaleY = v }\n get scale() { return this.#localTransform.scaleX }\n\n set scaleX(v) { this.#localTransform.scaleX = v }\n get scaleX() { return this.#localTransform.scaleX }\n\n set scaleY(v) { this.#localTransform.scaleY = v }\n get scaleY() { return this.#localTransform.scaleY }\n\n set pivotX(v) { this.#localTransform.pivotX = v }\n get pivotX() { return this.#localTransform.pivotX }\n\n set pivotY(v) { this.#localTransform.pivotY = v }\n get pivotY() { return this.#localTransform.pivotY }\n\n set rotation(v) { this.#localTransform.rotation = v }\n get rotation() { return this.#localTransform.rotation }\n}\n"]}
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{ EventMap } from '@webtaku/event-emitter'\nimport { DirtyNumber } from '../node/core/dirty-number'\nimport { GameNode } from '../node/core/game-node'\nimport { LocalTransform, WorldTransform } from '../node/core/transform'\nimport { setStyle } from './dom-utils'\n\nexport function isDomGameObject(v: unknown): v is DomGameObject {\n return (v as DomGameObject).worldTransform !== undefined\n}\n\nexport type DomGameObjectOptions = {\n x?: number\n y?: number\n scale?: number\n scaleX?: number\n scaleY?: number\n pivotX?: number\n pivotY?: number\n rotation?: number\n\n alpha?: number\n useYSort?: boolean\n}\n\nclass DomRootNode extends GameNode<EventMap> {\n worldTransform = new WorldTransform()\n worldAlpha = new DirtyNumber(1)\n\n constructor() {\n super()\n this.worldTransform.x.v = 0\n this.worldTransform.y.v = 0\n this.worldTransform.resetDirty()\n }\n}\n\nexport class DomGameObject<E extends EventMap = {}> extends GameNode<E> {\n protected el = document.createElement('div')\n\n #localTransform = new LocalTransform()\n worldTransform = new WorldTransform()\n alpha = 1\n worldAlpha = new DirtyNumber(1)\n #useYSort = false\n\n constructor(options?: DomGameObjectOptions) {\n super()\n\n setStyle(this.el, {\n position: 'absolute',\n left: '50%',\n top: '50%',\n zIndex: '1',\n transform: 'translate(-50%, -50%)',\n })\n\n if (options) {\n if (options.x !== undefined) this.x = options.x\n if (options.y !== undefined) this.y = options.y\n if (options.scale !== undefined) this.scale = options.scale\n if (options.scaleX !== undefined) this.scaleX = options.scaleX\n if (options.scaleY !== undefined) this.scaleY = options.scaleY\n if (options.pivotX !== undefined) this.pivotX = options.pivotX\n if (options.pivotY !== undefined) this.pivotY = options.pivotY\n if (options.rotation !== undefined) this.rotation = options.rotation\n if (options.alpha !== undefined) this.alpha = options.alpha\n\n this.#useYSort = options.useYSort ?? false\n }\n }\n\n render(dt: number) {\n this.update(dt)\n this.#updateWorldTransform()\n }\n\n #updateWorldTransform() {\n const parent = this.parent\n if (parent && isDomGameObject(parent)) {\n this.worldTransform.update(parent.worldTransform, this.#localTransform)\n this.worldAlpha.v = parent.worldAlpha.v * this.alpha\n }\n\n if (this.worldTransform.dirty) {\n const wt = this.worldTransform\n\n this.el.style.transform = `\n translate(\n calc(-50% + ${wt.x.v}px),\n calc(-50% + ${wt.y.v}px)\n )\n scale(${wt.scaleX.v}, ${wt.scaleY.v})\n rotate(${wt.rotation.v}rad)\n `\n }\n if (this.worldAlpha.dirty) this.el.style.opacity = this.worldAlpha.v.toString()\n\n for (const child of this.children) {\n if (isDomGameObject(child)) child.#updateWorldTransform()\n }\n this.worldTransform.resetDirty()\n }\n\n attachTo(target: HTMLElement) {\n target.appendChild(this.el)\n this.parent = new DomRootNode()\n this.#updateWorldTransform()\n return this\n }\n\n set x(v) { this.#localTransform.x = v }\n get x() { return this.#localTransform.x }\n\n set y(v) { this.#localTransform.y = v }\n get y() { return this.#localTransform.y }\n\n set scale(v) { this.#localTransform.scaleX = v; this.#localTransform.scaleY = v }\n get scale() { return this.#localTransform.scaleX }\n\n set scaleX(v) { this.#localTransform.scaleX = v }\n get scaleX() { return this.#localTransform.scaleX }\n\n set scaleY(v) { this.#localTransform.scaleY = v }\n get scaleY() { return this.#localTransform.scaleY }\n\n set pivotX(v) { this.#localTransform.pivotX = v }\n get pivotX() { return this.#localTransform.pivotX }\n\n set pivotY(v) { this.#localTransform.pivotY = v }\n get pivotY() { return this.#localTransform.pivotY }\n\n set rotation(v) { this.#localTransform.rotation = v }\n get rotation() { return this.#localTransform.rotation }\n}\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"dom-sprite.js","sourceRoot":"","sources":["../../src/dom/dom-sprite.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAwB,MAAM,mBAAmB,CAAA;AACvE,OAAO,EAAE,gBAAgB,EAAE,MAAM,sBAAsB,CAAA;AACvD,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAA;AAMtC,MAAM,OAAO,aAA6C,SAAQ,aAAgB;IAChF,IAAI,CAAQ;IAEZ,YAAY,OAA6B;QACvC,KAAK,CAAC,OAAO,CAAC,CAAA;QACd,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC,GAAG,CAAA;QACvB,IAAI,CAAC,KAAK,EAAE,CAAA;IACd,CAAC;IAED,KAAK,CAAC,KAAK;QACT,IAAI,OAAO,CAAA;QACX,IAAI,gBAAgB,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC;YAC5C,OAAO,GAAG,gBAAgB,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,CAAA;QACjD,CAAC;aAAM,CAAC;YACN,OAAO,CAAC,IAAI,CAAC,2CAA2C,IAAI,CAAC,IAAI,EAAE,CAAC,CAAA;YACpE,OAAO,GAAG,MAAM,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAA;QAClD,CAAC;QAED,QAAQ,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,eAAe,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC;YACzD,eAAe,EAAE,OAAO,IAAI,CAAC,IAAI,GAAG;YACpC,KAAK,EAAE,GAAG,OAAO,CAAC,KAAK,IAAI;YAC3B,MAAM,EAAE,GAAG,OAAO,CAAC,MAAM,IAAI;YAC7B,cAAc,EAAE,GAAG,OAAO,CAAC,KAAK,MAAM,OAAO,CAAC,MAAM,IAAI;SACzD,CAAC,CAAA;IACJ,CAAC;IAED,IAAI,GAAG,CAAC,GAAG;QACT,IAAI,IAAI,CAAC,IAAI,KAAK,GAAG,EAAE,CAAC;YACtB,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAA;YACnC,IAAI,CAAC,IAAI,GAAG,GAAG,CAAA;YACf,IAAI,CAAC,KAAK,EAAE,CAAA;QACd,CAAC;IACH,CAAC;IAED,IAAI,GAAG,KAAK,OAAO,IAAI,CAAC,IAAI,CAAA,CAAC,CAAC;IAErB,MAAM;QACb,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,CAAA;QACnC,KAAK,CAAC,MAAM,EAAE,CAAA;IAChB,CAAC;CACF","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { DomGameObject, DomGameObjectOptions } from './dom-game-object'\nimport { domTextureLoader } from './dom-texture-loader'\nimport { setStyle } from './dom-utils'\n\nexport type DomSpriteNodeOptions = {\n src: string\n} & DomGameObjectOptions\n\nexport class DomSpriteNode<E extends EventMap = EventMap> extends DomGameObject<E> {\n #src: string\n\n constructor(options: DomSpriteNodeOptions) {\n super(options)\n this.#src = options.src\n this.#load()\n }\n\n async #load() {\n let texture\n if (domTextureLoader.checkCached(this.#src)) {\n texture = domTextureLoader.getCached(this.#src)\n } else {\n console.info(`Dom texture not preloaded. Loading now: ${this.#src}`)\n texture = await domTextureLoader.load(this.#src)\n }\n\n setStyle(this.el, !texture ? { backgroundImage: 'none' } : {\n backgroundImage: `url(${this.#src})`,\n width: `${texture.width}px`,\n height: `${texture.height}px`,\n backgroundSize: `${texture.width}px ${texture.height}px`,\n })\n }\n\n set src(src) {\n if (this.#src !== src) {\n domTextureLoader.release(this.#src)\n this.#src = src\n this.#load()\n }\n }\n\n get src() { return this.#src }\n\n override remove() {\n domTextureLoader.release(this.#src)\n super.remove()\n }\n}\n"]}
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package/lib/index.js CHANGED
@@ -5,7 +5,7 @@ export { Renderer } from './renderer/renderer';
5
5
  export { Ticker } from './renderer/ticker';
6
6
  // Assets
7
7
  export { musicPlayer, sfxPlayer } from './asset/audio';
8
- export { preload } from './asset/preload';
8
+ export { loadAsset, preload, releaseAsset } from './asset/preload';
9
9
  // Collision
10
10
  export { checkCollision } from './collision/check-collision';
11
11
  export { ColliderType } from './collision/colliders';
package/lib/index.js.map CHANGED
@@ -1 +1 @@
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@@ -1 +1 @@
1
- {"version":3,"file":"game-object.js","sourceRoot":"","sources":["../../../src/node/core/game-object.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,IAAI,aAAa,EAAE,MAAM,SAAS,CAAA;AACpD,OAAO,EAAE,iBAAiB,EAA4B,MAAM,iBAAiB,CAAA;AAI7E,MAAM,OAAO,UAA0C,SAAQ,iBAAmC;IAChG,YAAY,OAA2B;QACrC,KAAK,CAAC,IAAI,aAAa,CAAC,EAAE,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,OAAO,IAAI,EAAE,CAAC,CAAA;IACrE,CAAC;CACF","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { TransformableNode, TransformableNodeOptions } from './transformable'\n\nexport type GameObjectOptions = {} & TransformableNodeOptions\n\nexport class GameObject<E extends EventMap = EventMap> extends TransformableNode<PixiContainer, E> {\n constructor(options?: GameObjectOptions) {\n super(new PixiContainer({ sortableChildren: true }), options ?? {})\n }\n}\n"]}
1
+ {"version":3,"file":"game-object.js","sourceRoot":"","sources":["../../../src/node/core/game-object.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,IAAI,aAAa,EAAE,MAAM,SAAS,CAAA;AACpD,OAAO,EAAE,iBAAiB,EAA4B,MAAM,iBAAiB,CAAA;AAI7E,MAAM,OAAO,UAAoC,SAAQ,iBAAmC;IAC1F,YAAY,OAA2B;QACrC,KAAK,CAAC,IAAI,aAAa,CAAC,EAAE,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,OAAO,IAAI,EAAE,CAAC,CAAA;IACrE,CAAC;CACF","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { TransformableNode, TransformableNodeOptions } from './transformable'\n\nexport type GameObjectOptions = {} & TransformableNodeOptions\n\nexport class GameObject<E extends EventMap = {}> extends TransformableNode<PixiContainer, E> {\n constructor(options?: GameObjectOptions) {\n super(new PixiContainer({ sortableChildren: true }), options ?? {})\n }\n}\n"]}
@@ -55,5 +55,7 @@ export class RenderableNode extends GameNode {
55
55
  }
56
56
  set tint(t) { this._pixiContainer.tint = t; }
57
57
  get tint() { return this._pixiContainer.tint; }
58
+ hide() { this._pixiContainer.visible = false; }
59
+ show() { this._pixiContainer.visible = true; }
58
60
  }
59
61
  //# sourceMappingURL=renderable.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderable.js","sourceRoot":"","sources":["../../../src/node/core/renderable.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAA;AACtC,OAAO,EAAE,cAAc,EAAE,MAAM,aAAa,CAAA;AAE5C,MAAM,UAAU,gBAAgB,CAAC,CAAU;IACzC,OAAQ,CAA6C,CAAC,cAAc,KAAK,SAAS,CAAA;AACpF,CAAC;AAED,MAAM,OAAgB,cAA4D,SAAQ,QAAW;IACnG,SAAS,CAAW;IACpB,cAAc,CAAG;IAEjB,cAAc,GAAG,IAAI,cAAc,EAAE,CAAA;IACrC,UAAU,GAAG,IAAI,WAAW,CAAC,CAAC,CAAC,CAAA;IAE/B,YAAY,aAAgB;QAC1B,KAAK,EAAE,CAAA;QACP,IAAI,CAAC,cAAc,GAAG,aAAa,CAAA;IACrC,CAAC;IAED,IAAc,QAAQ,CAAC,QAA8B;QACnD,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAA;QAEzB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,gBAAgB,CAAC,KAAK,CAAC,EAAE,CAAC;gBAC5B,KAAK,CAAC,QAAQ,GAAG,QAAQ,CAAA;YAC3B,CAAC;QACH,CAAC;IACH,CAAC;IAED,IAAc,QAAQ;QACpB,OAAO,IAAI,CAAC,SAAS,CAAA;IACvB,CAAC;IAEQ,GAAG,CAAC,GAAG,QAA8B;QAC5C,KAAK,CAAC,GAAG,CAAC,GAAG,QAAQ,CAAC,CAAA;QAEtB,KAAK,MAAM,KAAK,IAAI,QAAQ,EAAE,CAAC;YAC7B,IAAI,gBAAgB,CAAC,KAAK,CAAC,EAAE,CAAC;gBAC5B,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,KAAK,CAAC,cAAc,CAAC,CAAA;gBAElD,SAAS;gBACT,IAAI,IAAI,CAAC,SAAS;oBAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAA;YACrD,CAAC;QACH,CAAC;IACH,CAAC;IAEQ,MAAM;QACb,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAA;QAC/C,KAAK,CAAC,MAAM,EAAE,CAAA;IAChB,CAAC;IAED,qBAAqB;QACnB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,gBAAgB,CAAC,KAAK,CAAC;gBAAE,KAAK,CAAC,qBAAqB,EAAE,CAAA;QAC5D,CAAC;IACH,CAAC;IAED,yBAAyB;QACvB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,gBAAgB,CAAC,KAAK,CAAC;gBAAE,KAAK,CAAC,yBAAyB,EAAE,CAAA;QAChE,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAA;QAChC,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,CAAA;IAC9B,CAAC;IAED,IAAI,IAAI,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,GAAG,CAAC,CAAA,CAAC,CAAC;IAC5C,IAAI,IAAI,KAAK,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAA,CAAC,CAAC;CAC/C","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { Renderer } from '../../renderer/renderer'\nimport { DirtyNumber } from './dirty-number'\nimport { GameNode } from './game-node'\nimport { WorldTransform } from './transform'\n\nexport function isRenderableNode(v: unknown): v is RenderableNode<PixiContainer, EventMap> {\n return (v as RenderableNode<PixiContainer, EventMap>).worldTransform !== undefined\n}\n\nexport abstract class RenderableNode<C extends PixiContainer, E extends EventMap> extends GameNode<E> {\n #renderer?: Renderer\n _pixiContainer: C\n\n worldTransform = new WorldTransform()\n worldAlpha = new DirtyNumber(1)\n\n constructor(pixiContainer: C) {\n super()\n this._pixiContainer = pixiContainer\n }\n\n protected set renderer(renderer: Renderer | undefined) {\n this.#renderer = renderer\n\n for (const child of this.children) {\n if (isRenderableNode(child)) {\n child.renderer = renderer\n }\n }\n }\n\n protected get renderer() {\n return this.#renderer\n }\n\n override add(...children: GameNode<EventMap>[]) {\n super.add(...children)\n\n for (const child of children) {\n if (isRenderableNode(child)) {\n this._pixiContainer.addChild(child._pixiContainer)\n\n // 렌더러 설정\n if (this.#renderer) child.renderer = this.#renderer\n }\n }\n }\n\n override remove() {\n this._pixiContainer.destroy({ children: true })\n super.remove()\n }\n\n _updateWorldTransform() {\n for (const child of this.children) {\n if (isRenderableNode(child)) child._updateWorldTransform()\n }\n }\n\n _resetWorldTransformDirty() {\n for (const child of this.children) {\n if (isRenderableNode(child)) child._resetWorldTransformDirty()\n }\n this.worldTransform.resetDirty()\n this.worldAlpha.resetDirty()\n }\n\n set tint(t) { this._pixiContainer.tint = t }\n get tint() { return this._pixiContainer.tint }\n}\n"]}
1
+ {"version":3,"file":"renderable.js","sourceRoot":"","sources":["../../../src/node/core/renderable.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAA;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAA;AACtC,OAAO,EAAE,cAAc,EAAE,MAAM,aAAa,CAAA;AAE5C,MAAM,UAAU,gBAAgB,CAAC,CAAU;IACzC,OAAQ,CAA6C,CAAC,cAAc,KAAK,SAAS,CAAA;AACpF,CAAC;AAED,MAAM,OAAgB,cAA4D,SAAQ,QAAW;IACnG,SAAS,CAAW;IACpB,cAAc,CAAG;IAEjB,cAAc,GAAG,IAAI,cAAc,EAAE,CAAA;IACrC,UAAU,GAAG,IAAI,WAAW,CAAC,CAAC,CAAC,CAAA;IAE/B,YAAY,aAAgB;QAC1B,KAAK,EAAE,CAAA;QACP,IAAI,CAAC,cAAc,GAAG,aAAa,CAAA;IACrC,CAAC;IAED,IAAc,QAAQ,CAAC,QAA8B;QACnD,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAA;QAEzB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,gBAAgB,CAAC,KAAK,CAAC,EAAE,CAAC;gBAC5B,KAAK,CAAC,QAAQ,GAAG,QAAQ,CAAA;YAC3B,CAAC;QACH,CAAC;IACH,CAAC;IAED,IAAc,QAAQ;QACpB,OAAO,IAAI,CAAC,SAAS,CAAA;IACvB,CAAC;IAEQ,GAAG,CAAC,GAAG,QAA8B;QAC5C,KAAK,CAAC,GAAG,CAAC,GAAG,QAAQ,CAAC,CAAA;QAEtB,KAAK,MAAM,KAAK,IAAI,QAAQ,EAAE,CAAC;YAC7B,IAAI,gBAAgB,CAAC,KAAK,CAAC,EAAE,CAAC;gBAC5B,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,KAAK,CAAC,cAAc,CAAC,CAAA;gBAElD,SAAS;gBACT,IAAI,IAAI,CAAC,SAAS;oBAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAA;YACrD,CAAC;QACH,CAAC;IACH,CAAC;IAEQ,MAAM;QACb,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAA;QAC/C,KAAK,CAAC,MAAM,EAAE,CAAA;IAChB,CAAC;IAED,qBAAqB;QACnB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,gBAAgB,CAAC,KAAK,CAAC;gBAAE,KAAK,CAAC,qBAAqB,EAAE,CAAA;QAC5D,CAAC;IACH,CAAC;IAED,yBAAyB;QACvB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,IAAI,gBAAgB,CAAC,KAAK,CAAC;gBAAE,KAAK,CAAC,yBAAyB,EAAE,CAAA;QAChE,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,UAAU,EAAE,CAAA;QAChC,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,CAAA;IAC9B,CAAC;IAED,IAAI,IAAI,CAAC,CAAC,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,GAAG,CAAC,CAAA,CAAC,CAAC;IAC5C,IAAI,IAAI,KAAK,OAAO,IAAI,CAAC,cAAc,CAAC,IAAI,CAAA,CAAC,CAAC;IAE9C,IAAI,KAAK,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,KAAK,CAAA,CAAC,CAAC;IAC9C,IAAI,KAAK,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,IAAI,CAAA,CAAC,CAAC;CAC9C","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { Renderer } from '../../renderer/renderer'\nimport { DirtyNumber } from './dirty-number'\nimport { GameNode } from './game-node'\nimport { WorldTransform } from './transform'\n\nexport function isRenderableNode(v: unknown): v is RenderableNode<PixiContainer, EventMap> {\n return (v as RenderableNode<PixiContainer, EventMap>).worldTransform !== undefined\n}\n\nexport abstract class RenderableNode<C extends PixiContainer, E extends EventMap> extends GameNode<E> {\n #renderer?: Renderer\n _pixiContainer: C\n\n worldTransform = new WorldTransform()\n worldAlpha = new DirtyNumber(1)\n\n constructor(pixiContainer: C) {\n super()\n this._pixiContainer = pixiContainer\n }\n\n protected set renderer(renderer: Renderer | undefined) {\n this.#renderer = renderer\n\n for (const child of this.children) {\n if (isRenderableNode(child)) {\n child.renderer = renderer\n }\n }\n }\n\n protected get renderer() {\n return this.#renderer\n }\n\n override add(...children: GameNode<EventMap>[]) {\n super.add(...children)\n\n for (const child of children) {\n if (isRenderableNode(child)) {\n this._pixiContainer.addChild(child._pixiContainer)\n\n // 렌더러 설정\n if (this.#renderer) child.renderer = this.#renderer\n }\n }\n }\n\n override remove() {\n this._pixiContainer.destroy({ children: true })\n super.remove()\n }\n\n _updateWorldTransform() {\n for (const child of this.children) {\n if (isRenderableNode(child)) child._updateWorldTransform()\n }\n }\n\n _resetWorldTransformDirty() {\n for (const child of this.children) {\n if (isRenderableNode(child)) child._resetWorldTransformDirty()\n }\n this.worldTransform.resetDirty()\n this.worldAlpha.resetDirty()\n }\n\n set tint(t) { this._pixiContainer.tint = t }\n get tint() { return this._pixiContainer.tint }\n\n hide() { this._pixiContainer.visible = false }\n show() { this._pixiContainer.visible = true }\n}\n"]}
@@ -25,6 +25,8 @@ export class TransformableNode extends RenderableNode {
25
25
  this.rotation = options.rotation;
26
26
  if (options.alpha !== undefined)
27
27
  this.alpha = options.alpha;
28
+ if (options.drawOrder !== undefined)
29
+ this.drawOrder = options.drawOrder;
28
30
  this.#layer = options.layer;
29
31
  this.#useYSort = options.useYSort ?? false;
30
32
  }
@@ -57,7 +59,7 @@ export class TransformableNode extends RenderableNode {
57
59
  const lt = this.localTransform;
58
60
  pc.position.set(lt.x, lt.y);
59
61
  if (this.#useYSort)
60
- pc.zIndex = lt.y;
62
+ this.drawOrder = lt.y;
61
63
  pc.pivot.set(lt.pivotX, lt.pivotY);
62
64
  pc.scale.set(lt.scaleX, lt.scaleY);
63
65
  pc.rotation = lt.rotation;
@@ -81,5 +83,7 @@ export class TransformableNode extends RenderableNode {
81
83
  get pivotY() { return this.localTransform.pivotY; }
82
84
  set rotation(v) { this.localTransform.rotation = v; }
83
85
  get rotation() { return this.localTransform.rotation; }
86
+ set drawOrder(v) { this._pixiContainer.zIndex = v; }
87
+ get drawOrder() { return this._pixiContainer.zIndex; }
84
88
  }
85
89
  //# sourceMappingURL=transformable.js.map
@@ -1 +1 @@
1
- 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!== undefined) this.scaleX = options.scaleX\n if (options.scaleY !== undefined) this.scaleY = options.scaleY\n if (options.pivotX !== undefined) this.pivotX = options.pivotX\n if (options.pivotY !== undefined) this.pivotY = options.pivotY\n if (options.rotation !== undefined) this.rotation = options.rotation\n if (options.alpha !== undefined) this.alpha = options.alpha\n\n this.#layer = options.layer\n this.#useYSort = options.useYSort ?? false\n }\n\n protected override set renderer(renderer: Renderer | undefined) {\n super.renderer = renderer\n\n if (this.#layer && renderer) {\n renderer._addToLayer(this, this.#layer)\n }\n }\n\n protected override get renderer() {\n return super.renderer\n }\n\n override _updateWorldTransform() {\n const parent = this.parent\n if (parent && isRenderableNode(parent)) {\n this.worldTransform.update(parent.worldTransform, this.localTransform)\n this.worldAlpha.v = parent.worldAlpha.v * this.alpha\n }\n\n const pc = this._pixiContainer\n const renderer = this.renderer\n\n // 레이어 상에 있는 경우, 독립적으로 업데이트\n if (this.#layer && renderer) {\n const wt = this.worldTransform\n pc.position.set(wt.x.v, wt.y.v)\n pc.scale.set(wt.scaleX.v, wt.scaleY.v)\n pc.rotation = wt.rotation.v\n pc.alpha = this.worldAlpha.v\n } else {\n const lt = this.localTransform\n pc.position.set(lt.x, lt.y)\n if (this.#useYSort) pc.zIndex = lt.y\n pc.pivot.set(lt.pivotX, lt.pivotY)\n pc.scale.set(lt.scaleX, lt.scaleY)\n pc.rotation = lt.rotation\n pc.alpha = this.alpha\n }\n\n super._updateWorldTransform()\n }\n\n set x(v) { this.localTransform.x = v }\n get x() { return this.localTransform.x }\n\n set y(v) { this.localTransform.y = v }\n get y() { return this.localTransform.y }\n\n set scale(v) { this.localTransform.scaleX = v; this.localTransform.scaleY = v }\n get scale() { return this.localTransform.scaleX }\n\n set scaleX(v) { this.localTransform.scaleX = v }\n get scaleX() { return this.localTransform.scaleX }\n\n set scaleY(v) { this.localTransform.scaleY = v }\n get scaleY() { return this.localTransform.scaleY }\n\n set pivotX(v) { this.localTransform.pivotX = v }\n get pivotX() { return this.localTransform.pivotX }\n\n set pivotY(v) { this.localTransform.pivotY = v }\n get pivotY() { return this.localTransform.pivotY }\n\n set rotation(v) { this.localTransform.rotation = v }\n get rotation() { return this.localTransform.rotation }\n}\n"]}
1
+ 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{ EventMap } from '@webtaku/event-emitter'\nimport { Container as PixiContainer } from 'pixi.js'\nimport { Renderer } from '../../renderer/renderer'\nimport { isRenderableNode, RenderableNode } from './renderable'\nimport { LocalTransform } from './transform'\n\nexport type TransformableNodeOptions = {\n x?: number\n y?: number\n scale?: number\n scaleX?: number\n scaleY?: number\n pivotX?: number\n pivotY?: number\n rotation?: number\n drawOrder?: number\n\n alpha?: number\n layer?: string\n useYSort?: boolean\n}\n\nexport abstract class TransformableNode<C extends PixiContainer, E extends EventMap> extends RenderableNode<C, E> {\n protected localTransform = new LocalTransform()\n\n alpha = 1\n #layer?: string\n #useYSort = false\n\n constructor(pixiContainer: C, options: TransformableNodeOptions) {\n super(pixiContainer)\n\n if (options.x !== undefined) this.x = options.x\n if (options.y !== undefined) this.y = options.y\n if (options.scale !== undefined) this.scale = options.scale\n if (options.scaleX !== undefined) this.scaleX = options.scaleX\n if (options.scaleY !== undefined) this.scaleY = options.scaleY\n if (options.pivotX !== undefined) this.pivotX = options.pivotX\n if (options.pivotY !== undefined) this.pivotY = options.pivotY\n if (options.rotation !== undefined) this.rotation = options.rotation\n if (options.alpha !== undefined) this.alpha = options.alpha\n if (options.drawOrder !== undefined) this.drawOrder = options.drawOrder\n\n this.#layer = options.layer\n this.#useYSort = options.useYSort ?? false\n }\n\n protected override set renderer(renderer: Renderer | undefined) {\n super.renderer = renderer\n\n if (this.#layer && renderer) {\n renderer._addToLayer(this, this.#layer)\n }\n }\n\n protected override get renderer() {\n return super.renderer\n }\n\n override _updateWorldTransform() {\n const parent = this.parent\n if (parent && isRenderableNode(parent)) {\n this.worldTransform.update(parent.worldTransform, this.localTransform)\n this.worldAlpha.v = parent.worldAlpha.v * this.alpha\n }\n\n const pc = this._pixiContainer\n const renderer = this.renderer\n\n // 레이어 상에 있는 경우, 독립적으로 업데이트\n if (this.#layer && renderer) {\n const wt = this.worldTransform\n pc.position.set(wt.x.v, wt.y.v)\n pc.scale.set(wt.scaleX.v, wt.scaleY.v)\n pc.rotation = wt.rotation.v\n pc.alpha = this.worldAlpha.v\n } else {\n const lt = this.localTransform\n pc.position.set(lt.x, lt.y)\n if (this.#useYSort) this.drawOrder = lt.y\n pc.pivot.set(lt.pivotX, lt.pivotY)\n pc.scale.set(lt.scaleX, lt.scaleY)\n pc.rotation = lt.rotation\n pc.alpha = this.alpha\n }\n\n super._updateWorldTransform()\n }\n\n set x(v) { this.localTransform.x = v }\n get x() { return this.localTransform.x }\n\n set y(v) { this.localTransform.y = v }\n get y() { return this.localTransform.y }\n\n set scale(v) { this.localTransform.scaleX = v; this.localTransform.scaleY = v }\n get scale() { return this.localTransform.scaleX }\n\n set scaleX(v) { this.localTransform.scaleX = v }\n get scaleX() { return this.localTransform.scaleX }\n\n set scaleY(v) { this.localTransform.scaleY = v }\n get scaleY() { return this.localTransform.scaleY }\n\n set pivotX(v) { this.localTransform.pivotX = v }\n get pivotX() { return this.localTransform.pivotX }\n\n set pivotY(v) { this.localTransform.pivotY = v }\n get pivotY() { return this.localTransform.pivotY }\n\n set rotation(v) { this.localTransform.rotation = v }\n get rotation() { return this.localTransform.rotation }\n\n set drawOrder(v) { this._pixiContainer.zIndex = v }\n get drawOrder() { return this._pixiContainer.zIndex }\n}\n"]}
@@ -29,22 +29,23 @@ export class AnimatedSpriteNode extends GameObject {
29
29
  #updateAnimation() {
30
30
  this.#sprite?.destroy();
31
31
  this.#sprite = undefined;
32
- if (this.#sheet) {
33
- if (!this.#sheet.animations[this.#animation]) {
34
- console.error(`Animation not found: ${this.#animation}`);
35
- return;
36
- }
37
- const a = this.#atlas.animations[this.#animation];
38
- const s = new PixiAnimatedSprite(this.#sheet.animations[this.#animation]);
39
- s.anchor.set(0.5, 0.5);
40
- s.loop = a.loop;
41
- s.animationSpeed = a.fps / 60;
42
- s.play();
43
- s.onLoop = () => this.emit('animationend', this.#animation);
44
- s.onComplete = () => this.emit('animationend', this.#animation);
45
- this._pixiContainer.addChild(s);
46
- this.#sprite = s;
32
+ if (!this.#sheet)
33
+ return;
34
+ if (!this.#sheet.animations[this.#animation]) {
35
+ console.error(`Animation not found: ${this.#animation}`);
36
+ return;
47
37
  }
38
+ const a = this.#atlas.animations[this.#animation];
39
+ const s = new PixiAnimatedSprite(this.#sheet.animations[this.#animation]);
40
+ s.anchor.set(0.5, 0.5);
41
+ s.zIndex = -999999;
42
+ s.loop = a.loop;
43
+ s.animationSpeed = a.fps / 60;
44
+ s.play();
45
+ s.onLoop = () => this.emit('animationend', this.#animation);
46
+ s.onComplete = () => this.emit('animationend', this.#animation);
47
+ this._pixiContainer.addChild(s);
48
+ this.#sprite = s;
48
49
  }
49
50
  set src(src) {
50
51
  if (this.#src !== src) {
@@ -1 +1 @@
1
- {"version":3,"file":"animated-sprite.js","sourceRoot":"","sources":["../../../src/node/ext/animated-sprite.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,IAAI,kBAAkB,EAAe,MAAM,SAAS,CAAA;AAC3E,OAAO,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,MAAM,iCAAiC,CAAA;AAErF,OAAO,EAAE,UAAU,EAAqB,MAAM,qBAAqB,CAAA;AAQnE,MAAM,OAAO,kBAAkD,SAAQ,UAErE;IACA,IAAI,CAAQ;IACZ,MAAM,CAAO;IACb,UAAU,CAAQ;IAElB,QAAQ,CAAS;IACjB,MAAM,CAAc;IACpB,OAAO,CAAqB;IAE5B,YAAY,OAAkC;QAC5C,KAAK,CAAC,OAAO,CAAC,CAAA;QACd,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC,GAAG,CAAA;QACvB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,KAAK,CAAA;QAC3B,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC,SAAS,CAAA;QACnC,IAAI,CAAC,KAAK,EAAE,CAAA;IACd,CAAC;IAED,KAAK,CAAC,KAAK;QACT,IAAI,CAAC,QAAQ,GAAG,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAA;QAExD,IAAI,iBAAiB,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;YACjD,IAAI,CAAC,MAAM,GAAG,iBAAiB,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;QAC1D,CAAC;aAAM,CAAC;YACN,OAAO,CAAC,IAAI,CAAC,2CAA2C,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAA;YACxE,IAAI,CAAC,MAAM,GAAG,MAAM,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAA;QACnF,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,CAAA;IACzB,CAAC;IAED,gBAAgB;QACd,IAAI,CAAC,OAAO,EAAE,OAAO,EAAE,CAAA;QACvB,IAAI,CAAC,OAAO,GAAG,SAAS,CAAA;QAExB,IAAI,IAAI,CAAC,MAAM,EAAE,CAAC;YAChB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC;gBAC7C,OAAO,CAAC,KAAK,CAAC,wBAAwB,IAAI,CAAC,UAAU,EAAE,CAAC,CAAA;gBACxD,OAAM;YACR,CAAC;YAED,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAA;YACjD,MAAM,CAAC,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAA;YAEzE,CAAC,CAAC,MAAM,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;YACtB,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,CAAA;YACf,CAAC,CAAC,cAAc,GAAG,CAAC,CAAC,GAAG,GAAG,EAAE,CAAA;YAC7B,CAAC,CAAC,IAAI,EAAE,CAAA;YACR,CAAC,CAAC,MAAM,GAAG,GAAG,EAAE,CAAE,IAAY,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,UAAU,CAAC,CAAA;YACpE,CAAC,CAAC,UAAU,GAAG,GAAG,EAAE,CAAE,IAAY,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,UAAU,CAAC,CAAA;YAExE,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAA;YAC/B,IAAI,CAAC,OAAO,GAAG,CAAC,CAAA;QAClB,CAAC;IACH,CAAC;IAED,IAAI,GAAG,CAAC,GAAG;QACT,IAAI,IAAI,CAAC,IAAI,KAAK,GAAG,EAAE,CAAC;YACtB,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;YACxC,IAAI,CAAC,IAAI,GAAG,GAAG,CAAA;YACf,IAAI,CAAC,KAAK,EAAE,CAAA;QACd,CAAC;IACH,CAAC;IAED,IAAI,GAAG,KAAK,OAAO,IAAI,CAAC,IAAI,CAAA,CAAC,CAAC;IAE9B,IAAI,KAAK,CAAC,KAAK;QACb,IAAI,IAAI,CAAC,MAAM,KAAK,KAAK,EAAE,CAAC;YAC1B,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;YACxC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAA;YACnB,IAAI,CAAC,KAAK,EAAE,CAAA;QACd,CAAC;IACH,CAAC;IAED,IAAI,KAAK,KAAK,OAAO,IAAI,CAAC,MAAM,CAAA,CAAC,CAAC;IAElC,IAAI,SAAS,CAAC,SAAS;QACrB,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,CAAC,UAAU,GAAG,SAAS,CAAA;YAC3B,IAAI,CAAC,gBAAgB,EAAE,CAAA;QACzB,CAAC;IACH,CAAC;IAED,IAAI,SAAS,KAAK,OAAO,IAAI,CAAC,UAAU,CAAA,CAAC,CAAC;IAE1C,MAAM;QACJ,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;QACxC,KAAK,CAAC,MAAM,EAAE,CAAA;IAChB,CAAC;CACF","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { AnimatedSprite as PixiAnimatedSprite, Spritesheet } from 'pixi.js'\nimport { getCachedAtlasId, spritesheetLoader } from '../../asset/loaders/spritesheet'\nimport { Atlas } from '../../types/atlas'\nimport { GameObject, GameObjectOptions } from '../core/game-object'\n\nexport type AnimatedSpriteNodeOptions = {\n src: string\n atlas: Atlas\n animation: string\n} & GameObjectOptions\n\nexport class AnimatedSpriteNode<E extends EventMap = EventMap> extends GameObject<E & {\n animationend: (animation: string) => void\n}> {\n #src: string\n #atlas: Atlas\n #animation: string\n\n #atlasId!: string\n #sheet?: Spritesheet\n #sprite?: PixiAnimatedSprite\n\n constructor(options: AnimatedSpriteNodeOptions) {\n super(options)\n this.#src = options.src\n this.#atlas = options.atlas\n this.#animation = options.animation\n this.#load()\n }\n\n async #load() {\n this.#atlasId = getCachedAtlasId(this.#src, this.#atlas)\n\n if (spritesheetLoader.checkCached(this.#atlasId)) {\n this.#sheet = spritesheetLoader.getCached(this.#atlasId)\n } else {\n console.info(`Spritesheet not preloaded. 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) {\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.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\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
+ {"version":3,"file":"animated-sprite.js","sourceRoot":"","sources":["../../../src/node/ext/animated-sprite.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,IAAI,kBAAkB,EAAe,MAAM,SAAS,CAAA;AAC3E,OAAO,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,MAAM,iCAAiC,CAAA;AAErF,OAAO,EAAE,UAAU,EAAqB,MAAM,qBAAqB,CAAA;AAQnE,MAAM,OAAO,kBAA4C,SAAQ,UAE/D;IACA,IAAI,CAAQ;IACZ,MAAM,CAAO;IACb,UAAU,CAAQ;IAElB,QAAQ,CAAS;IACjB,MAAM,CAAc;IACpB,OAAO,CAAqB;IAE5B,YAAY,OAAkC;QAC5C,KAAK,CAAC,OAAO,CAAC,CAAA;QACd,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC,GAAG,CAAA;QACvB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,KAAK,CAAA;QAC3B,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC,SAAS,CAAA;QACnC,IAAI,CAAC,KAAK,EAAE,CAAA;IACd,CAAC;IAED,KAAK,CAAC,KAAK;QACT,IAAI,CAAC,QAAQ,GAAG,gBAAgB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAA;QAExD,IAAI,iBAAiB,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;YACjD,IAAI,CAAC,MAAM,GAAG,iBAAiB,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;QAC1D,CAAC;aAAM,CAAC;YACN,OAAO,CAAC,IAAI,CAAC,2CAA2C,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAA;YACxE,IAAI,CAAC,MAAM,GAAG,MAAM,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,CAAA;QACnF,CAAC;QAED,IAAI,CAAC,gBAAgB,EAAE,CAAA;IACzB,CAAC;IAED,gBAAgB;QACd,IAAI,CAAC,OAAO,EAAE,OAAO,EAAE,CAAA;QACvB,IAAI,CAAC,OAAO,GAAG,SAAS,CAAA;QAExB,IAAI,CAAC,IAAI,CAAC,MAAM;YAAE,OAAM;QAExB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC;YAC7C,OAAO,CAAC,KAAK,CAAC,wBAAwB,IAAI,CAAC,UAAU,EAAE,CAAC,CAAA;YACxD,OAAM;QACR,CAAC;QAED,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAA;QACjD,MAAM,CAAC,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAA;QAEzE,CAAC,CAAC,MAAM,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;QACtB,CAAC,CAAC,MAAM,GAAG,CAAC,MAAM,CAAA;QAClB,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,CAAA;QACf,CAAC,CAAC,cAAc,GAAG,CAAC,CAAC,GAAG,GAAG,EAAE,CAAA;QAC7B,CAAC,CAAC,IAAI,EAAE,CAAA;QACR,CAAC,CAAC,MAAM,GAAG,GAAG,EAAE,CAAE,IAAY,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,UAAU,CAAC,CAAA;QACpE,CAAC,CAAC,UAAU,GAAG,GAAG,EAAE,CAAE,IAAY,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,UAAU,CAAC,CAAA;QAExE,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAA;QAC/B,IAAI,CAAC,OAAO,GAAG,CAAC,CAAA;IAClB,CAAC;IAED,IAAI,GAAG,CAAC,GAAG;QACT,IAAI,IAAI,CAAC,IAAI,KAAK,GAAG,EAAE,CAAC;YACtB,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;YACxC,IAAI,CAAC,IAAI,GAAG,GAAG,CAAA;YACf,IAAI,CAAC,KAAK,EAAE,CAAA;QACd,CAAC;IACH,CAAC;IAED,IAAI,GAAG,KAAK,OAAO,IAAI,CAAC,IAAI,CAAA,CAAC,CAAC;IAE9B,IAAI,KAAK,CAAC,KAAK;QACb,IAAI,IAAI,CAAC,MAAM,KAAK,KAAK,EAAE,CAAC;YAC1B,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;YACxC,IAAI,CAAC,MAAM,GAAG,KAAK,CAAA;YACnB,IAAI,CAAC,KAAK,EAAE,CAAA;QACd,CAAC;IACH,CAAC;IAED,IAAI,KAAK,KAAK,OAAO,IAAI,CAAC,MAAM,CAAA,CAAC,CAAC;IAElC,IAAI,SAAS,CAAC,SAAS;QACrB,IAAI,IAAI,CAAC,UAAU,KAAK,SAAS,EAAE,CAAC;YAClC,IAAI,CAAC,UAAU,GAAG,SAAS,CAAA;YAC3B,IAAI,CAAC,gBAAgB,EAAE,CAAA;QACzB,CAAC;IACH,CAAC;IAED,IAAI,SAAS,KAAK,OAAO,IAAI,CAAC,UAAU,CAAA,CAAC,CAAC;IAE1C,MAAM;QACJ,iBAAiB,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;QACxC,KAAK,CAAC,MAAM,EAAE,CAAA;IAChB,CAAC;CACF","sourcesContent":["import { EventMap } from '@webtaku/event-emitter'\nimport { AnimatedSprite as PixiAnimatedSprite, Spritesheet } from 'pixi.js'\nimport { getCachedAtlasId, spritesheetLoader } from '../../asset/loaders/spritesheet'\nimport { Atlas } from '../../types/atlas'\nimport { GameObject, GameObjectOptions } from '../core/game-object'\n\nexport type AnimatedSpriteNodeOptions = {\n src: string\n atlas: Atlas\n animation: string\n} & GameObjectOptions\n\nexport class AnimatedSpriteNode<E extends EventMap = {}> extends GameObject<E & {\n animationend: (animation: string) => void\n}> {\n #src: string\n #atlas: Atlas\n #animation: string\n\n #atlasId!: string\n #sheet?: Spritesheet\n #sprite?: PixiAnimatedSprite\n\n constructor(options: AnimatedSpriteNodeOptions) {\n super(options)\n this.#src = options.src\n this.#atlas = options.atlas\n this.#animation = options.animation\n this.#load()\n }\n\n async #load() {\n this.#atlasId = getCachedAtlasId(this.#src, this.#atlas)\n\n if (spritesheetLoader.checkCached(this.#atlasId)) {\n this.#sheet = spritesheetLoader.getCached(this.#atlasId)\n } else {\n console.info(`Spritesheet not preloaded. 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"]}
@@ -5,6 +5,7 @@ export class BitmapTextNode extends GameObject {
5
5
  #fnt;
6
6
  #src;
7
7
  #text;
8
+ #font;
8
9
  #sprites = [];
9
10
  constructor(options) {
10
11
  super(options);
@@ -13,21 +14,13 @@ export class BitmapTextNode extends GameObject {
13
14
  this.#text = options.text;
14
15
  this.#load();
15
16
  }
16
- async #load() {
17
- let font;
18
- if (bitmapFontLoader.checkCached(this.#fnt)) {
19
- font = bitmapFontLoader.getCached(this.#fnt);
20
- }
21
- else {
22
- console.info(`Bitmap font not preloaded. Loading now: ${this.#fnt}`);
23
- font = await bitmapFontLoader.load(this.#fnt, this.#src);
24
- }
25
- if (!font)
26
- return;
17
+ #updateText() {
27
18
  for (const sprite of this.#sprites) {
28
19
  sprite.destroy();
29
20
  }
30
21
  this.#sprites = [];
22
+ if (!this.#font || !this.#text)
23
+ return;
31
24
  let xPos = 0, yPos = 0;
32
25
  let minX = Infinity, minY = Infinity;
33
26
  let maxX = -Infinity, maxY = -Infinity;
@@ -35,15 +28,15 @@ export class BitmapTextNode extends GameObject {
35
28
  const charCode = this.#text.charCodeAt(i);
36
29
  if (charCode === 10) {
37
30
  xPos = 0;
38
- yPos += font.lineHeight;
31
+ yPos += this.#font.lineHeight;
39
32
  continue;
40
33
  }
41
- const c = font.chars[charCode];
34
+ const c = this.#font.chars[charCode];
42
35
  if (!c)
43
36
  continue;
44
37
  const frame = new PixiRectangle(c.x, c.y, c.width, c.height);
45
- const texture = new PixiTexture({ source: font.texture.source, frame });
46
- const sprite = new PixiSprite(texture);
38
+ const texture = new PixiTexture({ source: this.#font.texture.source, frame });
39
+ const sprite = new PixiSprite({ texture, zIndex: -999999 });
47
40
  const x0 = xPos + c.xoffset;
48
41
  const y0 = yPos + c.yoffset;
49
42
  sprite.x = x0;
@@ -69,14 +62,24 @@ export class BitmapTextNode extends GameObject {
69
62
  maxX = 0;
70
63
  maxY = 0;
71
64
  }
72
- const width = maxX - minX;
73
- const height = maxY - minY;
65
+ const cx = (minX + maxX) / 2;
66
+ const cy = (minY + maxY) / 2;
74
67
  for (const s of this.#sprites) {
75
- s.x -= width / 2;
76
- s.y -= height / 2;
68
+ s.x -= cx;
69
+ s.y -= cy;
77
70
  this._pixiContainer.addChild(s);
78
71
  }
79
72
  }
73
+ async #load() {
74
+ if (bitmapFontLoader.checkCached(this.#fnt)) {
75
+ this.#font = bitmapFontLoader.getCached(this.#fnt);
76
+ }
77
+ else {
78
+ console.info(`Bitmap font not preloaded. Loading now: ${this.#fnt}`);
79
+ this.#font = await bitmapFontLoader.load(this.#fnt, this.#src);
80
+ }
81
+ this.#updateText();
82
+ }
80
83
  changeFont(fnt, src) {
81
84
  if (this.#fnt !== fnt || this.#src !== src) {
82
85
  bitmapFontLoader.release(this.#fnt);
@@ -85,6 +88,13 @@ export class BitmapTextNode extends GameObject {
85
88
  this.#load();
86
89
  }
87
90
  }
91
+ set text(text) {
92
+ this.#text = text;
93
+ this.#updateText();
94
+ }
95
+ get text() {
96
+ return this.#text;
97
+ }
88
98
  remove() {
89
99
  bitmapFontLoader.release(this.#fnt);
90
100
  super.remove();
@@ -1 +1 @@
1
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Loading now: ${this.#fnt}`)\n font = await bitmapFontLoader.load(this.#fnt, this.#src)\n }\n if (!font) return\n\n for (const sprite of this.#sprites) {\n sprite.destroy()\n }\n this.#sprites = []\n\n let xPos = 0, yPos = 0\n let minX = Infinity, minY = Infinity\n let maxX = -Infinity, maxY = -Infinity\n\n for (let i = 0; i < this.#text.length; i++) {\n const charCode = this.#text.charCodeAt(i)\n\n if (charCode === 10) {\n xPos = 0\n yPos += font.lineHeight\n continue\n }\n\n const c = font.chars[charCode]\n if (!c) continue\n\n const frame = new PixiRectangle(c.x, c.y, c.width, c.height)\n const texture = new PixiTexture({ source: font.texture.source, frame })\n const sprite = new PixiSprite(texture)\n\n const x0 = xPos + c.xoffset\n const y0 = yPos + c.yoffset\n\n sprite.x = x0\n sprite.y = y0\n\n this.#sprites.push(sprite)\n\n const x1 = x0 + c.width\n const y1 = y0 + c.height\n\n if (x0 < minX) minX = x0\n if (y0 < minY) minY = y0\n if (x1 > maxX) maxX = x1\n if (y1 > maxY) maxY = y1\n\n xPos += c.xadvance\n }\n\n if (minX === Infinity) {\n minX = 0\n minY = 0\n }\n\n if (maxX === -Infinity) {\n maxX = 0\n maxY = 0\n }\n\n const width = maxX - minX\n const height = maxY - minY\n\n for (const s of this.#sprites) {\n s.x -= width / 2\n s.y -= height / 2\n this._pixiContainer.addChild(s)\n }\n }\n\n changeFont(fnt: string, src: string) {\n if (this.#fnt !== fnt || this.#src !== src) {\n bitmapFontLoader.release(this.#fnt)\n this.#fnt = fnt\n this.#src = src\n this.#load()\n }\n }\n\n override remove() {\n bitmapFontLoader.release(this.#fnt)\n super.remove()\n }\n}\n"]}
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i < this.#text.length; i++) {\n const charCode = this.#text.charCodeAt(i)\n\n if (charCode === 10) {\n xPos = 0\n yPos += this.#font.lineHeight\n continue\n }\n\n const c = this.#font.chars[charCode]\n if (!c) continue\n\n const frame = new PixiRectangle(c.x, c.y, c.width, c.height)\n const texture = new PixiTexture({ source: this.#font.texture.source, frame })\n const sprite = new PixiSprite({ texture, zIndex: -999999 })\n\n const x0 = xPos + c.xoffset\n const y0 = yPos + c.yoffset\n\n sprite.x = x0\n sprite.y = y0\n\n this.#sprites.push(sprite)\n\n const x1 = x0 + c.width\n const y1 = y0 + c.height\n\n if (x0 < minX) minX = x0\n if (y0 < minY) minY = y0\n if (x1 > maxX) maxX = x1\n if (y1 > maxY) maxY = y1\n\n xPos += c.xadvance\n }\n\n if (minX === Infinity) {\n minX = 0\n minY = 0\n }\n\n if (maxX === -Infinity) {\n maxX = 0\n maxY = 0\n }\n\n const cx = (minX + maxX) / 2\n const cy = (minY + maxY) / 2\n\n for (const s of this.#sprites) {\n s.x -= cx\n s.y -= cy\n this._pixiContainer.addChild(s)\n }\n }\n\n async #load() {\n if (bitmapFontLoader.checkCached(this.#fnt)) {\n this.#font = bitmapFontLoader.getCached(this.#fnt)\n } else {\n console.info(`Bitmap font not preloaded. Loading now: ${this.#fnt}`)\n this.#font = await bitmapFontLoader.load(this.#fnt, this.#src)\n }\n\n this.#updateText()\n }\n\n changeFont(fnt: string, src: string) {\n if (this.#fnt !== fnt || this.#src !== src) {\n bitmapFontLoader.release(this.#fnt)\n this.#fnt = fnt\n this.#src = src\n this.#load()\n }\n }\n\n set text(text: string | undefined) {\n this.#text = text\n this.#updateText()\n }\n\n get text() {\n return this.#text\n }\n\n override remove() {\n bitmapFontLoader.release(this.#fnt)\n super.remove()\n }\n}\n"]}