ultimatedarktowerdisplay 0.1.0

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package/CHANGELOG.md ADDED
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+ # Changelog
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+
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+ All notable changes to this project will be documented in this file.
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+
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+ The format is based on [Keep a Changelog](https://keepachangelog.com/), and this project adheres to [Semantic Versioning](https://semver.org/).
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+
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+ ## [Unreleased]
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+
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+ ## [0.1.0] - 2026-03-22
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+
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+ ### Added
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+
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+ - Initial release
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+ - `TowerDisplay` wrapper class with options-based constructor
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+ - `TowerStateReadout` core DOM renderer
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+ - LED grid rendering with per-light effect labels (on, off, breathe, flicker, etc.)
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+ - Drum position and calibration display with glyph lookup
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+ - Audio sample name resolution via `TOWER_AUDIO_LIBRARY`
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+ - Skull drop detection (beam count delta between consecutive states)
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+ - LED sequence override labels via `TOWER_LIGHT_SEQUENCES`
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+ - Volume description rendering
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+ - Automatic CSS injection via `injectStyles()`
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+ - Interactive example demo page
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+ - TypeScript type exports (`TowerDisplayOptions`, `ITowerDisplay`)
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+ - Dual ESM/CJS build via Vite library mode
package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 ChessMess
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # UltimateDarkTowerDisplay
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+
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+ DOM-based visual readout for decoded [Ultimate Dark Tower](https://github.com/ChessMess/ultimatedarktower) tower state.
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+
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+ This package renders a live tower dashboard into a DOM element. It is intended for tools that already know how to obtain or decode a `TowerState` and want a compact on-screen display of:
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+
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+ - LED layers and per-light effects
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+ - Drum positions and calibration status
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+ - Visible glyph on each calibrated drum
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+ - Active audio sample, loop flag, and volume
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+ - Beam/skull count and skull-drop transitions
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+ - Active LED sequence override
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+
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+ ## What This Package Does
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+
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+ `ultimatedarktowerdisplay` is a renderer. It does not talk to the physical tower, decode packets, or create `TowerState` objects on its own.
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+
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+ Use it alongside [`ultimatedarktower`](https://github.com/ChessMess/ultimatedarktower), which provides the `TowerState` type and helpers such as `createDefaultTowerState()`.
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+
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+ This package intentionally keeps a narrow API surface. It exports display components and display-specific types only. Import protocol constants such as `LIGHT_EFFECTS`, `TOWER_AUDIO_LIBRARY`, and `TOWER_LIGHT_SEQUENCES` from `ultimatedarktower`.
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+
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+ ## Installation
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+
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+ ```bash
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+ npm install ultimatedarktowerdisplay ultimatedarktower
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+ ```
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+
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+ `ultimatedarktower` is a peer dependency and must be installed by the consuming app.
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+
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+ ## Quick Start
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+
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+ ```ts
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+ import { TowerDisplay } from "ultimatedarktowerdisplay";
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+ import { createDefaultTowerState } from "ultimatedarktower";
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+
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+ const container = document.getElementById("tower");
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+
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+ if (!container) {
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+ throw new Error("Missing #tower container");
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+ }
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+
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+ const display = new TowerDisplay({ container });
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+ const state = createDefaultTowerState();
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+
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+ display.applyState(state);
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+
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+ // Later, when the tower sends an updated decoded state:
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+ // display.applyState(nextState);
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+
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+ // Reset to the idle placeholder.
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+ display.showIdle();
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+
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+ // Remove rendered DOM when tearing down the view.
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+ display.dispose();
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+ ```
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+
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+ Minimal HTML:
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+
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+ ```html
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+ <div id="tower"></div>
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+ ```
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+
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+ ## Typical Integration
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+
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+ In most applications the flow looks like this:
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+
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+ 1. Use `ultimatedarktower` to create or decode a `TowerState`.
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+ 2. Create a `TowerDisplay` for a container element.
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+ 3. Call `applyState(state)` whenever a new decoded state arrives.
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+ 4. Call `dispose()` when removing the view.
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+
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+ Example with a manually adjusted state:
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+
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+ ```ts
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+ import { TowerDisplay } from "ultimatedarktowerdisplay";
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+ import {
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+ createDefaultTowerState,
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+ LIGHT_EFFECTS,
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+ TOWER_AUDIO_LIBRARY,
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+ } from "ultimatedarktower";
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+
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+ const container = document.getElementById("tower");
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+
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+ if (!container) {
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+ throw new Error("Missing #tower container");
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+ }
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+
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+ const display = new TowerDisplay({ container });
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+ const state = createDefaultTowerState();
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+
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+ state.layer[0].light[0].effect = LIGHT_EFFECTS.on;
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+ state.layer[0].light[1].effect = LIGHT_EFFECTS.breathe;
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+ state.drum[0].position = 1;
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+ state.drum[0].calibrated = true;
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+ state.audio.sample = TOWER_AUDIO_LIBRARY.Ashstrider.value;
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+ state.audio.loop = true;
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+ state.beam.count = 2;
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+
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+ display.applyState(state);
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+ ```
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+
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+ ## Expected `TowerState` Shape
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+
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+ You usually do not construct `TowerState` by hand. Start from `createDefaultTowerState()` and mutate fields you care about.
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+
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+ Conceptually, the renderer expects a state shaped like this:
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+
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+ ```ts
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+ type TowerState = {
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+ drum: Array<{
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+ calibrated: boolean;
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+ position: number;
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+ }>;
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+ layer: Array<{
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+ light: Array<{
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+ effect: number;
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+ loop: boolean;
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+ }>;
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+ }>;
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+ audio: {
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+ sample: number;
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+ loop: boolean;
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+ volume: number;
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+ };
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+ beam: {
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+ count: number;
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+ fault: boolean;
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+ };
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+ led_sequence: number;
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+ };
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+ ```
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+
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+ For a valid starting point, prefer:
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+
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+ ```ts
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+ import { createDefaultTowerState } from "ultimatedarktower";
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+
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+ const state = createDefaultTowerState();
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+ ```
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+
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+ The example page in [example/index.html](./example/index.html) follows this pattern.
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+
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+ ## Rendering Behavior
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+
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+ - The constructor immediately renders an idle message: `Waiting for tower state…`
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+ - Styles are injected into `document.head` automatically on first use
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+ - A skull-drop highlight appears only when `beam.count` increases between successive `applyState()` calls
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+ - `dispose()` clears the container and resets internal state, including skull-drop tracking
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+
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+ ## API
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+
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+ ### `TowerDisplay`
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+
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+ Primary entry point. Wraps `TowerStateReadout` with an options object.
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+
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+ ```ts
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+ new TowerDisplay(options: TowerDisplayOptions)
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+ ```
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+
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+ | Option | Type | Description |
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+ | ----------- | ------------- | -------------------------------------------------- |
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+ | `container` | `HTMLElement` | DOM element that will receive the rendered readout |
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+
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+ Methods:
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+
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+ - `applyState(state: TowerState): void` updates the readout with a decoded tower state
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+ - `showIdle(): void` replaces the readout with the idle placeholder
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+ - `dispose(): void` clears the container and resets internal state
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+
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+ ### `TowerStateReadout`
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+
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+ Lower-level renderer for callers that want to pass the container directly.
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+
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+ ```ts
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+ new TowerStateReadout(container: HTMLElement)
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+ ```
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+
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+ It exposes the same methods as `TowerDisplay`.
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+
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+ ### Exported Types
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+
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+ - `ITowerDisplay` common interface implemented by both classes
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+ - `TowerDisplayOptions` configuration object for `TowerDisplay`
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+
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+ `ultimatedarktowerdisplay` does not re-export tower protocol constants or helpers from `ultimatedarktower`.
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+
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+ ## Development
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+
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+ Install dependencies:
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+
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+ ```bash
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+ npm install
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+ ```
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+
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+ Available commands:
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+
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+ ```bash
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+ npm run typecheck
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+ npm run lint
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+ npm test
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+ npm run test:coverage
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+ npm run build
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+ npm run dev
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+ npm run dev:example
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+ npm run ci
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+ ```
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+
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+ `npm run dev:example` starts the Vite example page and opens [example/index.html](./example/index.html).
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+
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+ ## License
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+
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+ MIT
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+ import type { TowerState } from 'ultimatedarktower';
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+ import type { TowerDisplayOptions, ITowerDisplay } from './types';
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+ /**
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+ * TowerDisplay renders decoded tower state into a DOM container.
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+ *
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+ * @example
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+ * ```ts
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+ * const display = new TowerDisplay({
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+ * container: document.getElementById('tower')!,
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+ * });
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+ * display.applyState(state);
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+ * ```
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+ */
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+ export declare class TowerDisplay implements ITowerDisplay {
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+ private readonly impl;
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+ constructor(options: TowerDisplayOptions);
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+ /** Update the display with a new decoded tower state. */
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+ applyState(state: TowerState): void;
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+ /** Reset the display to its idle/waiting state. */
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+ showIdle(): void;
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+ /** Remove all rendered DOM content and reset internal state. */
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+ dispose(): void;
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+ }
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+ import { type TowerState } from 'ultimatedarktower';
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+ import type { ITowerDisplay } from './types';
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+ /**
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+ * Core DOM renderer for tower state.
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+ *
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+ * Renders a live readout of LED grid, drum positions, audio state,
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+ * skull drops, and LED sequence overrides.
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+ *
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+ * @example
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+ * ```ts
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+ * const readout = new TowerStateReadout(document.getElementById('tower')!);
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+ * readout.applyState(state);
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+ * ```
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+ */
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+ export declare class TowerStateReadout implements ITowerDisplay {
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+ private readonly container;
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+ private prevBeamCount;
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+ constructor(container: HTMLElement);
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+ /** Update the display with a new decoded tower state. */
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+ applyState(state: TowerState): void;
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+ /** Reset the display to its idle/waiting state. */
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+ showIdle(): void;
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+ /** Remove all rendered DOM content and reset internal state. */
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+ dispose(): void;
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+ private render;
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+ /**
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+ * Find the glyph name on the north-facing side of a drum, if any.
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+ * Only valid when the drum is calibrated.
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+ */
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+ private findGlyph;
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+ /** Look up an audio sample name from TOWER_AUDIO_LIBRARY by value. */
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+ private lookupAudio;
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+ }
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+ "use strict";Object.defineProperty(exports,Symbol.toStringTag,{value:"Module"});const t=require("ultimatedarktower");let g=!1,f=null;const $=`
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+ /* ── Tower Display Readout ── */
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+
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+ @keyframes tdr-breathe {
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+ 0%, 100% { opacity: 0.3; }
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+ 50% { opacity: 1; }
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+ }
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+
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+ @keyframes tdr-flicker {
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+ 0%, 100% { opacity: 1; }
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+ 50% { opacity: 0.2; }
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+ }
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+
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+ @keyframes tdr-skull-flash {
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+ 0% { transform: scale(1.3); }
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+ 100% { transform: scale(1); }
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+ }
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+
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+ .tdr-idle {
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+ font-size: 0.85rem;
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+ color: #888;
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+ font-style: italic;
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+ }
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+
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+ .tdr-section h3 {
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+ font-size: 0.65rem;
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+ text-transform: uppercase;
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+ letter-spacing: 0.08em;
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+ color: #888;
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+ margin: 0.6rem 0 0.3rem;
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+ }
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+
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+ /* ── LED Grid ── */
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+
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+ .tdr-layer {
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+ display: flex;
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+ align-items: center;
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+ gap: 0.4rem;
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+ padding: 0.15rem 0;
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+ }
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+
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+ .tdr-layer-label {
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+ font-size: 0.65rem;
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+ color: #888;
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+ width: 7rem;
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+ text-align: right;
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+ flex-shrink: 0;
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+ }
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+
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+ .tdr-led {
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+ width: 20px;
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+ height: 20px;
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+ border-radius: 50%;
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+ background: #333;
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+ border: 1px solid #555;
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+ display: inline-block;
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+ transition: background 0.2s;
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+ }
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+
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+ .tdr-led[data-effect="on"] {
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+ background: #f0c040;
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+ box-shadow: 0 0 6px rgba(240, 192, 64, 0.5);
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+ }
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+
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+ .tdr-led[data-effect="breathe"] {
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+ background: #80a0ff;
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+ animation: tdr-breathe 2s ease-in-out infinite;
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+ }
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+
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+ .tdr-led[data-effect="breathe-fast"] {
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+ background: #80a0ff;
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+ animation: tdr-breathe 0.8s ease-in-out infinite;
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+ }
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+
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+ .tdr-led[data-effect="breathe-50"] {
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+ background: #80a0ff;
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+ animation: tdr-breathe 2s ease-in-out infinite;
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+ opacity: 0.5;
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+ }
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+
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+ .tdr-led[data-effect="flicker"] {
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+ background: #ff6040;
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+ animation: tdr-flicker 0.3s step-end infinite;
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+ }
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+
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+ /* ── Drums ── */
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+
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+ .tdr-drum {
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+ display: inline-flex;
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+ align-items: center;
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+ gap: 0.5rem;
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+ padding: 0.3rem 0;
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+ }
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+
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+ .tdr-drum-name {
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+ font-size: 0.75rem;
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+ font-weight: 600;
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+ color: #e8e8e8;
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+ }
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+
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+ .tdr-drum-pos {
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+ font-size: 0.85rem;
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+ font-weight: 700;
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+ color: #c0392b;
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+ }
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+
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+ .tdr-drum-cal {
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+ font-size: 0.75rem;
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+ color: #888;
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+ }
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+
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+ .tdr-glyph {
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+ font-size: 0.7rem;
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+ color: #f39c12;
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+ font-style: italic;
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+ }
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+
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+ /* ── Audio ── */
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+
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+ .tdr-audio {
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+ display: flex;
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+ align-items: center;
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+ gap: 0.5rem;
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+ font-size: 0.8rem;
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+ }
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+
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+ .tdr-audio-name {
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+ color: #e8e8e8;
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+ font-weight: 500;
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+ }
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+
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+ .tdr-audio-loop {
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+ font-size: 0.65rem;
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+ color: #27ae60;
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+ border: 1px solid #27ae60;
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+ border-radius: 3px;
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+ padding: 0 4px;
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+ }
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+
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+ .tdr-audio-vol {
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+ font-size: 0.65rem;
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+ color: #888;
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+ }
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+
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+ /* ── Skull / Beam ── */
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+
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+ .tdr-skull-drop {
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+ color: #e74c3c;
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+ font-weight: 700;
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+ font-size: 0.9rem;
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+ margin-top: 0.5rem;
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+ animation: tdr-skull-flash 0.6s ease-out;
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+ }
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+
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+ .tdr-beam-count {
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+ font-size: 0.8rem;
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+ color: #888;
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+ margin-top: 0.5rem;
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+ }
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+
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+ /* ── LED Sequence Override ── */
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+
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+ .tdr-led-seq {
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+ font-size: 0.75rem;
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+ color: #f39c12;
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+ margin-top: 0.3rem;
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+ }
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+ `;function k(){g||(f=document.createElement("style"),f.textContent=$,document.head.appendChild(f),g=!0)}const _=["N","E","S","W"],w=["north","east","south","west"],C=["Top","Middle","Bottom"],I=["top","middle","bottom"];function r(o){return o.replace(/&/g,"&amp;").replace(/</g,"&lt;").replace(/>/g,"&gt;").replace(/"/g,"&quot;")}const O={[t.LIGHT_EFFECTS.off]:"off",[t.LIGHT_EFFECTS.on]:"on",[t.LIGHT_EFFECTS.breathe]:"breathe",[t.LIGHT_EFFECTS.breatheFast]:"breathe-fast",[t.LIGHT_EFFECTS.breathe50percent]:"breathe-50",[t.LIGHT_EFFECTS.flicker]:"flicker"},D=Object.fromEntries(Object.entries(t.TOWER_LIGHT_SEQUENCES).map(([o,e])=>[e,o])),x=new Map(Object.values(t.TOWER_AUDIO_LIBRARY).map(o=>[o.value,o.name]));class E{constructor(e){this.prevBeamCount=null,this.container=e,k(),this.showIdle()}applyState(e){const a=this.prevBeamCount!==null&&e.beam.count>this.prevBeamCount;this.prevBeamCount=e.beam.count,this.render(e,a)}showIdle(){this.container.innerHTML='<p class="tdr-idle">Waiting for tower state…</p>'}dispose(){this.container.innerHTML="",this.prevBeamCount=null}render(e,a){const c=e.layer.map((n,s)=>{const d=t.LAYER_TO_POSITION[s]??`L${s}`,m=n.light.map((l,h)=>{const b=O[l.effect]??"off",L=t.LIGHT_INDEX_TO_DIRECTION[h]??h;return`<span class="tdr-led" data-effect="${r(b)}" title="${r(`${d} ${L}: ${b}${l.loop?" (loop)":""}`)}"></span>`}).join("");return`<div class="tdr-layer"><span class="tdr-layer-label">${r(d)}</span>${m}</div>`}).join(""),p=e.drum.map((n,s)=>{const d=_[n.position]??"?",m=n.calibrated?"✓":"—",l=this.findGlyph(s,n.position,n.calibrated);return`<div class="tdr-drum">
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+ <span class="tdr-drum-name">${r(C[s])}</span>
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+ <span class="tdr-drum-pos">${r(d)}</span>
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+ <span class="tdr-drum-cal" title="Calibrated: ${n.calibrated}">${m}</span>
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+ ${l?`<span class="tdr-glyph">${r(l)}</span>`:""}
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+ </div>`}).join(""),u=this.lookupAudio(e.audio.sample,e.audio.loop),i=t.VOLUME_DESCRIPTIONS[e.audio.volume]??`Vol ${e.audio.volume}`,S=`<div class="tdr-audio">
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+ <span class="tdr-audio-name">${r(u)}</span>
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+ ${e.audio.loop?'<span class="tdr-audio-loop">loop</span>':""}
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+ <span class="tdr-audio-vol">${r(i)}</span>
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+ </div>`,v=a?`<div class="tdr-skull-drop">💀 Skull Drop! (${e.beam.count})</div>`:`<div class="tdr-beam-count">Skulls: ${e.beam.count}${e.beam.fault?" ⚠ fault":""}</div>`,y=D[e.led_sequence]??`0x${e.led_sequence.toString(16).padStart(2,"0")}`,T=e.led_sequence!==0?`<div class="tdr-led-seq">LED Sequence: ${r(y)}</div>`:"";this.container.innerHTML=`
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+ <div class="tdr-section tdr-leds"><h3>LEDs</h3>${c}</div>
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+ <div class="tdr-section tdr-drums"><h3>Drums</h3>${p}</div>
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+ <div class="tdr-section tdr-info">
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+ ${S}
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+ ${v}
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+ ${T}
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+ </div>
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+ `}findGlyph(e,a,c){if(!c)return null;const p=I[e],u=w[a];for(const i of Object.values(t.GLYPHS))if(i.level===p&&i.side===u)return i.name;return null}lookupAudio(e,a){return e===0&&!a?"Silence":x.get(e)??`Sample ${e}`}}class F{constructor(e){this.impl=new E(e.container)}applyState(e){this.impl.applyState(e)}showIdle(){this.impl.showIdle()}dispose(){this.impl.dispose()}}exports.TowerDisplay=F;exports.TowerStateReadout=E;
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+ //# sourceMappingURL=index.cjs.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.cjs.js","sources":["../src/styles.ts","../src/TowerStateReadout.ts","../src/TowerDisplay.ts"],"sourcesContent":["let injected = false;\nlet styleElement: HTMLStyleElement | null = null;\n\nconst CSS = `\n/* ── Tower Display Readout ── */\n\n@keyframes tdr-breathe {\n 0%, 100% { opacity: 0.3; }\n 50% { opacity: 1; }\n}\n\n@keyframes tdr-flicker {\n 0%, 100% { opacity: 1; }\n 50% { opacity: 0.2; }\n}\n\n@keyframes tdr-skull-flash {\n 0% { transform: scale(1.3); }\n 100% { transform: scale(1); }\n}\n\n.tdr-idle {\n font-size: 0.85rem;\n color: #888;\n font-style: italic;\n}\n\n.tdr-section h3 {\n font-size: 0.65rem;\n text-transform: uppercase;\n letter-spacing: 0.08em;\n color: #888;\n margin: 0.6rem 0 0.3rem;\n}\n\n/* ── LED Grid ── */\n\n.tdr-layer {\n display: flex;\n align-items: center;\n gap: 0.4rem;\n padding: 0.15rem 0;\n}\n\n.tdr-layer-label {\n font-size: 0.65rem;\n color: #888;\n width: 7rem;\n text-align: right;\n flex-shrink: 0;\n}\n\n.tdr-led {\n width: 20px;\n height: 20px;\n border-radius: 50%;\n background: #333;\n border: 1px solid #555;\n display: inline-block;\n transition: background 0.2s;\n}\n\n.tdr-led[data-effect=\"on\"] {\n background: #f0c040;\n box-shadow: 0 0 6px rgba(240, 192, 64, 0.5);\n}\n\n.tdr-led[data-effect=\"breathe\"] {\n background: #80a0ff;\n animation: tdr-breathe 2s ease-in-out infinite;\n}\n\n.tdr-led[data-effect=\"breathe-fast\"] {\n background: #80a0ff;\n animation: tdr-breathe 0.8s ease-in-out infinite;\n}\n\n.tdr-led[data-effect=\"breathe-50\"] {\n background: #80a0ff;\n animation: tdr-breathe 2s ease-in-out infinite;\n opacity: 0.5;\n}\n\n.tdr-led[data-effect=\"flicker\"] {\n background: #ff6040;\n animation: tdr-flicker 0.3s step-end infinite;\n}\n\n/* ── Drums ── */\n\n.tdr-drum {\n display: inline-flex;\n align-items: center;\n gap: 0.5rem;\n padding: 0.3rem 0;\n}\n\n.tdr-drum-name {\n font-size: 0.75rem;\n font-weight: 600;\n color: #e8e8e8;\n}\n\n.tdr-drum-pos {\n font-size: 0.85rem;\n font-weight: 700;\n color: #c0392b;\n}\n\n.tdr-drum-cal {\n font-size: 0.75rem;\n color: #888;\n}\n\n.tdr-glyph {\n font-size: 0.7rem;\n color: #f39c12;\n font-style: italic;\n}\n\n/* ── Audio ── */\n\n.tdr-audio {\n display: flex;\n align-items: center;\n gap: 0.5rem;\n font-size: 0.8rem;\n}\n\n.tdr-audio-name {\n color: #e8e8e8;\n font-weight: 500;\n}\n\n.tdr-audio-loop {\n font-size: 0.65rem;\n color: #27ae60;\n border: 1px solid #27ae60;\n border-radius: 3px;\n padding: 0 4px;\n}\n\n.tdr-audio-vol {\n font-size: 0.65rem;\n color: #888;\n}\n\n/* ── Skull / Beam ── */\n\n.tdr-skull-drop {\n color: #e74c3c;\n font-weight: 700;\n font-size: 0.9rem;\n margin-top: 0.5rem;\n animation: tdr-skull-flash 0.6s ease-out;\n}\n\n.tdr-beam-count {\n font-size: 0.8rem;\n color: #888;\n margin-top: 0.5rem;\n}\n\n/* ── LED Sequence Override ── */\n\n.tdr-led-seq {\n font-size: 0.75rem;\n color: #f39c12;\n margin-top: 0.3rem;\n}\n`;\n\n/**\n * Injects the tower display readout stylesheet into `document.head`.\n * Safe to call multiple times — the `<style>` tag is only appended once.\n */\nexport function injectStyles(): void {\n if (injected) return;\n styleElement = document.createElement('style');\n styleElement.textContent = CSS;\n document.head.appendChild(styleElement);\n injected = true;\n}\n\n/**\n * Reset the injection guard (for testing only).\n * @internal\n */\nexport function _resetStyleInjection(): void {\n if (styleElement) {\n styleElement.remove();\n styleElement = null;\n }\n injected = false;\n}\n","import {\n type TowerState,\n GLYPHS,\n TOWER_AUDIO_LIBRARY,\n TOWER_LIGHT_SEQUENCES,\n VOLUME_DESCRIPTIONS,\n LAYER_TO_POSITION,\n LIGHT_INDEX_TO_DIRECTION,\n LIGHT_EFFECTS,\n} from 'ultimatedarktower';\nimport type { ITowerDisplay } from './types';\nimport { injectStyles } from './styles';\n\nconst COMPASS = ['N', 'E', 'S', 'W'] as const;\nconst COMPASS_FULL = ['north', 'east', 'south', 'west'] as const;\nconst DRUM_NAMES = ['Top', 'Middle', 'Bottom'] as const;\nconst DRUM_LEVELS = ['top', 'middle', 'bottom'] as const;\n\n/** Escape HTML special characters to prevent XSS when interpolating into innerHTML. */\nfunction esc(str: string): string {\n return str\n .replace(/&/g, '&amp;')\n .replace(/</g, '&lt;')\n .replace(/>/g, '&gt;')\n .replace(/\"/g, '&quot;');\n}\n\n// Build reverse lookup maps once at module level\nconst EFFECT_LABELS: Record<number, string> = {\n [LIGHT_EFFECTS.off]: 'off',\n [LIGHT_EFFECTS.on]: 'on',\n [LIGHT_EFFECTS.breathe]: 'breathe',\n [LIGHT_EFFECTS.breatheFast]: 'breathe-fast',\n [LIGHT_EFFECTS.breathe50percent]: 'breathe-50',\n [LIGHT_EFFECTS.flicker]: 'flicker',\n};\n\nconst SEQUENCE_LABELS: Record<number, string> = Object.fromEntries(\n Object.entries(TOWER_LIGHT_SEQUENCES).map(([name, val]) => [val, name]),\n);\n\nconst AUDIO_BY_VALUE: Map<number, string> = new Map(\n Object.values(TOWER_AUDIO_LIBRARY).map((entry) => [entry.value, entry.name]),\n);\n\n/**\n * Core DOM renderer for tower state.\n *\n * Renders a live readout of LED grid, drum positions, audio state,\n * skull drops, and LED sequence overrides.\n *\n * @example\n * ```ts\n * const readout = new TowerStateReadout(document.getElementById('tower')!);\n * readout.applyState(state);\n * ```\n */\nexport class TowerStateReadout implements ITowerDisplay {\n private readonly container: HTMLElement;\n private prevBeamCount: number | null = null;\n\n constructor(container: HTMLElement) {\n this.container = container;\n injectStyles();\n this.showIdle();\n }\n\n /** Update the display with a new decoded tower state. */\n applyState(state: TowerState): void {\n const skullDrop = this.prevBeamCount !== null && state.beam.count > this.prevBeamCount;\n this.prevBeamCount = state.beam.count;\n this.render(state, skullDrop);\n }\n\n /** Reset the display to its idle/waiting state. */\n showIdle(): void {\n this.container.innerHTML = '<p class=\"tdr-idle\">Waiting for tower state\\u2026</p>';\n }\n\n /** Remove all rendered DOM content and reset internal state. */\n dispose(): void {\n this.container.innerHTML = '';\n this.prevBeamCount = null;\n }\n\n private render(state: TowerState, skullDrop: boolean): void {\n // --- LEDs: 6 layers × 4 lights ---\n const ledRows = state.layer.map((layer, li) => {\n const layerName = LAYER_TO_POSITION[li as keyof typeof LAYER_TO_POSITION] ?? `L${li}`;\n const lights = layer.light.map((light, ji) => {\n const eff = EFFECT_LABELS[light.effect] ?? 'off';\n const dir = LIGHT_INDEX_TO_DIRECTION[ji as keyof typeof LIGHT_INDEX_TO_DIRECTION] ?? ji;\n return `<span class=\"tdr-led\" data-effect=\"${esc(eff)}\" title=\"${esc(`${layerName} ${dir}: ${eff}${light.loop ? ' (loop)' : ''}`)}\"></span>`;\n }).join('');\n return `<div class=\"tdr-layer\"><span class=\"tdr-layer-label\">${esc(layerName)}</span>${lights}</div>`;\n }).join('');\n\n // --- Drums ---\n const drumRows = state.drum.map((drum, di) => {\n const dir = COMPASS[drum.position] ?? '?';\n const cal = drum.calibrated ? '\\u2713' : '\\u2014';\n const activeGlyph = this.findGlyph(di, drum.position, drum.calibrated);\n return `<div class=\"tdr-drum\">\n <span class=\"tdr-drum-name\">${esc(DRUM_NAMES[di])}</span>\n <span class=\"tdr-drum-pos\">${esc(dir)}</span>\n <span class=\"tdr-drum-cal\" title=\"Calibrated: ${drum.calibrated}\">${cal}</span>\n ${activeGlyph ? `<span class=\"tdr-glyph\">${esc(activeGlyph)}</span>` : ''}\n </div>`;\n }).join('');\n\n // --- Audio ---\n const audioName = this.lookupAudio(state.audio.sample, state.audio.loop);\n const volLabel = VOLUME_DESCRIPTIONS[state.audio.volume as keyof typeof VOLUME_DESCRIPTIONS] ?? `Vol ${state.audio.volume}`;\n const audioHtml = `<div class=\"tdr-audio\">\n <span class=\"tdr-audio-name\">${esc(audioName)}</span>\n ${state.audio.loop ? '<span class=\"tdr-audio-loop\">loop</span>' : ''}\n <span class=\"tdr-audio-vol\">${esc(volLabel)}</span>\n </div>`;\n\n // --- Skull drop / beam ---\n const skullHtml = skullDrop\n ? `<div class=\"tdr-skull-drop\">\\uD83D\\uDC80 Skull Drop! (${state.beam.count})</div>`\n : `<div class=\"tdr-beam-count\">Skulls: ${state.beam.count}${state.beam.fault ? ' \\u26A0 fault' : ''}</div>`;\n\n // --- LED sequence override ---\n const seqLabel = SEQUENCE_LABELS[state.led_sequence] ?? `0x${state.led_sequence.toString(16).padStart(2, '0')}`;\n const seqHtml = state.led_sequence !== 0\n ? `<div class=\"tdr-led-seq\">LED Sequence: ${esc(seqLabel)}</div>`\n : '';\n\n this.container.innerHTML = `\n <div class=\"tdr-section tdr-leds\"><h3>LEDs</h3>${ledRows}</div>\n <div class=\"tdr-section tdr-drums\"><h3>Drums</h3>${drumRows}</div>\n <div class=\"tdr-section tdr-info\">\n ${audioHtml}\n ${skullHtml}\n ${seqHtml}\n </div>\n `;\n }\n\n /**\n * Find the glyph name on the north-facing side of a drum, if any.\n * Only valid when the drum is calibrated.\n */\n private findGlyph(drumIndex: number, position: number, calibrated: boolean): string | null {\n if (!calibrated) return null;\n const level = DRUM_LEVELS[drumIndex];\n const facing = COMPASS_FULL[position];\n for (const glyph of Object.values(GLYPHS)) {\n if (glyph.level === level && glyph.side === facing) {\n return glyph.name;\n }\n }\n return null;\n }\n\n /** Look up an audio sample name from TOWER_AUDIO_LIBRARY by value. */\n private lookupAudio(sample: number, loop: boolean): string {\n if (sample === 0 && !loop) return 'Silence';\n return AUDIO_BY_VALUE.get(sample) ?? `Sample ${sample}`;\n }\n}\n","import type { TowerState } from 'ultimatedarktower';\nimport type { TowerDisplayOptions, ITowerDisplay } from './types';\nimport { TowerStateReadout } from './TowerStateReadout';\n\n/**\n * TowerDisplay renders decoded tower state into a DOM container.\n *\n * @example\n * ```ts\n * const display = new TowerDisplay({\n * container: document.getElementById('tower')!,\n * });\n * display.applyState(state);\n * ```\n */\nexport class TowerDisplay implements ITowerDisplay {\n private readonly impl: TowerStateReadout;\n\n constructor(options: TowerDisplayOptions) {\n this.impl = new TowerStateReadout(options.container);\n }\n\n /** Update the display with a new decoded tower state. */\n applyState(state: TowerState): void {\n this.impl.applyState(state);\n }\n\n /** Reset the display to its idle/waiting state. */\n showIdle(): void {\n this.impl.showIdle();\n }\n\n /** Remove all rendered DOM content and reset internal state. */\n dispose(): void {\n this.impl.dispose();\n 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@@ -0,0 +1,3 @@
1
+ export { TowerDisplay } from './TowerDisplay';
2
+ export { TowerStateReadout } from './TowerStateReadout';
3
+ export type { TowerDisplayOptions, ITowerDisplay } from './types';
@@ -0,0 +1,275 @@
1
+ import { LIGHT_EFFECTS as n, TOWER_LIGHT_SEQUENCES as k, TOWER_AUDIO_LIBRARY as L, LAYER_TO_POSITION as _, LIGHT_INDEX_TO_DIRECTION as w, VOLUME_DESCRIPTIONS as T, GLYPHS as O } from "ultimatedarktower";
2
+ let g = !1, f = null;
3
+ const x = `
4
+ /* ── Tower Display Readout ── */
5
+
6
+ @keyframes tdr-breathe {
7
+ 0%, 100% { opacity: 0.3; }
8
+ 50% { opacity: 1; }
9
+ }
10
+
11
+ @keyframes tdr-flicker {
12
+ 0%, 100% { opacity: 1; }
13
+ 50% { opacity: 0.2; }
14
+ }
15
+
16
+ @keyframes tdr-skull-flash {
17
+ 0% { transform: scale(1.3); }
18
+ 100% { transform: scale(1); }
19
+ }
20
+
21
+ .tdr-idle {
22
+ font-size: 0.85rem;
23
+ color: #888;
24
+ font-style: italic;
25
+ }
26
+
27
+ .tdr-section h3 {
28
+ font-size: 0.65rem;
29
+ text-transform: uppercase;
30
+ letter-spacing: 0.08em;
31
+ color: #888;
32
+ margin: 0.6rem 0 0.3rem;
33
+ }
34
+
35
+ /* ── LED Grid ── */
36
+
37
+ .tdr-layer {
38
+ display: flex;
39
+ align-items: center;
40
+ gap: 0.4rem;
41
+ padding: 0.15rem 0;
42
+ }
43
+
44
+ .tdr-layer-label {
45
+ font-size: 0.65rem;
46
+ color: #888;
47
+ width: 7rem;
48
+ text-align: right;
49
+ flex-shrink: 0;
50
+ }
51
+
52
+ .tdr-led {
53
+ width: 20px;
54
+ height: 20px;
55
+ border-radius: 50%;
56
+ background: #333;
57
+ border: 1px solid #555;
58
+ display: inline-block;
59
+ transition: background 0.2s;
60
+ }
61
+
62
+ .tdr-led[data-effect="on"] {
63
+ background: #f0c040;
64
+ box-shadow: 0 0 6px rgba(240, 192, 64, 0.5);
65
+ }
66
+
67
+ .tdr-led[data-effect="breathe"] {
68
+ background: #80a0ff;
69
+ animation: tdr-breathe 2s ease-in-out infinite;
70
+ }
71
+
72
+ .tdr-led[data-effect="breathe-fast"] {
73
+ background: #80a0ff;
74
+ animation: tdr-breathe 0.8s ease-in-out infinite;
75
+ }
76
+
77
+ .tdr-led[data-effect="breathe-50"] {
78
+ background: #80a0ff;
79
+ animation: tdr-breathe 2s ease-in-out infinite;
80
+ opacity: 0.5;
81
+ }
82
+
83
+ .tdr-led[data-effect="flicker"] {
84
+ background: #ff6040;
85
+ animation: tdr-flicker 0.3s step-end infinite;
86
+ }
87
+
88
+ /* ── Drums ── */
89
+
90
+ .tdr-drum {
91
+ display: inline-flex;
92
+ align-items: center;
93
+ gap: 0.5rem;
94
+ padding: 0.3rem 0;
95
+ }
96
+
97
+ .tdr-drum-name {
98
+ font-size: 0.75rem;
99
+ font-weight: 600;
100
+ color: #e8e8e8;
101
+ }
102
+
103
+ .tdr-drum-pos {
104
+ font-size: 0.85rem;
105
+ font-weight: 700;
106
+ color: #c0392b;
107
+ }
108
+
109
+ .tdr-drum-cal {
110
+ font-size: 0.75rem;
111
+ color: #888;
112
+ }
113
+
114
+ .tdr-glyph {
115
+ font-size: 0.7rem;
116
+ color: #f39c12;
117
+ font-style: italic;
118
+ }
119
+
120
+ /* ── Audio ── */
121
+
122
+ .tdr-audio {
123
+ display: flex;
124
+ align-items: center;
125
+ gap: 0.5rem;
126
+ font-size: 0.8rem;
127
+ }
128
+
129
+ .tdr-audio-name {
130
+ color: #e8e8e8;
131
+ font-weight: 500;
132
+ }
133
+
134
+ .tdr-audio-loop {
135
+ font-size: 0.65rem;
136
+ color: #27ae60;
137
+ border: 1px solid #27ae60;
138
+ border-radius: 3px;
139
+ padding: 0 4px;
140
+ }
141
+
142
+ .tdr-audio-vol {
143
+ font-size: 0.65rem;
144
+ color: #888;
145
+ }
146
+
147
+ /* ── Skull / Beam ── */
148
+
149
+ .tdr-skull-drop {
150
+ color: #e74c3c;
151
+ font-weight: 700;
152
+ font-size: 0.9rem;
153
+ margin-top: 0.5rem;
154
+ animation: tdr-skull-flash 0.6s ease-out;
155
+ }
156
+
157
+ .tdr-beam-count {
158
+ font-size: 0.8rem;
159
+ color: #888;
160
+ margin-top: 0.5rem;
161
+ }
162
+
163
+ /* ── LED Sequence Override ── */
164
+
165
+ .tdr-led-seq {
166
+ font-size: 0.75rem;
167
+ color: #f39c12;
168
+ margin-top: 0.3rem;
169
+ }
170
+ `;
171
+ function C() {
172
+ g || (f = document.createElement("style"), f.textContent = x, document.head.appendChild(f), g = !0);
173
+ }
174
+ const D = ["N", "E", "S", "W"], I = ["north", "east", "south", "west"], z = ["Top", "Middle", "Bottom"], A = ["top", "middle", "bottom"];
175
+ function t(r) {
176
+ return r.replace(/&/g, "&amp;").replace(/</g, "&lt;").replace(/>/g, "&gt;").replace(/"/g, "&quot;");
177
+ }
178
+ const R = {
179
+ [n.off]: "off",
180
+ [n.on]: "on",
181
+ [n.breathe]: "breathe",
182
+ [n.breatheFast]: "breathe-fast",
183
+ [n.breathe50percent]: "breathe-50",
184
+ [n.flicker]: "flicker"
185
+ }, B = Object.fromEntries(
186
+ Object.entries(k).map(([r, e]) => [e, r])
187
+ ), M = new Map(
188
+ Object.values(L).map((r) => [r.value, r.name])
189
+ );
190
+ class q {
191
+ constructor(e) {
192
+ this.prevBeamCount = null, this.container = e, C(), this.showIdle();
193
+ }
194
+ /** Update the display with a new decoded tower state. */
195
+ applyState(e) {
196
+ const o = this.prevBeamCount !== null && e.beam.count > this.prevBeamCount;
197
+ this.prevBeamCount = e.beam.count, this.render(e, o);
198
+ }
199
+ /** Reset the display to its idle/waiting state. */
200
+ showIdle() {
201
+ this.container.innerHTML = '<p class="tdr-idle">Waiting for tower state…</p>';
202
+ }
203
+ /** Remove all rendered DOM content and reset internal state. */
204
+ dispose() {
205
+ this.container.innerHTML = "", this.prevBeamCount = null;
206
+ }
207
+ render(e, o) {
208
+ const c = e.layer.map((a, s) => {
209
+ const d = _[s] ?? `L${s}`, m = a.light.map((l, h) => {
210
+ const b = R[l.effect] ?? "off", $ = w[h] ?? h;
211
+ return `<span class="tdr-led" data-effect="${t(b)}" title="${t(`${d} ${$}: ${b}${l.loop ? " (loop)" : ""}`)}"></span>`;
212
+ }).join("");
213
+ return `<div class="tdr-layer"><span class="tdr-layer-label">${t(d)}</span>${m}</div>`;
214
+ }).join(""), p = e.drum.map((a, s) => {
215
+ const d = D[a.position] ?? "?", m = a.calibrated ? "✓" : "—", l = this.findGlyph(s, a.position, a.calibrated);
216
+ return `<div class="tdr-drum">
217
+ <span class="tdr-drum-name">${t(z[s])}</span>
218
+ <span class="tdr-drum-pos">${t(d)}</span>
219
+ <span class="tdr-drum-cal" title="Calibrated: ${a.calibrated}">${m}</span>
220
+ ${l ? `<span class="tdr-glyph">${t(l)}</span>` : ""}
221
+ </div>`;
222
+ }).join(""), u = this.lookupAudio(e.audio.sample, e.audio.loop), i = T[e.audio.volume] ?? `Vol ${e.audio.volume}`, v = `<div class="tdr-audio">
223
+ <span class="tdr-audio-name">${t(u)}</span>
224
+ ${e.audio.loop ? '<span class="tdr-audio-loop">loop</span>' : ""}
225
+ <span class="tdr-audio-vol">${t(i)}</span>
226
+ </div>`, y = o ? `<div class="tdr-skull-drop">💀 Skull Drop! (${e.beam.count})</div>` : `<div class="tdr-beam-count">Skulls: ${e.beam.count}${e.beam.fault ? " ⚠ fault" : ""}</div>`, S = B[e.led_sequence] ?? `0x${e.led_sequence.toString(16).padStart(2, "0")}`, E = e.led_sequence !== 0 ? `<div class="tdr-led-seq">LED Sequence: ${t(S)}</div>` : "";
227
+ this.container.innerHTML = `
228
+ <div class="tdr-section tdr-leds"><h3>LEDs</h3>${c}</div>
229
+ <div class="tdr-section tdr-drums"><h3>Drums</h3>${p}</div>
230
+ <div class="tdr-section tdr-info">
231
+ ${v}
232
+ ${y}
233
+ ${E}
234
+ </div>
235
+ `;
236
+ }
237
+ /**
238
+ * Find the glyph name on the north-facing side of a drum, if any.
239
+ * Only valid when the drum is calibrated.
240
+ */
241
+ findGlyph(e, o, c) {
242
+ if (!c) return null;
243
+ const p = A[e], u = I[o];
244
+ for (const i of Object.values(O))
245
+ if (i.level === p && i.side === u)
246
+ return i.name;
247
+ return null;
248
+ }
249
+ /** Look up an audio sample name from TOWER_AUDIO_LIBRARY by value. */
250
+ lookupAudio(e, o) {
251
+ return e === 0 && !o ? "Silence" : M.get(e) ?? `Sample ${e}`;
252
+ }
253
+ }
254
+ class N {
255
+ constructor(e) {
256
+ this.impl = new q(e.container);
257
+ }
258
+ /** Update the display with a new decoded tower state. */
259
+ applyState(e) {
260
+ this.impl.applyState(e);
261
+ }
262
+ /** Reset the display to its idle/waiting state. */
263
+ showIdle() {
264
+ this.impl.showIdle();
265
+ }
266
+ /** Remove all rendered DOM content and reset internal state. */
267
+ dispose() {
268
+ this.impl.dispose();
269
+ }
270
+ }
271
+ export {
272
+ N as TowerDisplay,
273
+ q as TowerStateReadout
274
+ };
275
+ //# sourceMappingURL=index.esm.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.esm.js","sources":["../src/styles.ts","../src/TowerStateReadout.ts","../src/TowerDisplay.ts"],"sourcesContent":["let injected = false;\nlet styleElement: HTMLStyleElement | null = null;\n\nconst CSS = `\n/* ── Tower Display Readout ── */\n\n@keyframes tdr-breathe {\n 0%, 100% { opacity: 0.3; }\n 50% { opacity: 1; }\n}\n\n@keyframes tdr-flicker {\n 0%, 100% { opacity: 1; }\n 50% { opacity: 0.2; }\n}\n\n@keyframes tdr-skull-flash {\n 0% { transform: scale(1.3); }\n 100% { transform: scale(1); }\n}\n\n.tdr-idle {\n font-size: 0.85rem;\n color: #888;\n font-style: italic;\n}\n\n.tdr-section h3 {\n font-size: 0.65rem;\n text-transform: uppercase;\n letter-spacing: 0.08em;\n color: #888;\n margin: 0.6rem 0 0.3rem;\n}\n\n/* ── LED Grid ── */\n\n.tdr-layer {\n display: flex;\n align-items: center;\n gap: 0.4rem;\n padding: 0.15rem 0;\n}\n\n.tdr-layer-label {\n font-size: 0.65rem;\n color: #888;\n width: 7rem;\n text-align: right;\n flex-shrink: 0;\n}\n\n.tdr-led {\n width: 20px;\n height: 20px;\n border-radius: 50%;\n background: #333;\n border: 1px solid #555;\n display: inline-block;\n transition: background 0.2s;\n}\n\n.tdr-led[data-effect=\"on\"] {\n background: #f0c040;\n box-shadow: 0 0 6px rgba(240, 192, 64, 0.5);\n}\n\n.tdr-led[data-effect=\"breathe\"] {\n background: #80a0ff;\n animation: tdr-breathe 2s ease-in-out infinite;\n}\n\n.tdr-led[data-effect=\"breathe-fast\"] {\n background: #80a0ff;\n animation: tdr-breathe 0.8s ease-in-out infinite;\n}\n\n.tdr-led[data-effect=\"breathe-50\"] {\n background: #80a0ff;\n animation: tdr-breathe 2s ease-in-out infinite;\n opacity: 0.5;\n}\n\n.tdr-led[data-effect=\"flicker\"] {\n background: #ff6040;\n animation: tdr-flicker 0.3s step-end infinite;\n}\n\n/* ── Drums ── */\n\n.tdr-drum {\n display: inline-flex;\n align-items: center;\n gap: 0.5rem;\n padding: 0.3rem 0;\n}\n\n.tdr-drum-name {\n font-size: 0.75rem;\n font-weight: 600;\n color: #e8e8e8;\n}\n\n.tdr-drum-pos {\n font-size: 0.85rem;\n font-weight: 700;\n color: #c0392b;\n}\n\n.tdr-drum-cal {\n font-size: 0.75rem;\n color: #888;\n}\n\n.tdr-glyph {\n font-size: 0.7rem;\n color: #f39c12;\n font-style: italic;\n}\n\n/* ── Audio ── */\n\n.tdr-audio {\n display: flex;\n align-items: center;\n gap: 0.5rem;\n font-size: 0.8rem;\n}\n\n.tdr-audio-name {\n color: #e8e8e8;\n font-weight: 500;\n}\n\n.tdr-audio-loop {\n font-size: 0.65rem;\n color: #27ae60;\n border: 1px solid #27ae60;\n border-radius: 3px;\n padding: 0 4px;\n}\n\n.tdr-audio-vol {\n font-size: 0.65rem;\n color: #888;\n}\n\n/* ── Skull / Beam ── */\n\n.tdr-skull-drop {\n color: #e74c3c;\n font-weight: 700;\n font-size: 0.9rem;\n margin-top: 0.5rem;\n animation: tdr-skull-flash 0.6s ease-out;\n}\n\n.tdr-beam-count {\n font-size: 0.8rem;\n color: #888;\n margin-top: 0.5rem;\n}\n\n/* ── LED Sequence Override ── */\n\n.tdr-led-seq {\n font-size: 0.75rem;\n color: #f39c12;\n margin-top: 0.3rem;\n}\n`;\n\n/**\n * Injects the tower display readout stylesheet into `document.head`.\n * Safe to call multiple times — the `<style>` tag is only appended once.\n */\nexport function injectStyles(): void {\n if (injected) return;\n styleElement = document.createElement('style');\n styleElement.textContent = CSS;\n document.head.appendChild(styleElement);\n injected = true;\n}\n\n/**\n * Reset the injection guard (for testing only).\n * @internal\n */\nexport function _resetStyleInjection(): void {\n if (styleElement) {\n styleElement.remove();\n styleElement = null;\n }\n injected = false;\n}\n","import {\n type TowerState,\n GLYPHS,\n TOWER_AUDIO_LIBRARY,\n TOWER_LIGHT_SEQUENCES,\n VOLUME_DESCRIPTIONS,\n LAYER_TO_POSITION,\n LIGHT_INDEX_TO_DIRECTION,\n LIGHT_EFFECTS,\n} from 'ultimatedarktower';\nimport type { ITowerDisplay } from './types';\nimport { injectStyles } from './styles';\n\nconst COMPASS = ['N', 'E', 'S', 'W'] as const;\nconst COMPASS_FULL = ['north', 'east', 'south', 'west'] as const;\nconst DRUM_NAMES = ['Top', 'Middle', 'Bottom'] as const;\nconst DRUM_LEVELS = ['top', 'middle', 'bottom'] as const;\n\n/** Escape HTML special characters to prevent XSS when interpolating into innerHTML. */\nfunction esc(str: string): string {\n return str\n .replace(/&/g, '&amp;')\n .replace(/</g, '&lt;')\n .replace(/>/g, '&gt;')\n .replace(/\"/g, '&quot;');\n}\n\n// Build reverse lookup maps once at module level\nconst EFFECT_LABELS: Record<number, string> = {\n [LIGHT_EFFECTS.off]: 'off',\n [LIGHT_EFFECTS.on]: 'on',\n [LIGHT_EFFECTS.breathe]: 'breathe',\n [LIGHT_EFFECTS.breatheFast]: 'breathe-fast',\n [LIGHT_EFFECTS.breathe50percent]: 'breathe-50',\n [LIGHT_EFFECTS.flicker]: 'flicker',\n};\n\nconst SEQUENCE_LABELS: Record<number, string> = Object.fromEntries(\n Object.entries(TOWER_LIGHT_SEQUENCES).map(([name, val]) => [val, name]),\n);\n\nconst AUDIO_BY_VALUE: Map<number, string> = new Map(\n Object.values(TOWER_AUDIO_LIBRARY).map((entry) => [entry.value, entry.name]),\n);\n\n/**\n * Core DOM renderer for tower state.\n *\n * Renders a live readout of LED grid, drum positions, audio state,\n * skull drops, and LED sequence overrides.\n *\n * @example\n * ```ts\n * const readout = new TowerStateReadout(document.getElementById('tower')!);\n * readout.applyState(state);\n * ```\n */\nexport class TowerStateReadout implements ITowerDisplay {\n private readonly container: HTMLElement;\n private prevBeamCount: number | null = null;\n\n constructor(container: HTMLElement) {\n this.container = container;\n injectStyles();\n this.showIdle();\n }\n\n /** Update the display with a new decoded tower state. */\n applyState(state: TowerState): void {\n const skullDrop = this.prevBeamCount !== null && state.beam.count > this.prevBeamCount;\n this.prevBeamCount = state.beam.count;\n this.render(state, skullDrop);\n }\n\n /** Reset the display to its idle/waiting state. */\n showIdle(): void {\n this.container.innerHTML = '<p class=\"tdr-idle\">Waiting for tower state\\u2026</p>';\n }\n\n /** Remove all rendered DOM content and reset internal state. */\n dispose(): void {\n this.container.innerHTML = '';\n this.prevBeamCount = null;\n }\n\n private render(state: TowerState, skullDrop: boolean): void {\n // --- LEDs: 6 layers × 4 lights ---\n const ledRows = state.layer.map((layer, li) => {\n const layerName = LAYER_TO_POSITION[li as keyof typeof LAYER_TO_POSITION] ?? `L${li}`;\n const lights = layer.light.map((light, ji) => {\n const eff = EFFECT_LABELS[light.effect] ?? 'off';\n const dir = LIGHT_INDEX_TO_DIRECTION[ji as keyof typeof LIGHT_INDEX_TO_DIRECTION] ?? ji;\n return `<span class=\"tdr-led\" data-effect=\"${esc(eff)}\" title=\"${esc(`${layerName} ${dir}: ${eff}${light.loop ? ' (loop)' : ''}`)}\"></span>`;\n }).join('');\n return `<div class=\"tdr-layer\"><span class=\"tdr-layer-label\">${esc(layerName)}</span>${lights}</div>`;\n }).join('');\n\n // --- Drums ---\n const drumRows = state.drum.map((drum, di) => {\n const dir = COMPASS[drum.position] ?? '?';\n const cal = drum.calibrated ? '\\u2713' : '\\u2014';\n const activeGlyph = this.findGlyph(di, drum.position, drum.calibrated);\n return `<div class=\"tdr-drum\">\n <span class=\"tdr-drum-name\">${esc(DRUM_NAMES[di])}</span>\n <span class=\"tdr-drum-pos\">${esc(dir)}</span>\n <span class=\"tdr-drum-cal\" title=\"Calibrated: ${drum.calibrated}\">${cal}</span>\n ${activeGlyph ? `<span class=\"tdr-glyph\">${esc(activeGlyph)}</span>` : ''}\n </div>`;\n }).join('');\n\n // --- Audio ---\n const audioName = this.lookupAudio(state.audio.sample, state.audio.loop);\n const volLabel = VOLUME_DESCRIPTIONS[state.audio.volume as keyof typeof VOLUME_DESCRIPTIONS] ?? `Vol ${state.audio.volume}`;\n const audioHtml = `<div class=\"tdr-audio\">\n <span class=\"tdr-audio-name\">${esc(audioName)}</span>\n ${state.audio.loop ? '<span class=\"tdr-audio-loop\">loop</span>' : ''}\n <span class=\"tdr-audio-vol\">${esc(volLabel)}</span>\n </div>`;\n\n // --- Skull drop / beam ---\n const skullHtml = skullDrop\n ? `<div class=\"tdr-skull-drop\">\\uD83D\\uDC80 Skull Drop! (${state.beam.count})</div>`\n : `<div class=\"tdr-beam-count\">Skulls: ${state.beam.count}${state.beam.fault ? ' \\u26A0 fault' : ''}</div>`;\n\n // --- LED sequence override ---\n const seqLabel = SEQUENCE_LABELS[state.led_sequence] ?? `0x${state.led_sequence.toString(16).padStart(2, '0')}`;\n const seqHtml = state.led_sequence !== 0\n ? `<div class=\"tdr-led-seq\">LED Sequence: ${esc(seqLabel)}</div>`\n : '';\n\n this.container.innerHTML = `\n <div class=\"tdr-section tdr-leds\"><h3>LEDs</h3>${ledRows}</div>\n <div class=\"tdr-section tdr-drums\"><h3>Drums</h3>${drumRows}</div>\n <div class=\"tdr-section tdr-info\">\n ${audioHtml}\n ${skullHtml}\n ${seqHtml}\n </div>\n `;\n }\n\n /**\n * Find the glyph name on the north-facing side of a drum, if any.\n * Only valid when the drum is calibrated.\n */\n private findGlyph(drumIndex: number, position: number, calibrated: boolean): string | null {\n if (!calibrated) return null;\n const level = DRUM_LEVELS[drumIndex];\n const facing = COMPASS_FULL[position];\n for (const glyph of Object.values(GLYPHS)) {\n if (glyph.level === level && glyph.side === facing) {\n return glyph.name;\n }\n }\n return null;\n }\n\n /** Look up an audio sample name from TOWER_AUDIO_LIBRARY by value. */\n private lookupAudio(sample: number, loop: boolean): string {\n if (sample === 0 && !loop) return 'Silence';\n return AUDIO_BY_VALUE.get(sample) ?? `Sample ${sample}`;\n }\n}\n","import type { TowerState } from 'ultimatedarktower';\nimport type { TowerDisplayOptions, ITowerDisplay } from './types';\nimport { TowerStateReadout } from './TowerStateReadout';\n\n/**\n * TowerDisplay renders decoded tower state into a DOM container.\n *\n * @example\n * ```ts\n * const display = new TowerDisplay({\n * container: document.getElementById('tower')!,\n * });\n * display.applyState(state);\n * ```\n */\nexport class TowerDisplay implements ITowerDisplay {\n private readonly impl: TowerStateReadout;\n\n constructor(options: TowerDisplayOptions) {\n this.impl = new TowerStateReadout(options.container);\n }\n\n /** Update the display with a new decoded tower state. */\n applyState(state: TowerState): void {\n this.impl.applyState(state);\n }\n\n /** Reset the display to its idle/waiting state. */\n showIdle(): void {\n this.impl.showIdle();\n }\n\n /** Remove all rendered DOM content and reset internal state. */\n dispose(): void {\n this.impl.dispose();\n 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@@ -0,0 +1,10 @@
1
+ /**
2
+ * Injects the tower display readout stylesheet into `document.head`.
3
+ * Safe to call multiple times — the `<style>` tag is only appended once.
4
+ */
5
+ export declare function injectStyles(): void;
6
+ /**
7
+ * Reset the injection guard (for testing only).
8
+ * @internal
9
+ */
10
+ export declare function _resetStyleInjection(): void;
@@ -0,0 +1,15 @@
1
+ import type { TowerState } from 'ultimatedarktower';
2
+ /** Configuration options for TowerDisplay. */
3
+ export interface TowerDisplayOptions {
4
+ /** DOM element to render into. */
5
+ container: HTMLElement;
6
+ }
7
+ /** Public interface for all display implementations. */
8
+ export interface ITowerDisplay {
9
+ /** Update the display with a new decoded tower state. */
10
+ applyState(state: TowerState): void;
11
+ /** Reset the display to its idle/waiting state. */
12
+ showIdle(): void;
13
+ /** Remove all rendered DOM content and reset internal state. */
14
+ dispose(): void;
15
+ }
package/package.json ADDED
@@ -0,0 +1,79 @@
1
+ {
2
+ "name": "ultimatedarktowerdisplay",
3
+ "version": "0.1.0",
4
+ "description": "DOM-based state readout for the Ultimate Dark Tower board game.",
5
+ "type": "module",
6
+ "main": "dist/index.cjs.js",
7
+ "module": "dist/index.esm.js",
8
+ "types": "dist/index.d.ts",
9
+ "exports": {
10
+ ".": {
11
+ "import": "./dist/index.esm.js",
12
+ "require": "./dist/index.cjs.js",
13
+ "types": "./dist/index.d.ts"
14
+ }
15
+ },
16
+ "sideEffects": false,
17
+ "files": [
18
+ "dist",
19
+ "README.md",
20
+ "LICENSE",
21
+ "CHANGELOG.md"
22
+ ],
23
+ "scripts": {
24
+ "build": "vite build && tsc --emitDeclarationOnly",
25
+ "build:example": "vite build --config vite.config.example.ts",
26
+ "dev": "vite",
27
+ "dev:example": "vite --open /example/index.html",
28
+ "test": "jest --config jest.config.cjs",
29
+ "test:watch": "jest --config jest.config.cjs --watch",
30
+ "test:coverage": "jest --config jest.config.cjs --coverage",
31
+ "typecheck": "tsc --noEmit",
32
+ "lint": "eslint 'src/**/*.ts' 'tests/**/*.ts'",
33
+ "lint:fix": "eslint 'src/**/*.ts' 'tests/**/*.ts' --fix",
34
+ "format": "prettier --write 'src/**/*.ts' 'tests/**/*.ts'",
35
+ "clean": "rm -rf dist dist-example coverage",
36
+ "ci": "npm run typecheck && npm run lint && npm test && npm run build"
37
+ },
38
+ "peerDependencies": {
39
+ "ultimatedarktower": "^2.1.0"
40
+ },
41
+ "devDependencies": {
42
+ "@types/jest": "^29.5.0",
43
+ "jest": "^29.7.0",
44
+ "jest-environment-jsdom": "^29.7.0",
45
+ "ts-jest": "^29.1.0",
46
+ "typescript": "^5.4.0",
47
+ "vite": "^5.4.0",
48
+ "eslint": "^8.57.0",
49
+ "@typescript-eslint/parser": "^7.0.0",
50
+ "@typescript-eslint/eslint-plugin": "^7.0.0",
51
+ "prettier": "^3.2.0",
52
+ "ultimatedarktower": "^2.1.0"
53
+ },
54
+ "keywords": [
55
+ "ReturnToDarkTower",
56
+ "BoardGame",
57
+ "display",
58
+ "tower-state",
59
+ "DOM",
60
+ "UltimateDarkTower"
61
+ ],
62
+ "author": "ChessMess",
63
+ "license": "MIT",
64
+ "repository": {
65
+ "type": "git",
66
+ "url": "https://github.com/ChessMess/UltimateDarkTowerDisplay.git"
67
+ },
68
+ "bugs": {
69
+ "url": "https://github.com/ChessMess/UltimateDarkTowerDisplay/issues"
70
+ },
71
+ "homepage": "https://github.com/ChessMess/UltimateDarkTowerDisplay#readme",
72
+ "publishConfig": {
73
+ "access": "public"
74
+ },
75
+ "engines": {
76
+ "node": ">=18.0.0",
77
+ "npm": ">=7.0.0"
78
+ }
79
+ }