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phavuer

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phavuer - npm Package Compare versions

Comparing version 0.4.2 to 0.5.0

2

dist/phavuer.min.js

@@ -1,1 +0,1 @@

!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t(require("Vue")):"function"==typeof define&&define.amd?define(["Vue"],t):"object"==typeof exports?exports.Phavuer=t(require("Vue")):e.Phavuer=t(e.Vue)}(this,(function(e){return(()=>{"use strict";var t={289:(e,t,i)=>{i.r(t),i.d(t,{Circle:()=>u,Container:()=>a,Image:()=>h,Light:()=>m,Line:()=>g,Rectangle:()=>c,RoundRectangle:()=>x,Scene:()=>l,Sprite:()=>d,Text:()=>p,TilemapLayer:()=>y,Zone:()=>f,createPhavuerApp:()=>k,initGameObject:()=>v,refObj:()=>S,refScene:()=>w,refTo:()=>b});var r=i(5);const s={Scene:{props:{name:{type:String,require:!0},autoStart:{type:Boolean,default:!0}},setup(e,t){const i=(0,r.ref)(!0),s=class extends Phaser.Scene{init(e){i.value=!0,t.emit("init",this,e)}create(e){t.emit("create",this,e)}update(e,i){t.emit("update",this,e,i)}preload(){t.emit("preload",this)}},n=(0,r.inject)("game").scene.add(e.name,s,e.autoStart);return n.events.on("shutdown",(()=>i.value=!1)),(0,r.provide)("scene",n),{scene:n,show:i}},render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div",null,[s.show?(0,r.renderSlot)(e.$slots,"default",{key:0}):(0,r.createCommentVNode)("v-if",!0)])}},Container:{setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.GameObjects.Container{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new s(i,e.x||0,e.y||0);return v(n,e,t),(0,r.provide)("container",n),{object:n}},props:["visible","width","height","rotation","x","y","depth","alpha"],render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div",null,[(0,r.renderSlot)(e.$slots,"default")])}},Rectangle:{setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.GameObjects.Rectangle{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new s(i,e.x||0,e.y||0,e.width,e.height);return v(n,e,t),{object:n}},props:["visible","x","y","rotation","width","height","origin","originX","originY","displayOriginX","displayOriginY","scale","scaleX","scaleY","depth","alpha","fillColor","fillAlpha","lineWidth","strokeColor","strokeAlpha"],render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div")}},RoundRectangle:{setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.GameObjects.Graphics{constructor(e,t,i,r,s,n){super(e,t,i,r,s),this._originX=0,this._originY=0,this._width=r||0,this._height=s||0,this._radius=n||0,this._fillColor=null,this._fillAlpha=1,this._lineWidth=0,this._strokeColor=null,this._strokeAlpha=1,this.setRenderFlag(!0)}preUpdate(...e){this.renderFlag&&this.render(),t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}setRenderFlag(e){this.renderFlag=e}render(){this.setRenderFlag(!1);const e=this.originX*-this.width,t=this.originY*-this.height,i="number"==typeof this.radius?Math.min(this.radius,this.width.half,this.height.half):this.radius;this.clear(),null!==this.fillColor&&(this.fillStyle(this.fillColor,this.fillAlpha),this.fillRoundedRect(e,t,this.width,this.height,i)),this.lineWidth&&null!==this.strokeColor&&(this.lineStyle(this.lineWidth,this.strokeColor,this.strokeAlpha),this.strokeRoundedRect(e,t,this.width,this.height,i))}get originX(){return this._originX}set originX(e){this._originX=e,this.setRenderFlag(!0)}get originY(){return this._originY}set originY(e){this._originY=e,this.setRenderFlag(!0)}setOrigin(e,t){return this.originX=e,this.originY=void 0===t?e:t,this}get radius(){return this._radius}set radius(e){return this._radius=e}setRadius(e){return this.radius=e,this}get width(){return this._width}set width(e){this._width=e,this.fixSize(),this.setRenderFlag(!0)}get height(){return this._height}set height(e){this._height=e,this.fixSize(),this.setRenderFlag(!0)}setSize(e,t){return void 0!==e&&(this.width=e),void 0!==t&&(this.height=t),this}fixSize(){this.input&&this.input.hitArea.setSize(this.width,this.height),this.body&&this.body.setSize(this.width,this.height)}get fillColor(){return this._fillColor}set fillColor(e){this._fillColor=e,this.setRenderFlag(!0)}get fillAlpha(){return this._fillAlpha}set fillAlpha(e){this._fillAlpha=e,this.setRenderFlag(!0)}setFillStyle(e,t){return void 0!==e&&(this.fillColor=e),void 0!==t&&(this.fillAlpha=t),this}get lineWidth(){return this._lineWidth}set lineWidth(e){this._lineWidth=e,this.setRenderFlag(!0)}get strokeColor(){return this._strokeColor}set strokeColor(e){this._strokeColor=e,this.setRenderFlag(!0)}get strokeAlpha(){return this._strokeAlpha}set strokeAlpha(e){this._strokeAlpha=e,this.setRenderFlag(!0)}setStrokeStyle(e,t,i){return void 0!==e&&(this.lineWidth=e),void 0!==t&&(this.strokeColor=t),void 0!==i&&(this.strokeAlpha=i),this}}const n=new s(i,e.x||0,e.y||0,e.width,e.height,e.radius);return v(n,e,t),{object:n}},props:["visible","x","y","rotation","width","height","origin","originX","originY","displayOriginX","displayOriginY","scale","scaleX","scaleY","depth","alpha","fillColor","fillAlpha","lineWidth","strokeColor","strokeAlpha","radius"],render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div")}},Circle:{setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.GameObjects.Arc{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new s(i,e.x||0,e.y||0,e.radius);return v(n,e,t),{object:n}},props:["visible","x","y","rotation","radius","origin","originX","originY","displayOriginX","displayOriginY","scale","scaleX","scaleY","depth","alpha","fillColor","fillAlpha","lineWidth","strokeColor","strokeAlpha"],render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div")}},Line:{setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.GameObjects.Line{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new s(i,e.x||0,e.y||0,e.x1,e.y1,e.x2,e.y2);return v(n,e,t),{object:n}},props:["visible","x","y","x1","y1","x2","y2","rotation","width","height","origin","originX","originY","displayOriginX","displayOriginY","scale","scaleX","scaleY","depth","alpha","lineWidth","strokeColor","strokeAlpha"],render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div")}},Image:{setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.GameObjects.Image{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new s(i,e.x||0,e.y||0,e.texture);return v(n,e,t),{object:n}},props:["visible","x","y","rotation","origin","originX","originY","scale","scaleX","scaleY","depth","alpha","blendMode","pipeline","texture","frame","tint","flipX","flipY"],render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div")}},Sprite:{setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.GameObjects.Sprite{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new s(i,e.x||0,e.y||0,e.texture);return v(n,e,t),{object:n}},props:["visible","x","y","rotation","origin","originX","originY","scale","scaleX","scaleY","depth","alpha","blendMode","pipeline","texture","frame","tint","flipX","flipY"],render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div")}},Text:{setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.GameObjects.Text{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new s(i,e.x||0,e.y||0,e.text);return v(n,e,t),{object:n}},props:["visible","text","rotation","x","y","origin","originX","originY","scale","scaleX","scaleY","depth","alpha","style","lineSpacing","padding"],render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div")}},TilemapLayer:{props:["visible","x","y","width","height","depth","tilemap","layerIndex","tileset","collision"],setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.Tilemaps.TilemapLayer{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new s(i,e.tilemap,e.layerIndex,e.tileset,e.x||0,e.y||0);return v(n,e,t),{object:n}},render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div")}},Zone:{setup(e,t){const i=(0,r.inject)("scene");class s extends Phaser.GameObjects.Zone{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new s(i,e.x||0,e.y||0,e.width,e.height);return v(n,e,t),{object:n}},props:["active","x","y","width","height","origin","originX","originY"],render:function(e,t,i,s,n,o){return(0,r.openBlock)(),(0,r.createBlock)("div")}}},n=e=>{e.input?e.input.hitArea.setSize(e.width,e.height):(e._events.pointerdown||e._events.pointerup)&&e.setInteractive(),e.body&&e.body.setSize(e.width,e.height)},o={active:e=>t=>e.setActive(t),visible:e=>t=>e.setVisible(t),x:e=>t=>e.setPosition(t,e.y),y:e=>t=>e.setPosition(e.x,t),x1:e=>t=>e.x1=t,y1:e=>t=>e.y1=t,x2:e=>t=>e.x2=t,y2:e=>t=>e.y2=t,rotation:e=>t=>e.setRotation(t),origin:e=>t=>e.setOrigin(t,t),originX:e=>t=>e.setOrigin(t,e.originY),originY:e=>t=>e.setOrigin(e.originX,t),scale:e=>t=>e.setScale(t,t),scaleX:e=>t=>e.setScale(t,e.scaleY),scaleY:e=>t=>e.setScale(e.scaleX,t),width:e=>t=>{e.setSize(t,e.height),n(e)},height:e=>t=>{e.setSize(e.width,t),n(e)},radius:e=>t=>e.setRadius(t),displayWidth:e=>t=>e.setDisplaySize(t,e.displayHeight),displayHeight:e=>t=>e.setDisplaySize(e.displayWidth,t),displayOriginX:e=>t=>e.setDisplayOrigin(t,e.displayOriginY),displayOriginY:e=>t=>e.setDisplayOrigin(e.displayOriginX,t),flipX:e=>t=>e.setFlipX(t),flipY:e=>t=>e.setFlipY(t),depth:e=>t=>e.setDepth(t),alpha:e=>t=>e.setAlpha(t),blendMode:e=>t=>e.setBlendMode(t),pipeline:e=>t=>e.setPipeline(t),intensity:e=>t=>e.setIntensity(t),tint:e=>t=>e.setTint(t),text:e=>t=>e.setText(t),texture:e=>t=>e.setTexture(t),frame:e=>t=>e.setFrame(t),color:e=>t=>e.setColor(t),fillColor:e=>t=>e.setFillStyle(t,e.fillAlpha),fillAlpha:e=>t=>e.setFillStyle(e.fillColor,t),lineWidth:e=>(t,i)=>{e.setLineWidth?e.setLineWidth(t,i):e.setStrokeStyle(...t?[t,e.strokeColor,e.strokeAlpha]:[])},strokeColor:e=>t=>e.setStrokeStyle(e.lineWidth,t,e.strokeAlpha),strokeAlpha:e=>t=>e.setStrokeStyle(e.lineWidth,e.strokeColor,t),style:e=>t=>e.setStyle(t),lineSpacing:e=>t=>e.setLineSpacing(t),padding:e=>t=>e.setPadding(t),collision:e=>t=>e.setCollision(t)},l=s.Scene,a=s.Container,h=s.Image,d=s.Sprite,p=s.Text,c=s.Rectangle,u=s.Circle,g=s.Line,y=s.TilemapLayer,f=s.Zone,x=s.RoundRectangle,m=s.Light,k=(e,t)=>{const i=(0,r.createApp)(t);i.provide("game",e),i.provide("scene",null),i.provide("container",null);const s=window.document.createElement("div");return document.body.appendChild(s),i.mount(s)},v=(e,t,i)=>{const s=e.constructor===Phaser.GameObject.Light,n=(0,r.inject)("scene");if(s)n.lights.active&&n.lights.enable(),n.lights.lights.push(e);else{n.add.existing(e);const t=(0,r.inject)("container");t&&t.add([e])}return Object.keys(t).forEach((i=>{if(!o[i])return;const s=o[i](e);s(t[i]),(0,r.watch)((()=>t[i]),s)})),i.attrs.onCreate&&i.emit("create",e),(i.attrs.onPointerdown||i.attrs.onPointerup)&&(e.setInteractive(),i.attrs.onPointerdown&&e.on("pointerdown",((...e)=>i.emit("pointerdown",...e))),i.attrs.onPointerup&&e.on("pointerup",((...e)=>i.emit("pointerup",...e)))),s?(0,r.onBeforeUnmount)((()=>n.lights.removeLight(e))):(0,r.onBeforeUnmount)((()=>e.destroy())),e},b=(e,t)=>(0,r.customRef)(((i,r)=>({get:()=>(i(),e),set(i){e&&i||(e=i?i[t]:null,r())}}))),S=e=>b(e,"object"),w=e=>b(e,"scene")},5:t=>{t.exports=e}},i={};function r(e){if(i[e])return i[e].exports;var s=i[e]={exports:{}};return t[e](s,s.exports,r),s.exports}return r.d=(e,t)=>{for(var i in t)r.o(t,i)&&!r.o(e,i)&&Object.defineProperty(e,i,{enumerable:!0,get:t[i]})},r.o=(e,t)=>Object.prototype.hasOwnProperty.call(e,t),r.r=e=>{"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})},r(289)})()}));
!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t(require("Vue")):"function"==typeof define&&define.amd?define(["Vue"],t):"object"==typeof exports?exports.Phavuer=t(require("Vue")):e.Phavuer=t(e.Vue)}(this,(function(e){return(()=>{"use strict";var t={614:(e,t,i)=>{i.r(t),i.d(t,{Circle:()=>d,Container:()=>l,Image:()=>c,Light:()=>x,Line:()=>p,Rectangle:()=>a,RoundRectangle:()=>h,Scene:()=>o,Sprite:()=>u,Text:()=>g,TilemapLayer:()=>y,Zone:()=>f,createPhavuerApp:()=>w,initGameObject:()=>m,refObj:()=>b,refScene:()=>v,refTo:()=>k});var s=i(5);const r=e=>{e.input?e.input.hitArea.setSize(e.width,e.height):(e._events.pointerdown||e._events.pointerup)&&e.setInteractive(),e.body&&e.body.setSize(e.width,e.height)},n={active:e=>t=>e.setActive(t),visible:e=>t=>e.setVisible(t),x:e=>t=>e.setPosition(t,e.y),y:e=>t=>e.setPosition(e.x,t),x1:e=>t=>e.x1=t,y1:e=>t=>e.y1=t,x2:e=>t=>e.x2=t,y2:e=>t=>e.y2=t,rotation:e=>t=>e.setRotation(t),origin:e=>t=>e.setOrigin(t,t),originX:e=>t=>e.setOrigin(t,e.originY),originY:e=>t=>e.setOrigin(e.originX,t),scale:e=>t=>e.setScale(t,t),scaleX:e=>t=>e.setScale(t,e.scaleY),scaleY:e=>t=>e.setScale(e.scaleX,t),width:e=>t=>{e.setSize(t,e.height),r(e)},height:e=>t=>{e.setSize(e.width,t),r(e)},radius:e=>t=>e.setRadius(t),displayWidth:e=>t=>e.setDisplaySize(t,e.displayHeight),displayHeight:e=>t=>e.setDisplaySize(e.displayWidth,t),displayOriginX:e=>t=>e.setDisplayOrigin(t,e.displayOriginY),displayOriginY:e=>t=>e.setDisplayOrigin(e.displayOriginX,t),flipX:e=>t=>e.setFlipX(t),flipY:e=>t=>e.setFlipY(t),depth:e=>t=>e.setDepth(t),alpha:e=>t=>e.setAlpha(t),blendMode:e=>t=>e.setBlendMode(t),pipeline:e=>t=>e.setPipeline(t),intensity:e=>t=>e.setIntensity(t),tint:e=>t=>e.setTint(t),text:e=>t=>e.setText(t),texture:e=>t=>e.setTexture(t),frame:e=>t=>e.setFrame(t),color:e=>t=>e.setColor(t),fillColor:e=>t=>e.setFillStyle(t,e.fillAlpha),fillAlpha:e=>t=>e.setFillStyle(e.fillColor,t),lineWidth:e=>(t,i)=>{e.setLineWidth?e.setLineWidth(t,i):e.setStrokeStyle(...t?[t,e.strokeColor,e.strokeAlpha]:[])},strokeColor:e=>t=>e.setStrokeStyle(e.lineWidth,t,e.strokeAlpha),strokeAlpha:e=>t=>e.setStrokeStyle(e.lineWidth,e.strokeColor,t),style:e=>t=>e.setStyle(t),lineSpacing:e=>t=>e.setLineSpacing(t),padding:e=>t=>e.setPadding(t),collision:e=>t=>e.setCollision(t),tween:e=>t=>{e.tween&&e.tween.seek(0).stop(),t&&(e.tween=e.scene.add.tween(Object.assign({},t,{targets:e})))}},o={props:{name:{type:String,require:!0},autoStart:{type:Boolean,default:!0}},setup(e,t){const i=(0,s.ref)(!0),r=class extends Phaser.Scene{init(e){i.value=!0,t.emit("init",this,e)}create(e){t.emit("create",this,e)}update(e,i){t.emit("update",this,e,i)}preload(){t.emit("preload",this)}},n=(0,s.inject)("game").scene.add(e.name,r,e.autoStart);return n.events.on("shutdown",(()=>i.value=!1)),(0,s.provide)("scene",n),{scene:n,show:i}},render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div",null,[r.show?(0,s.renderSlot)(e.$slots,"default",{key:0}):(0,s.createCommentVNode)("v-if",!0)])}},l={setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.GameObjects.Container{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new r(i,e.x||0,e.y||0);return m(n,e,t),(0,s.provide)("container",n),{object:n}},props:["tween","visible","width","height","rotation","x","y","depth","alpha"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div",null,[(0,s.renderSlot)(e.$slots,"default")])}},a={setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.GameObjects.Rectangle{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new r(i,e.x||0,e.y||0,e.width,e.height);return m(n,e,t),{object:n}},props:["tween","visible","x","y","rotation","width","height","origin","originX","originY","displayOriginX","displayOriginY","scale","scaleX","scaleY","depth","alpha","fillColor","fillAlpha","lineWidth","strokeColor","strokeAlpha"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},h={setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.GameObjects.Graphics{constructor(e,t,i,s,r,n){super(e,t,i,s,r),this._originX=0,this._originY=0,this._width=s||0,this._height=r||0,this._radius=n||0,this._fillColor=null,this._fillAlpha=1,this._lineWidth=0,this._strokeColor=null,this._strokeAlpha=1,this.setRenderFlag(!0)}preUpdate(...e){this.renderFlag&&this.render(),t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}setRenderFlag(e){this.renderFlag=e}render(){this.setRenderFlag(!1);const e=this.originX*-this.width,t=this.originY*-this.height,i="number"==typeof this.radius?Math.min(this.radius,this.width.half,this.height.half):this.radius;this.clear(),null!==this.fillColor&&(this.fillStyle(this.fillColor,this.fillAlpha),this.fillRoundedRect(e,t,this.width,this.height,i)),this.lineWidth&&null!==this.strokeColor&&(this.lineStyle(this.lineWidth,this.strokeColor,this.strokeAlpha),this.strokeRoundedRect(e,t,this.width,this.height,i))}get originX(){return this._originX}set originX(e){this._originX=e,this.setRenderFlag(!0)}get originY(){return this._originY}set originY(e){this._originY=e,this.setRenderFlag(!0)}setOrigin(e,t){return this.originX=e,this.originY=void 0===t?e:t,this}get radius(){return this._radius}set radius(e){return this._radius=e}setRadius(e){return this.radius=e,this}get width(){return this._width}set width(e){this._width=e,this.fixSize(),this.setRenderFlag(!0)}get height(){return this._height}set height(e){this._height=e,this.fixSize(),this.setRenderFlag(!0)}setSize(e,t){return void 0!==e&&(this.width=e),void 0!==t&&(this.height=t),this}fixSize(){this.input&&this.input.hitArea.setSize(this.width,this.height),this.body&&this.body.setSize(this.width,this.height)}get fillColor(){return this._fillColor}set fillColor(e){this._fillColor=e,this.setRenderFlag(!0)}get fillAlpha(){return this._fillAlpha}set fillAlpha(e){this._fillAlpha=e,this.setRenderFlag(!0)}setFillStyle(e,t){return void 0!==e&&(this.fillColor=e),void 0!==t&&(this.fillAlpha=t),this}get lineWidth(){return this._lineWidth}set lineWidth(e){this._lineWidth=e,this.setRenderFlag(!0)}get strokeColor(){return this._strokeColor}set strokeColor(e){this._strokeColor=e,this.setRenderFlag(!0)}get strokeAlpha(){return this._strokeAlpha}set strokeAlpha(e){this._strokeAlpha=e,this.setRenderFlag(!0)}setStrokeStyle(e,t,i){return void 0!==e&&(this.lineWidth=e),void 0!==t&&(this.strokeColor=t),void 0!==i&&(this.strokeAlpha=i),this}}const n=new r(i,e.x||0,e.y||0,e.width,e.height,e.radius);return m(n,e,t),{object:n}},props:["tween","visible","x","y","rotation","width","height","origin","originX","originY","displayOriginX","displayOriginY","scale","scaleX","scaleY","depth","alpha","fillColor","fillAlpha","lineWidth","strokeColor","strokeAlpha","radius"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},d={setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.GameObjects.Arc{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new r(i,e.x||0,e.y||0,e.radius);return m(n,e,t),{object:n}},props:["tween","visible","x","y","rotation","radius","origin","originX","originY","displayOriginX","displayOriginY","scale","scaleX","scaleY","depth","alpha","fillColor","fillAlpha","lineWidth","strokeColor","strokeAlpha"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},p={setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.GameObjects.Line{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new r(i,e.x||0,e.y||0,e.x1,e.y1,e.x2,e.y2);return m(n,e,t),{object:n}},props:["tween","visible","x","y","x1","y1","x2","y2","rotation","width","height","origin","originX","originY","displayOriginX","displayOriginY","scale","scaleX","scaleY","depth","alpha","lineWidth","strokeColor","strokeAlpha"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},c={setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.GameObjects.Image{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new r(i,e.x||0,e.y||0,e.texture);return m(n,e,t),{object:n}},props:["tween","visible","x","y","rotation","origin","originX","originY","scale","scaleX","scaleY","depth","alpha","blendMode","pipeline","texture","frame","tint","flipX","flipY"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},u={setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.GameObjects.Sprite{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new r(i,e.x||0,e.y||0,e.texture);return m(n,e,t),{object:n}},props:["tween","visible","x","y","rotation","origin","originX","originY","scale","scaleX","scaleY","depth","alpha","blendMode","pipeline","texture","frame","tint","flipX","flipY"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},g={setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.GameObjects.Text{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new r(i,e.x||0,e.y||0,e.text);return m(n,e,t),{object:n}},props:["tween","visible","text","rotation","x","y","origin","originX","originY","scale","scaleX","scaleY","depth","alpha","style","lineSpacing","padding"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},y={props:["tween","visible","x","y","width","height","depth","pipeline","tilemap","layerIndex","tileset","collision"],setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.Tilemaps.TilemapLayer{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new r(i,e.tilemap,e.layerIndex,e.tileset,e.x||0,e.y||0);return m(n,e,t),{object:n}},render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},f={setup(e,t){const i=(0,s.inject)("scene");class r extends Phaser.GameObjects.Zone{preUpdate(...e){t.attrs.onPreUpdate&&t.emit("preUpdate",this,...e)}}const n=new r(i,e.x||0,e.y||0,e.width,e.height);return m(n,e,t),{object:n}},props:["tween","active","x","y","width","height","origin","originX","originY"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},x={setup(e,t){(0,s.inject)("scene");const i=new Phaser.GameObjects.Light(e.x||0,e.y||0);return m(i,e,t),{object:i}},props:["tween","visible","x","y","radius","color","intensity"],render:function(e,t,i,r,n,o){return(0,s.openBlock)(),(0,s.createBlock)("div")}},w=(e,t)=>{const i=(0,s.createApp)(t);i.provide("game",e),i.provide("scene",null),i.provide("container",null);const r=window.document.createElement("div");return document.body.appendChild(r),i.mount(r)},m=(e,t,i)=>{const r=e.constructor===Phaser.GameObjects.Light,o=(0,s.inject)("scene");if(r)o.lights.active||o.lights.enable(),o.lights.lights.push(e);else{o.add.existing(e);const t=(0,s.inject)("container");t&&t.add([e])}return Object.keys(t).forEach((i=>{if(!n[i])return;const r=n[i](e);r(t[i]),(0,s.watch)((()=>t[i]),r,{deep:!0})})),i.attrs.onCreate&&i.emit("create",e),(i.attrs.onPointerdown||i.attrs.onPointerup)&&(e.setInteractive(),i.attrs.onPointerdown&&e.on("pointerdown",((...e)=>i.emit("pointerdown",...e))),i.attrs.onPointerup&&e.on("pointerup",((...e)=>i.emit("pointerup",...e)))),(0,s.onBeforeUnmount)((()=>{e.tween&&e.tween.stop()})),r?(0,s.onBeforeUnmount)((()=>o.lights.removeLight(e))):(0,s.onBeforeUnmount)((()=>e.destroy())),e},k=(e,t)=>(0,s.customRef)(((i,s)=>({get:()=>(i(),e),set(i){e&&i||(e=i?i[t]:null,s())}}))),b=e=>k(e,"object"),v=e=>k(e,"scene")},5:t=>{t.exports=e}},i={};function s(e){if(i[e])return i[e].exports;var r=i[e]={exports:{}};return t[e](r,r.exports,s),r.exports}return s.d=(e,t)=>{for(var i in t)s.o(t,i)&&!s.o(e,i)&&Object.defineProperty(e,i,{enumerable:!0,get:t[i]})},s.o=(e,t)=>Object.prototype.hasOwnProperty.call(e,t),s.r=e=>{"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})},s(614)})()}));
{
"name": "phavuer",
"version": "0.4.2",
"version": "0.5.0",
"description": "Reactive template engine based on Vue 3 for Phaser 3",

@@ -5,0 +5,0 @@ "main": "src/index.js",

@@ -248,2 +248,5 @@ # Phavuer

- Almost all props names are following the property names of its GameObject
- A Tween for the object can be defined with `:tween`
- `targets` of the options will be set automatically
- The Tween will be removed automatically before the object destroyed

@@ -250,0 +253,0 @@ Currently Phavuer has following base components:

import { createApp, inject, watch, onBeforeUnmount, customRef } from 'vue'
import components from './components'
import setters from './setters'
import Scene from './components/Scene'
import Container from './components/Container'
import Rectangle from './components/Rectangle'
import RoundRectangle from './components/RoundRectangle'
import Circle from './components/Circle'
import Line from './components/Line'
import Image from './components/Image'
import Sprite from './components/Sprite'
import Text from './components/Text'
import TilemapLayer from './components/TilemapLayer'
import Zone from './components/Zone'
import Light from './components/Light'
export const Scene = components.Scene
export const Container = components.Container
export const Image = components.Image
export const Sprite = components.Sprite
export const Text = components.Text
export const Rectangle = components.Rectangle
export const Circle = components.Circle
export const Line = components.Line
export const TilemapLayer = components.TilemapLayer
export const Zone = components.Zone
export const RoundRectangle = components.RoundRectangle
export const Light = components.Light
export const createPhavuerApp = (game, component) => {
const createPhavuerApp = (game, component) => {
const app = createApp(component)

@@ -29,3 +27,3 @@ app.provide('game', game)

export const initGameObject = (object, props, context) => {
const initGameObject = (object, props, context) => {
const isLight = object.constructor === Phaser.GameObjects.Light

@@ -49,3 +47,3 @@ const scene = inject('scene')

setter(props[key])
watch(() => props[key], setter)
watch(() => props[key], setter, { deep: true })
})

@@ -61,2 +59,5 @@ // Set event

// Destroy when unmounted
onBeforeUnmount(() => {
if (object.tween) object.tween.stop()
})
if (isLight) {

@@ -70,3 +71,3 @@ onBeforeUnmount(() => scene.lights.removeLight(object))

export const refTo = (value, key) => {
const refTo = (value, key) => {
return customRef((track, trigger) => {

@@ -86,3 +87,23 @@ return {

}
export const refObj = value => refTo(value, 'object')
export const refScene = value => refTo(value, 'scene')
const refObj = value => refTo(value, 'object')
const refScene = value => refTo(value, 'scene')
export {
createPhavuerApp,
initGameObject,
refTo,
refObj,
refScene,
Scene,
Container,
Rectangle,
RoundRectangle,
Circle,
Line,
Image,
Sprite,
Text,
TilemapLayer,
Zone,
Light
}

@@ -64,3 +64,8 @@ const fixSize = object => {

padding: object => v => object.setPadding(v),
collision: object => v => object.setCollision(v)
collision: object => v => object.setCollision(v),
tween: object => data => {
if (object.tween) object.tween.seek(0).stop()
if (!data) return
object.tween = object.scene.add.tween(Object.assign({}, data, { targets: object }))
}
}

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