@cosmoledo/gleam 1.0.0
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- package/LICENSE +21 -0
- package/README.md +136 -0
- package/dist/gleam.d.ts +1195 -0
- package/dist/gleam.esm.js +3801 -0
- package/dist/gleam.esm.js.map +7 -0
- package/dist/gleam.js +3824 -0
- package/dist/gleam.js.map +7 -0
- package/dist/gleam.min.js +8 -0
- package/dist/gleam.min.js.map +7 -0
- package/package.json +71 -0
package/LICENSE
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MIT License
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Copyright (c) 2026 Cosmoledo
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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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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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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.
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package/README.md
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# Gleam
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A small TypeScript framework for 2D canvas games in the browser.
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- **G**raphics
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- `CanvasManager` — sizes/clears the canvas and exposes the 2D context
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- prototype extensions on `CanvasRenderingContext2D`, `HTMLCanvasElement`, `HTMLImageElement`
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- `Color` class with CSS-string converters (`toHex`, `toHSL`, `toCSS`)
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- drawable content: `Animator` (sprite frames), `Particle`, `Projectile`
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- **L**oop
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- `Game` — abstract base; subclass and implement `init`/`update`/`draw`
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- `Gameloop` — fixed-step `update(dt)` + `draw(ctx)` driver
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- `EventSystem` — engine-wide event dispatch (e.g. `resized`)
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- `Settings` — runtime config + persisted `localStorage` prefs
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- input wired into the loop: `Keyboard`, `Pointer`, `Controller`, `ControllerCursor`
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- **E**ffects
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- `Screenshake` — camera shake
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- `ColorShifter` — animated color transitions
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- **A**udio
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- `Sound` — one-shot SFX
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- `Music` — looped tracks, fading between songs
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- `AudioBase` — shared base class
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- `Audio` prototype extension
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- **M**ath
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- `Vec2`, `Rect`, `Polygon` (with collision) — geometry primitives
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- numeric utility helpers
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Also bundled: asset loaders (`UrlLoaders`, `TiledMap`), `Translator` for localization, and many pure utilities: `Array`, `Canvas`, `Color`, `DOM`, `Functions`, `Grid`, `Json`, `Math`, `Number`, `String`).
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## Contents
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- [Install](#install)
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- [Quick start](#quick-start)
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- [Constraints](#constraints)
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- [How errors surface](#how-errors-surface)
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- [Build outputs](#build-outputs)
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- [Development](#development)
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- [License](#license)
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## Install
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```sh
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npm install @cosmoledo/gleam
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```
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Or drop the IIFE bundle into a page and use the `Gleam` global:
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```html
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<script src="https://unpkg.com/@cosmoledo/gleam/dist/gleam.min.js"></script>
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<script>
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const { Game, Settings } = Gleam;
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// ...
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</script>
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```
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## Quick start
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Add a canvas to the page:
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```html
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<canvas id="game" width="960" height="540"></canvas>
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```
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Subclass `Game`, register the canvas as `MAIN` on the `CanvasManager` instance `canman`, implement `init`/`update`/`draw`, and kick off `preInit()` from the constructor:
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```ts
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import Game, { CANVAS_TYPES, type SettingsOverrides } from "@cosmoledo/gleam";
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class MyGame extends Game {
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constructor(overrides: SettingsOverrides = {}) {
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super(overrides);
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this.canman.setupCanvas(CANVAS_TYPES.MAIN, "#game");
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this.preInit();
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}
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public async init() {
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// load assets, build the scene
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}
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public update(dt: number) {
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// advance simulation
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}
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public draw(ctx: CanvasRenderingContext2D) {
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// render the frame
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}
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}
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new MyGame({ fps: 1 / 60, backgroundColor: "#222" });
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```
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`preInit()`:
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- Calls `canman.finishSetup()` — at least one canvas must already be registered as `CANVAS_TYPES.MAIN` with non-zero `width`/`height`.
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- Wires global listeners and the game loop.
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- Starts the loop as soon as `init()` resolves (with the default `Settings.autoloop`).
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## Constraints
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- **One `Game` per page.** The framework registers listeners on `window`/`document` and sets `history.scrollRestoration`; multiple instances will fight each other.
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- Targets evergreen browsers (`es2020`).
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## How errors surface
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Two error sources, handled differently:
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**Caller errors — crash early.** The lib user uses a method wrong, forgets a required input, or trips an API with side effects. These reproduce every time with the same args, so the lib throws synchronously. A loud immediate crash surfaces the bug in dev where it can be fixed directly.
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**Runtime errors — harder to spot.** As the game loop runs, subtle things go wrong: a vector shrinks toward zero and `normalize` would divide by zero, audio playback gets blocked by autoplay policy, a DOM element disappears mid-frame. These don't always reveal themselves on the first frame. Recoverable cases get a throttled `console.warn` (once per unique case, not every frame) plus the safest fallback the lib can manage. Unrecoverable cases crash — when something fundamental is gone, there's nothing useful left to do.
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## Build outputs
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`dist/` ships three bundles plus a single rolled-up `.d.ts`:
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- `gleam.esm.js` — ESM, for bundlers (`main`/`import`).
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- `gleam.js` — IIFE, exposes the `Gleam` global.
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- `gleam.min.js` — minified IIFE.
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- `gleam.d.ts` — bundled type definitions.
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## Development
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```sh
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npx playwright install # one-time: installs chromium for test:browser
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npm run test # full vitest run
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npm run test:unit # unit tests (happy-dom)
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npm run test:browser # browser tests (playwright/chromium)
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npm run lint # eslint over src/ and tests/
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npm run build # esbuild bundles + dts-bundle-generator
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bash scripts/verify.sh # lint → tests → coverage ≥95% → build
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```
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## License
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MIT
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