@dryanovski/gamefoo 0.0.1 → 0.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/core/animate.d.ts +129 -0
- package/dist/core/animate.d.ts.map +1 -0
- package/dist/core/asset.d.ts +59 -0
- package/dist/core/asset.d.ts.map +1 -0
- package/dist/core/behaviour.d.ts +118 -0
- package/dist/core/behaviour.d.ts.map +1 -1
- package/dist/core/behaviours/collidable.d.ts +203 -4
- package/dist/core/behaviours/collidable.d.ts.map +1 -1
- package/dist/core/behaviours/control.d.ts +51 -3
- package/dist/core/behaviours/control.d.ts.map +1 -1
- package/dist/core/behaviours/healtkit.d.ts +120 -3
- package/dist/core/behaviours/healtkit.d.ts.map +1 -1
- package/dist/core/behaviours/sprite_render.d.ts +141 -0
- package/dist/core/behaviours/sprite_render.d.ts.map +1 -0
- package/dist/core/camera.d.ts +101 -0
- package/dist/core/camera.d.ts.map +1 -1
- package/dist/core/engine.d.ts +377 -15
- package/dist/core/engine.d.ts.map +1 -1
- package/dist/core/fonts/font_bitmap.d.ts +156 -0
- package/dist/core/fonts/font_bitmap.d.ts.map +1 -0
- package/dist/core/fonts/font_bitmap_prebuild.d.ts +102 -0
- package/dist/core/fonts/font_bitmap_prebuild.d.ts.map +1 -0
- package/dist/core/fonts/internal/font_3x5.d.ts +76 -0
- package/dist/core/fonts/internal/font_3x5.d.ts.map +1 -0
- package/dist/core/fonts/internal/font_4x6.d.ts +76 -0
- package/dist/core/fonts/internal/font_4x6.d.ts.map +1 -0
- package/dist/core/fonts/internal/font_5x5.d.ts +79 -0
- package/dist/core/fonts/internal/font_5x5.d.ts.map +1 -0
- package/dist/core/fonts/internal/font_6x8.d.ts +76 -0
- package/dist/core/fonts/internal/font_6x8.d.ts.map +1 -0
- package/dist/core/fonts/internal/font_8x13.d.ts +76 -0
- package/dist/core/fonts/internal/font_8x13.d.ts.map +1 -0
- package/dist/core/fonts/internal/font_8x8.d.ts +76 -0
- package/dist/core/fonts/internal/font_8x8.d.ts.map +1 -0
- package/dist/core/game_object_register.d.ts +101 -1
- package/dist/core/game_object_register.d.ts.map +1 -1
- package/dist/core/input.d.ts +131 -0
- package/dist/core/input.d.ts.map +1 -1
- package/dist/core/sprite.d.ts +232 -0
- package/dist/core/sprite.d.ts.map +1 -0
- package/dist/core/utils/perlin_noise.d.ts +136 -0
- package/dist/core/utils/perlin_noise.d.ts.map +1 -0
- package/dist/core/world.d.ts +147 -0
- package/dist/core/world.d.ts.map +1 -1
- package/dist/debug/monitor.d.ts +12 -0
- package/dist/debug/monitor.d.ts.map +1 -0
- package/dist/decorators/index.d.ts +2 -0
- package/dist/decorators/index.d.ts.map +1 -0
- package/dist/decorators/log.d.ts +33 -0
- package/dist/decorators/log.d.ts.map +1 -0
- package/dist/entities/dynamic_entity.d.ts +82 -0
- package/dist/entities/dynamic_entity.d.ts.map +1 -1
- package/dist/entities/entity.d.ts +216 -11
- package/dist/entities/entity.d.ts.map +1 -1
- package/dist/entities/player.d.ts +76 -0
- package/dist/entities/player.d.ts.map +1 -1
- package/dist/entities/text.d.ts +52 -0
- package/dist/entities/text.d.ts.map +1 -0
- package/dist/index.d.ts +29 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +23 -604
- package/dist/index.js.map +3 -15
- package/dist/subsystems/camera_system.d.ts +25 -0
- package/dist/subsystems/camera_system.d.ts.map +1 -0
- package/dist/subsystems/collision_system.d.ts +16 -0
- package/dist/subsystems/collision_system.d.ts.map +1 -0
- package/dist/subsystems/monitor_system.d.ts +17 -0
- package/dist/subsystems/monitor_system.d.ts.map +1 -0
- package/dist/subsystems/object_system.d.ts +18 -0
- package/dist/subsystems/object_system.d.ts.map +1 -0
- package/dist/subsystems/types.d.ts +40 -0
- package/dist/subsystems/types.d.ts.map +1 -0
- package/dist/types.d.ts +140 -0
- package/dist/types.d.ts.map +1 -1
- package/package.json +25 -11
package/dist/core/input.d.ts
CHANGED
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@@ -1,15 +1,146 @@
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/**
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* Unified keyboard and mouse input manager.
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*
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* `Input` listens to `keydown`, `keyup`, `mousedown`, `mouseup`, and
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* `mousemove` events on the `window` and exposes a polling API so game
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* logic can query the current state at any point during a frame rather
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* than relying on event callbacks.
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*
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* All keyboard keys are stored **lowercased** for case-insensitive
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* look-ups.
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*
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* @category Core
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* @since 0.1.0
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*
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* @example Polling keys
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* ```ts
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* const input = new Input();
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*
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* function update() {
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* if (input.isKeyDown("w")) {
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* player.y -= speed;
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* }
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* }
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* ```
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*
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* @example Checking mouse state
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* ```ts
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* const input = new Input();
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*
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* if (input.isMouseButtonDown(0)) { // left-click
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* const { x, y } = input.getMousePosition();
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* shoot(x, y);
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* }
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* ```
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*
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* @see {@link Control} — behaviour that consumes `Input` for player movement
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*/
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export default class Input {
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/**
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* Set of currently-pressed keyboard keys (lowercased).
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*
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* Populated on `keydown`, cleared on `keyup`.
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*/
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private keys;
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/**
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* Set of currently-pressed mouse button indices.
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*
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* Standard mapping: `0` = left, `1` = middle, `2` = right.
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*/
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private mouseButtons;
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/**
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* Last known mouse position in **client** (viewport) coordinates.
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*
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* @defaultValue `{ x: 0, y: 0 }`
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*/
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private mousePosition;
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/**
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* Creates a new `Input` instance and attaches global event listeners
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* to the `window`.
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*
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* @remarks
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* Only one `Input` instance should exist at a time to avoid
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* duplicate listeners. If you need to tear down, call {@link Input.reset}
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* to clear tracked state.
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*/
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constructor();
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/**
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* Checks whether a specific key is currently held down.
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*
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* @param key - The key name to check (case-insensitive).
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* Uses the standard {@link KeyboardEvent.key} values (e.g. `"a"`,
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* `"ArrowLeft"`, `"Shift"`).
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* @returns `true` if the key is currently pressed.
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*
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* @example
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* ```ts
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* if (input.isKeyDown("space")) {
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* player.jump();
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* }
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* ```
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*/
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isKeyDown(key: string): boolean;
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/**
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* Returns a snapshot of all keys that are currently held down.
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*
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* The returned `Set` is a **copy** — mutating it does not affect
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* the internal state.
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*
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* @returns A new `Set<string>` of pressed key names (lowercased).
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*
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* @example
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* ```ts
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* const pressed = input.getPressedKeys();
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* console.log([...pressed]); // e.g. ["w", "shift"]
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* ```
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*/
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getPressedKeys(): Set<string>;
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/**
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* Checks whether a specific mouse button is currently held down.
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*
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* @param button - The mouse button index (`0` = left, `1` = middle,
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* `2` = right).
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* @returns `true` if the button is currently pressed.
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*
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* @example
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* ```ts
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* if (input.isMouseButtonDown(2)) {
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* openContextMenu();
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* }
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* ```
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*/
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isMouseButtonDown(button: number): boolean;
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/**
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* Returns the last known mouse position in client (viewport)
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* coordinates.
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*
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* The returned object is a **copy** — mutating it does not affect
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* the internal state.
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*
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* @returns An `{ x, y }` object with the mouse coordinates.
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*
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* @example
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* ```ts
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* const pos = input.getMousePosition();
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* ctx.fillRect(pos.x, pos.y, 4, 4); // draw cursor dot
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* ```
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*/
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getMousePosition(): {
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x: number;
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y: number;
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};
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/**
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* Clears all tracked key and mouse-button state.
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*
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* Useful when pausing the game or switching scenes to prevent stale
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* input from carrying over.
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*
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* @example
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* ```ts
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* engine.pause();
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* input.reset();
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* ```
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*/
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reset(): void;
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}
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//# sourceMappingURL=input.d.ts.map
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package/dist/core/input.d.ts.map
CHANGED
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@@ -1 +1 @@
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-
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{"version":3,"file":"input.d.ts","sourceRoot":"","sources":["../../src/core/input.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH,MAAM,CAAC,OAAO,OAAO,KAAK;IACxB;;;;OAIG;IACH,OAAO,CAAC,IAAI,CAA0B;IAEtC;;;;OAIG;IACH,OAAO,CAAC,YAAY,CAA0B;IAE9C;;;;OAIG;IACH,OAAO,CAAC,aAAa,CAA4C;IAEjE;;;;;;;;OAQG;;IAwBH;;;;;;;;;;;;;;OAcG;IACH,SAAS,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO;IAI/B;;;;;;;;;;;;;OAaG;IACH,cAAc,IAAI,GAAG,CAAC,MAAM,CAAC;IAI7B;;;;;;;;;;;;;OAaG;IACH,iBAAiB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAI1C;;;;;;;;;;;;;;OAcG;IACH,gBAAgB,IAAI;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE;IAI5C;;;;;;;;;;;OAWG;IACH,KAAK,IAAI,IAAI;CAId"}
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/**
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* Describes a single named animation within a {@link Sprite} sheet.
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*
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* @category Core
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* @since 0.1.0
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*
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* @example
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* ```ts
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* const walkAnim: AnimationDefinition = {
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* frames: [0, 1, 2, 3],
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* duration: 0.15,
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* loop: true,
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* };
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* ```
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*/
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interface AnimationDefinition {
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/** Ordered frame indices into the spritesheet grid. */
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frames: (string | number)[];
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/** Time in seconds each frame is displayed before advancing. */
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duration: number;
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/** Whether the animation restarts from frame 0 after the last frame. */
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loop: boolean;
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}
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/**
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* Describes the position and size of a single frame within a {@link Sprite}
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* sheet.
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*
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* @category Core
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* @since 0.2.0
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*
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* @example
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* ```ts
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* const frame: SpriteFrame = {
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* x: 32,
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* y: 64,
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* width: 32,
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* height: 32,
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* anchor: { x: 16, y: 16 },
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* };
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* ```
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*/
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interface SpriteFrame {
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x: number;
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y: number;
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width: number;
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height: number;
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anchor?: {
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x: number;
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y: number;
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};
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}
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/**
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* Configuration options for slicing a {@link Sprite} sheet into a grid of
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* frames.
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*
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* @category Core
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* @since 0.2.0
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*
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* @example
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* ```ts
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* const config: GridConfig = {
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* frameWidth: 32,
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* frameHeight: 32,
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* offsetX: 0,
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* offsetY: 0,
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* spacingX: 0,
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* spacingY: 0,
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* count: 16,
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* };
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* ```
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*/
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interface GridConfig {
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frameWidth: number;
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frameHeight: number;
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offsetX?: number;
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offsetY?: number;
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spacingX?: number;
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spacingY?: number;
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count?: number;
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}
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/**
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* Metadata wrapper around an {@link HTMLImageElement} that describes how
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* it is sliced into a uniform grid of frames and what named animations
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* are available.
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*
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* `Sprite` does **not** handle rendering itself — use
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* {@link SpriteRender} to play animations on an entity.
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*
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* @category Core
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* @since 0.1.0
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*
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* @example Loading and creating a sprite
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* ```ts
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* import { Asset } from "gamefoo";
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*
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* const image = await Asset.load("hero.png");
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* const sprite = new Sprite(image, 32, 32, {
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* idle: { frames: [0, 1], duration: 0.25, loop: true },
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* run: { frames: [2, 3, 4, 5], duration: 0.1, loop: true },
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* });
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* ```
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*
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* @example Querying frame coordinates
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* ```ts
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* const rect = sprite.getFrameRect(5);
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* ctx.drawImage(
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* sprite.image,
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* rect.x, rect.y, rect.width, rect.height,
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* destX, destY, rect.width, rect.height,
|
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|
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* );
|
|
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|
+
* ```
|
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|
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*
|
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|
+
* @see {@link SpriteRender} — behaviour that plays sprite animations
|
|
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|
+
* @see {@link Asset} — image loading utility
|
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|
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*/
|
|
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|
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export default class Sprite {
|
|
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|
+
/** The underlying image element containing the full spritesheet. */
|
|
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|
+
image: HTMLImageElement;
|
|
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|
+
/** Width of a single frame cell in pixels. */
|
|
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|
+
readonly width: number;
|
|
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|
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/** Height of a single frame cell in pixels. */
|
|
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|
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readonly height: number;
|
|
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/**
|
|
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|
+
* Number of frame columns in the spritesheet, computed as
|
|
125
|
+
* `Math.floor(image.width / width)`.
|
|
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|
+
*/
|
|
127
|
+
readonly columns: number;
|
|
128
|
+
/**
|
|
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|
+
* Number of frame rows in the spritesheet, computed as
|
|
130
|
+
* `Math.floor(image.height / height)`.
|
|
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|
+
*/
|
|
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|
+
readonly rows: number;
|
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/**
|
|
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+
* Named animation definitions keyed by animation name.
|
|
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|
+
*
|
|
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|
+
* Populated from the optional `animations` parameter passed to the
|
|
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* constructor.
|
|
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|
+
*/
|
|
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|
+
animations: Map<string, AnimationDefinition>;
|
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|
+
/**
|
|
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|
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* @since 0.2.0
|
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|
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*/
|
|
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|
+
frames: Map<number | string, SpriteFrame>;
|
|
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|
+
/**
|
|
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|
+
* Creates a new spritesheet descriptor.
|
|
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|
+
*
|
|
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|
+
* @param image - A fully-loaded `HTMLImageElement` containing the
|
|
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|
+
* spritesheet texture.
|
|
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|
+
* @param width - Width of each individual frame in pixels.
|
|
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|
+
* @param height - Height of each individual frame in pixels.
|
|
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|
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* @param animations - Optional map of named animation definitions.
|
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|
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* Keys are animation names (e.g. `"idle"`, `"run"`).
|
|
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|
+
*
|
|
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|
+
* @example
|
|
155
|
+
* ```ts
|
|
156
|
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* const sprite = new Sprite(img, 64, 64, {
|
|
157
|
+
* idle: { frames: [0], duration: 1, loop: false },
|
|
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|
+
* });
|
|
159
|
+
* ```
|
|
160
|
+
*/
|
|
161
|
+
constructor(image: HTMLImageElement, width: number, height: number, animations?: Record<string, AnimationDefinition>);
|
|
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|
+
/**
|
|
163
|
+
* Alternative constructor for spritesheets that are already sliced into a
|
|
164
|
+
* uniform grid of frames.
|
|
165
|
+
*
|
|
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|
+
* @since 0.2.0
|
|
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|
+
*
|
|
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|
+
* @param image - A fully-loaded `HTMLImageElement` containing the
|
|
169
|
+
* spritesheet texture.
|
|
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|
+
* @param config - Configuration options for slicing the image into a
|
|
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|
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* grid of frames.
|
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* @param animations - Optional map of named animation definitions.
|
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* Keys are animation names (e.g. `"idle"`, `"run"`).
|
|
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|
+
*
|
|
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|
+
* @example
|
|
176
|
+
* ```ts
|
|
177
|
+
* const sprite = Sprite.fromGrid(img, {
|
|
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|
+
* frameWidth: 64,
|
|
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|
+
*
|
|
180
|
+
* frameHeight: 64,
|
|
181
|
+
* offsetX: 0,
|
|
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|
+
* offsetY: 0,
|
|
183
|
+
* spacingX: 0,
|
|
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|
+
* spacingY: 0,
|
|
185
|
+
* count: 16,
|
|
186
|
+
* }, {
|
|
187
|
+
* idle: { frames: [0, 1], duration: 0.25, loop: true },
|
|
188
|
+
* run: { frames: [2, 3, 4, 5], duration: 0.1, loop: true },
|
|
189
|
+
* });
|
|
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|
+
* ```
|
|
191
|
+
*/
|
|
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|
+
static fromGrid(image: HTMLImageElement, config: GridConfig, animations?: Record<string, AnimationDefinition>): Sprite;
|
|
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|
+
/**
|
|
194
|
+
* Helper method to compute frame rectangles for a spritesheet sliced into a
|
|
195
|
+
* uniform grid.
|
|
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|
+
*
|
|
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|
+
* @since 0.2.0
|
|
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|
+
*
|
|
199
|
+
* @param image - A fully-loaded `HTMLImageElement` containing the
|
|
200
|
+
* spritesheet texture.
|
|
201
|
+
* @param config - Configuration options for slicing the image into a grid of
|
|
202
|
+
* frames.
|
|
203
|
+
*
|
|
204
|
+
* @returns A map of frame indices to their corresponding source rectangles.
|
|
205
|
+
* Frame indices are zero-based and laid out left-to-right, top-to-bottom.
|
|
206
|
+
* The source rectangles are in pixel coordinates relative to the top-left corner
|
|
207
|
+
* of the source image.
|
|
208
|
+
*/
|
|
209
|
+
private static generateGridFrames;
|
|
210
|
+
static fromAtlas(image: HTMLImageElement, regions: Record<string, SpriteFrame>, animations?: Record<string, AnimationDefinition>): Sprite;
|
|
211
|
+
static fromAseprite(imagePath: string, jsonPath: string): Promise<Sprite>;
|
|
212
|
+
/**
|
|
213
|
+
* Computes the source rectangle for a given frame index within the
|
|
214
|
+
* spritesheet.
|
|
215
|
+
*
|
|
216
|
+
* Frame indices are zero-based and laid out left-to-right,
|
|
217
|
+
* top-to-bottom.
|
|
218
|
+
*
|
|
219
|
+
* @param frame - Zero-based frame index.
|
|
220
|
+
* @returns An `{ x, y, width, height }` rectangle in pixel coordinates
|
|
221
|
+
* relative to the top-left corner of the source image.
|
|
222
|
+
*
|
|
223
|
+
* @example
|
|
224
|
+
* ```ts
|
|
225
|
+
* // For a 4-column sheet, frame 5 → col 1, row 1
|
|
226
|
+
* const rect = sprite.getFrameRect(5);
|
|
227
|
+
* ```
|
|
228
|
+
*/
|
|
229
|
+
getFrameRect(frame: number | string): SpriteFrame;
|
|
230
|
+
}
|
|
231
|
+
export {};
|
|
232
|
+
//# sourceMappingURL=sprite.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"sprite.d.ts","sourceRoot":"","sources":["../../src/core/sprite.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;GAcG;AACH,UAAU,mBAAmB;IAC3B,uDAAuD;IACvD,MAAM,EAAE,CAAC,MAAM,GAAG,MAAM,CAAC,EAAE,CAAC;IAC5B,gEAAgE;IAChE,QAAQ,EAAE,MAAM,CAAC;IACjB,wEAAwE;IACxE,IAAI,EAAE,OAAO,CAAC;CACf;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,UAAU,WAAW;IACnB,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;IACV,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;CACnC;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,UAAU,UAAU;IAClB,UAAU,EAAE,MAAM,CAAC;IACnB,WAAW,EAAE,MAAM,CAAC;IAEpB,OAAO,CAAC,EAAE,MAAM,CAAC;IAEjB,OAAO,CAAC,EAAE,MAAM,CAAC;IAEjB,QAAQ,CAAC,EAAE,MAAM,CAAC;IAElB,QAAQ,CAAC,EAAE,MAAM,CAAC;IAElB,KAAK,CAAC,EAAE,MAAM,CAAC;CAChB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,MAAM,CAAC,OAAO,OAAO,MAAM;IACzB,oEAAoE;IAC7D,KAAK,EAAE,gBAAgB,CAAC;IAE/B,8CAA8C;IAC9C,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IAEvB,+CAA+C;IAC/C,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IAExB;;;OAGG;IACH,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IAEzB;;;OAGG;IACH,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IAEtB;;;;;OAKG;IACI,UAAU,EAAE,GAAG,CAAC,MAAM,EAAE,mBAAmB,CAAC,CAAC;IAEpD;;OAEG;IACI,MAAM,EAAE,GAAG,CAAC,MAAM,GAAG,MAAM,EAAE,WAAW,CAAC,CAAC;IAEjD;;;;;;;;;;;;;;;;OAgBG;gBAED,KAAK,EAAE,gBAAgB,EACvB,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,UAAU,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,mBAAmB,CAAC;IAgBlD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH,MAAM,CAAC,QAAQ,CACb,KAAK,EAAE,gBAAgB,EACvB,MAAM,EAAE,UAAU,EAClB,UAAU,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,mBAAmB,CAAC,GAC/C,MAAM;IAQT;;;;;;;;;;;;;;;OAeG;IACH,OAAO,CAAC,MAAM,CAAC,kBAAkB;IAqBjC,MAAM,CAAC,SAAS,CACd,KAAK,EAAE,gBAAgB,EACvB,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,WAAW,CAAC,EACpC,UAAU,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,mBAAmB,CAAC,GAC/C,MAAM;WAQI,YAAY,CAAC,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;IA6B/E;;;;;;;;;;;;;;;;OAgBG;IACH,YAAY,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,GAAG,WAAW;CAOlD"}
|
|
@@ -0,0 +1,136 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Deterministic 2-D Perlin noise generator with fractal Brownian motion
|
|
3
|
+
* (fBm) support.
|
|
4
|
+
*
|
|
5
|
+
* Produces smooth, continuous noise suitable for terrain heightmaps,
|
|
6
|
+
* cloud textures, procedural vegetation placement, and other organic
|
|
7
|
+
* patterns. The output is fully reproducible for a given seed.
|
|
8
|
+
*
|
|
9
|
+
* The implementation uses a 256-entry permutation table shuffled by a
|
|
10
|
+
* seeded linear congruential generator (LCG) and Ken Perlin's improved
|
|
11
|
+
* 5th-order fade curve \( 6t^5 - 15t^4 + 10t^3 \).
|
|
12
|
+
*
|
|
13
|
+
* @category Utilities
|
|
14
|
+
* @since 0.1.0
|
|
15
|
+
*
|
|
16
|
+
* @example Basic noise sampling
|
|
17
|
+
* ```ts
|
|
18
|
+
* import { PerlinNoise } from "gamefoo";
|
|
19
|
+
*
|
|
20
|
+
* const noise = new PerlinNoise(42);
|
|
21
|
+
* const value = noise.noise2d(1.5, 2.3); // returns a value in [-1, 1]
|
|
22
|
+
* ```
|
|
23
|
+
*
|
|
24
|
+
* @example Generating a heightmap with fBm
|
|
25
|
+
* ```ts
|
|
26
|
+
* const noise = new PerlinNoise(12345);
|
|
27
|
+
* const map: number[][] = [];
|
|
28
|
+
*
|
|
29
|
+
* for (let y = 0; y < 128; y++) {
|
|
30
|
+
* map[y] = [];
|
|
31
|
+
* for (let x = 0; x < 128; x++) {
|
|
32
|
+
* map[y][x] = noise.fbm(x * 0.05, y * 0.05, 6, 2, 0.5);
|
|
33
|
+
* }
|
|
34
|
+
* }
|
|
35
|
+
* ```
|
|
36
|
+
*
|
|
37
|
+
* @example Seeded reproducibility
|
|
38
|
+
* ```ts
|
|
39
|
+
* const a = new PerlinNoise(7);
|
|
40
|
+
* const b = new PerlinNoise(7);
|
|
41
|
+
* console.log(a.noise2d(3, 4) === b.noise2d(3, 4)); // true
|
|
42
|
+
* ```
|
|
43
|
+
*/
|
|
44
|
+
export declare class PerlinNoise {
|
|
45
|
+
/**
|
|
46
|
+
* Doubled permutation table (512 entries) used for gradient hashing.
|
|
47
|
+
* Built from a 256-entry shuffle of `[0..255]` seeded by the LCG.
|
|
48
|
+
*/
|
|
49
|
+
private perm;
|
|
50
|
+
/**
|
|
51
|
+
* Creates a new noise generator with the given seed.
|
|
52
|
+
*
|
|
53
|
+
* @param seed - An integer seed for the internal LCG. Identical seeds
|
|
54
|
+
* produce identical noise fields.
|
|
55
|
+
*
|
|
56
|
+
* @defaultValue `0`
|
|
57
|
+
*/
|
|
58
|
+
constructor(seed?: number);
|
|
59
|
+
/**
|
|
60
|
+
* Ken Perlin's improved 5th-order fade (smoothstep) curve:
|
|
61
|
+
* \( 6t^5 - 15t^4 + 10t^3 \).
|
|
62
|
+
*
|
|
63
|
+
* @param t - Value in `[0, 1]`.
|
|
64
|
+
* @returns Smoothed value in `[0, 1]`.
|
|
65
|
+
*
|
|
66
|
+
* @internal
|
|
67
|
+
*/
|
|
68
|
+
private fade;
|
|
69
|
+
/**
|
|
70
|
+
* Standard linear interpolation.
|
|
71
|
+
*
|
|
72
|
+
* @param a - Start value.
|
|
73
|
+
* @param b - End value.
|
|
74
|
+
* @param t - Interpolant in `[0, 1]`.
|
|
75
|
+
* @returns Interpolated value.
|
|
76
|
+
*
|
|
77
|
+
* @internal
|
|
78
|
+
*/
|
|
79
|
+
private lerp;
|
|
80
|
+
/**
|
|
81
|
+
* Computes a pseudo-random gradient dot product from a hash and
|
|
82
|
+
* 2-D offset.
|
|
83
|
+
*
|
|
84
|
+
* Uses the bottom 2 bits of `hash` to select one of four gradient
|
|
85
|
+
* directions.
|
|
86
|
+
*
|
|
87
|
+
* @param hash - Permutation table entry.
|
|
88
|
+
* @param x - X offset from the grid point.
|
|
89
|
+
* @param y - Y offset from the grid point.
|
|
90
|
+
* @returns Dot product of the gradient and offset vectors.
|
|
91
|
+
*
|
|
92
|
+
* @internal
|
|
93
|
+
*/
|
|
94
|
+
private grad;
|
|
95
|
+
/**
|
|
96
|
+
* Samples 2-D Perlin noise at the given coordinates.
|
|
97
|
+
*
|
|
98
|
+
* @param x - X coordinate (any real number).
|
|
99
|
+
* @param y - Y coordinate (any real number).
|
|
100
|
+
* @returns A noise value in the range `[-1, 1]`.
|
|
101
|
+
*
|
|
102
|
+
* @example
|
|
103
|
+
* ```ts
|
|
104
|
+
* const n = noise.noise2d(0.5, 0.5);
|
|
105
|
+
* // n is a smooth, deterministic value in [-1, 1]
|
|
106
|
+
* ```
|
|
107
|
+
*/
|
|
108
|
+
noise2d(x: number, y: number): number;
|
|
109
|
+
/**
|
|
110
|
+
* Computes fractal Brownian motion (fBm) by layering multiple
|
|
111
|
+
* octaves of {@link PerlinNoise.noise2d} with increasing frequency
|
|
112
|
+
* and decreasing amplitude.
|
|
113
|
+
*
|
|
114
|
+
* The result is normalised to `[-1, 1]`.
|
|
115
|
+
*
|
|
116
|
+
* @param x - X coordinate.
|
|
117
|
+
* @param y - Y coordinate.
|
|
118
|
+
* @param octaves - Number of noise layers to sum.
|
|
119
|
+
* @param lacunarity - Frequency multiplier per octave.
|
|
120
|
+
* @param persistence - Amplitude multiplier per octave (controls
|
|
121
|
+
* roughness).
|
|
122
|
+
* @returns A noise value in `[-1, 1]`.
|
|
123
|
+
*
|
|
124
|
+
* @defaultValue octaves = `4`
|
|
125
|
+
* @defaultValue lacunarity = `2`
|
|
126
|
+
* @defaultValue persistence = `0.5`
|
|
127
|
+
*
|
|
128
|
+
* @example
|
|
129
|
+
* ```ts
|
|
130
|
+
* // 6 octaves for high detail:
|
|
131
|
+
* const height = noise.fbm(x * 0.01, y * 0.01, 6, 2.0, 0.5);
|
|
132
|
+
* ```
|
|
133
|
+
*/
|
|
134
|
+
fbm(x: number, y: number, octaves?: number, lacunarity?: number, persistence?: number): number;
|
|
135
|
+
}
|
|
136
|
+
//# sourceMappingURL=perlin_noise.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
package/dist/core/world.d.ts
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import type { Collidable } from "./behaviours/collidable";
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/**
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* Spatial collision-detection world.
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*
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* `World` maintains a set of {@link Collidable} behaviours and, each
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* frame, performs an **O(n^2)** broad-phase + narrow-phase pass via
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* {@link World.detect}. It supports:
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*
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* - **Layer filtering** — only colliders on the same layer are tested.
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* - **Tag-based interest** — a collider only receives callbacks for
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* tags it has opted into via `collidesWith`.
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* - **Shape combinations** — AABB vs AABB, circle vs circle, and
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* circle vs AABB.
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* - **Solid overlap resolution** — when both colliders are marked
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* `solid`, entities are pushed apart along the axis of least
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* penetration.
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* - **Fixed bodies** — colliders flagged `fixed` are immovable; the
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* other body absorbs the full push.
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*
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* @category Core
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* @since 0.1.0
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*
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* @example Registering colliders
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* ```ts
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* const world = new World();
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*
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* const collidable = new Collidable(entity, world, {
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* shape: { type: "aabb", width: 32, height: 32 },
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* layer: 0,
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* tags: new Set(["enemy"]),
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* solid: true,
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* collidesWith: new Set(["player", "bullet"]),
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* });
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*
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* entity.attachBehaviour(collidable); // calls world.register internally
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* ```
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*
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* @example Running detection manually
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* ```ts
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* world.detect(); // typically called by Engine.update each frame
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* ```
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*
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* @see {@link Collidable} — the behaviour that plugs into this world
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* @see {@link Engine} — calls {@link World.detect} every frame
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*/
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export default class World {
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/**
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* The live set of all registered {@link Collidable} behaviours.
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*/
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private colliders;
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/**
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* Adds a collider to the world so it participates in future
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* {@link World.detect} passes.
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*
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* Called automatically by {@link Collidable.onAttach}.
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*
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* @param collider - The collidable behaviour to register.
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*/
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register(collider: Collidable): void;
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/**
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* Removes a collider from the world.
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*
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* Called automatically by {@link Collidable.onDetach}.
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*
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* @param collider - The collidable behaviour to remove.
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*/
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unregister(collider: Collidable): void;
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/**
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* Runs one full collision-detection pass over every registered
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* collider.
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*
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* **Algorithm:**
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*
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* 1. Iterate all unique pairs `(i, j)` where `i < j`.
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* 2. Skip disabled colliders or mismatched layers.
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* 3. Check tag interest in both directions.
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* 4. Compute world bounds and test intersection.
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* 5. If both are `solid`, resolve the overlap.
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* 6. Fire `onCollision` callbacks on interested sides.
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*
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* @since 0.1.0
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*/
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detect(): void;
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/**
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* Returns `true` if any tag in `wants` exists in `has`.
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*
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* @param wants - Tags the collider is interested in.
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* @param has - Tags the other collider owns.
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* @returns Whether at least one tag overlaps.
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*
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* @internal
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*/
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private tagsOverlap;
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/**
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* Dispatches to the correct narrow-phase test based on collider
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* shape types.
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*
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* Supports AABB-vs-AABB, circle-vs-circle, and circle-vs-AABB.
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*
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* @param a - First collidable.
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* @param boundsA - World bounds of `a`.
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* @param b - Second collidable.
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* @param boundsB - World bounds of `b`.
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* @returns `true` if the two shapes overlap.
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*
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* @internal
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*/
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private intersects;
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/**
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* AABB-vs-AABB overlap test.
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*
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* @param a - First bounding rectangle.
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* @param b - Second bounding rectangle.
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* @returns `true` if the rectangles overlap.
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*
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* @internal
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*/
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private aabbVSAabb;
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/**
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* Circle-vs-circle overlap test using squared-distance comparison
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* (avoids `Math.sqrt`).
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*
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* @param a - First collidable (must have `circle` shape).
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* @param boundsA - World bounds of `a`.
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* @param b - Second collidable (must have `circle` shape).
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* @param boundsB - World bounds of `b`.
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* @returns `true` if the circles overlap.
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*
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* @internal
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*/
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private circleVSCircle;
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/**
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* Circle-vs-AABB overlap test. Finds the closest point on the
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* rectangle to the circle centre and checks the squared distance.
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*
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* @param circle - The collidable with a `circle` shape.
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* @param circleBounds - World bounds of the circle collider.
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* @param rect - World bounds of the AABB collider.
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* @returns `true` if the circle and rectangle overlap.
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*
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* @internal
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*/
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private circleVSAAabb;
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/**
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* Resolves positional overlap between two solid colliders by pushing
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* their owning entities apart along the axis of minimum penetration.
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*
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* Respects the `fixed` flag: if one collider is fixed the other
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* absorbs the full displacement; if both are fixed, no resolution
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* occurs.
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*
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* @param a - First collidable.
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* @param boundsA - World bounds of `a`.
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* @param b - Second collidable.
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* @param boundsB - World bounds of `b`.
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*
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* @internal
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*/
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private resolveOverlap;
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}
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//# sourceMappingURL=world.d.ts.map
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package/dist/core/world.d.ts.map
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