@guinetik/gcanvas 1.0.0

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.
Files changed (349) hide show
  1. package/.github/workflows/release.yaml +70 -0
  2. package/.jshintrc +4 -0
  3. package/.vscode/settings.json +22 -0
  4. package/CLAUDE.md +310 -0
  5. package/blackhole.jpg +0 -0
  6. package/demo.png +0 -0
  7. package/demos/CNAME +1 -0
  8. package/demos/animations.html +31 -0
  9. package/demos/basic.html +38 -0
  10. package/demos/baskara.html +31 -0
  11. package/demos/bezier.html +35 -0
  12. package/demos/beziersignature.html +29 -0
  13. package/demos/blackhole.html +28 -0
  14. package/demos/blob.html +35 -0
  15. package/demos/demos.css +289 -0
  16. package/demos/easing.html +28 -0
  17. package/demos/events.html +195 -0
  18. package/demos/fluent.html +647 -0
  19. package/demos/fractals.html +36 -0
  20. package/demos/genart.html +26 -0
  21. package/demos/gendream.html +26 -0
  22. package/demos/group.html +36 -0
  23. package/demos/home.html +587 -0
  24. package/demos/index.html +364 -0
  25. package/demos/isometric.html +34 -0
  26. package/demos/js/animations.js +452 -0
  27. package/demos/js/basic.js +204 -0
  28. package/demos/js/baskara.js +751 -0
  29. package/demos/js/bezier.js +692 -0
  30. package/demos/js/beziersignature.js +241 -0
  31. package/demos/js/blackhole/accretiondisk.obj.js +379 -0
  32. package/demos/js/blackhole/blackhole.obj.js +318 -0
  33. package/demos/js/blackhole/index.js +409 -0
  34. package/demos/js/blackhole/particle.js +56 -0
  35. package/demos/js/blackhole/starfield.obj.js +218 -0
  36. package/demos/js/blob.js +2263 -0
  37. package/demos/js/easing.js +477 -0
  38. package/demos/js/fluent.js +183 -0
  39. package/demos/js/fractals.js +931 -0
  40. package/demos/js/fractalworker.js +93 -0
  41. package/demos/js/genart.js +268 -0
  42. package/demos/js/gendream.js +209 -0
  43. package/demos/js/group.js +140 -0
  44. package/demos/js/info-toggle.js +25 -0
  45. package/demos/js/isometric.js +863 -0
  46. package/demos/js/kerr.js +1556 -0
  47. package/demos/js/lavalamp.js +590 -0
  48. package/demos/js/layout.js +354 -0
  49. package/demos/js/mondrian.js +285 -0
  50. package/demos/js/opacity.js +275 -0
  51. package/demos/js/painter.js +484 -0
  52. package/demos/js/particles-showcase.js +514 -0
  53. package/demos/js/particles.js +299 -0
  54. package/demos/js/patterns.js +397 -0
  55. package/demos/js/penrose/artifact.js +69 -0
  56. package/demos/js/penrose/blackhole.js +121 -0
  57. package/demos/js/penrose/constants.js +73 -0
  58. package/demos/js/penrose/game.js +943 -0
  59. package/demos/js/penrose/lore.js +278 -0
  60. package/demos/js/penrose/penrosescene.js +892 -0
  61. package/demos/js/penrose/ship.js +216 -0
  62. package/demos/js/penrose/sounds.js +211 -0
  63. package/demos/js/penrose/voidparticle.js +55 -0
  64. package/demos/js/penrose/voidscene.js +258 -0
  65. package/demos/js/penrose/voidship.js +144 -0
  66. package/demos/js/penrose/wormhole.js +46 -0
  67. package/demos/js/pipeline.js +555 -0
  68. package/demos/js/scene.js +304 -0
  69. package/demos/js/scenes.js +320 -0
  70. package/demos/js/schrodinger.js +410 -0
  71. package/demos/js/schwarzschild.js +1023 -0
  72. package/demos/js/shapes.js +628 -0
  73. package/demos/js/space/alien.js +171 -0
  74. package/demos/js/space/boom.js +98 -0
  75. package/demos/js/space/boss.js +353 -0
  76. package/demos/js/space/buff.js +73 -0
  77. package/demos/js/space/bullet.js +102 -0
  78. package/demos/js/space/constants.js +85 -0
  79. package/demos/js/space/game.js +1884 -0
  80. package/demos/js/space/hud.js +112 -0
  81. package/demos/js/space/laserbeam.js +179 -0
  82. package/demos/js/space/lightning.js +277 -0
  83. package/demos/js/space/minion.js +192 -0
  84. package/demos/js/space/missile.js +212 -0
  85. package/demos/js/space/player.js +430 -0
  86. package/demos/js/space/powerup.js +90 -0
  87. package/demos/js/space/starfield.js +58 -0
  88. package/demos/js/space/starpower.js +90 -0
  89. package/demos/js/spacetime.js +559 -0
  90. package/demos/js/svgtween.js +204 -0
  91. package/demos/js/tde/accretiondisk.js +418 -0
  92. package/demos/js/tde/blackhole.js +219 -0
  93. package/demos/js/tde/blackholescene.js +209 -0
  94. package/demos/js/tde/config.js +59 -0
  95. package/demos/js/tde/index.js +695 -0
  96. package/demos/js/tde/jets.js +290 -0
  97. package/demos/js/tde/lensedstarfield.js +147 -0
  98. package/demos/js/tde/tdestar.js +317 -0
  99. package/demos/js/tde/tidalstream.js +356 -0
  100. package/demos/js/tde_old/blackhole.obj.js +354 -0
  101. package/demos/js/tde_old/debris.obj.js +791 -0
  102. package/demos/js/tde_old/flare.obj.js +239 -0
  103. package/demos/js/tde_old/index.js +448 -0
  104. package/demos/js/tde_old/star.obj.js +812 -0
  105. package/demos/js/tiles.js +312 -0
  106. package/demos/js/tweendemo.js +79 -0
  107. package/demos/js/visibility.js +102 -0
  108. package/demos/kerr.html +28 -0
  109. package/demos/lavalamp.html +27 -0
  110. package/demos/layouts.html +37 -0
  111. package/demos/logo.svg +4 -0
  112. package/demos/loop.html +84 -0
  113. package/demos/mondrian.html +32 -0
  114. package/demos/og_image.png +0 -0
  115. package/demos/opacity.html +36 -0
  116. package/demos/painter.html +39 -0
  117. package/demos/particles-showcase.html +28 -0
  118. package/demos/particles.html +24 -0
  119. package/demos/patterns.html +33 -0
  120. package/demos/penrose-game.html +31 -0
  121. package/demos/pipeline.html +737 -0
  122. package/demos/scene.html +33 -0
  123. package/demos/scenes.html +96 -0
  124. package/demos/schrodinger.html +27 -0
  125. package/demos/schwarzschild.html +27 -0
  126. package/demos/shapes.html +16 -0
  127. package/demos/space.html +85 -0
  128. package/demos/spacetime.html +27 -0
  129. package/demos/svgtween.html +29 -0
  130. package/demos/tde.html +28 -0
  131. package/demos/tiles.html +28 -0
  132. package/demos/transforms.html +400 -0
  133. package/demos/tween.html +45 -0
  134. package/demos/visibility.html +33 -0
  135. package/disk_example.png +0 -0
  136. package/docs/README.md +222 -0
  137. package/docs/concepts/architecture-overview.md +204 -0
  138. package/docs/concepts/lifecycle.md +255 -0
  139. package/docs/concepts/rendering-pipeline.md +279 -0
  140. package/docs/concepts/tde-zorder.md +106 -0
  141. package/docs/concepts/two-layer-architecture.md +229 -0
  142. package/docs/getting-started/first-game.md +354 -0
  143. package/docs/getting-started/hello-world.md +269 -0
  144. package/docs/getting-started/installation.md +157 -0
  145. package/docs/modules/collision/README.md +453 -0
  146. package/docs/modules/fluent/README.md +1075 -0
  147. package/docs/modules/game/README.md +303 -0
  148. package/docs/modules/isometric-camera.md +210 -0
  149. package/docs/modules/isometric.md +275 -0
  150. package/docs/modules/painter/README.md +328 -0
  151. package/docs/modules/particle/README.md +559 -0
  152. package/docs/modules/shapes/README.md +221 -0
  153. package/docs/modules/shapes/base/euclidian.md +123 -0
  154. package/docs/modules/shapes/base/geometry2d.md +204 -0
  155. package/docs/modules/shapes/base/renderable.md +215 -0
  156. package/docs/modules/shapes/base/shape.md +262 -0
  157. package/docs/modules/shapes/base/transformable.md +243 -0
  158. package/docs/modules/shapes/hierarchy.md +218 -0
  159. package/docs/modules/state/README.md +577 -0
  160. package/docs/modules/util/README.md +99 -0
  161. package/docs/modules/util/camera3d.md +412 -0
  162. package/docs/modules/util/scene3d.md +395 -0
  163. package/index.html +17 -0
  164. package/jsdoc.json +50 -0
  165. package/package.json +55 -0
  166. package/readme.md +599 -0
  167. package/scripts/build-demo.js +69 -0
  168. package/scripts/bundle4llm.js +276 -0
  169. package/scripts/clearconsole.js +48 -0
  170. package/src/collision/collision-system.js +332 -0
  171. package/src/collision/collision.js +303 -0
  172. package/src/collision/index.js +10 -0
  173. package/src/fluent/fluent-game.js +430 -0
  174. package/src/fluent/fluent-go.js +1060 -0
  175. package/src/fluent/fluent-layer.js +152 -0
  176. package/src/fluent/fluent-scene.js +291 -0
  177. package/src/fluent/index.js +98 -0
  178. package/src/fluent/sketch.js +380 -0
  179. package/src/game/game.js +467 -0
  180. package/src/game/index.js +49 -0
  181. package/src/game/objects/go.js +220 -0
  182. package/src/game/objects/imagego.js +30 -0
  183. package/src/game/objects/index.js +54 -0
  184. package/src/game/objects/isometric-scene.js +260 -0
  185. package/src/game/objects/layoutscene.js +549 -0
  186. package/src/game/objects/scene.js +175 -0
  187. package/src/game/objects/scene3d.js +118 -0
  188. package/src/game/objects/text.js +221 -0
  189. package/src/game/objects/wrapper.js +232 -0
  190. package/src/game/pipeline.js +243 -0
  191. package/src/game/ui/button.js +396 -0
  192. package/src/game/ui/cursor.js +93 -0
  193. package/src/game/ui/fps.js +91 -0
  194. package/src/game/ui/index.js +5 -0
  195. package/src/game/ui/togglebutton.js +93 -0
  196. package/src/game/ui/tooltip.js +249 -0
  197. package/src/index.js +25 -0
  198. package/src/io/events.js +20 -0
  199. package/src/io/index.js +86 -0
  200. package/src/io/input.js +70 -0
  201. package/src/io/keys.js +152 -0
  202. package/src/io/mouse.js +61 -0
  203. package/src/io/touch.js +39 -0
  204. package/src/logger/debugtab.js +138 -0
  205. package/src/logger/index.js +3 -0
  206. package/src/logger/loggable.js +47 -0
  207. package/src/logger/logger.js +113 -0
  208. package/src/math/complex.js +37 -0
  209. package/src/math/constants.js +1 -0
  210. package/src/math/fractal.js +1271 -0
  211. package/src/math/gr.js +201 -0
  212. package/src/math/heat.js +202 -0
  213. package/src/math/index.js +12 -0
  214. package/src/math/noise.js +433 -0
  215. package/src/math/orbital.js +191 -0
  216. package/src/math/patterns.js +1339 -0
  217. package/src/math/penrose.js +259 -0
  218. package/src/math/quantum.js +115 -0
  219. package/src/math/random.js +195 -0
  220. package/src/math/tensor.js +1009 -0
  221. package/src/mixins/anchor.js +131 -0
  222. package/src/mixins/draggable.js +72 -0
  223. package/src/mixins/index.js +2 -0
  224. package/src/motion/bezier.js +132 -0
  225. package/src/motion/bounce.js +58 -0
  226. package/src/motion/easing.js +349 -0
  227. package/src/motion/float.js +130 -0
  228. package/src/motion/follow.js +125 -0
  229. package/src/motion/hop.js +52 -0
  230. package/src/motion/index.js +82 -0
  231. package/src/motion/motion.js +1124 -0
  232. package/src/motion/orbit.js +49 -0
  233. package/src/motion/oscillate.js +39 -0
  234. package/src/motion/parabolic.js +141 -0
  235. package/src/motion/patrol.js +147 -0
  236. package/src/motion/pendulum.js +48 -0
  237. package/src/motion/pulse.js +88 -0
  238. package/src/motion/shake.js +83 -0
  239. package/src/motion/spiral.js +144 -0
  240. package/src/motion/spring.js +150 -0
  241. package/src/motion/swing.js +47 -0
  242. package/src/motion/tween.js +92 -0
  243. package/src/motion/tweenetik.js +139 -0
  244. package/src/motion/waypoint.js +210 -0
  245. package/src/painter/index.js +8 -0
  246. package/src/painter/painter.colors.js +331 -0
  247. package/src/painter/painter.effects.js +230 -0
  248. package/src/painter/painter.img.js +229 -0
  249. package/src/painter/painter.js +295 -0
  250. package/src/painter/painter.lines.js +189 -0
  251. package/src/painter/painter.opacity.js +41 -0
  252. package/src/painter/painter.shapes.js +277 -0
  253. package/src/painter/painter.text.js +273 -0
  254. package/src/particle/emitter.js +124 -0
  255. package/src/particle/index.js +11 -0
  256. package/src/particle/particle-system.js +322 -0
  257. package/src/particle/particle.js +71 -0
  258. package/src/particle/updaters.js +170 -0
  259. package/src/shapes/arc.js +43 -0
  260. package/src/shapes/arrow.js +33 -0
  261. package/src/shapes/bezier.js +42 -0
  262. package/src/shapes/circle.js +62 -0
  263. package/src/shapes/clouds.js +56 -0
  264. package/src/shapes/cone.js +219 -0
  265. package/src/shapes/cross.js +70 -0
  266. package/src/shapes/cube.js +244 -0
  267. package/src/shapes/cylinder.js +254 -0
  268. package/src/shapes/diamond.js +48 -0
  269. package/src/shapes/euclidian.js +111 -0
  270. package/src/shapes/figure.js +115 -0
  271. package/src/shapes/geometry.js +220 -0
  272. package/src/shapes/group.js +375 -0
  273. package/src/shapes/heart.js +42 -0
  274. package/src/shapes/hexagon.js +26 -0
  275. package/src/shapes/image.js +192 -0
  276. package/src/shapes/index.js +111 -0
  277. package/src/shapes/line.js +29 -0
  278. package/src/shapes/pattern.js +90 -0
  279. package/src/shapes/pin.js +44 -0
  280. package/src/shapes/poly.js +31 -0
  281. package/src/shapes/prism.js +226 -0
  282. package/src/shapes/rect.js +35 -0
  283. package/src/shapes/renderable.js +333 -0
  284. package/src/shapes/ring.js +26 -0
  285. package/src/shapes/roundrect.js +95 -0
  286. package/src/shapes/shape.js +117 -0
  287. package/src/shapes/slice.js +26 -0
  288. package/src/shapes/sphere.js +314 -0
  289. package/src/shapes/sphere3d.js +537 -0
  290. package/src/shapes/square.js +15 -0
  291. package/src/shapes/star.js +99 -0
  292. package/src/shapes/svg.js +408 -0
  293. package/src/shapes/text.js +553 -0
  294. package/src/shapes/traceable.js +83 -0
  295. package/src/shapes/transform.js +357 -0
  296. package/src/shapes/transformable.js +172 -0
  297. package/src/shapes/triangle.js +26 -0
  298. package/src/sound/index.js +17 -0
  299. package/src/sound/sound.js +473 -0
  300. package/src/sound/synth.analyzer.js +149 -0
  301. package/src/sound/synth.effects.js +207 -0
  302. package/src/sound/synth.envelope.js +59 -0
  303. package/src/sound/synth.js +229 -0
  304. package/src/sound/synth.musical.js +160 -0
  305. package/src/sound/synth.noise.js +85 -0
  306. package/src/sound/synth.oscillators.js +293 -0
  307. package/src/state/index.js +10 -0
  308. package/src/state/state-machine.js +371 -0
  309. package/src/util/camera3d.js +438 -0
  310. package/src/util/index.js +6 -0
  311. package/src/util/isometric-camera.js +235 -0
  312. package/src/util/layout.js +317 -0
  313. package/src/util/position.js +147 -0
  314. package/src/util/tasks.js +47 -0
  315. package/src/util/zindex.js +287 -0
  316. package/src/webgl/index.js +9 -0
  317. package/src/webgl/shaders/sphere-shaders.js +994 -0
  318. package/src/webgl/webgl-renderer.js +388 -0
  319. package/tde.png +0 -0
  320. package/test/math/orbital.test.js +61 -0
  321. package/test/math/tensor.test.js +114 -0
  322. package/test/particle/emitter.test.js +204 -0
  323. package/test/particle/particle-system.test.js +310 -0
  324. package/test/particle/particle.test.js +116 -0
  325. package/test/particle/updaters.test.js +386 -0
  326. package/test/setup.js +120 -0
  327. package/test/shapes/euclidian.test.js +44 -0
  328. package/test/shapes/geometry.test.js +86 -0
  329. package/test/shapes/group.test.js +86 -0
  330. package/test/shapes/rectangle.test.js +64 -0
  331. package/test/shapes/transform.test.js +379 -0
  332. package/test/util/camera3d.test.js +428 -0
  333. package/test/util/scene3d.test.js +352 -0
  334. package/types/collision.d.ts +249 -0
  335. package/types/common.d.ts +155 -0
  336. package/types/game.d.ts +497 -0
  337. package/types/index.d.ts +309 -0
  338. package/types/io.d.ts +188 -0
  339. package/types/logger.d.ts +127 -0
  340. package/types/math.d.ts +268 -0
  341. package/types/mixins.d.ts +92 -0
  342. package/types/motion.d.ts +678 -0
  343. package/types/painter.d.ts +378 -0
  344. package/types/shapes.d.ts +864 -0
  345. package/types/sound.d.ts +672 -0
  346. package/types/state.d.ts +251 -0
  347. package/types/util.d.ts +253 -0
  348. package/vite.config.js +50 -0
  349. package/vitest.config.js +13 -0
@@ -0,0 +1,93 @@
1
+ /**
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+ * Worker for the fractal demo.
3
+ */
4
+
5
+ /**
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+ * Handle messages from the main thread.
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+ * @param {MessageEvent} e - The message event.
8
+ */
9
+ self.onmessage = function (e) {
10
+ if (e.data.taskName === "generateFractal") {
11
+ //console.time("generateFractal");
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+ const { width, height } = e.data.params;
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+ //console.log("fractalworker", e.data.params);
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+ // Generate the raw fractal data
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+ const rawData = generateFractalData(width, height, e.data.params.fractalFunction, e.data.params.args);
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+ //console.log("rawData", e.data.params.args);
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+ // Create and fill the image data
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+ const imageData = new ImageData(width, height);
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+ // Apply color scheme
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+ const coloredData = applyColorScheme(rawData, imageData, e.data.params.colorFunction, e.data.params.colorArgs);
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+ //console.log("coloredData", coloredData);
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+ // Send back the completed image data using the format TaskManager expects
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+ self.postMessage(
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+ {
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+ taskId: e.data.taskId, // Include the taskId
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+ status: 'complete', // Use 'complete' status
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+ result: { // Put the data inside 'result'
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+ image: coloredData,
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+ settings: e.data.params
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+ }
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+ },
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+ [coloredData.data.buffer]
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+ );
34
+ //console.timeEnd("generateFractal");
35
+ }
36
+ };
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+
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+ /**
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+ * Generate the raw fractal data.
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+ * @param {number} width - The width of the fractal.
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+ * @param {number} height - The height of the fractal.
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+ * @param {string} fractalFunction - The fractal function.
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+ * @param {Array} fractalArgs - The arguments for the fractal function.
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+ * @returns {Array} The raw fractal data.
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+ */
46
+ function generateFractalData(width, height, fractalFunction, fractalArgs) {
47
+ try {
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+ // For class methods, we need to convert to a standalone function
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+ // This extracts just the function part without the name
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+ const functionStr = fractalFunction.replace(/^[^(]+/, "function");
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+ // Create the function from the string
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+ const f = new Function("return (" + functionStr + ")")();
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+ // Execute the function with our parameters
54
+ return f(width, height, ...fractalArgs);
55
+ } catch (error) {
56
+ console.error("Error evaluating fractal function:", error);
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+ console.log("Function string:", fractalFunction);
58
+ throw error;
59
+ }
60
+ }
61
+
62
+ function applyColorScheme(rawData, imageData, colorFunction, colorArgs) {
63
+ try {
64
+ const functionStr = colorFunction.replace(/^[^(]+/, "function");
65
+
66
+ // Create the function from the string
67
+ const f = new Function("return (" + functionStr + ")")();
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+ // Execute the function with our parameters
69
+ return f(rawData, imageData, ...colorArgs, hslToRgb);
70
+ } catch (error) {
71
+ console.error("Error evaluating color function:", error);
72
+ console.log("Function string:", colorFunction);
73
+ throw error;
74
+ }
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+ }
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+
77
+ // Copied from Painter.colors for convenience.
78
+ function hslToRgb(h, s, l) {
79
+ const c = (1 - Math.abs(2 * l - 1)) * s;
80
+ const hPrime = h / 60;
81
+ const x = c * (1 - Math.abs((hPrime % 2) - 1));
82
+ let [r, g, b] = [0, 0, 0];
83
+
84
+ if (hPrime >= 0 && hPrime < 1) [r, g, b] = [c, x, 0];
85
+ else if (hPrime >= 1 && hPrime < 2) [r, g, b] = [x, c, 0];
86
+ else if (hPrime >= 2 && hPrime < 3) [r, g, b] = [0, c, x];
87
+ else if (hPrime >= 3 && hPrime < 4) [r, g, b] = [0, x, c];
88
+ else if (hPrime >= 4 && hPrime < 5) [r, g, b] = [x, 0, c];
89
+ else if (hPrime >= 5 && hPrime < 6) [r, g, b] = [c, 0, x];
90
+
91
+ const m = l - c / 2;
92
+ return [(r + m) * 255, (g + m) * 255, (b + m) * 255];
93
+ }
@@ -0,0 +1,268 @@
1
+ /**
2
+ * Hypnotic Mandala - Generative Art Demo
3
+ *
4
+ * A trippy, psychedelic mandala using the gcanvas fluent API.
5
+ * Features:
6
+ * - Concentric rings of shapes rotating at different speeds
7
+ * - HSL color cycling based on time and position
8
+ * - Pulsing and breathing effects
9
+ * - Responsive scaling for mobile
10
+ * - 3D rotation with inertia (drag to rotate!)
11
+ */
12
+
13
+ import { gcanvas, Camera3D } from '../../src/index.js';
14
+
15
+ // Configuration - base values at 800px reference size
16
+ const CONFIG = {
17
+ referenceSize: 800, // Design reference size
18
+ minScale: 0.4, // Minimum scale on small screens
19
+ rings: 6,
20
+ shapesPerRing: [8, 12, 16, 20, 24, 32],
21
+ baseRadius: 50,
22
+ ringSpacing: 45,
23
+ rotationSpeeds: [0.8, -0.6, 0.5, -0.4, 0.3, -0.2],
24
+ pulseAmplitudes: [0.12, 0.1, 0.08, 0.06, 0.05, 0.04],
25
+ colorOffsets: [0, 60, 120, 180, 240, 300],
26
+ };
27
+
28
+ // Calculate scale factor based on screen size
29
+ function getScaleFactor(width, height) {
30
+ const minDimension = Math.min(width, height);
31
+ const scale = minDimension / CONFIG.referenceSize;
32
+ return Math.max(CONFIG.minScale, Math.min(1.2, scale));
33
+ }
34
+
35
+ // Shape factory functions
36
+ const shapeTypes = ['circle', 'star', 'triangle', 'hexagon', 'diamond', 'ring'];
37
+
38
+ function getShapeConfig(ringIndex, shapeIndex) {
39
+ const type = shapeTypes[ringIndex % shapeTypes.length];
40
+ const baseSize = 12 - ringIndex;
41
+
42
+ switch (type) {
43
+ case 'circle':
44
+ return { method: 'circle', opts: { radius: baseSize } };
45
+ case 'star':
46
+ return { method: 'star', opts: { radius: baseSize, points: 5 + (ringIndex % 3), inset: 0.5 } };
47
+ case 'triangle':
48
+ return { method: 'triangle', opts: { size: baseSize * 1.8 } };
49
+ case 'hexagon':
50
+ return { method: 'hexagon', opts: { radius: baseSize } };
51
+ case 'diamond':
52
+ return { method: 'diamond', opts: { width: baseSize, height: baseSize * 1.5 } };
53
+ case 'ring':
54
+ return { method: 'ring', opts: { innerRadius: baseSize * 0.5, outerRadius: baseSize } };
55
+ default:
56
+ return { method: 'circle', opts: { radius: baseSize } };
57
+ }
58
+ }
59
+
60
+ // Initialize the mandala
61
+ window.addEventListener('load', () => {
62
+ const canvas = document.getElementById('game');
63
+ if (!canvas) return;
64
+
65
+ const game = gcanvas({ canvas, bg: '#0a0a0f', fluid: true });
66
+ const scene = game.scene('mandala');
67
+
68
+ // Create 3D camera with inertia for interactive rotation
69
+ const camera = new Camera3D({
70
+ rotationX: 0, // Start flat
71
+ rotationY: 0,
72
+ perspective: 600,
73
+ sensitivity: 0.008,
74
+ inertia: true,
75
+ friction: 0.96, // Higher = more drift before stopping
76
+ velocityScale: 2.5, // More momentum on fast flicks
77
+ autoRotate: false, // No auto-rotation - stays where user leaves it
78
+ clampX: false, // Free rotation in all directions
79
+ });
80
+
81
+ // Enable mouse/touch drag to rotate
82
+ camera.enableMouseControl(canvas);
83
+
84
+ // Store shape references for animation
85
+ const allShapes = [];
86
+
87
+ // Create center piece - a pulsing core (position will be updated dynamically)
88
+ scene.go({ x: 0, y: 0, name: 'core' })
89
+ .star({ radius: 25, points: 8, inset: 0.6, fill: '#fff' });
90
+ allShapes.push({ name: 'core', ring: -1, index: 0 });
91
+
92
+ // Create concentric rings
93
+ for (let ring = 0; ring < CONFIG.rings; ring++) {
94
+ const shapesInRing = CONFIG.shapesPerRing[ring];
95
+ const ringRadius = CONFIG.baseRadius + ring * CONFIG.ringSpacing;
96
+
97
+ for (let i = 0; i < shapesInRing; i++) {
98
+ const angle = (i / shapesInRing) * Math.PI * 2;
99
+ const name = `r${ring}_s${i}`;
100
+
101
+ const shapeConfig = getShapeConfig(ring, i);
102
+ const goBuilder = scene.go({ x: 0, y: 0, name });
103
+
104
+ // Apply the shape with initial color
105
+ const hue = (ring * 60 + i * (360 / shapesInRing)) % 360;
106
+ goBuilder[shapeConfig.method]({
107
+ ...shapeConfig.opts,
108
+ fill: `hsl(${hue}, 80%, 60%)`
109
+ });
110
+
111
+ allShapes.push({
112
+ name,
113
+ ring,
114
+ index: i,
115
+ baseAngle: angle,
116
+ ringRadius,
117
+ shapeConfig
118
+ });
119
+ }
120
+ }
121
+
122
+ // Create outer particle ring
123
+ const particleCount = 48;
124
+ const particleRadius = CONFIG.baseRadius + CONFIG.rings * CONFIG.ringSpacing + 40;
125
+
126
+ for (let i = 0; i < particleCount; i++) {
127
+ const angle = (i / particleCount) * Math.PI * 2;
128
+ const name = `particle_${i}`;
129
+
130
+ scene.go({ x: 0, y: 0, name })
131
+ .circle({ radius: 3, fill: '#fff' });
132
+
133
+ allShapes.push({
134
+ name,
135
+ ring: CONFIG.rings,
136
+ index: i,
137
+ baseAngle: angle,
138
+ ringRadius: particleRadius,
139
+ isParticle: true
140
+ });
141
+ }
142
+
143
+ // Animation update loop
144
+ let time = 0;
145
+
146
+ // Get reference to underlying game for live dimensions
147
+ const gameInstance = game.game;
148
+
149
+ // Override clear for trail effect (like particles.js)
150
+ gameInstance.clear = function() {
151
+ this.ctx.fillStyle = 'rgba(10, 10, 15, 0.15)';
152
+ this.ctx.fillRect(0, 0, this.width, this.height);
153
+ };
154
+
155
+ game.on('update', (dt, ctx) => {
156
+ time += dt;
157
+
158
+ // Update camera (handles inertia and auto-rotation)
159
+ camera.update(dt);
160
+
161
+ // Get dynamic center and scale based on LIVE canvas size
162
+ const cx = gameInstance.width / 2;
163
+ const cy = gameInstance.height / 2;
164
+ const scaleFactor = getScaleFactor(gameInstance.width, gameInstance.height);
165
+
166
+ // Animate core - project through 3D camera
167
+ const core = ctx.refs.core;
168
+ if (core) {
169
+ // Core at the tip of the cone (closest), with breathing pulse
170
+ const coreZ = Math.sin(time * 2) * 40 - 150; // Oscillates at the front tip
171
+ const projected = camera.project(0, 0, coreZ);
172
+ core.x = cx + projected.x;
173
+ core.y = cy + projected.y;
174
+ const coreScale = (1 + Math.sin(time * 4) * 0.25) * scaleFactor * projected.scale;
175
+ core.scaleX = coreScale;
176
+ core.scaleY = coreScale;
177
+ core.rotation = time * 1.5;
178
+
179
+ // Update core color
180
+ if (core._fluentShape) {
181
+ const coreHue = (time * 100) % 360;
182
+ core._fluentShape.color = `hsl(${coreHue}, 100%, 70%)`;
183
+ }
184
+ }
185
+
186
+ // Animate each ring with 3D projection
187
+ for (const shape of allShapes) {
188
+ if (shape.ring < 0) continue; // Skip core
189
+
190
+ const go = ctx.refs[shape.name];
191
+ if (!go) continue;
192
+
193
+ if (shape.isParticle) {
194
+ // Particle animation - orbit and twinkle
195
+ const particleSpeed = 0.15;
196
+ const newAngle = shape.baseAngle + time * particleSpeed;
197
+ const wobble = Math.sin(time * 2 + shape.index * 0.3) * 8 * scaleFactor;
198
+ const scaledRadius = shape.ringRadius * scaleFactor;
199
+
200
+ // Calculate 2D position on the mandala plane
201
+ const localX = Math.cos(newAngle) * (scaledRadius + wobble);
202
+ const localY = Math.sin(newAngle) * (scaledRadius + wobble);
203
+
204
+ // Project through 3D camera (particles at base of cone, furthest back)
205
+ const projected = camera.project(localX, localY, 300);
206
+ go.x = cx + projected.x;
207
+ go.y = cy + projected.y;
208
+
209
+ // Scale particle size with perspective
210
+ go.scaleX = scaleFactor * projected.scale;
211
+ go.scaleY = scaleFactor * projected.scale;
212
+
213
+ // Twinkle effect
214
+ const alpha = 0.4 + Math.abs(Math.sin(time * 8 + shape.index * 0.3)) * 0.6;
215
+ if (go._fluentShape) {
216
+ go._fluentShape.opacity = alpha;
217
+ }
218
+ } else {
219
+ // Ring shape animation
220
+ const ringIndex = shape.ring;
221
+ const rotationSpeed = CONFIG.rotationSpeeds[ringIndex];
222
+ const pulseAmp = CONFIG.pulseAmplitudes[ringIndex];
223
+
224
+ // Rotate around center - smooth continuous rotation
225
+ const newAngle = shape.baseAngle + time * rotationSpeed;
226
+
227
+ // Gentle breathing effect on radius (scaled)
228
+ const breathPhase = time * 0.8 + ringIndex * 0.5;
229
+ const scaledRadius = shape.ringRadius * scaleFactor;
230
+ const breathRadius = scaledRadius + Math.sin(breathPhase) * 8 * scaleFactor;
231
+
232
+ // Calculate 2D position on the mandala plane
233
+ const localX = Math.cos(newAngle) * breathRadius;
234
+ const localY = Math.sin(newAngle) * breathRadius;
235
+
236
+ // Project through 3D camera - CONE shape: inner rings close, outer rings far
237
+ const ringDepth = ringIndex * 60 - 50; // Ring 0 at -50, Ring 5 at 250
238
+ const projected = camera.project(localX, localY, ringDepth);
239
+ go.x = cx + projected.x;
240
+ go.y = cy + projected.y;
241
+
242
+ // Smooth pulse scale with perspective
243
+ const pulsePhase = time * 2 + ringIndex * 0.3;
244
+ const scale = (1 + Math.sin(pulsePhase) * pulseAmp) * scaleFactor * projected.scale;
245
+ go.scaleX = scale;
246
+ go.scaleY = scale;
247
+
248
+ // Rotate individual shapes - smooth spin
249
+ go.rotation = time * (ringIndex % 2 === 0 ? 2 : -2);
250
+
251
+ // Color cycling - psychedelic HSL animation
252
+ if (go._fluentShape) {
253
+ const baseHue = CONFIG.colorOffsets[ringIndex];
254
+ const hueShift = time * 60; // Faster color rotation
255
+ const positionHue = shape.index * (360 / CONFIG.shapesPerRing[ringIndex]);
256
+
257
+ const finalHue = (baseHue + hueShift + positionHue) % 360;
258
+ const saturation = 85;
259
+ const lightness = 55 + Math.sin(time * 3 + ringIndex) * 10;
260
+
261
+ go._fluentShape.color = `hsl(${finalHue}, ${saturation}%, ${lightness}%)`;
262
+ }
263
+ }
264
+ }
265
+ });
266
+
267
+ game.start();
268
+ });
@@ -0,0 +1,209 @@
1
+ /**
2
+ * Fractal Plasma - Generative Art Demo
3
+ *
4
+ * Animated plasma effect using Fractals.applyColorScheme()
5
+ * for trippy color palettes. Fast single-image rendering.
6
+ */
7
+
8
+ import { Game, ImageGo, Painter } from '../../src/index.js';
9
+ import { Fractals } from '../../src/math/fractal.js';
10
+
11
+ class PlasmaDemo extends Game {
12
+ constructor(canvas) {
13
+ super(canvas);
14
+ this.backgroundColor = '#000';
15
+ this.enableFluidSize();
16
+ }
17
+
18
+ init() {
19
+ super.init();
20
+
21
+ // Render at moderate res for balance of quality and performance
22
+ this.plasmaWidth = 512;
23
+ this.plasmaHeight = 512;
24
+
25
+ // Create plasma data buffer
26
+ this.plasmaData = new Uint8Array(this.plasmaWidth * this.plasmaHeight);
27
+
28
+ // Create ImageData for rendering
29
+ this.imageData = Painter.img.createImageData(this.plasmaWidth, this.plasmaHeight);
30
+
31
+ // Create ImageGo to display (fullscreen from top-left corner)
32
+ this.plasmaImage = new ImageGo(this, this.imageData, {
33
+ x: 0,
34
+ y: 0,
35
+ width: this.width,
36
+ height: this.height,
37
+ anchor: 'top-left',
38
+ });
39
+ this.pipeline.add(this.plasmaImage);
40
+
41
+ // Animation state
42
+ this.baseTime = 0; // Steady clock
43
+ this.time = 0; // Modulated time for fluid speed
44
+ this.colorSchemeIndex = 0;
45
+ // Only use schemes that animate well with hueShift
46
+ this.colorSchemes = ['electric', 'rainbow', 'historic', 'psychedelic', 'neon'];
47
+ this.currentScheme = this.colorSchemes[0];
48
+ this.schemeTime = 0;
49
+
50
+
51
+ // HSL to RGB helper (needed for some color schemes)
52
+ this.hslToRgb = (h, s, l) => {
53
+ h /= 360;
54
+ const a = s * Math.min(l, 1 - l);
55
+ const f = (n) => {
56
+ const k = (n + h * 12) % 12;
57
+ return l - a * Math.max(Math.min(k - 3, 9 - k, 1), -1);
58
+ };
59
+ return [Math.round(f(0) * 255), Math.round(f(8) * 255), Math.round(f(4) * 255)];
60
+ };
61
+ }
62
+
63
+ update(dt) {
64
+ super.update(dt);
65
+
66
+ this.baseTime += dt;
67
+ this.schemeTime += dt;
68
+
69
+ // Fluid speed modulation - breathing effect (slow -> fast -> slow)
70
+ // Speed varies from 0.3x to 1.7x in smooth waves
71
+ const speedMod = 1 + Math.sin(this.baseTime * 0.4) * 0.7;
72
+ this.time += dt * speedMod;
73
+
74
+ // Cycle color schemes every 5 seconds
75
+ if (this.schemeTime > 5) {
76
+ this.schemeTime = 0;
77
+ this.colorSchemeIndex = (this.colorSchemeIndex + 1) % this.colorSchemes.length;
78
+ this.currentScheme = this.colorSchemes[this.colorSchemeIndex];
79
+ }
80
+
81
+ // Generate animated plasma
82
+ this.generatePlasma();
83
+
84
+ // Apply color scheme (use custom for trippy ones, library for others)
85
+ if (this.currentScheme === 'psychedelic' || this.currentScheme === 'neon') {
86
+ this.applyCustomScheme(this.currentScheme, this.time * 50);
87
+ } else {
88
+ Fractals.applyColorScheme(
89
+ this.plasmaData,
90
+ this.imageData,
91
+ this.currentScheme,
92
+ 256, // iterations (for normalization)
93
+ this.time * 50, // hue shift for animation
94
+ this.hslToRgb
95
+ );
96
+ }
97
+
98
+ // Update the image
99
+ this.plasmaImage.shape.bitmap = this.imageData;
100
+
101
+ // Scale to fit screen (fullscreen from top-left)
102
+ this.plasmaImage.x = 0;
103
+ this.plasmaImage.y = 0;
104
+ this.plasmaImage.width = this.width;
105
+ this.plasmaImage.height = this.height;
106
+ }
107
+
108
+ applyCustomScheme(scheme, hueShift) {
109
+ const data = this.imageData.data;
110
+
111
+ for (let i = 0; i < this.plasmaData.length; i++) {
112
+ const v = this.plasmaData[i];
113
+ const idx = i * 4;
114
+
115
+ if (scheme === 'psychedelic') {
116
+ // Multi-frequency color cycling for maximum trippy effect
117
+ const h1 = (v * 2 + hueShift) % 360;
118
+ const h2 = (v * 3 + hueShift * 1.5) % 360;
119
+ const h3 = (v * 5 + hueShift * 0.7) % 360;
120
+
121
+ // Blend multiple hues
122
+ const [r1, g1, b1] = this.hslToRgb(h1, 1, 0.5);
123
+ const [r2, g2, b2] = this.hslToRgb(h2, 0.8, 0.6);
124
+ const [r3, g3, b3] = this.hslToRgb(h3, 0.9, 0.4);
125
+
126
+ // Mix based on value bands
127
+ const blend = Math.sin(v * 0.05 + hueShift * 0.01) * 0.5 + 0.5;
128
+ data[idx] = Math.floor(r1 * blend + r2 * (1 - blend));
129
+ data[idx + 1] = Math.floor(g1 * (1 - blend) + g3 * blend);
130
+ data[idx + 2] = Math.floor(b2 * blend + b3 * (1 - blend));
131
+ } else if (scheme === 'neon') {
132
+ // Bright neon colors on dark background
133
+ const phase = (v + hueShift) % 256;
134
+ const intensity = Math.sin(v * 0.1) * 0.5 + 0.5;
135
+
136
+ // Neon pink, cyan, green cycling
137
+ if (phase < 85) {
138
+ const t = phase / 85;
139
+ data[idx] = Math.floor(255 * intensity); // Pink/Magenta
140
+ data[idx + 1] = Math.floor(50 * t * intensity);
141
+ data[idx + 2] = Math.floor(255 * (1 - t * 0.5) * intensity);
142
+ } else if (phase < 170) {
143
+ const t = (phase - 85) / 85;
144
+ data[idx] = Math.floor(50 * (1 - t) * intensity);
145
+ data[idx + 1] = Math.floor(255 * intensity); // Cyan
146
+ data[idx + 2] = Math.floor(255 * intensity);
147
+ } else {
148
+ const t = (phase - 170) / 86;
149
+ data[idx] = Math.floor(50 * t * intensity);
150
+ data[idx + 1] = Math.floor(255 * (1 - t * 0.5) * intensity); // Green
151
+ data[idx + 2] = Math.floor(50 * intensity);
152
+ }
153
+ }
154
+ data[idx + 3] = 255;
155
+ }
156
+ }
157
+
158
+ generatePlasma() {
159
+ const w = this.plasmaWidth;
160
+ const h = this.plasmaHeight;
161
+ const t = this.time;
162
+
163
+ // Multiple overlapping sine waves create plasma effect
164
+ for (let y = 0; y < h; y++) {
165
+ for (let x = 0; x < w; x++) {
166
+ // Normalized coordinates
167
+ const nx = x / w;
168
+ const ny = y / h;
169
+
170
+ // Classic plasma formula with multiple sine waves
171
+ let value = 0;
172
+
173
+ // Wave 1: horizontal
174
+ value += Math.sin(nx * 10 + t * 2);
175
+
176
+ // Wave 2: vertical
177
+ value += Math.sin(ny * 10 + t * 1.5);
178
+
179
+ // Wave 3: diagonal
180
+ value += Math.sin((nx + ny) * 10 + t);
181
+
182
+ // Wave 4: radial from center
183
+ const cx = nx - 0.5;
184
+ const cy = ny - 0.5;
185
+ const dist = Math.sqrt(cx * cx + cy * cy);
186
+ value += Math.sin(dist * 20 - t * 3);
187
+
188
+ // Wave 5: spiral
189
+ const angle = Math.atan2(cy, cx);
190
+ value += Math.sin(angle * 5 + dist * 15 - t * 2);
191
+
192
+ // Wave 6: interference pattern
193
+ value += Math.sin(nx * 15 * Math.sin(t * 0.5) + ny * 15 * Math.cos(t * 0.5));
194
+
195
+ // Normalize to 0-255 range
196
+ // value is roughly -6 to +6, normalize to 0-255
197
+ const normalized = Math.floor(((value + 6) / 12) * 255);
198
+
199
+ this.plasmaData[y * w + x] = Math.max(0, Math.min(255, normalized));
200
+ }
201
+ }
202
+ }
203
+ }
204
+
205
+ window.addEventListener('load', () => {
206
+ const canvas = document.getElementById('game');
207
+ const demo = new PlasmaDemo(canvas);
208
+ demo.start();
209
+ });
@@ -0,0 +1,140 @@
1
+ import {
2
+ Game,
3
+ GameObject,
4
+ Group,
5
+ Rectangle,
6
+ Circle,
7
+ TextShape,
8
+ FPSCounter,
9
+ } from "../../src/index";
10
+
11
+ export class MyGame extends Game {
12
+ constructor(canvas) {
13
+ super(canvas);
14
+ this.enableFluidSize();
15
+ this.backgroundColor = "black";
16
+ }
17
+
18
+ update(dt) {
19
+ super.update(dt);
20
+ // Use transform API for positioning
21
+ this.groupDemo.transform.position(this.width / 2, this.height / 2);
22
+ this.pipeline.update(dt);
23
+ }
24
+
25
+ init() {
26
+ super.init();
27
+ this.groupDemo = new GroupDemo(this);
28
+ this.pipeline.add(this.groupDemo);
29
+ this.pipeline.add(
30
+ new FPSCounter(this, {
31
+ anchor: "bottom-right",
32
+ })
33
+ );
34
+ }
35
+ }
36
+
37
+ /**
38
+ * GroupDemo
39
+ *
40
+ * Demonstrates the Transform API with groups:
41
+ * - Group-wide rotation & scaling using transform.rotation() and transform.scale()
42
+ * - Child positioning using transform.position()
43
+ * - Batch operations using forEachTransform()
44
+ * - Circles arranged radially, color-shifting via HSL
45
+ */
46
+ export class GroupDemo extends GameObject {
47
+ constructor(game) {
48
+ super(game);
49
+ // Create a Group and set dimensions using Transform API
50
+ this.group = new Group({ debug: true });
51
+ this.group.transform.size(450, 450);
52
+
53
+ // 1) A central rectangle
54
+ const centerRect = new Rectangle({
55
+ width: 145,
56
+ height: 60,
57
+ color: "#222",
58
+ debug: true,
59
+ });
60
+ this.group.add(centerRect);
61
+
62
+ // 2) Some text in the middle
63
+ const centerText = new TextShape("Transform API Demo!", {
64
+ font: "18px sans-serif",
65
+ color: "#FFF",
66
+ align: "center",
67
+ baseline: "middle",
68
+ opacity: 0.5,
69
+ });
70
+ this.group.add(centerText);
71
+
72
+ // 3) Create a radial pattern of circles around the origin
73
+ this.circles = [];
74
+ this.circleCount = 20;
75
+ const circleRadius = 200;
76
+
77
+ for (let i = 0; i < this.circleCount; i++) {
78
+ const angle = (Math.PI * 2 * i) / this.circleCount;
79
+ const x = Math.cos(angle) * circleRadius;
80
+ const y = Math.sin(angle) * circleRadius;
81
+
82
+ const circle = new Circle(20, {
83
+ color: "#ff0",
84
+ stroke: "#FFF",
85
+ lineWidth: 2,
86
+ visible: true,
87
+ });
88
+
89
+ // Use Transform API to position the circle
90
+ circle.transform.position(x, y);
91
+
92
+ this.circles.push(circle);
93
+ this.group.add(circle);
94
+ }
95
+
96
+ // Initialize group transforms using the Transform API
97
+ this.group.transform
98
+ .rotation(0)
99
+ .scale(1);
100
+
101
+ this.elapsed = 0;
102
+ }
103
+
104
+ /**
105
+ * update(dt) - Animate using the Transform API:
106
+ * 1) Group rotation & scale using transform.rotation() and transform.scale()
107
+ * 2) Each circle's color via forEachTransform pattern
108
+ * 3) Circle visibility cycling
109
+ * @param {number} dt - Delta time in seconds.
110
+ */
111
+ update(dt) {
112
+ super.update(dt);
113
+ this.elapsed += dt;
114
+
115
+ // 1) Animate group using Transform API (fluent chaining)
116
+ const pulse = 0.5 * Math.sin(this.elapsed * 2);
117
+ this.group.transform
118
+ .rotation(this.elapsed * 24)
119
+ .scale(1 + pulse);
120
+
121
+ // 2) Animate each circle's color & visibility
122
+ const cycleSpeed = 0.1;
123
+ const flashIndex = Math.floor(this.elapsed / cycleSpeed) % this.circleCount;
124
+
125
+ this.circles.forEach((circle, i) => {
126
+ // Animate color
127
+ const hue = (this.elapsed * 50 + i * 40) % 360;
128
+ circle.color = `hsl(${hue}, 90%, 60%)`;
129
+ // One circle is invisible; all others remain visible
130
+ circle.visible = i !== flashIndex;
131
+ });
132
+
133
+ this.group.update(dt);
134
+ }
135
+
136
+ draw() {
137
+ this.logger.log("GroupDemo: render");
138
+ this.group.render();
139
+ }
140
+ }