@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
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  221. package/src/mixins/anchor.js +131 -0
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  228. package/src/motion/follow.js +125 -0
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  230. package/src/motion/index.js +82 -0
  231. package/src/motion/motion.js +1124 -0
  232. package/src/motion/orbit.js +49 -0
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  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
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  259. package/src/shapes/arc.js +43 -0
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  263. package/src/shapes/clouds.js +56 -0
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  265. package/src/shapes/cross.js +70 -0
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  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
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  273. package/src/shapes/heart.js +42 -0
  274. package/src/shapes/hexagon.js +26 -0
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  276. package/src/shapes/index.js +111 -0
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  317. package/src/webgl/shaders/sphere-shaders.js +994 -0
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  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 +1,192 @@
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+ import { GameObject, Motion } from "../../../src/index.js";
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+ import { Alien } from "./alien.js";
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+ import {
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+ ALIEN_WIDTH,
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+ ALIEN_HEIGHT,
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+ ALIEN_BULLET_SPEED,
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+ MINION_SCALE,
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+ MINION_FLOAT_RADIUS,
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+ MINION_FLOAT_SPEED,
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+ MINION_BASE_SHOOT_CHANCE,
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+ MINION_BASE_HEALTH,
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+ } from "./constants.js";
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+
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+ /**
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+ * BossMinion - smaller versions of the boss alien that float around and shoot
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+ * Uses Motion.float for patrol-like floating movement
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+ * Difficulty scales with minion type (matches boss type)
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+ */
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+ export class BossMinion extends GameObject {
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+ constructor(game, options = {}) {
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+ const width = ALIEN_WIDTH * MINION_SCALE;
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+ const height = ALIEN_HEIGHT * MINION_SCALE;
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+
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+ super(game, {
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+ width: width,
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+ height: height,
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+ ...options,
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+ });
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+
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+ // Type matches the boss type (0=squid, 1=crab, 2=octopus)
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+ this.minionType = options.minionType || 0;
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+
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+ // Scale difficulty based on minion type
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+ this.health = MINION_BASE_HEALTH + this.minionType; // 2, 3, 4
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+ this.shootChance = MINION_BASE_SHOOT_CHANCE * (1 + this.minionType * 0.5); // 0.006, 0.009, 0.012
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+ this.points = 50 * (this.minionType + 1); // 50, 100, 150
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+
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+ // Entry animation - fly to target position
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+ this.entering = true;
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+ this.entryProgress = 0;
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+ this.startX = options.startX || this.x;
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+ this.startY = options.startY || this.y;
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+ this.targetX = options.targetX || this.game.width / 2;
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+ this.targetY = options.targetY || 250;
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+
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+ // Float animation state
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+ this.floatTime = 0;
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+ this.floatState = null;
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+
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+ // Attack state
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+ this.animTime = 0;
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+ this.hitFlashTime = 0;
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+ this.isFlashing = false;
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+
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+ // Reference to boss (for notifying when destroyed)
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+ this.boss = options.boss || null;
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+
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+ // Create shape using composition - same as Boss but smaller
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+ this.shape = this.createShape();
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+ }
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+
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+ createShape() {
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+ // Map minion type to the appropriate alien row (must match Boss rowMapping!)
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+ // Type 0 = Squid (pink) -> row 0
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+ // Type 1 = Octopus (green) -> row 3
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+ // Type 2 = Crab (cyan) -> row 1
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+ const rowMapping = [0, 3, 1];
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+ const alienRow = rowMapping[this.minionType] ?? 3;
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+
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+ // Create a temporary alien to get its shape
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+ const tempAlien = new Alien(this.game, { row: alienRow });
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+ const shape = tempAlien.shape;
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+
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+ // Apply scale transform to make it MINION_SCALE times the size
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+ shape.transform.scale(MINION_SCALE);
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+
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+ return shape;
78
+ }
79
+
80
+ update(dt) {
81
+ super.update(dt);
82
+ this.animTime += dt;
83
+
84
+ // Entry animation - fly to target position
85
+ if (this.entering) {
86
+ this.entryProgress += dt * 2; // 0.5 seconds to reach target
87
+ if (this.entryProgress >= 1) {
88
+ this.entryProgress = 1;
89
+ this.entering = false;
90
+ // Set position exactly at target for float center
91
+ this.x = this.targetX;
92
+ this.y = this.targetY;
93
+ } else {
94
+ // Ease out cubic interpolation
95
+ const eased = 1 - Math.pow(1 - this.entryProgress, 3);
96
+ this.x = this.startX + (this.targetX - this.startX) * eased;
97
+ this.y = this.startY + (this.targetY - this.startY) * eased;
98
+ }
99
+ return; // Don't shoot while entering
100
+ }
101
+
102
+ // Float animation using Motion.float
103
+ this.floatTime += dt;
104
+ const floatResult = Motion.float(
105
+ { x: this.targetX, y: this.targetY }, // Center point
106
+ this.floatTime,
107
+ 10, // Duration of one full cycle
108
+ MINION_FLOAT_SPEED,
109
+ 0.5, // Randomness
110
+ MINION_FLOAT_RADIUS,
111
+ true, // Loop
112
+ null, // No easing
113
+ {}, // No callbacks
114
+ this.floatState
115
+ );
116
+
117
+ this.x = floatResult.x;
118
+ this.y = floatResult.y;
119
+ this.floatState = floatResult.state;
120
+
121
+ // Shooting - random chance per frame (scaled by minion type)
122
+ if (Math.random() < this.shootChance) {
123
+ this.shoot();
124
+ }
125
+
126
+ // Hit flash effect
127
+ if (this.isFlashing) {
128
+ this.hitFlashTime -= dt;
129
+ if (this.hitFlashTime <= 0) {
130
+ this.isFlashing = false;
131
+ }
132
+ }
133
+ }
134
+
135
+ shoot() {
136
+ // Fire a bullet downward toward player
137
+ if (this.game.spawnAlienBullet) {
138
+ this.game.spawnAlienBullet(this.x, this.y + this.height / 2, ALIEN_BULLET_SPEED);
139
+ }
140
+ }
141
+
142
+ takeDamage() {
143
+ this.health--;
144
+ this.isFlashing = true;
145
+ this.hitFlashTime = 0.1;
146
+
147
+ if (this.health <= 0) {
148
+ this.destroy();
149
+ return true; // Minion defeated
150
+ }
151
+ return false;
152
+ }
153
+
154
+ draw() {
155
+ if (!this.visible) return;
156
+ super.draw();
157
+
158
+ // Wobble animation
159
+ const wobble = Math.sin(this.animTime * 6) * 2;
160
+
161
+ // Flash when hit
162
+ if (this.isFlashing) {
163
+ this.shape.opacity = 0.5;
164
+ } else {
165
+ this.shape.opacity = 1;
166
+ }
167
+
168
+ // Render minion shape
169
+ this.shape.x = 0;
170
+ this.shape.y = wobble;
171
+ this.shape.render();
172
+ }
173
+
174
+ destroy() {
175
+ this.active = false;
176
+ this.visible = false;
177
+
178
+ // Notify boss that this minion was destroyed
179
+ if (this.boss && this.boss.onMinionDestroyed) {
180
+ this.boss.onMinionDestroyed();
181
+ }
182
+ }
183
+
184
+ getBounds() {
185
+ return {
186
+ x: this.x - this.width / 2,
187
+ y: this.y - this.height / 2,
188
+ width: this.width,
189
+ height: this.height,
190
+ };
191
+ }
192
+ }
@@ -0,0 +1,212 @@
1
+ import { GameObject, Rectangle, Triangle, Circle, Group, Motion, Easing } from "../../../src/index.js";
2
+ import { MISSILE_DURATION, MISSILE_WIDTH, MISSILE_HEIGHT } from "./constants.js";
3
+
4
+ export class Missile extends GameObject {
5
+ constructor(game, options = {}) {
6
+ super(game, {
7
+ width: MISSILE_WIDTH,
8
+ height: MISSILE_HEIGHT,
9
+ ...options,
10
+ });
11
+
12
+ // Bezier curve points
13
+ this.startPoint = [options.x, options.y];
14
+
15
+ // Target is where the player WAS when missile spawned (not tracking)
16
+ // Extend past the screen so missile flies through
17
+ const targetX = options.targetX || game.player.x;
18
+ const targetY = (options.targetY || game.player.y) + 150; // Go past the player
19
+ this.endPoint = [targetX, targetY];
20
+
21
+ // Create curved control points for interesting trajectory
22
+ // Randomize which side the curve bends
23
+ const curveDirection = Math.random() > 0.5 ? 1 : -1;
24
+ const curveIntensity = 100 + Math.random() * 150; // How much it curves
25
+
26
+ // Control point 1: near start, curved to one side
27
+ this.controlPoint1 = [
28
+ this.startPoint[0] + curveDirection * curveIntensity,
29
+ this.startPoint[1] + (this.endPoint[1] - this.startPoint[1]) * 0.3
30
+ ];
31
+
32
+ // Control point 2: near end, curved to same side (smooth S-curve if opposite)
33
+ const curve2Direction = Math.random() > 0.7 ? -curveDirection : curveDirection;
34
+ this.controlPoint2 = [
35
+ this.endPoint[0] + curve2Direction * curveIntensity * 0.5,
36
+ this.endPoint[1] - (this.endPoint[1] - this.startPoint[1]) * 0.3
37
+ ];
38
+
39
+ this.elapsedTime = 0;
40
+ this.duration = MISSILE_DURATION;
41
+ this.trailPoints = []; // For visual trail effect
42
+ this.hasCorrected = false; // One-time mid-flight course correction
43
+ this.correctionTime = 0.45 + Math.random() * 0.15; // Correct at 45-60% of flight (later)
44
+
45
+ // Create torpedo visual: |_________________|>
46
+ // All positions relative to center (0,0), pointing RIGHT (cached for performance)
47
+ this.shape = new Group({ cacheRendering: true });
48
+
49
+ const bodyLength = MISSILE_WIDTH - MISSILE_HEIGHT;
50
+ const halfBody = bodyLength / 2;
51
+
52
+ // Main body - centered, long rectangle
53
+ const body = new Rectangle({
54
+ width: bodyLength,
55
+ height: MISSILE_HEIGHT,
56
+ color: "#cc3300",
57
+ });
58
+ // body stays at x=0 (centered)
59
+
60
+ // Lighter stripe on body for depth
61
+ const stripe = new Rectangle({
62
+ width: bodyLength,
63
+ height: MISSILE_HEIGHT / 3,
64
+ color: "#ff4400",
65
+ });
66
+ // stripe stays at x=0 (centered)
67
+
68
+ // Nose cone - triangle at the RIGHT end (front)
69
+ const nose = new Triangle(MISSILE_HEIGHT, {
70
+ color: "#ff6600",
71
+ rotation: 90,
72
+ });
73
+ nose.x = halfBody + MISSILE_HEIGHT / 3; // Right edge of body + small offset
74
+
75
+ // Engine exhaust at the LEFT end (back)
76
+ this.engineGlow = new Circle(MISSILE_HEIGHT / 2, {
77
+ color: "#ffaa00",
78
+ });
79
+ this.engineGlow.x = -halfBody - MISSILE_HEIGHT / 3; // Left edge of body - small offset
80
+
81
+ // Warning indicator
82
+ this.warningFlash = 0;
83
+
84
+ this.shape.add(body);
85
+ this.shape.add(stripe);
86
+ this.shape.add(nose);
87
+ this.shape.add(this.engineGlow);
88
+ }
89
+
90
+ update(dt) {
91
+ super.update(dt);
92
+
93
+ this.elapsedTime += dt;
94
+
95
+ // Mid-flight course correction - track player's current position ONCE
96
+ const progress = this.elapsedTime / this.duration;
97
+ if (!this.hasCorrected && progress >= this.correctionTime) {
98
+ this.hasCorrected = true;
99
+
100
+ // New trajectory starts from current position
101
+ this.startPoint = [this.x, this.y];
102
+
103
+ // New target is player's CURRENT position (+ offset to fly past)
104
+ const newTargetX = this.game.player.x;
105
+ const newTargetY = this.game.player.y + 150;
106
+ this.endPoint = [newTargetX, newTargetY];
107
+
108
+ // Recalculate control points for the new curve
109
+ const curveDirection = Math.random() > 0.5 ? 1 : -1;
110
+ const curveIntensity = 80 + Math.random() * 100;
111
+
112
+ this.controlPoint1 = [
113
+ this.startPoint[0] + curveDirection * curveIntensity * 0.5,
114
+ this.startPoint[1] + (this.endPoint[1] - this.startPoint[1]) * 0.3
115
+ ];
116
+ this.controlPoint2 = [
117
+ this.endPoint[0] + curveDirection * curveIntensity * 0.3,
118
+ this.endPoint[1] - (this.endPoint[1] - this.startPoint[1]) * 0.2
119
+ ];
120
+
121
+ // Reset timing for remaining journey
122
+ this.elapsedTime = 0;
123
+ this.duration = this.duration * (1 - this.correctionTime); // Remaining time
124
+ }
125
+
126
+ // Get position from bezier curve
127
+ const result = Motion.bezier(
128
+ this.startPoint,
129
+ this.controlPoint1,
130
+ this.controlPoint2,
131
+ this.endPoint,
132
+ this.elapsedTime,
133
+ this.duration,
134
+ false, // no loop
135
+ false, // no yoyo
136
+ Easing.easeInQuad // Accelerate as it approaches
137
+ );
138
+
139
+ // Store previous position for rotation calculation
140
+ const prevX = this.x;
141
+ const prevY = this.y;
142
+
143
+ this.x = result.x;
144
+ this.y = result.y;
145
+
146
+ // Calculate rotation to face movement direction
147
+ const dx = this.x - prevX;
148
+ const dy = this.y - prevY;
149
+ if (dx !== 0 || dy !== 0) {
150
+ this.shape.rotation = Math.atan2(dy, dx) * (180 / Math.PI);
151
+ }
152
+
153
+ // Store trail points
154
+ this.trailPoints.push({ x: this.x, y: this.y, age: 0 });
155
+ if (this.trailPoints.length > 10) {
156
+ this.trailPoints.shift();
157
+ }
158
+ // Age trail points
159
+ for (const point of this.trailPoints) {
160
+ point.age += dt;
161
+ }
162
+
163
+ // Engine flicker
164
+ this.warningFlash += dt * 20;
165
+ const flicker = Math.sin(this.warningFlash) > 0;
166
+ this.engineGlow.color = flicker ? "#ffff00" : "#ff6600";
167
+
168
+ // Destroy when animation completes or goes off screen
169
+ if (result.complete || this.y > this.game.height + 50 ||
170
+ this.x < -50 || this.x > this.game.width + 50) {
171
+ this.destroy();
172
+ }
173
+ }
174
+
175
+ draw() {
176
+ if (!this.visible) return;
177
+
178
+ // Draw trail first (behind missile)
179
+ for (let i = 0; i < this.trailPoints.length; i++) {
180
+ const point = this.trailPoints[i];
181
+ const alpha = (1 - point.age * 3) * (i / this.trailPoints.length) * 0.6;
182
+ if (alpha > 0) {
183
+ const size = (MISSILE_HEIGHT / 2) * (i / this.trailPoints.length);
184
+ const trail = new Circle(size, {
185
+ color: `rgba(255, 100, 0, ${alpha})`,
186
+ });
187
+ trail.x = point.x;
188
+ trail.y = point.y;
189
+ trail.render();
190
+ }
191
+ }
192
+
193
+ super.draw();
194
+ this.shape.x = 0;
195
+ this.shape.y = 0;
196
+ this.shape.render();
197
+ }
198
+
199
+ destroy() {
200
+ this.active = false;
201
+ this.visible = false;
202
+ }
203
+
204
+ getBounds() {
205
+ return {
206
+ x: this.x - MISSILE_WIDTH / 2,
207
+ y: this.y - MISSILE_HEIGHT / 2,
208
+ width: MISSILE_WIDTH,
209
+ height: MISSILE_HEIGHT,
210
+ };
211
+ }
212
+ }