@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 +1,430 @@
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+ import { GameObject, Rectangle, Circle, Group, Keys, Painter } from "../../../src/index.js";
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+ import {
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+ PLAYER_SPEED,
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+ PLAYER_WIDTH,
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+ PLAYER_HEIGHT,
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+ STARPOWER_DURATION,
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+ STARPOWER_SPEED_MULTIPLIER,
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+ SHIELD_MAX_ENERGY,
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+ SHIELD_DRAIN_RATE,
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+ SHIELD_RECHARGE_RATE,
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+ SHIELD_RECHARGE_DELAY,
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+ } from "./constants.js";
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+
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+ export class Player extends GameObject {
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+ constructor(game, options = {}) {
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+ super(game, {
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+ width: PLAYER_WIDTH,
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+ height: PLAYER_HEIGHT,
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+ ...options,
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+ });
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+
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+ // Classic arcade-style spaceship using grouped shapes
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+ this.ship = new Group({});
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+
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+ // Main hull (center body)
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+ const hull = new Rectangle({
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+ width: 16,
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+ height: 12,
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+ y: 2,
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+ color: "#00ff00",
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+ });
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+
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+ // Cannon (top center)
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+ const cannon = new Rectangle({
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+ width: 4,
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+ height: 10,
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+ y: -8,
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+ color: "#00ff00",
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+ });
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+
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+ // Cannon tip
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+ const cannonTip = new Rectangle({
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+ width: 2,
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+ height: 4,
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+ y: -14,
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+ color: "#88ff88",
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+ });
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+
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+ // Left wing
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+ const leftWing = new Rectangle({
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+ width: 10,
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+ height: 6,
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+ x: -13,
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+ y: 5,
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+ color: "#00dd00",
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+ });
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+
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+ // Right wing
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+ const rightWing = new Rectangle({
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+ width: 10,
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+ height: 6,
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+ x: 13,
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+ y: 5,
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+ color: "#00dd00",
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+ });
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+
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+ // Left wing detail
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+ const leftWingTip = new Rectangle({
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+ width: 4,
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+ height: 4,
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+ x: -19,
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+ y: 6,
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+ color: "#00aa00",
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+ });
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+
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+ // Right wing detail
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+ const rightWingTip = new Rectangle({
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+ width: 4,
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+ height: 4,
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+ x: 19,
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+ y: 6,
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+ color: "#00aa00",
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+ });
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+
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+ // Engine glow left
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+ const engineLeft = new Rectangle({
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+ width: 4,
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+ height: 4,
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+ x: -6,
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+ y: 10,
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+ color: "#ffaa00",
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+ });
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+
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+ // Engine glow right
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+ const engineRight = new Rectangle({
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+ width: 4,
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+ height: 4,
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+ x: 6,
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+ y: 10,
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+ color: "#ffaa00",
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+ });
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+
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+ this.ship.add(hull);
104
+ this.ship.add(cannon);
105
+ this.ship.add(cannonTip);
106
+ this.ship.add(leftWing);
107
+ this.ship.add(rightWing);
108
+ this.ship.add(leftWingTip);
109
+ this.ship.add(rightWingTip);
110
+ this.ship.add(engineLeft);
111
+ this.ship.add(engineRight);
112
+
113
+ // Store refs for animation and color changes
114
+ this.engineLeft = engineLeft;
115
+ this.engineRight = engineRight;
116
+ this.engineTimer = 0;
117
+ this.cannon = cannon;
118
+ this.cannonTip = cannonTip;
119
+ this.leftWing = leftWing;
120
+ this.rightWing = rightWing;
121
+ this.leftWingTip = leftWingTip;
122
+ this.rightWingTip = rightWingTip;
123
+
124
+ // Banking/tilt when moving
125
+ this.targetTilt = 0;
126
+ this.currentTilt = 0;
127
+ this.maxTilt = 15; // Max degrees of rotation
128
+ this.tiltSpeed = 8; // How fast to reach target tilt
129
+
130
+ this.canShoot = true;
131
+ this.shootCooldown = 0.25; // seconds (base cooldown)
132
+ this.shootTimer = 0;
133
+
134
+ // Star power state
135
+ this.starPower = false;
136
+ this.starPowerTimer = 0;
137
+ this.starPowerFlash = 0;
138
+
139
+ // Store hull ref for star power glow
140
+ this.hull = hull;
141
+ this.originalHullColor = "#00ff00";
142
+
143
+ // Upgrades - applied as player progresses
144
+ this.speedMultiplier = 1.0; // Movement speed multiplier
145
+ this.shootCooldownMultiplier = 1.0; // Lower = faster shooting
146
+ this.tripleShot = false; // Shoots 3 bullets in spread pattern
147
+
148
+ // Shield system (unlocked after level 9 boss)
149
+ this.shieldUnlocked = false;
150
+ this.shieldActive = false;
151
+ this.shieldEnergy = SHIELD_MAX_ENERGY;
152
+ this.shieldRechargeDelay = 0; // Time before recharge starts
153
+ this.shieldFlash = 0; // For visual effect
154
+
155
+ }
156
+
157
+ /**
158
+ * Apply upgrade after completing a level
159
+ * Ship color progression: Green → Blue → Yellow → Red
160
+ */
161
+ applyUpgrade(upgradeType) {
162
+ switch (upgradeType) {
163
+ case "speed1":
164
+ // After level 3 boss - faster movement, BLUE ship
165
+ this.speedMultiplier = 1.4; // 40% faster (very noticeable)
166
+ this.hull.color = "#0088ff";
167
+ this.originalHullColor = "#0088ff";
168
+ this.cannon.color = "#0088ff";
169
+ this.cannonTip.color = "#44aaff";
170
+ this.leftWing.color = "#0066dd";
171
+ this.rightWing.color = "#0066dd";
172
+ this.leftWingTip.color = "#0044aa";
173
+ this.rightWingTip.color = "#0044aa";
174
+ break;
175
+ case "firerate1":
176
+ // After level 4 - faster shooting, YELLOW ship
177
+ this.shootCooldownMultiplier = 0.6; // 40% faster shooting
178
+ this.hull.color = "#ffdd00";
179
+ this.originalHullColor = "#ffdd00";
180
+ this.cannon.color = "#ffdd00";
181
+ this.cannonTip.color = "#ffff44";
182
+ this.leftWing.color = "#ddbb00";
183
+ this.rightWing.color = "#ddbb00";
184
+ this.leftWingTip.color = "#aa8800";
185
+ this.rightWingTip.color = "#aa8800";
186
+ break;
187
+ case "speed2":
188
+ // After level 5 - even faster movement (keep yellow, brighter)
189
+ this.speedMultiplier = 1.7; // 70% faster total
190
+ this.hull.color = "#ffff00";
191
+ this.originalHullColor = "#ffff00";
192
+ this.cannonTip.color = "#ffffff";
193
+ break;
194
+ case "tripleshot":
195
+ // After level 6 boss - triple shot, RED ship (final form)
196
+ this.tripleShot = true;
197
+ this.hull.color = "#ff0000";
198
+ this.originalHullColor = "#ff0000";
199
+ this.cannon.color = "#ff0000";
200
+ this.cannonTip.color = "#ff4444";
201
+ this.leftWing.color = "#dd0000";
202
+ this.rightWing.color = "#dd0000";
203
+ this.leftWingTip.color = "#aa0000";
204
+ this.rightWingTip.color = "#aa0000";
205
+ break;
206
+ case "shield":
207
+ // After level 9 boss - unlock shield ability
208
+ this.shieldUnlocked = true;
209
+ this.shieldEnergy = SHIELD_MAX_ENERGY;
210
+ break;
211
+ }
212
+ }
213
+
214
+ /**
215
+ * Reset upgrades (on game restart)
216
+ */
217
+ resetUpgrades() {
218
+ this.speedMultiplier = 1.0;
219
+ this.shootCooldownMultiplier = 1.0;
220
+ this.tripleShot = false;
221
+
222
+ // Reset shield
223
+ this.shieldUnlocked = false;
224
+ this.shieldActive = false;
225
+ this.shieldEnergy = SHIELD_MAX_ENERGY;
226
+ this.shieldRechargeDelay = 0;
227
+
228
+ // Reset colors to original green
229
+ this.hull.color = "#00ff00";
230
+ this.originalHullColor = "#00ff00";
231
+ this.cannon.color = "#00ff00";
232
+ this.cannonTip.color = "#88ff88";
233
+ this.leftWing.color = "#00dd00";
234
+ this.rightWing.color = "#00dd00";
235
+ this.leftWingTip.color = "#00aa00";
236
+ this.rightWingTip.color = "#00aa00";
237
+ }
238
+
239
+ update(dt) {
240
+ super.update(dt);
241
+
242
+ // Only allow movement during active gameplay (including boss fight)
243
+ const canMove = this.game.gameState === "playing" || this.game.gameState === "bossfight";
244
+
245
+ // Handle movement (arrow keys and WASD)
246
+ const movingLeft = canMove && (Keys.isDown(Keys.LEFT) || Keys.isDown("a") || Keys.isDown("A"));
247
+ const movingRight = canMove && (Keys.isDown(Keys.RIGHT) || Keys.isDown("d") || Keys.isDown("D"));
248
+
249
+ // Speed boost during star power + upgrade multiplier
250
+ let speed = PLAYER_SPEED * this.speedMultiplier;
251
+ if (this.starPower) {
252
+ speed *= STARPOWER_SPEED_MULTIPLIER;
253
+ }
254
+
255
+ if (movingLeft) {
256
+ this.x -= speed * dt;
257
+ this.targetTilt = -this.maxTilt;
258
+ }
259
+ if (movingRight) {
260
+ this.x += speed * dt;
261
+ this.targetTilt = this.maxTilt;
262
+ }
263
+ if (!movingLeft && !movingRight) {
264
+ this.targetTilt = 0;
265
+ }
266
+
267
+ // Smoothly interpolate current tilt toward target
268
+ this.currentTilt += (this.targetTilt - this.currentTilt) * this.tiltSpeed * dt;
269
+
270
+ // Clamp to screen bounds (only during gameplay)
271
+ if (canMove) {
272
+ const halfWidth = PLAYER_WIDTH / 2;
273
+ this.x = Math.max(halfWidth, Math.min(this.game.width - halfWidth, this.x));
274
+ }
275
+
276
+ // Animate engine flicker
277
+ this.engineTimer += dt * 20;
278
+ const flicker = Math.sin(this.engineTimer) > 0;
279
+ this.engineLeft.color = flicker ? "#ffaa00" : "#ff6600";
280
+ this.engineRight.color = flicker ? "#ff6600" : "#ffaa00";
281
+
282
+ // Star power timer and effects
283
+ if (this.starPower) {
284
+ this.starPowerTimer -= dt;
285
+ this.starPowerFlash += dt * 15;
286
+
287
+ // Rainbow/golden glow effect
288
+ const hue = (Math.sin(this.starPowerFlash) + 1) / 2;
289
+ const colors = ["#ffff00", "#ff8800", "#ffff00", "#ffffff"];
290
+ const colorIndex = Math.floor(this.starPowerFlash * 2) % colors.length;
291
+ this.hull.color = colors[colorIndex];
292
+
293
+ // End star power
294
+ if (this.starPowerTimer <= 0) {
295
+ this.starPower = false;
296
+ this.hull.color = this.originalHullColor;
297
+ this.shootCooldown = 0.25; // Reset to normal
298
+ }
299
+ }
300
+
301
+ // Shooting cooldown (faster during star power, affected by upgrade)
302
+ let currentCooldown = this.shootCooldown * this.shootCooldownMultiplier;
303
+ if (this.starPower) {
304
+ currentCooldown = 0.08; // Star power overrides with very fast shooting
305
+ }
306
+ if (!this.canShoot) {
307
+ this.shootTimer += dt;
308
+ if (this.shootTimer >= currentCooldown) {
309
+ this.canShoot = true;
310
+ this.shootTimer = 0;
311
+ }
312
+ }
313
+
314
+ // Handle shooting (only during active gameplay, including boss fight)
315
+ if (Keys.isDown(Keys.SPACE) && this.canShoot && canMove) {
316
+ this.shoot();
317
+ }
318
+
319
+ // Shield system
320
+ if (this.shieldUnlocked && canMove) {
321
+ const shiftPressed = Keys.isDown(Keys.SHIFT);
322
+
323
+ if (shiftPressed && this.shieldEnergy > 0) {
324
+ // Activate shield
325
+ this.shieldActive = true;
326
+ this.shieldEnergy -= SHIELD_DRAIN_RATE * dt;
327
+ this.shieldEnergy = Math.max(0, this.shieldEnergy);
328
+ this.shieldRechargeDelay = SHIELD_RECHARGE_DELAY;
329
+ this.shieldFlash += dt * 10;
330
+ } else {
331
+ // Deactivate shield
332
+ this.shieldActive = false;
333
+
334
+ // Recharge after delay
335
+ if (this.shieldRechargeDelay > 0) {
336
+ this.shieldRechargeDelay -= dt;
337
+ } else {
338
+ this.shieldEnergy += SHIELD_RECHARGE_RATE * dt;
339
+ this.shieldEnergy = Math.min(SHIELD_MAX_ENERGY, this.shieldEnergy);
340
+ }
341
+ }
342
+ }
343
+ }
344
+
345
+ activateStarPower() {
346
+ this.starPower = true;
347
+ this.starPowerTimer = STARPOWER_DURATION;
348
+ this.starPowerFlash = 0;
349
+ }
350
+
351
+ shoot() {
352
+ if (!this.canShoot) return;
353
+ this.canShoot = false;
354
+
355
+ if (this.tripleShot) {
356
+ // Triple shot: center + two angled bullets
357
+ this.game.spawnPlayerBullet(this.x, this.y - PLAYER_HEIGHT, 0); // Center
358
+ this.game.spawnPlayerBullet(this.x - 8, this.y - PLAYER_HEIGHT, -15); // Left angle
359
+ this.game.spawnPlayerBullet(this.x + 8, this.y - PLAYER_HEIGHT, 15); // Right angle
360
+ } else {
361
+ this.game.spawnPlayerBullet(this.x, this.y - PLAYER_HEIGHT, 0);
362
+ }
363
+ }
364
+
365
+ draw() {
366
+ super.draw();
367
+
368
+ // Render ship first
369
+ this.ship.x = 0;
370
+ this.ship.y = 0;
371
+ this.ship.rotation = this.currentTilt; // Apply banking tilt
372
+ this.ship.render();
373
+
374
+ // Draw shield arc on top if unlocked (shows energy level as arc size)
375
+ if (this.shieldUnlocked && this.shieldEnergy > 0) {
376
+ const ctx = Painter.ctx;
377
+ const energyPercent = this.shieldEnergy / SHIELD_MAX_ENERGY;
378
+
379
+ // Arc radius and thickness
380
+ const radius = 30;
381
+ const lineWidth = this.shieldActive ? 4 : 2;
382
+
383
+ // Arc spans from energyPercent (full = 180 degrees, empty = 0)
384
+ // Arc goes from left to right across front of ship
385
+ const arcAngle = Math.PI * energyPercent; // 0 to PI based on energy
386
+ const startAngle = Math.PI + (Math.PI - arcAngle) / 2; // Centered at top
387
+ const endAngle = startAngle + arcAngle;
388
+
389
+ // Color based on state - yellow/gold tones
390
+ let strokeColor, alpha;
391
+ let o = ctx.globalAlpha;
392
+ if (this.shieldActive) {
393
+ // Active shield - bright gold with pulse
394
+ const pulse = 0.6 + Math.sin(this.shieldFlash) * 0.4;
395
+ strokeColor = `rgba(255, 255, 255, ${pulse})`;
396
+ } else if (this.shieldRechargeDelay > 0) {
397
+ // Recharge delay - dim orange
398
+ strokeColor = "rgba(255, 255, 255, 1)";
399
+ } else {
400
+ // Recharging - gradually brightening yellow
401
+ const brightness = 0.3 + energyPercent * 0.5;
402
+ strokeColor = `rgba(255, 255, 255, ${brightness})`;
403
+ }
404
+ ctx.save();
405
+
406
+ // Explicitly prevent any fill
407
+ ctx.fillStyle = "transparent";
408
+
409
+ // Draw arc stroke only
410
+ ctx.beginPath();
411
+ ctx.arc(0, -5, radius, startAngle, endAngle);
412
+ ctx.strokeStyle = strokeColor;
413
+ ctx.lineWidth = lineWidth;
414
+ ctx.lineCap = "round";
415
+ ctx.stroke();
416
+
417
+ // Clear the path to prevent any accidental fills later
418
+ ctx.beginPath();
419
+
420
+ ctx.restore();
421
+ }
422
+ }
423
+
424
+ /**
425
+ * Check if shield is currently protecting the player
426
+ */
427
+ isShielded() {
428
+ return this.shieldActive && this.shieldEnergy > 0;
429
+ }
430
+ }
@@ -0,0 +1,90 @@
1
+ import { GameObject, Circle, TextShape, Group } from "../../../src/index.js";
2
+ import { POWERUP_SIZE, POWERUP_FALL_SPEED } from "./constants.js";
3
+
4
+ export class PowerUp extends GameObject {
5
+ constructor(game, options = {}) {
6
+ super(game, {
7
+ width: POWERUP_SIZE,
8
+ height: POWERUP_SIZE,
9
+ ...options,
10
+ });
11
+
12
+ this.speed = POWERUP_FALL_SPEED;
13
+ this.bobTime = Math.random() * Math.PI * 2;
14
+
15
+ // Create 1-Up visual - pastel green life icon (cached for performance)
16
+ this.shape = new Group({ cacheRendering: true });
17
+
18
+ // Glowing background
19
+ const glow = new Circle(POWERUP_SIZE / 2 + 4, {
20
+ color: "rgba(144, 238, 144, 0.4)",
21
+ });
22
+
23
+ // Main body - pastel green
24
+ const body = new Circle(POWERUP_SIZE / 2, {
25
+ color: "#98fb98", // Pale green
26
+ });
27
+
28
+ // "1UP" text
29
+ this.label = new TextShape("1UP", {
30
+ font: "bold 10px monospace",
31
+ color: "#ffffff",
32
+ align: "center",
33
+ baseline: "middle",
34
+ });
35
+
36
+ this.shape.add(glow);
37
+ this.shape.add(body);
38
+
39
+ // Store glow for animation
40
+ this.glow = glow;
41
+ }
42
+
43
+ update(dt) {
44
+ super.update(dt);
45
+
46
+ // Fall down
47
+ this.y += this.speed * dt;
48
+
49
+ // Bob side to side
50
+ this.bobTime += dt * 3;
51
+ this.x += Math.sin(this.bobTime) * 30 * dt;
52
+
53
+ // Pulse glow - pastel green
54
+ const pulse = 0.4 + Math.sin(this.bobTime * 2) * 0.2;
55
+ this.glow.color = `rgba(144, 238, 144, ${pulse})`;
56
+
57
+ // Remove if off screen
58
+ if (this.y > this.game.height + POWERUP_SIZE) {
59
+ this.destroy();
60
+ }
61
+ }
62
+
63
+ draw() {
64
+ if (!this.visible) return;
65
+ super.draw();
66
+
67
+ this.shape.x = 0;
68
+ this.shape.y = 0;
69
+ this.shape.render();
70
+
71
+ // Draw label on top
72
+ this.label.x = 0;
73
+ this.label.y = 0;
74
+ this.label.render();
75
+ }
76
+
77
+ destroy() {
78
+ this.active = false;
79
+ this.visible = false;
80
+ }
81
+
82
+ getBounds() {
83
+ return {
84
+ x: this.x - POWERUP_SIZE / 2,
85
+ y: this.y - POWERUP_SIZE / 2,
86
+ width: POWERUP_SIZE,
87
+ height: POWERUP_SIZE,
88
+ };
89
+ }
90
+ }
@@ -0,0 +1,58 @@
1
+ import { GameObject, Circle } from "../../../src/index.js";
2
+
3
+ export class Starfield extends GameObject {
4
+ constructor(game, options = {}) {
5
+ super(game, options);
6
+ this.stars = [];
7
+ this.initialized = false;
8
+ }
9
+
10
+ initStars() {
11
+ if (this.initialized || this.game.width === 0) return;
12
+ this.initialized = true;
13
+
14
+ // Optimized star count - cap at 100 stars max
15
+ const area = this.game.width * this.game.height;
16
+ const starCount = Math.min(100, Math.floor(area / 15000)); // ~1 star per 15000 pixels, max 100
17
+
18
+ for (let i = 0; i < starCount; i++) {
19
+ const size = 1 + Math.random() * 1.5;
20
+ this.stars.push({
21
+ x: Math.random() * this.game.width,
22
+ y: Math.random() * this.game.height,
23
+ size: size,
24
+ speed: 15 + Math.random() * 30,
25
+ shape: new Circle(size, {
26
+ color: `rgba(255,255,255,${0.4 + Math.random() * 0.5})`,
27
+ }),
28
+ });
29
+ }
30
+ }
31
+
32
+ update(dt) {
33
+ super.update(dt);
34
+
35
+ // Initialize stars on first update when dimensions are known
36
+ if (!this.initialized) {
37
+ this.initStars();
38
+ }
39
+
40
+ for (const star of this.stars) {
41
+ star.y += star.speed * dt;
42
+ if (star.y > this.game.height) {
43
+ star.y = 0;
44
+ star.x = Math.random() * this.game.width;
45
+ }
46
+ }
47
+ }
48
+
49
+ draw() {
50
+ super.draw();
51
+
52
+ for (const star of this.stars) {
53
+ star.shape.x = star.x;
54
+ star.shape.y = star.y;
55
+ star.shape.render();
56
+ }
57
+ }
58
+ }
@@ -0,0 +1,90 @@
1
+ import { GameObject, Circle, Star, Group } from "../../../src/index.js";
2
+ import { POWERUP_SIZE, POWERUP_FALL_SPEED } from "./constants.js";
3
+
4
+ export class StarPowerUp extends GameObject {
5
+ constructor(game, options = {}) {
6
+ super(game, {
7
+ width: POWERUP_SIZE,
8
+ height: POWERUP_SIZE,
9
+ ...options,
10
+ });
11
+
12
+ this.speed = POWERUP_FALL_SPEED * 0.8; // Slightly slower
13
+ this.bobTime = Math.random() * Math.PI * 2;
14
+ this.spinAngle = 0;
15
+
16
+ // Create star visual using the Star shape
17
+ this.shape = new Group({});
18
+
19
+ // Glowing background
20
+ const glow = new Circle(POWERUP_SIZE / 2 + 6, {
21
+ color: "rgba(255, 215, 0, 0.4)",
22
+ });
23
+
24
+ // Main star - golden
25
+ this.star = new Star(POWERUP_SIZE / 2, 5, 0.5, {
26
+ color: "#ffd700", // Gold
27
+ });
28
+
29
+ // Inner highlight
30
+ const innerStar = new Star(POWERUP_SIZE / 4, 5, 0.5, {
31
+ color: "#ffec8b", // Light gold
32
+ });
33
+
34
+ this.shape.add(glow);
35
+ this.shape.add(this.star);
36
+ this.shape.add(innerStar);
37
+
38
+ // Store refs for animation
39
+ this.glow = glow;
40
+ this.innerStar = innerStar;
41
+ }
42
+
43
+ update(dt) {
44
+ super.update(dt);
45
+
46
+ // Fall down
47
+ this.y += this.speed * dt;
48
+
49
+ // Bob side to side
50
+ this.bobTime += dt * 3;
51
+ this.x += Math.sin(this.bobTime) * 40 * dt;
52
+
53
+ // Spin the star
54
+ this.spinAngle += dt * 180; // Degrees per second
55
+ this.star.rotation = this.spinAngle;
56
+ this.innerStar.rotation = -this.spinAngle * 0.5;
57
+
58
+ // Pulse glow
59
+ const pulse = 0.4 + Math.sin(this.bobTime * 2) * 0.2;
60
+ this.glow.color = `rgba(255, 215, 0, ${pulse})`;
61
+
62
+ // Remove if off screen
63
+ if (this.y > this.game.height + POWERUP_SIZE) {
64
+ this.destroy();
65
+ }
66
+ }
67
+
68
+ draw() {
69
+ if (!this.visible) return;
70
+ super.draw();
71
+
72
+ this.shape.x = 0;
73
+ this.shape.y = 0;
74
+ this.shape.render();
75
+ }
76
+
77
+ destroy() {
78
+ this.active = false;
79
+ this.visible = false;
80
+ }
81
+
82
+ getBounds() {
83
+ return {
84
+ x: this.x - POWERUP_SIZE / 2,
85
+ y: this.y - POWERUP_SIZE / 2,
86
+ width: POWERUP_SIZE,
87
+ height: POWERUP_SIZE,
88
+ };
89
+ }
90
+ }