@guinetik/gcanvas 1.0.0

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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
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  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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  255. package/src/particle/index.js +11 -0
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  257. package/src/particle/particle.js +71 -0
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  337. package/types/index.d.ts +309 -0
  338. package/types/io.d.ts +188 -0
  339. package/types/logger.d.ts +127 -0
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  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
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+ # Particle Module
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+
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+ > High-performance particle systems with object pooling, composable updaters, and optional 3D projection.
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+
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+ ## Overview
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+
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+ The particle module provides a flexible system for creating visual effects like fire, smoke, sparks, rain, and explosions. It features:
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+
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+ - **Object pooling** to minimize garbage collection
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+ - **Composable updaters** for modular physics and effects
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+ - **Named emitters** for easy management
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+ - **Optional Camera3D integration** with depth sorting
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+ - **Blend modes** for additive/screen effects
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+
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+ ## Quick Start
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+
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+ ```js
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+ import { Game, ParticleSystem, ParticleEmitter, Updaters } from 'gcanvas';
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+
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+ class MyGame extends Game {
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+ init() {
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+ super.init();
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+
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+ // Create particle system
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+ this.particles = new ParticleSystem(this, {
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+ maxParticles: 5000,
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+ blendMode: "screen",
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+ updaters: [
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+ Updaters.velocity,
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+ Updaters.lifetime,
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+ Updaters.gravity(150),
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+ Updaters.fadeOut,
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+ ],
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+ });
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+
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+ // Add a fountain emitter
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+ this.particles.addEmitter("fountain", new ParticleEmitter({
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+ position: { x: 400, y: 500 },
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+ velocity: { x: 0, y: -300 },
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+ velocitySpread: { x: 50, y: 30 },
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+ lifetime: { min: 1, max: 3 },
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+ size: { min: 2, max: 6 },
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+ color: { r: 100, g: 180, b: 255, a: 1 },
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+ rate: 100,
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+ shape: "circle",
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+ }));
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+
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+ this.pipeline.add(this.particles);
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+ }
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+
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+ update(dt) {
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+ super.update(dt);
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+ // Particles update automatically via pipeline
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+ }
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+ }
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+ ```
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+
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+ ## Core Classes
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+
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+ | Class | Description |
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+ |-------|-------------|
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+ | **ParticleSystem** | GameObject that manages particles and emitters |
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+ | **ParticleEmitter** | Defines spawn position, velocity, and appearance |
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+ | **Updaters** | Composable behavior functions |
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+ | **Particle** | Individual particle data (managed internally) |
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+
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+ ---
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+
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+ ## ParticleSystem
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+
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+ The main container that manages particles, emitters, and rendering.
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+
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+ ### Constructor Options
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+
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+ ```js
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+ const particles = new ParticleSystem(game, {
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+ maxParticles: 5000, // Maximum active particles
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+ camera: myCamera, // Optional Camera3D for 3D projection
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+ depthSort: true, // Sort by depth (requires camera)
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+ blendMode: "screen", // Canvas blend mode
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+ worldSpace: false, // Position in world vs screen space
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+ updaters: [ // Behavior functions
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+ Updaters.velocity,
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+ Updaters.lifetime,
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+ ],
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+ });
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+ ```
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+
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+ | Option | Type | Default | Description |
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+ |--------|------|---------|-------------|
91
+ | `maxParticles` | `number` | `5000` | Maximum active particles |
92
+ | `camera` | `Camera3D` | `null` | Camera for 3D projection |
93
+ | `depthSort` | `boolean` | `false` | Enable depth sorting |
94
+ | `blendMode` | `string` | `"source-over"` | Canvas composite operation |
95
+ | `worldSpace` | `boolean` | `false` | World vs screen space positioning |
96
+ | `updaters` | `Function[]` | `[velocity, lifetime]` | Behavior functions |
97
+
98
+ ### Emitter Management
99
+
100
+ ```js
101
+ // Add emitter with name
102
+ particles.addEmitter("fire", fireEmitter);
103
+ particles.addEmitter("sparks", sparkEmitter);
104
+
105
+ // Get emitter by name
106
+ const fire = particles.getEmitter("fire");
107
+ fire.position.x = 200;
108
+
109
+ // Remove emitter
110
+ particles.removeEmitter("sparks");
111
+
112
+ // Access all emitters
113
+ for (const [name, emitter] of particles.emitters) {
114
+ emitter.active = false;
115
+ }
116
+ ```
117
+
118
+ ### Spawning Particles
119
+
120
+ ```js
121
+ // Continuous emission via emitter rate
122
+ // (happens automatically in update)
123
+
124
+ // Burst spawn
125
+ particles.burst(50, "fire"); // By emitter name
126
+ particles.burst(50, myEmitter); // By emitter instance
127
+
128
+ // Manual emission
129
+ particles.emit(10, myEmitter);
130
+ ```
131
+
132
+ ### Properties
133
+
134
+ | Property | Type | Description |
135
+ |----------|------|-------------|
136
+ | `particleCount` | `number` | Current active particles |
137
+ | `poolSize` | `number` | Recycled particles ready for reuse |
138
+ | `emitters` | `Map<string, ParticleEmitter>` | All registered emitters |
139
+
140
+ ### Methods
141
+
142
+ | Method | Description |
143
+ |--------|-------------|
144
+ | `addEmitter(name, emitter)` | Register an emitter |
145
+ | `removeEmitter(name)` | Remove an emitter |
146
+ | `getEmitter(name)` | Get emitter by name |
147
+ | `burst(count, emitterOrName)` | Spawn burst of particles |
148
+ | `emit(count, emitter)` | Emit particles from emitter |
149
+ | `clear()` | Remove all active particles |
150
+
151
+ ---
152
+
153
+ ## ParticleEmitter
154
+
155
+ Defines how particles are spawned - their position, velocity, appearance, and rate.
156
+
157
+ ### Constructor Options
158
+
159
+ ```js
160
+ const emitter = new ParticleEmitter({
161
+ // Emission rate (particles per second, 0 for burst-only)
162
+ rate: 50,
163
+
164
+ // Spawn position and randomization
165
+ position: { x: 400, y: 300, z: 0 },
166
+ spread: { x: 20, y: 0, z: 20 },
167
+
168
+ // Initial velocity and randomization
169
+ velocity: { x: 0, y: -200, z: 0 },
170
+ velocitySpread: { x: 50, y: 30, z: 50 },
171
+
172
+ // Particle lifetime (seconds)
173
+ lifetime: { min: 1, max: 3 },
174
+
175
+ // Particle size (pixels)
176
+ size: { min: 2, max: 8 },
177
+
178
+ // Base color
179
+ color: { r: 255, g: 100, b: 50, a: 1 },
180
+
181
+ // Shape: "circle", "square", "triangle"
182
+ shape: "circle",
183
+
184
+ // Start active?
185
+ active: true,
186
+ });
187
+ ```
188
+
189
+ | Option | Type | Default | Description |
190
+ |--------|------|---------|-------------|
191
+ | `rate` | `number` | `10` | Particles per second |
192
+ | `position` | `{x, y, z}` | `{0, 0, 0}` | Spawn center |
193
+ | `spread` | `{x, y, z}` | `{0, 0, 0}` | Position randomization |
194
+ | `velocity` | `{x, y, z}` | `{0, 0, 0}` | Initial velocity |
195
+ | `velocitySpread` | `{x, y, z}` | `{0, 0, 0}` | Velocity randomization |
196
+ | `lifetime` | `{min, max}` | `{1, 2}` | Lifetime in seconds |
197
+ | `size` | `{min, max}` | `{1, 1}` | Size in pixels |
198
+ | `color` | `{r, g, b, a}` | `{255, 255, 255, 1}` | Base color |
199
+ | `shape` | `string` | `"circle"` | Particle shape |
200
+ | `active` | `boolean` | `true` | Is emitting? |
201
+
202
+ ### Runtime Modification
203
+
204
+ Emitters can be modified at runtime:
205
+
206
+ ```js
207
+ const emitter = particles.getEmitter("fountain");
208
+
209
+ // Move emitter
210
+ emitter.position.x = mouseX;
211
+ emitter.position.y = mouseY;
212
+
213
+ // Change color
214
+ emitter.color = { r: 255, g: 0, b: 0, a: 1 };
215
+
216
+ // Adjust rate
217
+ emitter.rate = 200;
218
+
219
+ // Pause/resume
220
+ emitter.active = false;
221
+ emitter.active = true;
222
+ ```
223
+
224
+ ---
225
+
226
+ ## Updaters
227
+
228
+ Updaters are composable functions that define particle behavior. Each updater has the signature:
229
+
230
+ ```js
231
+ (particle, dt, system) => void
232
+ ```
233
+
234
+ ### Built-in Updaters
235
+
236
+ ```js
237
+ import { Updaters } from 'gcanvas';
238
+
239
+ const particles = new ParticleSystem(game, {
240
+ updaters: [
241
+ // Core physics
242
+ Updaters.velocity, // Apply velocity to position
243
+ Updaters.lifetime, // Track age, kill when expired
244
+
245
+ // Forces
246
+ Updaters.gravity(200), // Downward acceleration
247
+ Updaters.rise(100), // Upward acceleration (fire, smoke)
248
+ Updaters.damping(0.98), // Velocity friction
249
+
250
+ // Visual effects
251
+ Updaters.fadeOut, // Fade alpha over lifetime
252
+ Updaters.fadeInOut, // Fade in then out
253
+ Updaters.shrink(0), // Shrink to 0 over lifetime
254
+ Updaters.grow(2), // Grow to 2x over lifetime
255
+
256
+ // Color
257
+ Updaters.colorOverLife(
258
+ { r: 255, g: 200, b: 100 }, // Start color
259
+ { r: 100, g: 50, b: 20 } // End color
260
+ ),
261
+
262
+ // Movement modifiers
263
+ Updaters.wobble(10), // Random velocity jitter
264
+ Updaters.attract( // Attract to point
265
+ { x: 400, y: 300 },
266
+ 100
267
+ ),
268
+
269
+ // Boundaries
270
+ Updaters.bounds(
271
+ { left: 0, right: 800, top: 0, bottom: 600 },
272
+ 0.8 // Bounce factor
273
+ ),
274
+ ],
275
+ });
276
+ ```
277
+
278
+ ### Updater Reference
279
+
280
+ | Updater | Parameters | Description |
281
+ |---------|------------|-------------|
282
+ | `velocity` | - | Apply velocity to position |
283
+ | `lifetime` | - | Track age, kill when expired |
284
+ | `gravity(strength)` | `strength=200` | Downward acceleration |
285
+ | `rise(strength)` | `strength=100` | Upward acceleration |
286
+ | `damping(factor)` | `factor=0.98` | Velocity friction |
287
+ | `fadeOut` | - | Fade alpha over lifetime |
288
+ | `fadeInOut` | - | Fade in then out |
289
+ | `shrink(endScale)` | `endScale=0` | Shrink over lifetime |
290
+ | `grow(endScale)` | `endScale=2` | Grow over lifetime |
291
+ | `colorOverLife(start, end)` | Color objects | Interpolate color |
292
+ | `wobble(strength)` | `strength=10` | Random velocity jitter |
293
+ | `attract(target, strength)` | Position, `strength=100` | Attract to point |
294
+ | `bounds(bounds, bounce)` | Rect, `bounce=0.8` | Bounce off boundaries |
295
+
296
+ ### Custom Updaters
297
+
298
+ Create your own updater functions:
299
+
300
+ ```js
301
+ // Simple updater
302
+ const spin = (p, dt) => {
303
+ p.rotation = (p.rotation ?? 0) + dt * 5;
304
+ };
305
+
306
+ // Factory for configurable updater
307
+ const orbit = (centerX, centerY, speed) => (p, dt) => {
308
+ const angle = Math.atan2(p.y - centerY, p.x - centerX);
309
+ const dist = Math.hypot(p.x - centerX, p.y - centerY);
310
+ const newAngle = angle + speed * dt;
311
+ p.x = centerX + Math.cos(newAngle) * dist;
312
+ p.y = centerY + Math.sin(newAngle) * dist;
313
+ };
314
+
315
+ // Use in system
316
+ const particles = new ParticleSystem(game, {
317
+ updaters: [
318
+ Updaters.velocity,
319
+ Updaters.lifetime,
320
+ spin,
321
+ orbit(400, 300, 2),
322
+ ],
323
+ });
324
+ ```
325
+
326
+ ---
327
+
328
+ ## Particle Properties
329
+
330
+ Each particle has these properties (accessible in updaters):
331
+
332
+ | Property | Type | Description |
333
+ |----------|------|-------------|
334
+ | `x`, `y`, `z` | `number` | Position |
335
+ | `vx`, `vy`, `vz` | `number` | Velocity |
336
+ | `size` | `number` | Current size |
337
+ | `color` | `{r, g, b, a}` | Current color |
338
+ | `age` | `number` | Time alive (seconds) |
339
+ | `lifetime` | `number` | Total lifetime (seconds) |
340
+ | `progress` | `number` | `age / lifetime` (0-1) |
341
+ | `alive` | `boolean` | Is particle active? |
342
+ | `shape` | `string` | Particle shape |
343
+ | `custom` | `Object` | Custom data storage |
344
+
345
+ ---
346
+
347
+ ## 3D Particles with Camera3D
348
+
349
+ For 3D particle effects, pass a Camera3D instance:
350
+
351
+ ```js
352
+ import { Camera3D, ParticleSystem, ParticleEmitter, Updaters } from 'gcanvas';
353
+
354
+ class My3DParticles extends Game {
355
+ init() {
356
+ super.init();
357
+
358
+ // Create camera
359
+ this.camera = new Camera3D({
360
+ rotationX: 0.3,
361
+ perspective: 800,
362
+ autoRotate: true,
363
+ });
364
+ this.camera.enableMouseControl(this.canvas);
365
+
366
+ // Create 3D particle system
367
+ this.particles = new ParticleSystem(this, {
368
+ camera: this.camera,
369
+ depthSort: true, // Sort back-to-front
370
+ blendMode: "screen",
371
+ updaters: [
372
+ Updaters.velocity,
373
+ Updaters.lifetime,
374
+ Updaters.fadeOut,
375
+ ],
376
+ });
377
+
378
+ // Emitter with z-axis spread
379
+ this.particles.addEmitter("explosion", new ParticleEmitter({
380
+ position: { x: 0, y: 0, z: 0 }, // Center of 3D space
381
+ spread: { x: 50, y: 50, z: 50 }, // 3D spread
382
+ velocity: { x: 0, y: -100, z: 0 },
383
+ velocitySpread: { x: 100, y: 100, z: 100 },
384
+ lifetime: { min: 1, max: 2 },
385
+ size: { min: 4, max: 10 },
386
+ rate: 50,
387
+ }));
388
+
389
+ this.pipeline.add(this.particles);
390
+ }
391
+
392
+ update(dt) {
393
+ super.update(dt);
394
+ this.camera.update(dt);
395
+ }
396
+ }
397
+ ```
398
+
399
+ ---
400
+
401
+ ## Common Effects
402
+
403
+ ### Fire
404
+
405
+ ```js
406
+ particles.addEmitter("fire", new ParticleEmitter({
407
+ position: { x: 400, y: 550 },
408
+ spread: { x: 30, y: 0 },
409
+ velocity: { x: 0, y: -80 },
410
+ velocitySpread: { x: 20, y: 15 },
411
+ lifetime: { min: 0.5, max: 1.5 },
412
+ size: { min: 8, max: 16 },
413
+ color: { r: 255, g: 120, b: 40, a: 1 },
414
+ rate: 100,
415
+ shape: "circle",
416
+ }));
417
+
418
+ // With color updater for orange -> red -> dark
419
+ updaters: [
420
+ Updaters.velocity,
421
+ Updaters.lifetime,
422
+ Updaters.rise(80),
423
+ Updaters.fadeOut,
424
+ Updaters.colorOverLife(
425
+ { r: 255, g: 150, b: 50 },
426
+ { r: 80, g: 20, b: 10 }
427
+ ),
428
+ ]
429
+ ```
430
+
431
+ ### Snow
432
+
433
+ ```js
434
+ particles.addEmitter("snow", new ParticleEmitter({
435
+ position: { x: 400, y: -20 },
436
+ spread: { x: 500, y: 0 },
437
+ velocity: { x: 0, y: 50 },
438
+ velocitySpread: { x: 20, y: 10 },
439
+ lifetime: { min: 5, max: 10 },
440
+ size: { min: 2, max: 5 },
441
+ color: { r: 255, g: 255, b: 255, a: 0.8 },
442
+ rate: 30,
443
+ shape: "circle",
444
+ }));
445
+
446
+ updaters: [
447
+ Updaters.velocity,
448
+ Updaters.lifetime,
449
+ Updaters.wobble(15),
450
+ ]
451
+ ```
452
+
453
+ ### Explosion Burst
454
+
455
+ ```js
456
+ // Create emitter with rate 0 (burst only)
457
+ const explosionEmitter = new ParticleEmitter({
458
+ position: { x: 0, y: 0 },
459
+ velocity: { x: 0, y: 0 },
460
+ velocitySpread: { x: 300, y: 300 },
461
+ lifetime: { min: 0.5, max: 1.5 },
462
+ size: { min: 4, max: 12 },
463
+ color: { r: 255, g: 200, b: 50, a: 1 },
464
+ rate: 0, // No continuous emission
465
+ shape: "circle",
466
+ });
467
+
468
+ // Trigger explosion at position
469
+ explosionEmitter.position.x = clickX;
470
+ explosionEmitter.position.y = clickY;
471
+ particles.burst(100, explosionEmitter);
472
+ ```
473
+
474
+ ### Confetti
475
+
476
+ ```js
477
+ const colors = [
478
+ { r: 255, g: 80, b: 80 },
479
+ { r: 80, g: 255, b: 80 },
480
+ { r: 80, g: 80, b: 255 },
481
+ { r: 255, g: 255, b: 80 },
482
+ ];
483
+
484
+ const confettiEmitter = new ParticleEmitter({
485
+ velocity: { x: 0, y: -200 },
486
+ velocitySpread: { x: 150, y: 80 },
487
+ lifetime: { min: 2, max: 4 },
488
+ size: { min: 6, max: 12 },
489
+ rate: 0,
490
+ shape: "triangle",
491
+ });
492
+
493
+ // Burst with random colors
494
+ for (let i = 0; i < 50; i++) {
495
+ confettiEmitter.color = { ...colors[i % colors.length], a: 1 };
496
+ particles.burst(1, confettiEmitter);
497
+ }
498
+ ```
499
+
500
+ ---
501
+
502
+ ## Architecture
503
+
504
+ ```
505
+ ┌─────────────────────────────────────────────────────────────┐
506
+ │ ParticleSystem │
507
+ │ ┌───────────────────────────────────────────────────────┐ │
508
+ │ │ Emitters │ │
509
+ │ │ ┌──────────┐ ┌──────────┐ ┌──────────┐ │ │
510
+ │ │ │ "fire" │ │ "sparks" │ │ "smoke" │ │ │
511
+ │ │ │ rate: 50 │ │ rate: 20 │ │ rate: 10 │ │ │
512
+ │ │ └──────────┘ └──────────┘ └──────────┘ │ │
513
+ │ └───────────────────────────────────────────────────────┘ │
514
+ │ │ │
515
+ │ ▼ │
516
+ │ ┌───────────────────────────────────────────────────────┐ │
517
+ │ │ Active Particles (pooled) │ │
518
+ │ │ [p1, p2, p3, ... pN] ←→ [pool of recycled] │ │
519
+ │ └───────────────────────────────────────────────────────┘ │
520
+ │ │ │
521
+ │ ▼ │
522
+ │ ┌───────────────────────────────────────────────────────┐ │
523
+ │ │ Updaters │ │
524
+ │ │ velocity → lifetime → gravity → fadeOut → ... │ │
525
+ │ └───────────────────────────────────────────────────────┘ │
526
+ │ │ │
527
+ │ ▼ │
528
+ │ ┌───────────────────────────────────────────────────────┐ │
529
+ │ │ Rendering │ │
530
+ │ │ Simple 2D | Camera3D + Depth Sort │ │
531
+ │ └───────────────────────────────────────────────────────┘ │
532
+ └─────────────────────────────────────────────────────────────┘
533
+ ```
534
+
535
+ ---
536
+
537
+ ## Performance Tips
538
+
539
+ 1. **Use object pooling** - The system automatically pools particles. Keep `maxParticles` reasonable.
540
+
541
+ 2. **Limit updaters** - Each updater runs on every particle every frame. Use only what you need.
542
+
543
+ 3. **Use appropriate shapes** - `"circle"` is fastest, `"triangle"` slightly slower.
544
+
545
+ 4. **Disable depth sorting** - If you don't need 3D, skip `depthSort: true`.
546
+
547
+ 5. **Use `"screen"` blend mode wisely** - Additive blending is visually nice but can be expensive with many particles.
548
+
549
+ ---
550
+
551
+ ## Related
552
+
553
+ - [Game Module](../game/README.md) - Game loop and GameObjects
554
+ - [Scene3D](../util/scene3d.md) - 3D scene projection
555
+
556
+ ## See Also
557
+
558
+ - [Camera3D](../util/camera3d.md) - 3D camera and projection
559
+ - [Motion Module](../motion/README.md) - Animation patterns