@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
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  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
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  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
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  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
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  92. package/demos/js/tde/blackhole.js +219 -0
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  122. package/demos/scene.html +33 -0
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  124. package/demos/schrodinger.html +27 -0
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  130. package/demos/tde.html +28 -0
  131. package/demos/tiles.html +28 -0
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  133. package/demos/tween.html +45 -0
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  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
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  151. package/docs/modules/particle/README.md +559 -0
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  159. package/docs/modules/state/README.md +577 -0
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+ # State Module
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+
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+ > Flexible state machine for managing game and entity states with lifecycle callbacks.
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+
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+ ## Overview
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+
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+ The state module provides a `StateMachine` class for managing states with enter/update/exit lifecycle callbacks. It supports timed auto-transitions, event triggers, and sequential phase patterns - perfect for both high-level game states and entity-level behaviors.
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+
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+ ## Quick Start
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+
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+ ```js
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+ import { StateMachine } from 'gcanvas';
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+
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+ // Basic state machine
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+ const fsm = new StateMachine({
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+ initial: 'idle',
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+ states: {
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+ idle: {
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+ enter: () => console.log('Now idle'),
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+ update: (dt) => { /* per-frame logic */ },
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+ exit: () => console.log('Leaving idle')
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+ },
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+ walking: {
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+ enter: () => player.startWalkAnimation(),
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+ update: (dt) => player.move(dt)
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+ },
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+ jumping: {
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+ enter: () => player.jump(),
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+ duration: 0.5,
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+ next: 'falling'
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+ }
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+ }
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+ });
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+
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+ // Change state
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+ fsm.setState('walking');
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+
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+ // Update each frame
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+ fsm.update(dt);
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+ ```
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+
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+ ## Use Cases
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+
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+ | Pattern | Example |
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+ |---------|---------|
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+ | **Game States** | menu → playing → paused → game_over |
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+ | **Entity Lifecycle** | spawn → active → dying → dead |
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+ | **Attack Phases** | warning → charging → active → cooldown |
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+ | **UI States** | hidden → entering → visible → exiting |
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+
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+ ---
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+
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+ ## StateMachine Class
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+
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+ ### Constructor
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+
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+ ```js
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+ const fsm = new StateMachine({
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+ initial: 'stateName', // Starting state
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+ states: { ... }, // State definitions
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+ context: this // Optional: bound to callbacks
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+ });
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+ ```
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+
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+ ### State Definition
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+
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+ Each state can have these properties:
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+
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+ ```js
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+ states: {
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+ stateName: {
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+ // Lifecycle callbacks
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+ enter: (data) => { }, // Called when entering state
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+ update: (dt) => { }, // Called every frame
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+ exit: (data) => { }, // Called when leaving state
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+
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+ // Timed auto-transition
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+ duration: 1.5, // Seconds before auto-transition
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+ next: 'nextState', // State to transition to
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+ onComplete: () => { }, // Called if no 'next' defined
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+
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+ // Event-based transitions
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+ on: {
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+ 'eventName': 'targetState',
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+ 'anotherEvent': {
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+ target: 'targetState',
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+ guard: () => canTransition,
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+ action: () => doSomething()
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+ }
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+ }
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+ }
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+ }
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+ ```
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+
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+ ---
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+
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+ ## Core Patterns
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+
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+ ### 1. Game State Management
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+
101
+ Manage high-level game flow with event-driven transitions.
102
+
103
+ ```js
104
+ class MyGame extends Game {
105
+ init() {
106
+ super.init();
107
+
108
+ this.fsm = new StateMachine({
109
+ initial: 'menu',
110
+ context: this,
111
+ states: {
112
+ menu: {
113
+ enter: () => this.showMenu(),
114
+ on: {
115
+ start: 'playing',
116
+ options: 'settings'
117
+ }
118
+ },
119
+ playing: {
120
+ enter: () => this.startGame(),
121
+ update: (dt) => this.updateGameplay(dt),
122
+ on: {
123
+ pause: 'paused',
124
+ death: 'game_over',
125
+ bossSpawn: 'boss_fight'
126
+ }
127
+ },
128
+ paused: {
129
+ enter: () => this.showPauseMenu(),
130
+ on: {
131
+ resume: 'playing',
132
+ quit: 'menu'
133
+ }
134
+ },
135
+ boss_fight: {
136
+ enter: () => this.startBossFight(),
137
+ update: (dt) => this.updateBossFight(dt),
138
+ on: {
139
+ bossDefeated: 'playing',
140
+ death: 'game_over'
141
+ }
142
+ },
143
+ game_over: {
144
+ enter: () => this.showGameOver(),
145
+ on: {
146
+ restart: 'playing',
147
+ menu: 'menu'
148
+ }
149
+ }
150
+ }
151
+ });
152
+ }
153
+
154
+ update(dt) {
155
+ super.update(dt);
156
+ this.fsm.update(dt);
157
+ }
158
+
159
+ // Trigger transitions from game logic
160
+ onPlayerDeath() {
161
+ this.fsm.trigger('death');
162
+ }
163
+
164
+ onBossDefeated() {
165
+ this.fsm.trigger('bossDefeated');
166
+ }
167
+ }
168
+ ```
169
+
170
+ ### 2. Timed Phase Sequences
171
+
172
+ Perfect for attacks, effects, and entity lifecycles.
173
+
174
+ ```js
175
+ // Laser beam with phases: warning → charging → active → fade
176
+ class Laser extends GameObject {
177
+ constructor(game) {
178
+ super(game);
179
+
180
+ this.fsm = new StateMachine({
181
+ initial: 'warning',
182
+ context: this,
183
+ states: {
184
+ warning: {
185
+ duration: 0.3,
186
+ next: 'charging',
187
+ enter: () => { this.alpha = 0.3; }
188
+ },
189
+ charging: {
190
+ duration: 0.2,
191
+ next: 'active',
192
+ enter: () => { this.playChargeSound(); }
193
+ },
194
+ active: {
195
+ duration: 0.4,
196
+ next: 'fade',
197
+ enter: () => {
198
+ this.canDamage = true;
199
+ this.alpha = 1;
200
+ },
201
+ exit: () => { this.canDamage = false; }
202
+ },
203
+ fade: {
204
+ duration: 0.2,
205
+ enter: () => { /* Start fade animation */ },
206
+ exit: () => { this.destroy(); }
207
+ }
208
+ }
209
+ });
210
+ }
211
+
212
+ update(dt) {
213
+ this.fsm.update(dt);
214
+
215
+ // Use progress for animations
216
+ if (this.fsm.is('fade')) {
217
+ this.alpha = 1 - this.fsm.progress;
218
+ }
219
+ }
220
+ }
221
+ ```
222
+
223
+ ### 3. Using fromSequence() Factory
224
+
225
+ Shorthand for simple phase sequences.
226
+
227
+ ```js
228
+ // Lightning strike phases
229
+ this.fsm = StateMachine.fromSequence([
230
+ { name: 'tracing', duration: 0.4, update: (dt) => this.trace(dt) },
231
+ { name: 'active', duration: 0.3, enter: () => { this.canDamage = true; } },
232
+ { name: 'fade', duration: 0.2, exit: () => this.destroy() }
233
+ ], { context: this });
234
+
235
+ // With looping
236
+ this.fsm = StateMachine.fromSequence([
237
+ { name: 'visible', duration: 0.5 },
238
+ { name: 'hidden', duration: 0.5 }
239
+ ], { loop: true });
240
+
241
+ // With completion callback
242
+ this.fsm = StateMachine.fromSequence([
243
+ { name: 'phase1', duration: 1 },
244
+ { name: 'phase2', duration: 1 },
245
+ { name: 'phase3', duration: 1 }
246
+ ], {
247
+ onComplete: () => console.log('Sequence finished!')
248
+ });
249
+ ```
250
+
251
+ ### 4. Entity AI States
252
+
253
+ ```js
254
+ class Enemy extends GameObject {
255
+ constructor(game) {
256
+ super(game);
257
+
258
+ this.fsm = new StateMachine({
259
+ initial: 'patrol',
260
+ context: this,
261
+ states: {
262
+ patrol: {
263
+ update: (dt) => this.moveAlongPath(dt),
264
+ on: {
265
+ playerSpotted: {
266
+ target: 'chase',
267
+ guard: () => this.canSeePlayer()
268
+ }
269
+ }
270
+ },
271
+ chase: {
272
+ enter: () => this.playAlertSound(),
273
+ update: (dt) => this.moveTowardPlayer(dt),
274
+ on: {
275
+ playerLost: 'patrol',
276
+ inRange: 'attack'
277
+ }
278
+ },
279
+ attack: {
280
+ enter: () => this.startAttackAnimation(),
281
+ duration: 0.5,
282
+ next: 'cooldown',
283
+ update: () => this.performAttack()
284
+ },
285
+ cooldown: {
286
+ duration: 1,
287
+ next: 'chase'
288
+ }
289
+ }
290
+ });
291
+ }
292
+ }
293
+ ```
294
+
295
+ ---
296
+
297
+ ## API Reference
298
+
299
+ ### State Checking
300
+
301
+ ```js
302
+ // Check current state
303
+ if (fsm.is('playing')) { }
304
+
305
+ // Check multiple states
306
+ if (fsm.isAny('playing', 'boss_fight')) { }
307
+
308
+ // Get current state name
309
+ const stateName = fsm.state;
310
+
311
+ // Get previous state
312
+ const prevState = fsm.previousState;
313
+
314
+ // Get current state config
315
+ const config = fsm.currentStateConfig;
316
+ ```
317
+
318
+ ### Transitions
319
+
320
+ ```js
321
+ // Direct state change
322
+ fsm.setState('newState');
323
+
324
+ // With data passed to enter/exit callbacks
325
+ fsm.setState('newState', { reason: 'player_action' });
326
+
327
+ // Event-based transition (checks 'on' config)
328
+ fsm.trigger('eventName');
329
+ fsm.trigger('eventName', { data: 'value' });
330
+ ```
331
+
332
+ ### Timed State Info
333
+
334
+ ```js
335
+ // Time spent in current state
336
+ const time = fsm.stateTime;
337
+
338
+ // Progress through timed state (0-1)
339
+ const progress = fsm.progress;
340
+
341
+ // Remaining time in timed state
342
+ const remaining = fsm.remaining;
343
+
344
+ // Is current state timed?
345
+ if (fsm.isTimed) { }
346
+ ```
347
+
348
+ ### Control
349
+
350
+ ```js
351
+ // Pause/resume state machine
352
+ fsm.pause();
353
+ fsm.resume();
354
+
355
+ // Reset to initial or specific state
356
+ fsm.reset();
357
+ fsm.reset('specificState');
358
+ ```
359
+
360
+ ### Dynamic States
361
+
362
+ ```js
363
+ // Add state at runtime
364
+ fsm.addState('newState', {
365
+ enter: () => { },
366
+ duration: 1,
367
+ next: 'idle'
368
+ });
369
+
370
+ // Remove state
371
+ fsm.removeState('unusedState');
372
+ ```
373
+
374
+ ### Global Callbacks
375
+
376
+ ```js
377
+ // Listen to all state changes
378
+ fsm.onStateChange = (newState, oldState, data) => {
379
+ console.log(`${oldState} → ${newState}`);
380
+ };
381
+ ```
382
+
383
+ ### Method Reference
384
+
385
+ | Method | Returns | Description |
386
+ |--------|---------|-------------|
387
+ | `is(state)` | `boolean` | Check if in specific state |
388
+ | `isAny(...states)` | `boolean` | Check if in any of states |
389
+ | `setState(state, data?)` | `boolean` | Transition to state |
390
+ | `trigger(event, data?)` | `boolean` | Trigger event-based transition |
391
+ | `update(dt)` | `void` | Update state machine |
392
+ | `pause()` | `void` | Pause updates |
393
+ | `resume()` | `void` | Resume updates |
394
+ | `reset(state?)` | `void` | Reset to initial/specific state |
395
+ | `addState(name, config)` | `this` | Add state dynamically |
396
+ | `removeState(name)` | `this` | Remove state |
397
+
398
+ ### Properties
399
+
400
+ | Property | Type | Description |
401
+ |----------|------|-------------|
402
+ | `state` | `string` | Current state name |
403
+ | `previousState` | `string` | Previous state name |
404
+ | `stateTime` | `number` | Time in current state |
405
+ | `progress` | `number` | Progress through timed state (0-1) |
406
+ | `remaining` | `number` | Time remaining in timed state |
407
+ | `isTimed` | `boolean` | Does current state have duration? |
408
+ | `paused` | `boolean` | Is state machine paused? |
409
+ | `context` | `Object` | Context for callbacks |
410
+
411
+ ### Static Methods
412
+
413
+ | Method | Returns | Description |
414
+ |--------|---------|-------------|
415
+ | `StateMachine.fromSequence(phases, options?)` | `StateMachine` | Create from phase array |
416
+
417
+ ---
418
+
419
+ ## Complete Example
420
+
421
+ A complete entity with states, phases, and game integration:
422
+
423
+ ```js
424
+ import { GameObject, StateMachine } from 'gcanvas';
425
+
426
+ class Boss extends GameObject {
427
+ constructor(game) {
428
+ super(game);
429
+
430
+ this.health = 100;
431
+ this.phase = 1;
432
+
433
+ // Boss behavior state machine
434
+ this.fsm = new StateMachine({
435
+ initial: 'entering',
436
+ context: this,
437
+ states: {
438
+ entering: {
439
+ enter: () => this.playEntranceAnimation(),
440
+ duration: 2,
441
+ next: 'idle'
442
+ },
443
+ idle: {
444
+ duration: 1,
445
+ update: (dt) => this.trackPlayer(dt),
446
+ on: {
447
+ attack: 'attacking'
448
+ }
449
+ },
450
+ attacking: {
451
+ enter: () => this.chooseAttack(),
452
+ duration: 1.5,
453
+ next: 'cooldown'
454
+ },
455
+ cooldown: {
456
+ duration: 0.5,
457
+ next: 'idle'
458
+ },
459
+ enraged: {
460
+ enter: () => {
461
+ this.speed *= 1.5;
462
+ this.playEnrageAnimation();
463
+ },
464
+ update: (dt) => this.aggressiveAttack(dt)
465
+ },
466
+ dying: {
467
+ enter: () => this.playDeathAnimation(),
468
+ duration: 3,
469
+ exit: () => this.game.events.emit('boss-defeated')
470
+ }
471
+ }
472
+ });
473
+
474
+ // Attack phase state machine (separate concern)
475
+ this.attackFsm = null;
476
+ }
477
+
478
+ update(dt) {
479
+ this.fsm.update(dt);
480
+ this.attackFsm?.update(dt);
481
+
482
+ // Trigger attack periodically when idle
483
+ if (this.fsm.is('idle') && this.fsm.stateTime > 0.5) {
484
+ this.fsm.trigger('attack');
485
+ }
486
+
487
+ // Check for phase transition
488
+ if (this.health < 50 && this.phase === 1) {
489
+ this.phase = 2;
490
+ this.fsm.setState('enraged');
491
+ }
492
+ }
493
+
494
+ takeDamage(amount) {
495
+ this.health -= amount;
496
+
497
+ if (this.health <= 0) {
498
+ this.fsm.setState('dying');
499
+ }
500
+ }
501
+
502
+ chooseAttack() {
503
+ // Create timed attack sequence
504
+ this.attackFsm = StateMachine.fromSequence([
505
+ { name: 'windup', duration: 0.3, enter: () => this.showWarning() },
506
+ { name: 'strike', duration: 0.1, enter: () => this.dealDamage() },
507
+ { name: 'recovery', duration: 0.4 }
508
+ ], { context: this });
509
+ }
510
+ }
511
+ ```
512
+
513
+ ---
514
+
515
+ ## Architecture
516
+
517
+ ```
518
+ ┌─────────────────────────────────────────────────────────────┐
519
+ │ StateMachine │
520
+ │ ┌──────────────────────────────────────────────────────┐ │
521
+ │ │ State Definitions │ │
522
+ │ │ ┌────────┐ ┌────────┐ ┌────────┐ ┌────────┐ │ │
523
+ │ │ │ idle │ │ moving │ │ attack │ │ dying │ │ │
524
+ │ │ │ enter │ │ enter │ │ enter │ │ enter │ │ │
525
+ │ │ │ update │ │ update │ │ update │ │ update │ │ │
526
+ │ │ │ exit │ │ exit │ │ exit │ │ exit │ │ │
527
+ │ │ └────────┘ └────────┘ └────────┘ └────────┘ │ │
528
+ │ └──────────────────────────────────────────────────────┘ │
529
+ │ │ │
530
+ │ ▼ │
531
+ │ ┌──────────────────────────────────────────────────────┐ │
532
+ │ │ Current State Tracking │ │
533
+ │ │ state: 'idle' │ stateTime: 1.5 │ progress: 0.75 │ │
534
+ │ └──────────────────────────────────────────────────────┘ │
535
+ │ │ │
536
+ │ ▼ │
537
+ │ ┌──────────────────────────────────────────────────────┐ │
538
+ │ │ Transitions │ │
539
+ │ │ setState('moving') │ trigger('damage') │ │
540
+ │ │ Auto: duration → next │ │
541
+ │ └──────────────────────────────────────────────────────┘ │
542
+ └─────────────────────────────────────────────────────────────┘
543
+ ```
544
+
545
+ ---
546
+
547
+ ## Tips & Best Practices
548
+
549
+ 1. **Separate concerns**: Use multiple state machines for different aspects (movement, attack, animation)
550
+
551
+ 2. **Use context**: Pass `context: this` to access entity properties in callbacks
552
+
553
+ 3. **Guard transitions**: Use guards to prevent invalid state changes
554
+ ```js
555
+ on: {
556
+ attack: {
557
+ target: 'attacking',
558
+ guard: () => this.stamina > 0
559
+ }
560
+ }
561
+ ```
562
+
563
+ 4. **Progress for animations**: Use `fsm.progress` for smooth timed effects
564
+
565
+ 5. **fromSequence for phases**: Use the factory for simple linear sequences
566
+
567
+ ---
568
+
569
+ ## Related
570
+
571
+ - [Collision Module](../collision/README.md) - Collision detection
572
+ - [Game Module](../game/README.md) - Game loop and GameObjects
573
+
574
+ ## See Also
575
+
576
+ - [Motion Module](../motion/README.md) - Animation patterns
577
+ - [Game Lifecycle](../../concepts/lifecycle.md) - Update/render cycle
@@ -0,0 +1,99 @@
1
+ # Util Module
2
+
3
+ > Utilities for 3D projection, layout, positioning, and more.
4
+
5
+ ## Overview
6
+
7
+ The util module provides helper classes and functions for common tasks:
8
+
9
+ | Utility | Description |
10
+ |---------|-------------|
11
+ | [**Camera3D**](./camera3d.md) | Pseudo-3D projection with mouse controls |
12
+ | [**Scene3D**](./scene3d.md) | Scene with automatic 3D projection |
13
+ | **Layout** | Vertical, horizontal, and grid layouts |
14
+ | **Position** | Anchor constants and positioning |
15
+
16
+ ## Quick Navigation
17
+
18
+ - [Camera3D](./camera3d.md) - 3D to 2D projection, rotation, mouse control
19
+ - [Scene3D](./scene3d.md) - Scene that projects children through Camera3D
20
+
21
+ ## 3D System Overview
22
+
23
+ GCanvas provides a pseudo-3D system that projects 3D coordinates to 2D canvas:
24
+
25
+ ```
26
+ ┌─────────────────────────────────────────────────────────────┐
27
+ │ Camera3D │
28
+ │ • Rotation (X, Y, Z axes) │
29
+ │ • Perspective projection │
30
+ │ • Mouse/touch rotation control │
31
+ │ • Auto-rotation │
32
+ └─────────────────────────────────────────────────────────────┘
33
+
34
+
35
+ ┌─────────────────────────────────────────────────────────────┐
36
+ │ Scene3D │
37
+ │ • Container for GameObjects with z-coordinates │
38
+ │ • Automatic projection through camera │
39
+ │ • Depth sorting (back-to-front) │
40
+ │ • Perspective scaling │
41
+ └─────────────────────────────────────────────────────────────┘
42
+
43
+
44
+ ┌─────────────────────────────────────────────────────────────┐
45
+ │ ParticleSystem │
46
+ │ • 3D particle effects │
47
+ │ • Camera integration │
48
+ │ • Depth-sorted rendering │
49
+ └─────────────────────────────────────────────────────────────┘
50
+ ```
51
+
52
+ ## Basic 3D Setup
53
+
54
+ ```js
55
+ import { Game, Camera3D, Scene3D, GameObject, Rectangle } from 'gcanvas';
56
+
57
+ class My3DDemo extends Game {
58
+ init() {
59
+ super.init();
60
+
61
+ // Create camera
62
+ this.camera = new Camera3D({
63
+ rotationX: 0.3,
64
+ perspective: 800,
65
+ autoRotate: true,
66
+ });
67
+ this.camera.enableMouseControl(this.canvas);
68
+
69
+ // Create 3D scene centered on screen
70
+ this.scene3d = new Scene3D(this, {
71
+ x: this.width / 2,
72
+ y: this.height / 2,
73
+ camera: this.camera,
74
+ depthSort: true,
75
+ });
76
+
77
+ // Add objects with z coordinates
78
+ for (let i = 0; i < 5; i++) {
79
+ const box = new BoxObject(this);
80
+ box.x = (i - 2) * 100;
81
+ box.z = Math.sin(i) * 100; // Vary depth
82
+ this.scene3d.add(box);
83
+ }
84
+
85
+ this.pipeline.add(this.scene3d);
86
+ }
87
+
88
+ update(dt) {
89
+ super.update(dt);
90
+ this.camera.update(dt);
91
+ }
92
+ }
93
+ ```
94
+
95
+ ## Related
96
+
97
+ - [Camera3D](./camera3d.md) - Full camera documentation
98
+ - [Scene3D](./scene3d.md) - Full scene documentation
99
+ - [Particle Module](../particle/README.md) - 3D particle effects