@guinetik/gcanvas 1.0.1 → 1.0.2

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Files changed (42) hide show
  1. package/demos/coordinates.html +698 -0
  2. package/demos/cube3d.html +23 -0
  3. package/demos/demos.css +17 -3
  4. package/demos/dino.html +42 -0
  5. package/demos/gameobjects.html +626 -0
  6. package/demos/index.html +17 -7
  7. package/demos/js/coordinates.js +840 -0
  8. package/demos/js/cube3d.js +789 -0
  9. package/demos/js/dino.js +1420 -0
  10. package/demos/js/gameobjects.js +176 -0
  11. package/demos/js/plane3d.js +256 -0
  12. package/demos/js/platformer.js +1579 -0
  13. package/demos/js/sphere3d.js +229 -0
  14. package/demos/js/sprite.js +473 -0
  15. package/demos/js/tde/accretiondisk.js +3 -3
  16. package/demos/js/tde/tidalstream.js +2 -2
  17. package/demos/plane3d.html +24 -0
  18. package/demos/platformer.html +43 -0
  19. package/demos/sphere3d.html +24 -0
  20. package/demos/sprite.html +18 -0
  21. package/docs/concepts/coordinate-system.md +384 -0
  22. package/docs/concepts/shapes-vs-gameobjects.md +187 -0
  23. package/docs/fluid-dynamics.md +99 -97
  24. package/package.json +1 -1
  25. package/src/game/game.js +11 -5
  26. package/src/game/objects/index.js +3 -0
  27. package/src/game/objects/platformer-scene.js +411 -0
  28. package/src/game/objects/scene.js +14 -0
  29. package/src/game/objects/sprite.js +529 -0
  30. package/src/game/pipeline.js +20 -16
  31. package/src/game/ui/theme.js +123 -121
  32. package/src/io/input.js +75 -45
  33. package/src/io/mouse.js +44 -19
  34. package/src/io/touch.js +35 -12
  35. package/src/shapes/cube3d.js +599 -0
  36. package/src/shapes/index.js +2 -0
  37. package/src/shapes/plane3d.js +687 -0
  38. package/src/shapes/sphere3d.js +75 -6
  39. package/src/util/camera2d.js +315 -0
  40. package/src/util/index.js +1 -0
  41. package/src/webgl/shaders/plane-shaders.js +332 -0
  42. package/src/webgl/shaders/sphere-shaders.js +4 -2
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+ <!DOCTYPE html>
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+ <html lang="en">
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+
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+ <head>
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+ <meta charset="UTF-8">
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+ <meta name="viewport" content="width=device-width, initial-scale=1.0">
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+ <title>GCanvas Coordinate System Documentation</title>
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+ <!-- Prism.js - base theme then override -->
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+ <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/prism/1.29.0/themes/prism-okaidia.css">
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+ <style>
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+ /* Terminal-style Prism overrides */
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+ .feature-list li {
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+ position: relative;
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+ .canvas-demo {
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+ width: 100%;
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+ height: 250px;
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+ overflow: hidden;
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+
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+ .canvas-demo canvas {
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+ display: block;
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+ width: 100%;
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+ height: 100%;
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+ border: 1px solid #1a1a1a;
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+ }
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+
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+ .canvas-label {
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+ position: absolute;
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+ bottom: 10px;
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+ right: 10px;
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+ background-color: rgba(0, 0, 0, 0.8);
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+ color: #0f0;
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+ padding: 4px 8px;
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+ font-size: 12px;
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+ font-family: 'Courier New', monospace;
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+ }
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+ width: 100%;
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+ font-family: 'Courier New', monospace;
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+ }
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+ border: 1px solid #1a1a1a;
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+ padding: 10px 15px;
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+ text-align: left;
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+ }
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+ }
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+
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+ td {
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+ background-color: #0a0a0a;
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+ color: #aaa;
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+ }
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+
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+ td code {
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+ background-color: #111;
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+ padding: 2px 6px;
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+ }
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+
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+ .tldr-box {
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+ background-color: #0a1a0a;
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+ border: 1px solid #0f0;
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+ padding: 20px;
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+ margin: 20px 0;
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+ }
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+
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+ .tldr-box h3 {
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+ margin-top: 0;
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+ color: #0f0;
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+ }
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+
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+ .ascii-diagram {
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+ background-color: #0a0a0a;
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+ border: 1px solid #1a1a1a;
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+ padding: 20px;
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+ margin: 20px 0;
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+ overflow-x: auto;
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+ font-family: 'Courier New', monospace;
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+ color: #0f0;
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+ line-height: 1.4;
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+ white-space: pre;
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+ }
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+
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+ @media (max-width: 768px) {
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+ body {
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+ padding: 10px;
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+ }
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+
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+ h1 {
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+ font-size: 1.8em;
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+ }
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+
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+ h2 {
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+ font-size: 1.4em;
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+ }
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+
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+ .canvas-demo {
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+ height: 200px;
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+ }
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+ }
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+ </style>
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+ </head>
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+
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+ <body>
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+ <header>
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+ <h1>GCanvas Coordinate System</h1>
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+ <p>Understanding how positioning works throughout the library</p>
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+ </header>
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+
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+ <section>
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+ <h2>Overview</h2>
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+ <p>
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+ GCanvas uses a <strong>center-based coordinate system</strong> where <code>x</code> and <code>y</code>
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+ refer to an object's center point, not its top-left corner. This makes rotation and scaling more
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+ intuitive since transforms happen around the object's center.
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+ </p>
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+
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+ <div class="tldr-box">
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+ <h3>TL;DR - Quick Reference</h3>
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+ <table>
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+ <tr>
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+ <th>Situation</th>
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+ <th>How It Works</th>
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+ </tr>
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+ <tr>
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+ <td>Object at <code>(100, 100)</code></td>
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+ <td>Center is at screen position (100, 100)</td>
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+ </tr>
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+ <tr>
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+ <td>Child at <code>(10, 20)</code> in Scene at <code>(100, 100)</code></td>
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+ <td>Child center is at screen (110, 120)</td>
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+ </tr>
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+ <tr>
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+ <td>Camera3D <code>project()</code> returns <code>(0, 0)</code></td>
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+ <td>Object is at the center of the 3D view</td>
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+ </tr>
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+ <tr>
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+ <td>Scene3D at <code>(width/2, height/2)</code></td>
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+ <td>3D origin appears at canvas center</td>
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+ </tr>
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+ </table>
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+ </div>
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+ </section>
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+
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+ <section>
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+ <h2>1. Center-Based Positioning</h2>
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+ <p>
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+ Unlike many graphics libraries that use top-left corners, GCanvas positions objects by their
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+ <strong>center point</strong>. When you set <code>x: 100, y: 100</code>, the object's center
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+ is at that position.
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+ </p>
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+
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+ <h4>Why Center-Based?</h4>
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+ <ul class="feature-list">
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+ <li>Rotation happens around the center naturally</li>
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+ <li>Scaling expands/contracts from the center</li>
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+ <li>No need to manually adjust pivot points</li>
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+ <li>More intuitive for game development</li>
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+ </ul>
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+
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+ <div class="example">
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+ <div class="example-title">Interactive Demo: Center vs Bounds</div>
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+ <pre><code class="language-javascript">// This circle's CENTER is at (100, 100)
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+ const circle = new Circle(50, { x: 100, y: 100, color: "#0f0" });
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+
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+ // The circle extends from:
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+ // - Left edge: 50 (100 - radius)
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+ // - Right edge: 150 (100 + radius)
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+ // - Top edge: 50 (100 - radius)
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+ // - Bottom edge: 150 (100 + radius)</code></pre>
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+ <div class="canvas-demo">
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+ <canvas id="center-based-canvas"></canvas>
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+ <div class="canvas-label">Drag to move - watch center point</div>
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+ </div>
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+ </div>
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+
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+ <table>
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+ <tr>
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+ <th>System</th>
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+ <th><code>x: 100, y: 100</code> means...</th>
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+ <th>Rotation pivot</th>
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+ </tr>
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+ <tr>
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+ <td><strong>GCanvas (center)</strong></td>
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+ <td>Center at (100, 100)</td>
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+ <td>Around center</td>
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+ </tr>
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+ <tr>
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+ <td>Top-left systems</td>
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+ <td>Top-left at (100, 100)</td>
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+ <td>Around top-left corner</td>
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+ </tr>
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+ </table>
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+ </section>
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+
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+ <section>
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+ <h2>2. Basic Positioning</h2>
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+ <p>
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+ When you add an object directly to the pipeline, its coordinates are <strong>absolute screen
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+ coordinates</strong>. Canvas origin <code>(0, 0)</code> is the top-left corner.
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+ </p>
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+
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+ <div class="example">
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+ <div class="example-title">Interactive Demo: Screen Coordinates</div>
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+ <pre><code class="language-javascript">// Circle centered at screen position (200, 150)
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+ const circle = new Circle(30, { x: 200, y: 150, color: "#0ff" });
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+ this.pipeline.add(circle);
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+
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+ // X increases going right
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+ // Y increases going down</code></pre>
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+ <div class="canvas-demo">
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+ <canvas id="basic-position-canvas"></canvas>
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+ <div class="canvas-label">Click anywhere to place shapes</div>
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+ </div>
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+ </div>
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+ </section>
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+
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+ <section>
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+ <h2>3. Parent-Child Relationships</h2>
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+ <p>
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+ When you add objects to a <strong>Scene</strong>, their coordinates become
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+ <strong>relative to the parent's center</strong>. This is the key to understanding
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+ hierarchical positioning.
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+ </p>
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+
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+ <div class="ascii-diagram">
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+ Canvas (0,0)────────────────────────────────►X
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+
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+ │ Scene at (200, 150)
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+ │ ┌─────────────────────┐
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+ │ │ Scene's local │
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+ │ │ origin (0, 0) │
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+ │ │ ●───────────┼──► Scene's X
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+ │ │ │ │
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+ │ │ │ Child at │
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+ │ │ │ (50, 30) │
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+ │ │ ▼ ◉ │
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+ │ │ Scene's Y │
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+ │ └─────────────────────┘
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+
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+
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+ Y
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+
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+ Child screen position = Scene position + Child local position
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+ = (200, 150) + (50, 30)
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+ = (250, 180)</div>
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+
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+ <div class="example">
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+ <div class="example-title">Interactive Demo: Parent-Child Coordinates</div>
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+ <pre><code class="language-javascript">// Scene centered at (200, 150)
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+ const scene = new Scene(this, { x: 200, y: 150 });
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+
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+ // Child at (50, 30) relative to scene
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+ const child = new Circle(20, { x: 50, y: 30, color: "#0f0" });
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+ scene.add(child);
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+
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+ // Child's screen position: (200 + 50, 150 + 30) = (250, 180)</code></pre>
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+ <div class="canvas-demo">
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+ <canvas id="parent-child-canvas"></canvas>
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+ <div class="canvas-label">Drag the scene (green box) - children follow</div>
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+ </div>
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+ </div>
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+
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+ <h3>Nested Scenes</h3>
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+ <p>Coordinates stack through the hierarchy:</p>
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+
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+ <div class="example">
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+ <div class="example-title">Interactive Demo: Nested Hierarchy</div>
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+ <pre><code class="language-javascript">const outer = new Scene(this, { x: 100, y: 100 });
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+ const inner = new Scene(this, { x: 50, y: 50 });
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+ const shape = new Circle(10, { x: 25, y: 25, color: "#ff0" });
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+
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+ inner.add(shape);
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+ outer.add(inner);
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+ this.pipeline.add(outer);
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+
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+ // Screen position: 100 + 50 + 25 = 175 for both X and Y</code></pre>
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+ <div class="canvas-demo">
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+ <canvas id="nested-canvas"></canvas>
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+ <div class="canvas-label">Drag any level - nested items follow</div>
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+ </div>
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+ </div>
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+ </section>
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+
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+ <section>
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+ <h2>4. Camera3D and Scene3D</h2>
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+ <p>
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+ When using 3D projection, an additional coordinate transformation layer is introduced.
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+ <code>Camera3D.project()</code> transforms 3D world positions to 2D screen coordinates
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+ <strong>centered at the origin</strong>.
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+ </p>
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+
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+ <div class="note">
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+ <strong>Key Insight:</strong> Camera3D returns coordinates centered at (0, 0). That's why
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+ Scene3D must be positioned at canvas center - so the 3D origin appears in the middle of
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+ the screen.
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+ </div>
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+
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+ <div class="example">
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+ <div class="example-title">Interactive Demo: 3D Projection</div>
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+ <pre><code class="language-javascript">const camera = new Camera3D({ perspective: 800 });
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+
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+ // Scene3D MUST be centered for 3D projection to work correctly
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+ const scene = new Scene3D(this, {
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+ x: this.width / 2,
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+ y: this.height / 2,
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+ camera: camera
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+ });
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+
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+ // Object at 3D origin (0, 0, 0) appears at screen center
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+ // Object at (100, 0, 0) appears right of center</code></pre>
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+ <div class="canvas-demo" style="height: 300px;">
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+ <canvas id="camera3d-canvas"></canvas>
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+ <div class="canvas-label">Drag to rotate camera - watch projection</div>
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+ </div>
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+ </div>
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+
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+ <h3>The Projection Formula</h3>
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+ <table>
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+ <tr>
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+ <th>Step</th>
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+ <th>What Happens</th>
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+ </tr>
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+ <tr>
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+ <td>1. World Position</td>
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+ <td>Object at 3D coordinates (x, y, z)</td>
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+ </tr>
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+ <tr>
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+ <td>2. Camera Transform</td>
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+ <td>Subtract camera position, apply rotation</td>
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+ </tr>
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+ <tr>
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+ <td>3. Perspective</td>
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+ <td><code>scale = perspective / (perspective + z)</code></td>
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+ </tr>
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+ <tr>
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+ <td>4. Screen Offset</td>
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+ <td>Returns (screenX, screenY) relative to origin</td>
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+ </tr>
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+ <tr>
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+ <td>5. Scene3D Centering</td>
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+ <td>Adds (width/2, height/2) to get final position</td>
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+ </tr>
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+ </table>
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+
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+ <h3>Common Gotcha: Manual Centering</h3>
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+ <p>
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+ If you're rendering 3D-projected content <strong>outside</strong> of Scene3D, you must
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+ manually center:
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+ </p>
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+
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+ <div class="example">
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+ <div class="example-title">Manual Centering Pattern</div>
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+ <pre><code class="language-javascript">// When NOT inside a Scene3D, you must translate to center yourself
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+ Painter.useCtx((ctx) => {
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+ ctx.save();
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+ ctx.translate(this.game.width / 2, this.game.height / 2);
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+
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+ // Now draw at projected coordinates
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+ const projected = camera.project(x, y, z);
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+ ctx.fillRect(projected.x - 5, projected.y - 5, 10, 10);
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+
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+ ctx.restore();
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+ });</code></pre>
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+ </div>
555
+ </section>
556
+
557
+ <section>
558
+ <h2>5. Anchoring and Layouts</h2>
559
+ <p>
560
+ The <code>applyAnchor</code> mixin and layout utilities help position objects relative
561
+ to the canvas edges or other containers.
562
+ </p>
563
+
564
+ <div class="example">
565
+ <div class="example-title">Interactive Demo: Anchor Positions</div>
566
+ <pre><code class="language-javascript">import { applyAnchor, Position } from "gcanvas";
567
+
568
+ // Anchor text to top-center of canvas
569
+ const title = new Text(this, "Game Title", { font: "24px sans-serif" });
570
+ applyAnchor(title, {
571
+ anchor: Position.TOP_CENTER,
572
+ anchorMargin: 20 // 20px from top edge
573
+ });
574
+
575
+ // Available positions:
576
+ // TOP_LEFT, TOP_CENTER, TOP_RIGHT
577
+ // CENTER_LEFT, CENTER, CENTER_RIGHT
578
+ // BOTTOM_LEFT, BOTTOM_CENTER, BOTTOM_RIGHT</code></pre>
579
+ <div class="canvas-demo">
580
+ <canvas id="anchor-canvas"></canvas>
581
+ <div class="canvas-label">Resize window to see anchors adjust</div>
582
+ </div>
583
+ </div>
584
+
585
+ <h3>Layouts</h3>
586
+ <p>Layouts automatically position multiple items:</p>
587
+
588
+ <div class="example">
589
+ <div class="example-title">Interactive Demo: Vertical Layout</div>
590
+ <pre><code class="language-javascript">import { verticalLayout, applyLayout } from "gcanvas";
591
+
592
+ const items = [
593
+ new Text(this, "Option 1", {}),
594
+ new Text(this, "Option 2", {}),
595
+ new Text(this, "Option 3", {})
596
+ ];
597
+
598
+ // Compute vertical layout
599
+ const layout = verticalLayout(items, {
600
+ spacing: 15,
601
+ padding: 10,
602
+ align: "center"
603
+ });
604
+
605
+ // Apply positions to items
606
+ applyLayout(items, layout.positions);</code></pre>
607
+ <div class="canvas-demo">
608
+ <canvas id="layout-canvas"></canvas>
609
+ <div class="canvas-label">Click buttons to add/remove items</div>
610
+ </div>
611
+ </div>
612
+ </section>
613
+
614
+ <section>
615
+ <h2>6. Practical Tips</h2>
616
+
617
+ <h3>Quick Reference</h3>
618
+ <table>
619
+ <tr>
620
+ <th>I want to...</th>
621
+ <th>Do this</th>
622
+ </tr>
623
+ <tr>
624
+ <td>Place object at screen position</td>
625
+ <td>Set <code>x</code>, <code>y</code> directly, add to pipeline</td>
626
+ </tr>
627
+ <tr>
628
+ <td>Place object relative to parent</td>
629
+ <td>Add to Scene, set local <code>x</code>, <code>y</code></td>
630
+ </tr>
631
+ <tr>
632
+ <td>Center object on screen</td>
633
+ <td><code>x: game.width / 2, y: game.height / 2</code></td>
634
+ </tr>
635
+ <tr>
636
+ <td>Anchor to screen edge</td>
637
+ <td>Use <code>applyAnchor</code> with <code>Position</code> constant</td>
638
+ </tr>
639
+ <tr>
640
+ <td>Use 3D projection</td>
641
+ <td>Use <code>Scene3D</code> centered at canvas center</td>
642
+ </tr>
643
+ </table>
644
+
645
+ <h3>Common Mistakes</h3>
646
+
647
+ <div class="example">
648
+ <div class="example-title">Mistake 1: Forgetting to center Scene3D</div>
649
+ <pre><code class="language-javascript">// WRONG - 3D origin appears at top-left
650
+ const scene = new Scene3D(this, { x: 0, y: 0, camera });
651
+
652
+ // CORRECT - 3D origin appears at canvas center
653
+ const scene = new Scene3D(this, {
654
+ x: this.width / 2,
655
+ y: this.height / 2,
656
+ camera
657
+ });</code></pre>
658
+ </div>
659
+
660
+ <div class="example">
661
+ <div class="example-title">Mistake 2: Confusing local and screen coordinates</div>
662
+ <pre><code class="language-javascript">const scene = new Scene(this, { x: 100, y: 100 });
663
+ const child = new Circle(20, { x: 50, y: 50 });
664
+ scene.add(child);
665
+
666
+ // WRONG assumption: child is at screen (50, 50)
667
+ // CORRECT: child is at screen (150, 150)</code></pre>
668
+ </div>
669
+
670
+ <div class="example">
671
+ <div class="example-title">Mistake 3: Not updating Camera3D in game loop</div>
672
+ <pre><code class="language-javascript">update(dt) {
673
+ super.update(dt);
674
+ // If using auto-rotation or inertia, camera needs update
675
+ this.camera.update(dt);
676
+ }</code></pre>
677
+ </div>
678
+ </section>
679
+
680
+ <section>
681
+ <h2>See Also</h2>
682
+ <ul class="feature-list">
683
+ <li><a href="pipeline.html" style="color: #0f0;">Rendering Pipeline</a> - How objects are rendered each frame</li>
684
+ <li><a href="gameobjects.html" style="color: #0f0;">Game Objects</a> - Understanding the object hierarchy</li>
685
+ <li><a href="scene.html" style="color: #0f0;">Scene Demo</a> - Interactive scene examples</li>
686
+ <li><a href="layouts.html" style="color: #0f0;">Layout Demo</a> - Layout system in action</li>
687
+ </ul>
688
+ </section>
689
+
690
+ <!-- Prism.js scripts -->
691
+ <script src="https://cdnjs.cloudflare.com/ajax/libs/prism/1.29.0/prism.min.js"></script>
692
+ <script src="https://cdnjs.cloudflare.com/ajax/libs/prism/1.29.0/components/prism-javascript.min.js"></script>
693
+
694
+ <!-- Demo scripts -->
695
+ <script type="module" src="./js/coordinates.js"></script>
696
+ </body>
697
+
698
+ </html>