@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
@@ -0,0 +1,176 @@
1
+ /**
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+ * Gameobjects.html - Live demos for Shapes vs GameObjects documentation
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+ */
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+ import {
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+ Circle,
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+ Game,
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+ Group,
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+ Painter,
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+ Rectangle,
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+ Scene,
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+ ShapeGOFactory,
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+ Sprite,
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+ } from "../../src/index.js";
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+
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+ // ==================== Demo 1: Shapes Only ====================
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+ // Even "shapes only" needs Painter initialized, so we use a minimal Game
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+ class ShapesDemo extends Game {
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+ constructor(canvas) {
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+ super(canvas);
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+ this.backgroundColor = "#050505";
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+ }
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+
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+ init() {
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+ super.init();
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+ // Shapes are created and rendered in render() below
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+ }
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+
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+ render() {
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+ super.render(); // Clears canvas
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+
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+ const centerY = this.canvas.height / 2;
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+
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+ // Create shapes - spread across canvas
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+ const circle = new Circle(35, { x: this.canvas.width * 0.2, y: centerY, color: "#0f0" });
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+ const rect = new Rectangle({ x: this.canvas.width * 0.5, y: centerY, width: 80, height: 50, color: "#0ff" });
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+
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+ // Group with rotation
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+ const group = new Group({ x: this.canvas.width * 0.8, y: centerY, rotation: Math.PI / 4 });
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+ group.add(new Circle(20, { color: "#f0f" }));
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+ group.add(new Rectangle({ y: 30, width: 40, height: 20, color: "#ff0" }));
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+
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+ // Render directly - calling render() on shapes, not using pipeline
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+ circle.render();
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+ rect.render();
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+ group.render();
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+ }
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+ }
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+
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+ function initShapesDemo() {
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+ const canvas = document.getElementById("shapes-canvas");
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+ if (!canvas) return;
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+
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+ const rect = canvas.getBoundingClientRect();
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+ canvas.width = rect.width;
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+ canvas.height = rect.height;
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+
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+ const demo = new ShapesDemo(canvas);
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+ demo.start();
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+ }
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+
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+ // ==================== Demo 2: GameObjects with Pipeline ====================
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+ class GameObjectsDemo extends Game {
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+ constructor(canvas) {
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+ super(canvas);
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+ this.backgroundColor = "#050505";
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+ }
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+
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+ init() {
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+ super.init();
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+
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+ const centerX = this.canvas.width / 2;
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+ const centerY = this.canvas.height / 2;
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+
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+ // Create a scene (GameObject container)
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+ this.scene = new Scene(this, { x: centerX, y: centerY });
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+
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+ // Create a sprite with animation (GameObject)
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+ this.player = new Sprite(this, { frameRate: 8, loop: true, autoPlay: true });
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+
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+ // Add frames - pulsing circle animation
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+ const colors = ["#0f0", "#0ff", "#0f0", "#ff0", "#0f0"];
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+ const sizes = [20, 25, 30, 25, 20];
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+ colors.forEach((color, i) => {
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+ this.player.addFrame(new Circle(sizes[i], { color, stroke: "#fff", lineWidth: 2 }));
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+ });
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+
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+ // Add to scene
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+ this.scene.add(this.player);
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+
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+ // Add scene to pipeline - now it's managed
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+ this.pipeline.add(this.scene);
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+ }
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+ }
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+
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+ function initGameObjectsDemo() {
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+ const canvas = document.getElementById("gameobjects-canvas");
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+ if (!canvas) return;
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+
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+ // Set actual canvas size
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+ const rect = canvas.getBoundingClientRect();
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+ canvas.width = rect.width;
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+ canvas.height = rect.height;
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+
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+ const demo = new GameObjectsDemo(canvas);
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+ demo.start();
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+ }
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+
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+ // ==================== Demo 3: Bridging Shape to GameObject ====================
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+ class BridgingDemo extends Game {
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+ constructor(canvas) {
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+ super(canvas);
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+ this.backgroundColor = "#050505";
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+ }
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+
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+ init() {
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+ super.init();
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+
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+ const centerX = this.canvas.width / 2;
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+ const centerY = this.canvas.height / 2;
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+
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+ // Create a Group of shapes (like a simple avatar)
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+ const avatar = new Group();
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+ avatar.add(new Circle(25, { y: -30, color: "#0f0", stroke: "#0a0", lineWidth: 2 })); // head
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+ avatar.add(new Rectangle({ y: 20, width: 40, height: 50, color: "#0f0", stroke: "#0a0", lineWidth: 2 })); // body
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+
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+ // Wrap it as a GameObject so it can join the pipeline
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+ const avatarGO = ShapeGOFactory.create(this, avatar, {
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+ x: centerX,
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+ y: centerY,
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+ });
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+
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+ // Now it's a proper GameObject - add to pipeline
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+ this.pipeline.add(avatarGO);
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+
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+ // Add a second avatar to show multiple instances
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+ const avatar2 = new Group();
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+ avatar2.add(new Circle(20, { y: -25, color: "#0ff", stroke: "#0aa", lineWidth: 2 }));
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+ avatar2.add(new Rectangle({ y: 15, width: 30, height: 40, color: "#0ff", stroke: "#0aa", lineWidth: 2 }));
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+
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+ const avatar2GO = ShapeGOFactory.create(this, avatar2, {
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+ x: centerX + 100,
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+ y: centerY,
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+ });
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+ this.pipeline.add(avatar2GO);
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+
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+ // Third one with rotation
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+ const avatar3 = new Group({ rotation: 0.2 });
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+ avatar3.add(new Circle(18, { y: -22, color: "#f0f", stroke: "#a0a", lineWidth: 2 }));
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+ avatar3.add(new Rectangle({ y: 12, width: 25, height: 35, color: "#f0f", stroke: "#a0a", lineWidth: 2 }));
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+
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+ const avatar3GO = ShapeGOFactory.create(this, avatar3, {
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+ x: centerX - 100,
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+ y: centerY,
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+ });
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+ this.pipeline.add(avatar3GO);
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+ }
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+ }
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+
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+ function initBridgingDemo() {
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+ const canvas = document.getElementById("bridging-canvas");
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+ if (!canvas) return;
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+
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+ const rect = canvas.getBoundingClientRect();
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+ canvas.width = rect.width;
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+ canvas.height = rect.height;
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+
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+ const demo = new BridgingDemo(canvas);
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+ demo.start();
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+ }
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+
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+ // ==================== Initialize ====================
172
+ window.addEventListener("load", () => {
173
+ initShapesDemo();
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+ initGameObjectsDemo();
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+ initBridgingDemo();
176
+ });
@@ -0,0 +1,256 @@
1
+ import {
2
+ Game,
3
+ Plane3D,
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+ FPSCounter,
5
+ } from "../../src/index.js";
6
+ import { Camera3D } from "../../src/util/camera3d.js";
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+
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+ /**
9
+ * Configuration for the Plane3D showcase demo
10
+ * Sizes are calculated dynamically based on screen size
11
+ */
12
+ const CONFIG = {
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+ // Base sizes (will be scaled)
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+ basePlaneWidth: 0.12, // fraction of min(width, height)
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+ basePlaneHeight: 0.09, // fraction of min(width, height)
16
+ baseSpacing: 0.18, // fraction of width
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+
18
+ camera: {
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+ perspective: 800,
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+ rotationX: 0.3,
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+ rotationY: -0.4,
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+ inertia: true,
23
+ friction: 0.95,
24
+ },
25
+
26
+ selfRotation: {
27
+ speed: 0.8, // radians per second
28
+ },
29
+
30
+ solidPlane: {
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+ color: "#4A90D9",
32
+ },
33
+
34
+ gradientPlane: {
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+ color1: [1.0, 0.2, 0.4],
36
+ color2: [0.2, 0.4, 1.0],
37
+ angle: Math.PI / 4,
38
+ },
39
+
40
+ gridPlane: {
41
+ lineColor: [0.2, 0.9, 0.4],
42
+ backgroundColor: [0.1, 0.1, 0.15],
43
+ gridSize: 8.0,
44
+ lineWidth: 0.06,
45
+ },
46
+ };
47
+
48
+ /**
49
+ * PlaneData - Holds plane and its world position
50
+ */
51
+ class PlaneData {
52
+ constructor(plane, worldX, worldY, worldZ, label) {
53
+ this.plane = plane;
54
+ this.worldX = worldX;
55
+ this.worldY = worldY;
56
+ this.worldZ = worldZ;
57
+ this.label = label;
58
+ }
59
+ }
60
+
61
+ /**
62
+ * Plane3DDemo - Showcases different Plane3D rendering modes
63
+ */
64
+ class Plane3DDemo extends Game {
65
+ constructor(canvas) {
66
+ super(canvas);
67
+ this.backgroundColor = "#000000";
68
+ this.enableFluidSize();
69
+ }
70
+
71
+ init() {
72
+ super.init();
73
+
74
+ // Create camera with mouse controls
75
+ this.camera = new Camera3D({
76
+ perspective: CONFIG.camera.perspective,
77
+ rotationX: CONFIG.camera.rotationX,
78
+ rotationY: CONFIG.camera.rotationY,
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+ inertia: CONFIG.camera.inertia,
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+ friction: CONFIG.camera.friction,
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+ });
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+ this.camera.enableMouseControl(this.canvas);
83
+
84
+ // Calculate initial sizes based on screen
85
+ this._updateSizes();
86
+
87
+ // Plane 1: Solid Color (Canvas 2D rendering)
88
+ const solidPlane = new Plane3D(
89
+ this.planeWidth,
90
+ this.planeHeight,
91
+ {
92
+ color: CONFIG.solidPlane.color,
93
+ camera: this.camera,
94
+ }
95
+ );
96
+ this.solidData = new PlaneData(
97
+ solidPlane,
98
+ -this.spacing,
99
+ 0,
100
+ 0,
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+ "Solid Color"
102
+ );
103
+
104
+ // Plane 2: Gradient (WebGL shader)
105
+ const gradientPlane = new Plane3D(
106
+ this.planeWidth,
107
+ this.planeHeight,
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+ {
109
+ camera: this.camera,
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+ useShader: true,
111
+ shaderType: "gradient",
112
+ shaderUniforms: {
113
+ uColor1: CONFIG.gradientPlane.color1,
114
+ uColor2: CONFIG.gradientPlane.color2,
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+ uAngle: CONFIG.gradientPlane.angle,
116
+ },
117
+ }
118
+ );
119
+ this.gradientData = new PlaneData(gradientPlane, 0, 0, 0, "Gradient");
120
+
121
+ // Plane 3: Grid (WebGL shader)
122
+ const gridPlane = new Plane3D(
123
+ this.planeWidth,
124
+ this.planeHeight,
125
+ {
126
+ camera: this.camera,
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+ useShader: true,
128
+ shaderType: "grid",
129
+ shaderUniforms: {
130
+ uLineColor: CONFIG.gridPlane.lineColor,
131
+ uBackgroundColor: CONFIG.gridPlane.backgroundColor,
132
+ uGridSize: CONFIG.gridPlane.gridSize,
133
+ uLineWidth: CONFIG.gridPlane.lineWidth,
134
+ },
135
+ }
136
+ );
137
+ this.gridData = new PlaneData(gridPlane, this.spacing, 0, 0, "Grid");
138
+
139
+ // Store all plane data for rendering
140
+ this.planeDataList = [this.solidData, this.gradientData, this.gridData];
141
+
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+ // Add FPS counter
143
+ this.pipeline.add(
144
+ new FPSCounter(this, {
145
+ anchor: "bottom-right",
146
+ })
147
+ );
148
+ }
149
+
150
+ /**
151
+ * Calculate sizes based on current screen dimensions
152
+ */
153
+ _updateSizes() {
154
+ const minDim = Math.min(this.width, this.height);
155
+ this.planeWidth = minDim * CONFIG.basePlaneWidth;
156
+ this.planeHeight = minDim * CONFIG.basePlaneHeight;
157
+ this.spacing = this.width * CONFIG.baseSpacing;
158
+ }
159
+
160
+ /**
161
+ * Handle window resize
162
+ */
163
+ onResize() {
164
+ this._updateSizes();
165
+
166
+ // Update plane dimensions
167
+ if (this.planeDataList) {
168
+ for (const data of this.planeDataList) {
169
+ data.plane.planeWidth = this.planeWidth;
170
+ data.plane.planeHeight = this.planeHeight;
171
+ data.plane._generateGeometry();
172
+ }
173
+
174
+ // Update world positions
175
+ this.solidData.worldX = -this.spacing;
176
+ this.gradientData.worldX = 0;
177
+ this.gridData.worldX = this.spacing;
178
+ }
179
+ }
180
+
181
+ update(dt) {
182
+ super.update(dt);
183
+
184
+ // Update camera (for inertia)
185
+ this.camera.update(dt);
186
+
187
+ // Update self-rotation for all planes
188
+ for (const data of this.planeDataList) {
189
+ data.plane.selfRotationY += CONFIG.selfRotation.speed * dt;
190
+ }
191
+ }
192
+
193
+ render() {
194
+ super.render();
195
+
196
+ const ctx = this.ctx;
197
+ const centerX = this.width / 2;
198
+ const centerY = this.height / 2;
199
+
200
+ // Project and sort by depth (back to front)
201
+ const projected = this.planeDataList.map((data) => {
202
+ const proj = this.camera.project(
203
+ data.worldX,
204
+ data.worldY,
205
+ data.worldZ
206
+ );
207
+ return { data, proj };
208
+ });
209
+ projected.sort((a, b) => b.proj.z - a.proj.z);
210
+
211
+ // Render each plane at its projected position
212
+ for (const { data, proj } of projected) {
213
+ ctx.save();
214
+ // Translate to screen center + projected position
215
+ ctx.translate(centerX + proj.x, centerY + proj.y);
216
+ // Scale by perspective
217
+ ctx.scale(proj.scale, proj.scale);
218
+ // Render plane at origin
219
+ data.plane.draw();
220
+ ctx.restore();
221
+ }
222
+
223
+ // Render labels (always on top)
224
+ this.renderLabels(projected, centerX, centerY);
225
+ }
226
+
227
+ /**
228
+ * Render plane labels at projected positions
229
+ */
230
+ renderLabels(projected, centerX, centerY) {
231
+ const ctx = this.ctx;
232
+
233
+ for (const { data, proj } of projected) {
234
+ // Calculate label position below the plane
235
+ const screenX = centerX + proj.x;
236
+ const screenY =
237
+ centerY +
238
+ proj.y +
239
+ (this.planeHeight / 2) * proj.scale +
240
+ 25;
241
+
242
+ ctx.font = "14px monospace";
243
+ ctx.fillStyle = "#ffffff";
244
+ ctx.textAlign = "center";
245
+ ctx.textBaseline = "top";
246
+ ctx.fillText(data.label, screenX, screenY);
247
+ }
248
+ }
249
+ }
250
+
251
+ // Start the demo
252
+ window.addEventListener("load", () => {
253
+ const canvas = document.getElementById("game");
254
+ const demo = new Plane3DDemo(canvas);
255
+ demo.start();
256
+ });