@guinetik/gcanvas 1.0.2 → 1.0.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (217) hide show
  1. package/dist/gcanvas.es.js +25656 -0
  2. package/dist/gcanvas.es.min.js +1 -0
  3. package/dist/gcanvas.umd.js +1 -0
  4. package/dist/gcanvas.umd.min.js +1 -0
  5. package/package.json +23 -6
  6. package/src/game/objects/index.js +1 -0
  7. package/src/game/objects/spritesheet.js +260 -0
  8. package/src/game/ui/theme.js +6 -0
  9. package/src/io/keys.js +9 -1
  10. package/src/math/boolean.js +481 -0
  11. package/src/math/index.js +1 -0
  12. package/.github/workflows/release.yaml +0 -70
  13. package/.jshintrc +0 -4
  14. package/.vscode/settings.json +0 -22
  15. package/CLAUDE.md +0 -310
  16. package/blackhole.jpg +0 -0
  17. package/demo.png +0 -0
  18. package/demos/CNAME +0 -1
  19. package/demos/animations.html +0 -31
  20. package/demos/basic.html +0 -38
  21. package/demos/baskara.html +0 -31
  22. package/demos/bezier.html +0 -35
  23. package/demos/beziersignature.html +0 -29
  24. package/demos/blackhole.html +0 -28
  25. package/demos/blob.html +0 -35
  26. package/demos/coordinates.html +0 -698
  27. package/demos/cube3d.html +0 -23
  28. package/demos/demos.css +0 -303
  29. package/demos/dino.html +0 -42
  30. package/demos/easing.html +0 -28
  31. package/demos/events.html +0 -195
  32. package/demos/fluent.html +0 -647
  33. package/demos/fluid-simple.html +0 -22
  34. package/demos/fluid.html +0 -37
  35. package/demos/fractals.html +0 -36
  36. package/demos/gameobjects.html +0 -626
  37. package/demos/genart.html +0 -26
  38. package/demos/gendream.html +0 -26
  39. package/demos/group.html +0 -36
  40. package/demos/home.html +0 -587
  41. package/demos/index.html +0 -376
  42. package/demos/isometric.html +0 -34
  43. package/demos/js/animations.js +0 -452
  44. package/demos/js/basic.js +0 -204
  45. package/demos/js/baskara.js +0 -751
  46. package/demos/js/bezier.js +0 -692
  47. package/demos/js/beziersignature.js +0 -241
  48. package/demos/js/blackhole/accretiondisk.obj.js +0 -379
  49. package/demos/js/blackhole/blackhole.obj.js +0 -318
  50. package/demos/js/blackhole/index.js +0 -409
  51. package/demos/js/blackhole/particle.js +0 -56
  52. package/demos/js/blackhole/starfield.obj.js +0 -218
  53. package/demos/js/blob.js +0 -2276
  54. package/demos/js/coordinates.js +0 -840
  55. package/demos/js/cube3d.js +0 -789
  56. package/demos/js/dino.js +0 -1420
  57. package/demos/js/easing.js +0 -477
  58. package/demos/js/fluent.js +0 -183
  59. package/demos/js/fluid-simple.js +0 -253
  60. package/demos/js/fluid.js +0 -527
  61. package/demos/js/fractals.js +0 -931
  62. package/demos/js/fractalworker.js +0 -93
  63. package/demos/js/gameobjects.js +0 -176
  64. package/demos/js/genart.js +0 -268
  65. package/demos/js/gendream.js +0 -209
  66. package/demos/js/group.js +0 -140
  67. package/demos/js/info-toggle.js +0 -25
  68. package/demos/js/isometric.js +0 -863
  69. package/demos/js/kerr.js +0 -1556
  70. package/demos/js/lavalamp.js +0 -590
  71. package/demos/js/layout.js +0 -354
  72. package/demos/js/mondrian.js +0 -285
  73. package/demos/js/opacity.js +0 -275
  74. package/demos/js/painter.js +0 -484
  75. package/demos/js/particles-showcase.js +0 -514
  76. package/demos/js/particles.js +0 -299
  77. package/demos/js/patterns.js +0 -397
  78. package/demos/js/penrose/artifact.js +0 -69
  79. package/demos/js/penrose/blackhole.js +0 -121
  80. package/demos/js/penrose/constants.js +0 -73
  81. package/demos/js/penrose/game.js +0 -943
  82. package/demos/js/penrose/lore.js +0 -278
  83. package/demos/js/penrose/penrosescene.js +0 -892
  84. package/demos/js/penrose/ship.js +0 -216
  85. package/demos/js/penrose/sounds.js +0 -211
  86. package/demos/js/penrose/voidparticle.js +0 -55
  87. package/demos/js/penrose/voidscene.js +0 -258
  88. package/demos/js/penrose/voidship.js +0 -144
  89. package/demos/js/penrose/wormhole.js +0 -46
  90. package/demos/js/pipeline.js +0 -555
  91. package/demos/js/plane3d.js +0 -256
  92. package/demos/js/platformer.js +0 -1579
  93. package/demos/js/scene.js +0 -304
  94. package/demos/js/scenes.js +0 -320
  95. package/demos/js/schrodinger.js +0 -410
  96. package/demos/js/schwarzschild.js +0 -1023
  97. package/demos/js/shapes.js +0 -628
  98. package/demos/js/space/alien.js +0 -171
  99. package/demos/js/space/boom.js +0 -98
  100. package/demos/js/space/boss.js +0 -353
  101. package/demos/js/space/buff.js +0 -73
  102. package/demos/js/space/bullet.js +0 -102
  103. package/demos/js/space/constants.js +0 -85
  104. package/demos/js/space/game.js +0 -1884
  105. package/demos/js/space/hud.js +0 -112
  106. package/demos/js/space/laserbeam.js +0 -179
  107. package/demos/js/space/lightning.js +0 -277
  108. package/demos/js/space/minion.js +0 -192
  109. package/demos/js/space/missile.js +0 -212
  110. package/demos/js/space/player.js +0 -430
  111. package/demos/js/space/powerup.js +0 -90
  112. package/demos/js/space/starfield.js +0 -58
  113. package/demos/js/space/starpower.js +0 -90
  114. package/demos/js/spacetime.js +0 -559
  115. package/demos/js/sphere3d.js +0 -229
  116. package/demos/js/sprite.js +0 -473
  117. package/demos/js/svgtween.js +0 -204
  118. package/demos/js/tde/accretiondisk.js +0 -471
  119. package/demos/js/tde/blackhole.js +0 -219
  120. package/demos/js/tde/blackholescene.js +0 -209
  121. package/demos/js/tde/config.js +0 -59
  122. package/demos/js/tde/index.js +0 -820
  123. package/demos/js/tde/jets.js +0 -290
  124. package/demos/js/tde/lensedstarfield.js +0 -154
  125. package/demos/js/tde/tdestar.js +0 -297
  126. package/demos/js/tde/tidalstream.js +0 -372
  127. package/demos/js/tde_old/blackhole.obj.js +0 -354
  128. package/demos/js/tde_old/debris.obj.js +0 -791
  129. package/demos/js/tde_old/flare.obj.js +0 -239
  130. package/demos/js/tde_old/index.js +0 -448
  131. package/demos/js/tde_old/star.obj.js +0 -812
  132. package/demos/js/tiles.js +0 -312
  133. package/demos/js/tweendemo.js +0 -79
  134. package/demos/js/visibility.js +0 -102
  135. package/demos/kerr.html +0 -28
  136. package/demos/lavalamp.html +0 -27
  137. package/demos/layouts.html +0 -37
  138. package/demos/logo.svg +0 -4
  139. package/demos/loop.html +0 -84
  140. package/demos/mondrian.html +0 -32
  141. package/demos/og_image.png +0 -0
  142. package/demos/opacity.html +0 -36
  143. package/demos/painter.html +0 -39
  144. package/demos/particles-showcase.html +0 -28
  145. package/demos/particles.html +0 -24
  146. package/demos/patterns.html +0 -33
  147. package/demos/penrose-game.html +0 -31
  148. package/demos/pipeline.html +0 -737
  149. package/demos/plane3d.html +0 -24
  150. package/demos/platformer.html +0 -43
  151. package/demos/scene.html +0 -33
  152. package/demos/scenes.html +0 -96
  153. package/demos/schrodinger.html +0 -27
  154. package/demos/schwarzschild.html +0 -27
  155. package/demos/shapes.html +0 -16
  156. package/demos/space.html +0 -85
  157. package/demos/spacetime.html +0 -27
  158. package/demos/sphere3d.html +0 -24
  159. package/demos/sprite.html +0 -18
  160. package/demos/svgtween.html +0 -29
  161. package/demos/tde.html +0 -28
  162. package/demos/tiles.html +0 -28
  163. package/demos/transforms.html +0 -400
  164. package/demos/tween.html +0 -45
  165. package/demos/visibility.html +0 -33
  166. package/docs/README.md +0 -230
  167. package/docs/api/FluidSystem.md +0 -173
  168. package/docs/concepts/architecture-overview.md +0 -204
  169. package/docs/concepts/coordinate-system.md +0 -384
  170. package/docs/concepts/lifecycle.md +0 -255
  171. package/docs/concepts/rendering-pipeline.md +0 -279
  172. package/docs/concepts/shapes-vs-gameobjects.md +0 -187
  173. package/docs/concepts/tde-zorder.md +0 -106
  174. package/docs/concepts/two-layer-architecture.md +0 -229
  175. package/docs/fluid-dynamics.md +0 -99
  176. package/docs/getting-started/first-game.md +0 -354
  177. package/docs/getting-started/hello-world.md +0 -269
  178. package/docs/getting-started/installation.md +0 -175
  179. package/docs/modules/collision/README.md +0 -453
  180. package/docs/modules/fluent/README.md +0 -1075
  181. package/docs/modules/game/README.md +0 -303
  182. package/docs/modules/isometric-camera.md +0 -210
  183. package/docs/modules/isometric.md +0 -275
  184. package/docs/modules/painter/README.md +0 -328
  185. package/docs/modules/particle/README.md +0 -559
  186. package/docs/modules/shapes/README.md +0 -221
  187. package/docs/modules/shapes/base/euclidian.md +0 -123
  188. package/docs/modules/shapes/base/geometry2d.md +0 -204
  189. package/docs/modules/shapes/base/renderable.md +0 -215
  190. package/docs/modules/shapes/base/shape.md +0 -262
  191. package/docs/modules/shapes/base/transformable.md +0 -243
  192. package/docs/modules/shapes/hierarchy.md +0 -218
  193. package/docs/modules/state/README.md +0 -577
  194. package/docs/modules/util/README.md +0 -99
  195. package/docs/modules/util/camera3d.md +0 -412
  196. package/docs/modules/util/scene3d.md +0 -395
  197. package/index.html +0 -17
  198. package/jsdoc.json +0 -50
  199. package/scripts/build-demo.js +0 -69
  200. package/scripts/bundle4llm.js +0 -276
  201. package/scripts/clearconsole.js +0 -48
  202. package/test/math/orbital.test.js +0 -61
  203. package/test/math/tensor.test.js +0 -114
  204. package/test/particle/emitter.test.js +0 -204
  205. package/test/particle/particle-system.test.js +0 -310
  206. package/test/particle/particle.test.js +0 -116
  207. package/test/particle/updaters.test.js +0 -386
  208. package/test/setup.js +0 -120
  209. package/test/shapes/euclidian.test.js +0 -44
  210. package/test/shapes/geometry.test.js +0 -86
  211. package/test/shapes/group.test.js +0 -86
  212. package/test/shapes/rectangle.test.js +0 -64
  213. package/test/shapes/transform.test.js +0 -379
  214. package/test/util/camera3d.test.js +0 -428
  215. package/test/util/scene3d.test.js +0 -352
  216. package/vite.config.js +0 -50
  217. package/vitest.config.js +0 -13
@@ -1,409 +0,0 @@
1
- /**
2
- * Black Hole - Cinematic Visualization
3
- *
4
- * Particle-based accretion disk with:
5
- * - Camera-space gravitational lensing
6
- * - Doppler beaming
7
- * - Depth-sorted rendering
8
- * - Hawking radiation
9
- *
10
- * Refactored into modular components:
11
- * - StarField: Background starfield with parallax
12
- * - AccretionDisk: Particle management and formation
13
- * - BlackHole: Event horizon and Hawking radiation
14
- */
15
-
16
- import { Game, Painter, Camera3D, StateMachine, Button } from "../../../src/index.js";
17
- import { applyAnchor } from "../../../src/mixins/anchor.js";
18
- import { Position } from "../../../src/util/position.js";
19
-
20
- import { LensedStarfield } from "../tde/lensedstarfield.js";
21
- import { AccretionDisk } from "./accretiondisk.obj.js";
22
- import { BlackHole } from "./blackhole.obj.js";
23
-
24
- // Configuration
25
- const CONFIG = {
26
- // Black hole (as fraction of screen)
27
- bhRadiusRatio: 0.08,
28
- diskInnerRatio: 0.12,
29
- diskOuterRatio: 0.35,
30
-
31
- // Disk tilt (radians)
32
- diskTilt: (0 * Math.PI) / 180,
33
-
34
- particleCount: 2500,
35
-
36
- // Colors (white-hot inner to deep red outer)
37
- colors: {
38
- inner: [255, 250, 220],
39
- mid: [255, 160, 50],
40
- outer: [180, 40, 40],
41
- },
42
-
43
- // Formation phases (durations in seconds)
44
- formation: {
45
- infall: 4.0,
46
- collapse: 1.2,
47
- circularize: 2.5,
48
- },
49
-
50
- // Stars
51
- starCount: 3000,
52
-
53
- // Visual
54
- backgroundColor: "#050505",
55
- };
56
-
57
- class BlackHoleDemo extends Game {
58
- constructor(canvas) {
59
- super(canvas);
60
- this.backgroundColor = CONFIG.backgroundColor;
61
- this.enableFluidSize();
62
- }
63
-
64
- init() {
65
- super.init();
66
- this.time = 0;
67
-
68
- // Calculate scaled sizes
69
- this.updateScaledSizes();
70
-
71
- // Setup Camera3D with inertia
72
- this.camera = new Camera3D({
73
- rotationX: 0.1,
74
- rotationY: 0,
75
- perspective: this.baseScale * 0.6,
76
- autoRotate: true,
77
- autoRotateSpeed: 0.2,
78
- // Inertia for smooth camera drag
79
- inertia: true,
80
- friction: 0.94,
81
- velocityScale: 1.2,
82
- });
83
- this.camera.enableMouseControl(this.canvas);
84
-
85
- // Black hole reference for lensed starfield occlusion
86
- this.bhRef = { currentRadius: 0 };
87
-
88
- // Lensed starfield with gravitational lensing
89
- // Use smaller distanceScale (0.33) because camera perspective is 0.6x vs TDE's 1.8x
90
- this.starField = new LensedStarfield(this, {
91
- camera: this.camera,
92
- blackHole: this.bhRef,
93
- starCount: CONFIG.starCount,
94
- distanceScale: 0.33,
95
- lensingStrength: 1.0,
96
- });
97
- this.starField.init();
98
- this.pipeline.add(this.starField);
99
-
100
- // Create AccretionDisk
101
- this.accretionDisk = new AccretionDisk(this, {
102
- camera: this.camera,
103
- baseScale: this.baseScale,
104
- bhRadius: this.bhRadius,
105
- diskInner: this.diskInner,
106
- diskOuter: this.diskOuter,
107
- diskTilt: CONFIG.diskTilt,
108
- particleCount: CONFIG.particleCount,
109
- colors: CONFIG.colors,
110
- });
111
- this.accretionDisk.initParticles();
112
- this.pipeline.add(this.accretionDisk);
113
-
114
- // Create BlackHole
115
- this.blackHole = new BlackHole(this, {
116
- camera: this.camera,
117
- baseScale: this.baseScale,
118
- bhRadius: this.bhRadius,
119
- diskOuter: this.diskOuter,
120
- });
121
- this.pipeline.add(this.blackHole);
122
-
123
- // Initialize formation state machine (after components exist, as FSM triggers infall immediately)
124
- this.initFormationStateMachine();
125
-
126
- // Set FSM reference on components
127
- this.accretionDisk.formationFSM = this.formationFSM;
128
- this.blackHole.formationFSM = this.formationFSM;
129
-
130
- // Replay button (bottom left)
131
- this.replayButton = new Button(this, {
132
- width: 120,
133
- height: 32,
134
- text: "▶ Replay",
135
- font: "14px monospace",
136
- colorDefaultBg: "rgba(0, 0, 0, 0.6)",
137
- colorDefaultStroke: "#666",
138
- colorDefaultText: "#888",
139
- colorHoverBg: "rgba(40, 40, 40, 0.8)",
140
- colorHoverStroke: "#aaa",
141
- colorHoverText: "#fff",
142
- colorPressedBg: "rgba(60, 40, 20, 0.8)",
143
- colorPressedStroke: "#ffaa66",
144
- colorPressedText: "#ffaa66",
145
- onClick: () => this.formNewBlackHole(),
146
- });
147
- applyAnchor(this.replayButton, {
148
- anchor: Position.BOTTOM_LEFT,
149
- anchorMargin: 20,
150
- anchorOffsetY: -30,
151
- });
152
- this.replayButton.zIndex = 100;
153
- this.replayButton.visible = false; // Hidden until stable
154
- this.pipeline.add(this.replayButton);
155
- }
156
-
157
- initFormationStateMachine() {
158
- this.formationFSM = StateMachine.fromSequence(
159
- [
160
- {
161
- name: "infall",
162
- duration: CONFIG.formation.infall,
163
- enter: () => {
164
- this.accretionDisk.initParticlesForInfall();
165
- },
166
- },
167
- {
168
- name: "collapse",
169
- duration: CONFIG.formation.collapse,
170
- },
171
- {
172
- name: "circularize",
173
- duration: CONFIG.formation.circularize,
174
- },
175
- {
176
- name: "stable",
177
- duration: Infinity,
178
- enter: () => {
179
- // Show replay button when stable
180
- if (this.replayButton) this.replayButton.visible = true;
181
- },
182
- },
183
- ],
184
- { context: this },
185
- );
186
- }
187
-
188
- formNewBlackHole() {
189
- // Hide replay button
190
- if (this.replayButton) this.replayButton.visible = false;
191
-
192
- this.blackHole.reset();
193
- this.formationFSM.setState("infall");
194
- }
195
-
196
- updateScaledSizes() {
197
- this.baseScale = Math.min(this.width, this.height);
198
- this.bhRadius = this.baseScale * CONFIG.bhRadiusRatio;
199
- this.diskInner = this.baseScale * CONFIG.diskInnerRatio;
200
- this.diskOuter = this.baseScale * CONFIG.diskOuterRatio;
201
- }
202
-
203
- onResize() {
204
- this.updateScaledSizes();
205
- if (this.camera) {
206
- this.camera.perspective = this.baseScale * 0.6;
207
- }
208
- if (this.accretionDisk) {
209
- this.accretionDisk.updateSizing(
210
- this.baseScale,
211
- this.bhRadius,
212
- this.diskInner,
213
- this.diskOuter,
214
- );
215
- this.accretionDisk.initParticles();
216
- }
217
- if (this.blackHole) {
218
- this.blackHole.updateSizing(
219
- this.baseScale,
220
- this.bhRadius,
221
- this.diskOuter,
222
- );
223
- }
224
- }
225
-
226
- update(dt) {
227
- super.update(dt);
228
- this.time += dt;
229
-
230
- // Update camera
231
- this.camera.update(dt);
232
-
233
- // Update formation state machine
234
- this.formationFSM.update(dt);
235
-
236
- // Components update via pipeline
237
- }
238
-
239
- render() {
240
- const w = this.width;
241
- const h = this.height;
242
- const cx = w / 2;
243
- const cy = h / 2;
244
-
245
- // Calculate formation visibility
246
- const lambda = this.blackHole.getFormationLambda(
247
- this.accretionDisk.particlesConsumed,
248
- this.accretionDisk.totalParticleMass,
249
- );
250
-
251
- // Update black hole reference for lensed starfield occlusion
252
- this.bhRef.currentRadius = this.bhRadius * lambda;
253
-
254
- // Adjust starfield lensing strength based on formation phase
255
- if (this.starField) {
256
- const state = this.formationFSM.state;
257
- if (state === "stable") {
258
- this.starField.lensingStrength = 1.0;
259
- } else if (state === "circularize") {
260
- this.starField.lensingStrength = 0.4 + this.formationFSM.progress * 0.6;
261
- } else if (state === "collapse") {
262
- this.starField.lensingStrength = this.formationFSM.progress * 0.4;
263
- } else {
264
- // infall - subtle lensing as BH forms
265
- this.starField.lensingStrength = lambda * 0.3;
266
- }
267
- }
268
-
269
- // Clear and draw starfield (via pipeline)
270
- super.render();
271
-
272
- // Draw formation collapse flash
273
- if (lambda < 0.3 && lambda > 0) {
274
- Painter.useCtx((ctx) => {
275
- this.blackHole.drawFormationFlash(ctx, cx, cy, lambda, this.time);
276
- });
277
- }
278
-
279
- // Build combined render list from components
280
- const renderList = [
281
- ...this.accretionDisk.buildRenderList(),
282
- ...this.blackHole.buildRenderList(lambda),
283
- ];
284
-
285
- // Sort by depth (back to front)
286
- renderList.sort((a, b) => b.z - a.z);
287
-
288
- // Draw everything
289
- Painter.useCtx((ctx) => {
290
- ctx.save();
291
- ctx.translate(cx, cy);
292
-
293
- for (const item of renderList) {
294
- if (item.type === "hole") {
295
- BlackHole.drawHole(ctx, item, this.bhRadius);
296
- } else if (item.type === "particle") {
297
- this.drawParticle(ctx, item);
298
- } else if (item.type === "hawking") {
299
- BlackHole.drawHawkingParticle(ctx, item, this.baseScale);
300
- }
301
- }
302
-
303
- ctx.restore();
304
- });
305
-
306
- // Info HUD
307
- this.drawInfo(w, h);
308
- }
309
-
310
- drawParticle(ctx, item) {
311
- const size = this.baseScale * 0.003 * item.scale;
312
- if (size < 0.1) return;
313
-
314
- let { r, g, b, a } = item.color;
315
- const state = this.formationFSM.state;
316
- const isInfalling = state === "infall" || state === "collapse";
317
-
318
- // Gravitational redshift for particles falling into the black hole
319
- // As they approach the event horizon, light shifts to red and dims (time dilation)
320
- if (item.isFalling && item.horizonProximity < 3) {
321
- const redshift = 1 - (item.horizonProximity - 0.5) / 2.5;
322
- const rs = Math.max(0, Math.min(1, redshift));
323
-
324
- // Shift toward deep red (reduce green/blue more than red)
325
- r = Math.floor(r * (1 - rs * 0.2));
326
- g = Math.floor(g * (1 - rs * 0.85));
327
- b = Math.floor(b * (1 - rs * 0.95));
328
-
329
- // Time dilation dimming - particles appear to freeze and fade
330
- a *= 1 - rs * 0.8;
331
- } else if (isInfalling) {
332
- // Non-falling particles during infall: cooler (bluer) transitioning to hot
333
- const heatProgress = 1 - item.z / (this.baseScale * 0.5);
334
- const coolFactor = Math.max(0, 1 - heatProgress);
335
- r = Math.floor(r * (0.6 + heatProgress * 0.4));
336
- g = Math.floor(g * (0.7 + heatProgress * 0.3));
337
- b = Math.min(255, Math.floor(b + coolFactor * 80));
338
- }
339
-
340
- const finalAlpha = Math.max(
341
- 0,
342
- Math.min(1, a * item.doppler * item.diskAlpha),
343
- );
344
-
345
- // Core particle (circle)
346
- ctx.fillStyle = `rgba(${r},${g},${b},${finalAlpha})`;
347
- ctx.beginPath();
348
- ctx.arc(item.x, item.y, size / 2, 0, Math.PI * 2);
349
- ctx.fill();
350
-
351
- // Additive glow for bright/close particles
352
- if (
353
- (item.doppler > 1.1 && item.diskAlpha > 0.5) ||
354
- (isInfalling && item.z < 0)
355
- ) {
356
- ctx.globalCompositeOperation = "screen";
357
- ctx.fillStyle = `rgba(${r},${g},${b},${finalAlpha * 0.4})`;
358
- ctx.beginPath();
359
- ctx.arc(item.x, item.y, size, 0, Math.PI * 2);
360
- ctx.fill();
361
- ctx.globalCompositeOperation = "source-over";
362
- }
363
- }
364
-
365
- drawInfo(w, h) {
366
- Painter.useCtx((ctx) => {
367
- ctx.font = "11px monospace";
368
- ctx.textAlign = "left";
369
-
370
- const state = this.formationFSM.state;
371
- const progress = this.formationFSM.progress;
372
-
373
- const stateLabels = {
374
- infall: "Matter Infall",
375
- collapse: "Gravitational Collapse",
376
- circularize: "Disk Circularization",
377
- stable: "Stable Orbit",
378
- };
379
-
380
- const stateColors = {
381
- infall: "#88f",
382
- collapse: "#f88",
383
- circularize: "#fa8",
384
- stable: "#8a8",
385
- };
386
-
387
- ctx.fillStyle = stateColors[state] || "#888";
388
- if (state === "stable") {
389
- ctx.fillText(stateLabels[state], 15, h - 30);
390
- } else {
391
- ctx.fillText(
392
- `${stateLabels[state]}: ${(progress * 100).toFixed(0)}%`,
393
- 15,
394
- h - 30,
395
- );
396
- }
397
-
398
- ctx.textAlign = "right";
399
- ctx.fillStyle = "#444";
400
- ctx.fillText("drag to orbit", w - 15, h - 15);
401
- });
402
- }
403
- }
404
-
405
- window.addEventListener("load", () => {
406
- const canvas = document.getElementById("game");
407
- const demo = new BlackHoleDemo(canvas);
408
- demo.start();
409
- });
@@ -1,56 +0,0 @@
1
- /**
2
- * Particle - Lightweight data class for accretion disk particles
3
- *
4
- * NOT a GameObject - plain objects for performance (2500+ items)
5
- * Creating GameObjects for each particle would add massive overhead.
6
- */
7
- export class Particle {
8
- constructor(options = {}) {
9
- // Current animated position
10
- this.angle = options.angle ?? 0;
11
- this.distance = options.distance ?? 0;
12
- this.yOffset = options.yOffset ?? 0;
13
-
14
- // Target (final disk orbit)
15
- this.targetAngle = options.targetAngle ?? this.angle;
16
- this.targetDistance = options.targetDistance ?? this.distance;
17
- this.targetYOffset = options.targetYOffset ?? this.yOffset;
18
-
19
- // Starting position (for infall animation)
20
- this.startAngle = options.startAngle ?? this.angle;
21
- this.startDistance = options.startDistance ?? this.distance;
22
- this.startYOffset = options.startYOffset ?? 0;
23
-
24
- // Physics
25
- this.speed = options.speed ?? 0;
26
- this.baseColor = options.baseColor ?? { r: 255, g: 255, b: 255, a: 1 };
27
-
28
- // Formation state
29
- this.infallDelay = options.infallDelay ?? 0;
30
- this.circularizeSpeed = options.circularizeSpeed ?? 1;
31
- this.streamOffset = options.streamOffset ?? 0;
32
- this.spiralTurns = options.spiralTurns ?? 1.5;
33
- this.willFallIn = options.willFallIn ?? false;
34
- this.consumed = options.consumed ?? false;
35
- this.isFalling = options.isFalling ?? false;
36
- }
37
-
38
- /**
39
- * Factory method for creating disk particles at final positions
40
- */
41
- static createForDisk(angle, distance, yOffset, speed, baseColor) {
42
- return new Particle({
43
- angle,
44
- distance,
45
- yOffset,
46
- speed,
47
- baseColor,
48
- targetAngle: angle,
49
- targetDistance: distance,
50
- targetYOffset: yOffset,
51
- startAngle: angle,
52
- startDistance: distance,
53
- circularizeSpeed: 0.8 + Math.random() * 0.4,
54
- });
55
- }
56
- }
@@ -1,218 +0,0 @@
1
- /**
2
- * StarField - 3D volumetric starfield
3
- *
4
- * Features:
5
- * - Prerendered sprites for high performance (5000+ stars).
6
- * - Scientific spectral color distribution (O, B, A, F, G, K, M).
7
- * - Authentic twinkle animation.
8
- * - Spherical distribution for consistent background density.
9
- */
10
- import { GameObject, Painter } from "../../../src/index.js";
11
-
12
- // Spectral types: Color and "Aesthetic" rarity (skewed slightly from reality for better visuals)
13
- const SPECTRAL_TYPES = [
14
- { type: 'O', color: '#9bb0ff', weight: 0.01, baseSize: 5.0 }, // Blue (Hot/Big)
15
- { type: 'B', color: '#aabfff', weight: 0.05, baseSize: 4.0 },
16
- { type: 'A', color: '#cad7ff', weight: 0.15, baseSize: 3.5 },
17
- { type: 'F', color: '#f8f7ff', weight: 0.20, baseSize: 3.0 },
18
- { type: 'G', color: '#fff4ea', weight: 0.20, baseSize: 2.8 }, // Sun-like
19
- { type: 'K', color: '#ffd2a1', weight: 0.25, baseSize: 2.5 },
20
- { type: 'M', color: '#ffcc6f', weight: 0.14, baseSize: 2.2 } // Red (Cool/Small)
21
- ];
22
-
23
- const CONFIG = {
24
- starCount: 5000,
25
- minDist: 4000,
26
- maxDist: 10000,
27
- // Global size multiplier (applied to spectral baseSize)
28
- scaleMultiplier: 2.0
29
- };
30
-
31
- export class StarField extends GameObject {
32
- /**
33
- * @param {Game} game
34
- * @param {Object} options
35
- * @param {Camera3D} options.camera
36
- * @param {number} [options.starCount] - Number of stars
37
- * @param {number} [options.distanceScale=1.0] - Scale factor for star distances (lower = closer stars)
38
- */
39
- constructor(game, options = {}) {
40
- super(game, options);
41
- this.camera = options.camera;
42
- this.zIndex = -1000;
43
-
44
- this.starCount = options.starCount || CONFIG.starCount;
45
- this.distanceScale = options.distanceScale ?? 1.0;
46
- this.stars = [];
47
-
48
- // Cache for pre-rendered star sprites
49
- // Map<Color, HTMLCanvasElement>
50
- this.sprites = new Map();
51
- }
52
-
53
- init() {
54
- this.preRenderSprites();
55
- this.generateStarfield();
56
- }
57
-
58
- /**
59
- * Pre-render star sprites for each spectral type.
60
- * Drawing images is much faster than running context state changes and arc() commands per star.
61
- */
62
- preRenderSprites() {
63
- for (const type of SPECTRAL_TYPES) {
64
- const size = 32; // Texture size (enough for glow)
65
- const center = size / 2;
66
- const radius = size / 4; // Actual core radius
67
-
68
- const canvas = document.createElement('canvas');
69
- canvas.width = size;
70
- canvas.height = size;
71
- const ctx = canvas.getContext('2d');
72
-
73
- // Soft glow
74
- const grad = ctx.createRadialGradient(center, center, 0, center, center, size / 2);
75
- grad.addColorStop(0, type.color);
76
- grad.addColorStop(0.2, type.color); // Solid core
77
- grad.addColorStop(0.5, this.adjustAlpha(type.color, 0.3)); // Glow
78
- grad.addColorStop(1, this.adjustAlpha(type.color, 0)); // Fade out
79
-
80
- ctx.fillStyle = grad;
81
- ctx.beginPath();
82
- ctx.arc(center, center, size / 2, 0, Math.PI * 2);
83
- ctx.fill();
84
-
85
- // Store sprite associated with this spectral type index
86
- this.sprites.set(type.type, canvas);
87
- }
88
- }
89
-
90
- // Helper to add alpha to hex color
91
- adjustAlpha(hex, alpha) {
92
- // rudimentary hex to rgba conversion
93
- // Assuming hex is #RRGGBB
94
- const r = parseInt(hex.slice(1, 3), 16);
95
- const g = parseInt(hex.slice(3, 5), 16);
96
- const b = parseInt(hex.slice(5, 7), 16);
97
- return `rgba(${r}, ${g}, ${b}, ${alpha})`;
98
- }
99
-
100
- generateStarfield() {
101
- this.stars = [];
102
-
103
- // Create cumulative weights for random selection
104
- const totalWeight = SPECTRAL_TYPES.reduce((sum, t) => sum + t.weight, 0);
105
-
106
- // Apply distance scale for different camera perspectives
107
- const minDist = CONFIG.minDist * this.distanceScale;
108
- const maxDist = CONFIG.maxDist * this.distanceScale;
109
-
110
- for (let i = 0; i < this.starCount; i++) {
111
- // distribute stars in a spherical shell
112
- const theta = Math.random() * Math.PI * 2;
113
- const phi = Math.acos(2 * Math.random() - 1);
114
- const r = minDist + Math.random() * (maxDist - minDist);
115
-
116
- const x = r * Math.sin(phi) * Math.cos(theta);
117
- const y = r * Math.sin(phi) * Math.sin(theta);
118
- const z = r * Math.cos(phi);
119
-
120
- // Pick spectral type
121
- const rand = Math.random() * totalWeight;
122
- let accum = 0;
123
- let selectedType = SPECTRAL_TYPES[SPECTRAL_TYPES.length - 1]; // Default
124
- for (const t of SPECTRAL_TYPES) {
125
- accum += t.weight;
126
- if (rand < accum) {
127
- selectedType = t;
128
- break;
129
- }
130
- }
131
-
132
- // Twinkle properties
133
- const twinkleSpeed = 0.5 + Math.random() * 2.0; // How fast it pulses
134
- const twinklePhase = Math.random() * Math.PI * 2; // Offset so they don't pulse in sync
135
-
136
- this.stars.push({
137
- x, y, z,
138
- type: selectedType,
139
- twinkleSpeed,
140
- twinklePhase,
141
- // Random slight variations in size even within same class
142
- baseScale: (0.8 + Math.random() * 0.4) * CONFIG.scaleMultiplier
143
- });
144
- }
145
- }
146
-
147
- render() {
148
- super.render();
149
- if (!this.camera) return;
150
-
151
- const cx = this.game.width / 2;
152
- const cy = this.game.height / 2;
153
- const time = performance.now() / 1000;
154
-
155
- Painter.useCtx((ctx) => {
156
- // Use efficient composition
157
- // 'lighter' gives a nice additive look for stars overlapping, or 'source-over' for standard
158
- ctx.globalCompositeOperation = 'source-over';
159
-
160
- for (const star of this.stars) {
161
- // Project
162
- const p = this.camera.project(star.x, star.y, star.z);
163
-
164
- // Cull (behind camera)
165
- if (p.z < -this.camera.perspective + 50) continue;
166
-
167
- // Viewport cull (loose bounds)
168
- const x = cx + p.x;
169
- const y = cy + p.y;
170
- if (x < -30 || x > this.game.width + 30 || y < -30 || y > this.game.height + 30) continue;
171
-
172
- // Calculate Twinkle
173
- // Sine wave mapped to [0.3, 1.0] range mainly, occasionally dipping lower
174
- const val = Math.sin(time * star.twinkleSpeed + star.twinklePhase);
175
- const alpha = 0.6 + 0.4 * val; // Min brightness 0.2
176
-
177
- // Don't draw invisible stars
178
- if (alpha < 0.1) continue;
179
-
180
- // Visual Size
181
- // p.scale is usually around 0.1-0.2 for distant stars
182
- // star.baseScale is ~2.0
183
- // Resulting size ~ 0.2 * 2.0 * 32 (sprite size) which is huge.
184
- // We want the *drawn size* to be small, but the sprite is high quality.
185
- // Let's say we want a star to be 6px on screen.
186
- // 6px / 32px (sprite) = 0.18 draw scale
187
-
188
- const finalSize = star.type.baseSize * star.baseScale * p.scale;
189
-
190
- const sprite = this.sprites.get(star.type.type);
191
- if (!sprite) continue;
192
-
193
- // Center the sprite
194
- // Determine draw dimension.
195
- // We used 32px sprite.
196
- // We want final visual size to be `finalSize`.
197
-
198
- // Optimization: if tiny, skip drawImage and justfillRect?
199
- // With 5000 stars, drawImage is fast enough if not scaling huge images.
200
-
201
- ctx.globalAlpha = alpha;
202
-
203
- // Draw centered
204
- ctx.drawImage(
205
- sprite,
206
- x - finalSize * 2,
207
- y - finalSize * 2,
208
- finalSize * 4, // Make sprite larger than "size" to account for glow
209
- finalSize * 4
210
- );
211
- }
212
-
213
- // Reset
214
- ctx.globalAlpha = 1.0;
215
- });
216
- }
217
- }
218
-