@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
@@ -1,216 +0,0 @@
1
- import { GameObject, Group, Keys, Rectangle } from "../../../src/index.js";
2
- import { CONFIG } from "./constants.js";
3
- // ============================================================================
4
- // PENROSE SHIP
5
- // ============================================================================
6
-
7
- export class PenroseShip extends GameObject {
8
- constructor(game) {
9
- super(game);
10
-
11
- // Position in Penrose coordinates (u = space, v = time)
12
- this.u = 0;
13
- this.v = CONFIG.shipStartV;
14
-
15
- // Heading angle (direction ship is traveling, 0 = straight up/forward)
16
- this.heading = 0;
17
-
18
- // Velocity is now derived from heading for compatibility
19
- this.velocity = 0;
20
-
21
- // Time progression speed (accelerates)
22
- this.timeSpeed = CONFIG.shipTimeSpeed;
23
-
24
- // Worldline trail
25
- this.worldline = [];
26
-
27
- // Ship visual (simple triangle pointing up)
28
- this.shipGroup = new Group({});
29
-
30
- // Main body
31
- const body = new Rectangle({
32
- width: 12,
33
- height: 16,
34
- color: "#0f0",
35
- });
36
-
37
- // Nose
38
- const nose = new Rectangle({
39
- width: 4,
40
- height: 8,
41
- y: -10,
42
- color: "#0f0",
43
- });
44
-
45
- // Wings
46
- const leftWing = new Rectangle({
47
- width: 8,
48
- height: 6,
49
- x: -10,
50
- y: 4,
51
- color: "#0a0",
52
- });
53
- const rightWing = new Rectangle({
54
- width: 8,
55
- height: 6,
56
- x: 10,
57
- y: 4,
58
- color: "#0a0",
59
- });
60
-
61
- // Engine glow
62
- this.engineLeft = new Rectangle({
63
- width: 4,
64
- height: 4,
65
- x: -4,
66
- y: 10,
67
- color: "#fa0",
68
- });
69
- this.engineRight = new Rectangle({
70
- width: 4,
71
- height: 4,
72
- x: 4,
73
- y: 10,
74
- color: "#f60",
75
- });
76
-
77
- this.shipGroup.add(body);
78
- this.shipGroup.add(nose);
79
- this.shipGroup.add(leftWing);
80
- this.shipGroup.add(rightWing);
81
- this.shipGroup.add(this.engineLeft);
82
- this.shipGroup.add(this.engineRight);
83
-
84
- this.engineTimer = 0;
85
- this.alive = true;
86
-
87
- // Death animation
88
- this.deathProgress = 0;
89
- this.deathBlackHole = null;
90
- this.deathFade = 0; // 0 to 1, when 1 = fully faded
91
-
92
- // Ergosphere status (set by game)
93
- this.inErgosphere = false;
94
-
95
- // Boost status (set by game)
96
- this.boostMultiplier = 1;
97
-
98
- // Edge detection
99
- this.hitSpatialInfinity = false;
100
-
101
- // Collision radius (for circle collision)
102
- this.radius = 0.02;
103
- }
104
-
105
- /**
106
- * Get circle bounds for collision detection (Penrose coordinates)
107
- */
108
- getCircle() {
109
- return { x: this.u, y: this.v, radius: this.radius };
110
- }
111
-
112
- reset() {
113
- this.u = 0;
114
- this.v = CONFIG.shipStartV;
115
- this.heading = 0;
116
- this.velocity = 0;
117
- this.timeSpeed = CONFIG.shipTimeSpeed;
118
- this.worldline = [];
119
- this.alive = true;
120
- this.deathProgress = 0;
121
- this.deathBlackHole = null;
122
- this.deathFade = 0;
123
- this.inErgosphere = false;
124
- this.boostMultiplier = 1;
125
- this.hitSpatialInfinity = false;
126
- }
127
-
128
- update(dt) {
129
- if (!this.alive) {
130
- // Death animation - get pulled to singularity SLOWLY
131
- this.deathProgress += dt * CONFIG.deathAttractionSpeed;
132
- if (this.deathBlackHole) {
133
- const t = Math.min(this.deathProgress, 1);
134
- const eased = t * t * t; // Cubic easing - starts slow, speeds up
135
- this.u += (this.deathBlackHole.u - this.u) * eased * dt * 1.5;
136
- this.v += (this.deathBlackHole.v - this.v) * eased * dt * 1.5;
137
-
138
- // Check if we've reached the singularity (close to center)
139
- const dist = Math.sqrt(
140
- Math.pow(this.u - this.deathBlackHole.u, 2) +
141
- Math.pow(this.v - this.deathBlackHole.v, 2),
142
- );
143
- if (dist < 0.02) {
144
- // Start fading out
145
- this.deathFade += dt / CONFIG.deathFadeDuration;
146
- }
147
- }
148
- return;
149
- }
150
-
151
- // Time always advances (accelerating) - boosted when using Kerr energy
152
- this.timeSpeed *= Math.pow(CONFIG.shipAcceleration, dt);
153
- this.v += this.timeSpeed * this.boostMultiplier * dt;
154
-
155
- // Steering input - changes heading (direction you're traveling)
156
- const leftPressed =
157
- Keys.isDown("a") || Keys.isDown("A") || Keys.isDown(Keys.LEFT);
158
- const rightPressed =
159
- Keys.isDown("d") || Keys.isDown("D") || Keys.isDown(Keys.RIGHT);
160
-
161
- if (leftPressed) {
162
- this.heading -= CONFIG.shipSteering * dt;
163
- }
164
- if (rightPressed) {
165
- this.heading += CONFIG.shipSteering * dt;
166
- }
167
-
168
- // When not steering, heading springs back to center
169
- if (!leftPressed && !rightPressed) {
170
- this.heading *= 0.92; // Decay toward 0
171
- }
172
-
173
- // Clamp heading (can't go more than ~60 degrees off forward - would be spacelike!)
174
- const maxHeading = Math.PI / 3; // 60 degrees
175
- this.heading = Math.max(-maxHeading, Math.min(maxHeading, this.heading));
176
-
177
- // Update velocity for compatibility (used by camera rotation)
178
- this.velocity = this.heading;
179
-
180
- // Movement based on heading direction
181
- // sin(heading) gives lateral movement, heading=0 means straight up
182
- this.u += Math.sin(this.heading) * this.timeSpeed * dt;
183
-
184
- // Clamp to diamond bounds (|u| + |v| <= 1)
185
- // Hitting the edge = spatial infinity (i0) - you can never reach it!
186
- const maxU = Math.max(0, 1 - Math.abs(this.v));
187
- const prevU = this.u;
188
- this.u = Math.max(-maxU, Math.min(maxU, this.u));
189
-
190
- // If we hit spatial infinity, kill velocity - you can't escape to infinity
191
- if (this.u !== prevU) {
192
- this.velocity *= 0.3; // Bounce back effect
193
- this.hitSpatialInfinity = true;
194
- } else {
195
- this.hitSpatialInfinity = false;
196
- }
197
-
198
- // Record worldline
199
- this.worldline.push({ u: this.u, v: this.v });
200
- if (this.worldline.length > CONFIG.worldlineMaxLength) {
201
- this.worldline.shift();
202
- }
203
-
204
- // Engine flicker
205
- this.engineTimer += dt * 20;
206
- const flicker = Math.sin(this.engineTimer) > 0;
207
- this.engineLeft.color = flicker ? "#fa0" : "#f60";
208
- this.engineRight.color = flicker ? "#f60" : "#fa0";
209
- }
210
-
211
- die(blackHole) {
212
- this.alive = false;
213
- this.deathBlackHole = blackHole;
214
- this.deathProgress = 0;
215
- }
216
- }
@@ -1,211 +0,0 @@
1
- /**
2
- * Penrose Game Sound Effects
3
- *
4
- * Procedural audio using the Synth system.
5
- */
6
-
7
- import { Synth } from "../../../src/index.js";
8
-
9
- let initialized = false;
10
-
11
- export const PenroseSounds = {
12
- /**
13
- * Initialize the sound system (must be called after user interaction)
14
- */
15
- init() {
16
- if (initialized) return;
17
- Synth.init({ masterVolume: 0.4 });
18
- initialized = true;
19
- console.log("Sound initialized");
20
- },
21
-
22
- /**
23
- * Check if sound is initialized
24
- */
25
- get isReady() {
26
- return initialized;
27
- },
28
-
29
- /**
30
- * Wormhole appears - ethereal rising sweep
31
- */
32
- wormholeSpawn() {
33
- if (!initialized) return;
34
-
35
- // Ethereal rising sweep with shimmer
36
- Synth.osc.sweep(200, 800, 0.8, { type: "sine", volume: 0.3 });
37
- Synth.osc.sweep(300, 1200, 0.6, { type: "triangle", volume: 0.15 });
38
-
39
- // Sparkle effect
40
- setTimeout(() => {
41
- Synth.osc.tone(1200, 0.2, { type: "sine", volume: 0.1, attack: 0.01, release: 0.15 });
42
- }, 200);
43
- setTimeout(() => {
44
- Synth.osc.tone(1600, 0.15, { type: "sine", volume: 0.08, attack: 0.01, release: 0.1 });
45
- }, 350);
46
- },
47
-
48
- /**
49
- * Enter wormhole - whoosh teleport
50
- */
51
- wormholeEnter() {
52
- if (!initialized) return;
53
-
54
- // Whoosh down + warble
55
- Synth.osc.sweep(600, 100, 0.5, { type: "sine", volume: 0.4 });
56
- Synth.osc.sweep(800, 150, 0.4, { type: "triangle", volume: 0.2 });
57
- Synth.osc.fm(200, 8, 100, 0.6, { volume: 0.15 });
58
- },
59
-
60
- /**
61
- * Artifact appears - mysterious chime
62
- */
63
- artifactSpawn() {
64
- if (!initialized) return;
65
-
66
- // Mysterious chime
67
- Synth.osc.tone(523, 0.4, { type: "sine", volume: 0.25, attack: 0.01, release: 0.3 }); // C5
68
- setTimeout(() => {
69
- Synth.osc.tone(659, 0.3, { type: "sine", volume: 0.2, attack: 0.01, release: 0.25 }); // E5
70
- }, 100);
71
- setTimeout(() => {
72
- Synth.osc.tone(784, 0.5, { type: "sine", volume: 0.25, attack: 0.01, release: 0.4 }); // G5
73
- }, 200);
74
- },
75
-
76
- /**
77
- * Collect artifact - triumphant arpeggio
78
- */
79
- artifactCollect() {
80
- if (!initialized) return;
81
-
82
- // Triumphant arpeggio
83
- const notes = [523, 659, 784, 1047]; // C E G C
84
- notes.forEach((freq, i) => {
85
- setTimeout(() => {
86
- Synth.osc.tone(freq, 0.4, { type: "triangle", volume: 0.2, attack: 0.01, release: 0.3 });
87
- }, i * 80);
88
- });
89
- },
90
-
91
- /**
92
- * Kerr energy harvested - quick blip
93
- */
94
- kerrCollect() {
95
- if (!initialized) return;
96
-
97
- // Quick energetic blip
98
- Synth.osc.sweep(400, 1000, 0.15, { type: "square", volume: 0.15 });
99
- Synth.osc.tone(800, 0.1, { type: "sine", volume: 0.1 });
100
- },
101
-
102
- /**
103
- * Enter void dimension - deep ominous
104
- */
105
- voidEnter() {
106
- if (!initialized) return;
107
-
108
- // Deep ominous rumble + descending
109
- Synth.osc.sweep(400, 50, 1.5, { type: "sawtooth", volume: 0.25 });
110
- Synth.osc.fm(60, 2, 30, 2, { volume: 0.3 });
111
- },
112
-
113
- /**
114
- * Collect void particle - sparkle
115
- */
116
- voidParticle() {
117
- if (!initialized) return;
118
-
119
- // Quick sparkle
120
- Synth.osc.tone(600 + Math.random() * 400, 0.15, {
121
- type: "sine",
122
- volume: 0.12,
123
- attack: 0.01,
124
- release: 0.1
125
- });
126
- },
127
-
128
- /**
129
- * Escape the void - triumphant rising
130
- */
131
- voidEscape() {
132
- if (!initialized) return;
133
-
134
- // Rising triumphant escape
135
- Synth.osc.sweep(100, 800, 1, { type: "sine", volume: 0.3 });
136
- Synth.osc.sweep(150, 1200, 0.8, { type: "triangle", volume: 0.2 });
137
-
138
- // Fanfare
139
- setTimeout(() => {
140
- Synth.osc.tone(523, 0.3, { type: "triangle", volume: 0.2 });
141
- Synth.osc.tone(659, 0.3, { type: "triangle", volume: 0.15 });
142
- }, 400);
143
- setTimeout(() => {
144
- Synth.osc.tone(784, 0.5, { type: "triangle", volume: 0.25 });
145
- }, 600);
146
- },
147
-
148
- /**
149
- * Death by singularity - descending doom
150
- */
151
- death() {
152
- if (!initialized) return;
153
-
154
- // Descending doom
155
- Synth.osc.sweep(400, 60, 1.5, { type: "sawtooth", volume: 0.2 });
156
- Synth.osc.fm(100, 3, 50, 2, { volume: 0.15 });
157
-
158
- this.stopEngine();
159
- },
160
-
161
- /**
162
- * Continuous engine drone
163
- */
164
- engine: null,
165
-
166
- startEngine() {
167
- if (!initialized || this.engine) return;
168
-
169
- // Create a rich droning sound using FM or a simple oscillator
170
- // We use a low-frequency sawtooth for that 'engine' feel
171
- this.engine = Synth.osc.continuous({
172
- type: "sawtooth",
173
- frequency: 60,
174
- volume: 0, // Start silent, ramp up
175
- });
176
-
177
- this.engine.setVolume(0.1, 0.5);
178
- },
179
-
180
- updateEngine(timeSpeed, isBoosting) {
181
- if (!this.engine) return;
182
-
183
- // Base frequency increases with ship's time acceleration
184
- const baseFreq = 60 + timeSpeed * 50;
185
- // Frequency jumps when boosting
186
- const targetFreq = isBoosting ? baseFreq * 1.5 : baseFreq;
187
- // Volume also increases with boost
188
- const targetVolume = isBoosting ? 0.25 : 0.12;
189
-
190
- this.engine.setFrequency(targetFreq, 0.1);
191
- this.engine.setVolume(targetVolume, 0.1);
192
- },
193
-
194
- stopEngine() {
195
- if (this.engine) {
196
- this.engine.stop(0.5);
197
- this.engine = null;
198
- }
199
- },
200
-
201
- /**
202
- * Boost activation sound
203
- */
204
- boost() {
205
- if (!initialized) return;
206
-
207
- // Short energetic burst
208
- Synth.osc.sweep(400, 1200, 0.2, { type: "square", volume: 0.2 });
209
- Synth.osc.tone(800, 0.1, { type: "sine", volume: 0.15 });
210
- },
211
- };
@@ -1,55 +0,0 @@
1
- /**
2
- * Void Particle
3
- *
4
- * Purple particles that appear inside the black hole void.
5
- * Collect 10 to escape back to the origin.
6
- */
7
-
8
- import { CONFIG } from "./constants.js";
9
-
10
- export class VoidParticle {
11
- constructor(x, y) {
12
- // Screen coordinates (not Penrose - we're in the void!)
13
- this.x = x;
14
- this.y = y;
15
-
16
- // Animation
17
- this.pulsePhase = Math.random() * Math.PI * 2;
18
- this.driftX = (Math.random() - 0.5) * 20; // Slow drift
19
- this.driftY = (Math.random() - 0.5) * 20;
20
-
21
- // Size
22
- this.radius = CONFIG.voidParticleRadius;
23
-
24
- // State
25
- this.collected = false;
26
- this.collectAnimation = 0; // For collection effect
27
- }
28
-
29
- update(dt) {
30
- this.pulsePhase += dt * 5;
31
-
32
- // Slow drift
33
- this.x += this.driftX * dt;
34
- this.y += this.driftY * dt;
35
-
36
- // Collection animation
37
- if (this.collected) {
38
- this.collectAnimation += dt * 3;
39
- }
40
- }
41
-
42
- /**
43
- * Get circle bounds for collision detection (screen coordinates)
44
- */
45
- getCircle() {
46
- return { x: this.x, y: this.y, radius: this.radius };
47
- }
48
-
49
- /**
50
- * Check if particle is active (not collected)
51
- */
52
- get active() {
53
- return !this.collected;
54
- }
55
- }