@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
@@ -1,258 +0,0 @@
1
- /**
2
- * VoidScene - Inside the Black Hole
3
- *
4
- * The void dimension where you end up after hitting a singularity
5
- * with an artifact. Collect purple void essence to escape.
6
- *
7
- * @extends Scene
8
- */
9
-
10
- import { Collision, Painter, Scene } from "../../../src/index.js";
11
- import { CONFIG } from "./constants.js";
12
- import { PenroseSounds } from "./sounds.js";
13
- import { VoidParticle } from "./voidparticle.js";
14
- import { VoidShip } from "./voidship.js";
15
-
16
- export class VoidScene extends Scene {
17
- constructor(game) {
18
- super(game);
19
-
20
- // Ship for void navigation
21
- this.ship = new VoidShip(game);
22
- this.add(this.ship);
23
-
24
- // Collectible particles
25
- this.particles = [];
26
- this.particleSpawnTimer = 0;
27
- this.particlesCollected = 0;
28
-
29
- // Background swirl particles
30
- this.background = [];
31
-
32
- // Timer (limited time to escape)
33
- this.timer = 0;
34
-
35
- // Callbacks for game state transitions
36
- this.onEscape = null;
37
- this.onTimeout = null;
38
- }
39
-
40
- /**
41
- * Reset the void scene for a new entry
42
- */
43
- reset() {
44
- this.ship.reset();
45
- this.particles = [];
46
- this.particleSpawnTimer = 0;
47
- this.particlesCollected = 0;
48
- this.timer = 0;
49
-
50
- // Generate swirling background
51
- this.background = [];
52
- for (let i = 0; i < 100; i++) {
53
- this.background.push({
54
- x: Math.random() * this.game.width,
55
- y: Math.random() * this.game.height,
56
- size: 1 + Math.random() * 3,
57
- speed: 0.5 + Math.random() * 1.5,
58
- angle: Math.random() * Math.PI * 2,
59
- });
60
- }
61
- }
62
-
63
- update(dt) {
64
- super.update(dt);
65
-
66
- this.timer += dt;
67
-
68
- // Spawn particles
69
- this.particleSpawnTimer += dt;
70
- if (this.particleSpawnTimer >= CONFIG.voidParticleSpawnRate) {
71
- this.particleSpawnTimer = 0;
72
- this.spawnParticle();
73
- }
74
-
75
- // Update particles and check collection
76
- const shipCircle = this.ship.getCircle();
77
-
78
- for (const p of this.particles) {
79
- p.update(dt);
80
-
81
- if (p.active && Collision.circleCircle(shipCircle, p.getCircle())) {
82
- p.collected = true;
83
- this.particlesCollected++;
84
- PenroseSounds.voidParticle();
85
- }
86
- }
87
-
88
- // Remove fully animated collected particles
89
- this.particles = this.particles.filter(
90
- (p) => !p.collected || p.collectAnimation < 1
91
- );
92
-
93
- // Update background swirl
94
- for (const bg of this.background) {
95
- bg.angle += bg.speed * dt * 0.5;
96
- bg.x += Math.cos(bg.angle) * bg.speed;
97
- bg.y += Math.sin(bg.angle) * bg.speed;
98
-
99
- // Wrap around
100
- if (bg.x < 0) bg.x = this.game.width;
101
- if (bg.x > this.game.width) bg.x = 0;
102
- if (bg.y < 0) bg.y = this.game.height;
103
- if (bg.y > this.game.height) bg.y = 0;
104
- }
105
-
106
- // Check win condition
107
- if (this.particlesCollected >= CONFIG.voidParticlesToCollect) {
108
- if (this.onEscape) this.onEscape();
109
- }
110
-
111
- // Check timeout
112
- if (this.timer >= CONFIG.voidDuration) {
113
- if (this.onTimeout) this.onTimeout();
114
- }
115
- }
116
-
117
- /**
118
- * Spawn a particle at random position (not too close to ship)
119
- */
120
- spawnParticle() {
121
- let px, py;
122
- do {
123
- px = 50 + Math.random() * (this.game.width - 100);
124
- py = 50 + Math.random() * (this.game.height - 100);
125
- } while (Math.hypot(px - this.ship.x, py - this.ship.y) < 100);
126
-
127
- this.particles.push(new VoidParticle(px, py));
128
- }
129
-
130
- render() {
131
- const ctx = Painter.ctx;
132
-
133
- // Dark void background
134
- ctx.fillStyle = "#020008";
135
- ctx.fillRect(0, 0, this.game.width, this.game.height);
136
-
137
- // Swirling background particles
138
- this.renderBackground(ctx);
139
-
140
- // Void particles
141
- for (const p of this.particles) {
142
- this.renderParticle(ctx, p);
143
- }
144
-
145
- // Ship (handled by Scene's child rendering)
146
- super.render();
147
-
148
- // UI overlay
149
- this.renderUI(ctx);
150
- }
151
-
152
- renderBackground(ctx) {
153
- for (const bg of this.background) {
154
- ctx.fillStyle = `rgba(50, 20, 80, ${0.3 + Math.sin(bg.angle) * 0.2})`;
155
- ctx.beginPath();
156
- ctx.arc(bg.x, bg.y, bg.size, 0, Math.PI * 2);
157
- ctx.fill();
158
- }
159
- }
160
-
161
- renderParticle(ctx, p) {
162
- const pulse = 0.7 + Math.sin(p.pulsePhase) * 0.3;
163
-
164
- if (p.collected) {
165
- // Collection animation - expand and fade
166
- const scale = 1 + p.collectAnimation * 2;
167
- const alpha = 1 - p.collectAnimation;
168
-
169
- ctx.fillStyle = `rgba(200, 100, 255, ${alpha * 0.5})`;
170
- ctx.beginPath();
171
- ctx.arc(p.x, p.y, p.radius * scale * 2, 0, Math.PI * 2);
172
- ctx.fill();
173
- } else {
174
- // Outer glow
175
- const gradient = ctx.createRadialGradient(
176
- p.x, p.y, 0,
177
- p.x, p.y, p.radius * 2
178
- );
179
- gradient.addColorStop(0, `rgba(200, 100, 255, ${0.9 * pulse})`);
180
- gradient.addColorStop(0.5, `rgba(150, 50, 200, ${0.5 * pulse})`);
181
- gradient.addColorStop(1, "rgba(100, 0, 150, 0)");
182
-
183
- ctx.fillStyle = gradient;
184
- ctx.beginPath();
185
- ctx.arc(p.x, p.y, p.radius * 2, 0, Math.PI * 2);
186
- ctx.fill();
187
-
188
- // Core
189
- ctx.fillStyle = `rgba(255, 200, 255, ${pulse})`;
190
- ctx.beginPath();
191
- ctx.arc(p.x, p.y, p.radius * 0.5, 0, Math.PI * 2);
192
- ctx.fill();
193
- }
194
- }
195
-
196
- renderUI(ctx) {
197
- const width = this.game.width;
198
- const height = this.game.height;
199
-
200
- // Progress bar at top
201
- const barWidth = 300;
202
- const barHeight = 20;
203
- const barX = (width - barWidth) / 2;
204
- const barY = 30;
205
-
206
- // Background
207
- ctx.fillStyle = "rgba(50, 20, 80, 0.8)";
208
- ctx.fillRect(barX - 2, barY - 2, barWidth + 4, barHeight + 4);
209
-
210
- // Progress fill
211
- const progress = this.particlesCollected / CONFIG.voidParticlesToCollect;
212
- const progressWidth = barWidth * progress;
213
-
214
- const gradient = ctx.createLinearGradient(barX, 0, barX + barWidth, 0);
215
- gradient.addColorStop(0, "#a0f");
216
- gradient.addColorStop(1, "#f0f");
217
- ctx.fillStyle = gradient;
218
- ctx.fillRect(barX, barY, progressWidth, barHeight);
219
-
220
- // Border
221
- ctx.strokeStyle = "#c0f";
222
- ctx.lineWidth = 2;
223
- ctx.strokeRect(barX, barY, barWidth, barHeight);
224
-
225
- // Text
226
- ctx.fillStyle = "#fff";
227
- ctx.font = "bold 14px monospace";
228
- ctx.textAlign = "center";
229
- ctx.fillText(
230
- `VOID ESSENCE: ${this.particlesCollected} / ${CONFIG.voidParticlesToCollect}`,
231
- width / 2,
232
- barY + barHeight + 20
233
- );
234
-
235
- // Timer warning
236
- const timeLeft = CONFIG.voidDuration - this.timer;
237
- if (timeLeft < 10) {
238
- const flash = Math.sin(Date.now() / 100) > 0;
239
- ctx.fillStyle = flash ? "#f00" : "#800";
240
- ctx.font = "bold 18px monospace";
241
- ctx.fillText(`TIME: ${timeLeft.toFixed(1)}s`, width / 2, barY + barHeight + 50);
242
- }
243
-
244
- // Instructions
245
- ctx.fillStyle = "#808";
246
- ctx.font = "12px monospace";
247
- ctx.fillText(
248
- "WASD / Arrows to move — Collect purple essence to escape!",
249
- width / 2,
250
- height - 30
251
- );
252
-
253
- // Title
254
- ctx.fillStyle = "#c0f";
255
- ctx.font = "bold 24px monospace";
256
- ctx.fillText("INSIDE THE SINGULARITY", width / 2, 80);
257
- }
258
- }
@@ -1,144 +0,0 @@
1
- /**
2
- * VoidShip - Player ship in the void dimension (inside black hole)
3
- *
4
- * A purple-tinted ship for navigating the singularity void.
5
- * Uses direct position control (no physics) - the void doesn't
6
- * follow normal spacetime rules.
7
- *
8
- * @extends GameObject
9
- */
10
-
11
- import { GameObject, Group, Keys, Rectangle } from "../../../src/index.js";
12
- import { CONFIG } from "./constants.js";
13
-
14
- const COLLISION_RADIUS = 15;
15
-
16
- export class VoidShip extends GameObject {
17
- constructor(game) {
18
- super(game);
19
-
20
- // Screen coordinates (not Penrose - we're inside the singularity)
21
- this.x = 0;
22
- this.y = 0;
23
-
24
- // Build ship visual (purple-tinted version of main ship)
25
- this.shipGroup = new Group({});
26
-
27
- // Main body
28
- const body = new Rectangle({
29
- width: 12,
30
- height: 16,
31
- color: "#a0f",
32
- });
33
-
34
- // Nose
35
- const nose = new Rectangle({
36
- width: 4,
37
- height: 8,
38
- y: -10,
39
- color: "#a0f",
40
- });
41
-
42
- // Wings
43
- const leftWing = new Rectangle({
44
- width: 8,
45
- height: 6,
46
- x: -10,
47
- y: 4,
48
- color: "#80a",
49
- });
50
- const rightWing = new Rectangle({
51
- width: 8,
52
- height: 6,
53
- x: 10,
54
- y: 4,
55
- color: "#80a",
56
- });
57
-
58
- // Engine glow (purple flames)
59
- this.engineLeft = new Rectangle({
60
- width: 4,
61
- height: 4,
62
- x: -4,
63
- y: 10,
64
- color: "#f0f",
65
- });
66
- this.engineRight = new Rectangle({
67
- width: 4,
68
- height: 4,
69
- x: 4,
70
- y: 10,
71
- color: "#c0f",
72
- });
73
-
74
- this.shipGroup.add(body);
75
- this.shipGroup.add(nose);
76
- this.shipGroup.add(leftWing);
77
- this.shipGroup.add(rightWing);
78
- this.shipGroup.add(this.engineLeft);
79
- this.shipGroup.add(this.engineRight);
80
-
81
- this.engineTimer = 0;
82
- }
83
-
84
- /**
85
- * Reset ship to center of screen
86
- */
87
- reset() {
88
- this.x = this.game.width / 2;
89
- this.y = this.game.height / 2;
90
- }
91
-
92
- /**
93
- * Update ship position based on input
94
- * Direct position control - no velocity/physics in the void
95
- * @param {number} dt - Delta time in seconds
96
- */
97
- update(dt) {
98
- super.update(dt);
99
-
100
- const leftPressed = Keys.isDown("a") || Keys.isDown("A") || Keys.isDown(Keys.LEFT);
101
- const rightPressed = Keys.isDown("d") || Keys.isDown("D") || Keys.isDown(Keys.RIGHT);
102
- const upPressed = Keys.isDown("w") || Keys.isDown("W") || Keys.isDown(Keys.UP);
103
- const downPressed = Keys.isDown("s") || Keys.isDown("S") || Keys.isDown(Keys.DOWN);
104
-
105
- const speed = CONFIG.voidShipSpeed;
106
-
107
- if (leftPressed) this.x -= speed * dt;
108
- if (rightPressed) this.x += speed * dt;
109
- if (upPressed) this.y -= speed * dt;
110
- if (downPressed) this.y += speed * dt;
111
-
112
- // Clamp to screen bounds (with margin)
113
- const margin = 30;
114
- this.x = Math.max(margin, Math.min(this.game.width - margin, this.x));
115
- this.y = Math.max(margin, Math.min(this.game.height - margin, this.y));
116
-
117
- // Engine flicker
118
- this.engineTimer += dt * 20;
119
- const flicker = Math.sin(this.engineTimer) > 0;
120
- this.engineLeft.color = flicker ? "#f0f" : "#c0f";
121
- this.engineRight.color = flicker ? "#c0f" : "#f0f";
122
- }
123
-
124
- /**
125
- * Render the void ship
126
- */
127
- render() {
128
- this.shipGroup.x = this.x;
129
- this.shipGroup.y = this.y;
130
- this.shipGroup.render();
131
- }
132
-
133
- /**
134
- * Get collision circle for this ship (screen coordinates)
135
- * @returns {{ x: number, y: number, radius: number }}
136
- */
137
- getCircle() {
138
- return {
139
- x: this.x,
140
- y: this.y,
141
- radius: COLLISION_RADIUS,
142
- };
143
- }
144
- }
@@ -1,46 +0,0 @@
1
- /**
2
- * Penrose Wormhole
3
- *
4
- * A rare object that teleports the player back to the start of the level,
5
- * allowing them to farm more points while keeping their score and multiplier!
6
- */
7
-
8
- import { CONFIG } from "./constants.js";
9
-
10
- export class PenroseWormhole {
11
- constructor(u, v) {
12
- this.u = u;
13
- this.v = v;
14
-
15
- // Wormhole size
16
- this.radius = CONFIG.wormholeRadius;
17
-
18
- // Animation
19
- this.rotationPhase = Math.random() * Math.PI * 2;
20
- this.pulsePhase = Math.random() * Math.PI * 2;
21
-
22
- // State
23
- this.used = false; // Once used, disappears
24
- this.spawnTime = 0; // For fade-in effect
25
- }
26
-
27
- update(dt) {
28
- this.rotationPhase += dt * 3; // Faster rotation than black holes
29
- this.pulsePhase += dt * 5;
30
- this.spawnTime += dt;
31
- }
32
-
33
- /**
34
- * Get circle bounds for collision detection
35
- */
36
- getCircle() {
37
- return { x: this.u, y: this.v, radius: this.radius };
38
- }
39
-
40
- /**
41
- * Check if wormhole is active (not used)
42
- */
43
- get active() {
44
- return !this.used;
45
- }
46
- }