@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
@@ -1,192 +0,0 @@
1
- import { GameObject, Motion } from "../../../src/index.js";
2
- import { Alien } from "./alien.js";
3
- import {
4
- ALIEN_WIDTH,
5
- ALIEN_HEIGHT,
6
- ALIEN_BULLET_SPEED,
7
- MINION_SCALE,
8
- MINION_FLOAT_RADIUS,
9
- MINION_FLOAT_SPEED,
10
- MINION_BASE_SHOOT_CHANCE,
11
- MINION_BASE_HEALTH,
12
- } from "./constants.js";
13
-
14
- /**
15
- * BossMinion - smaller versions of the boss alien that float around and shoot
16
- * Uses Motion.float for patrol-like floating movement
17
- * Difficulty scales with minion type (matches boss type)
18
- */
19
- export class BossMinion extends GameObject {
20
- constructor(game, options = {}) {
21
- const width = ALIEN_WIDTH * MINION_SCALE;
22
- const height = ALIEN_HEIGHT * MINION_SCALE;
23
-
24
- super(game, {
25
- width: width,
26
- height: height,
27
- ...options,
28
- });
29
-
30
- // Type matches the boss type (0=squid, 1=crab, 2=octopus)
31
- this.minionType = options.minionType || 0;
32
-
33
- // Scale difficulty based on minion type
34
- this.health = MINION_BASE_HEALTH + this.minionType; // 2, 3, 4
35
- this.shootChance = MINION_BASE_SHOOT_CHANCE * (1 + this.minionType * 0.5); // 0.006, 0.009, 0.012
36
- this.points = 50 * (this.minionType + 1); // 50, 100, 150
37
-
38
- // Entry animation - fly to target position
39
- this.entering = true;
40
- this.entryProgress = 0;
41
- this.startX = options.startX || this.x;
42
- this.startY = options.startY || this.y;
43
- this.targetX = options.targetX || this.game.width / 2;
44
- this.targetY = options.targetY || 250;
45
-
46
- // Float animation state
47
- this.floatTime = 0;
48
- this.floatState = null;
49
-
50
- // Attack state
51
- this.animTime = 0;
52
- this.hitFlashTime = 0;
53
- this.isFlashing = false;
54
-
55
- // Reference to boss (for notifying when destroyed)
56
- this.boss = options.boss || null;
57
-
58
- // Create shape using composition - same as Boss but smaller
59
- this.shape = this.createShape();
60
- }
61
-
62
- createShape() {
63
- // Map minion type to the appropriate alien row (must match Boss rowMapping!)
64
- // Type 0 = Squid (pink) -> row 0
65
- // Type 1 = Octopus (green) -> row 3
66
- // Type 2 = Crab (cyan) -> row 1
67
- const rowMapping = [0, 3, 1];
68
- const alienRow = rowMapping[this.minionType] ?? 3;
69
-
70
- // Create a temporary alien to get its shape
71
- const tempAlien = new Alien(this.game, { row: alienRow });
72
- const shape = tempAlien.shape;
73
-
74
- // Apply scale transform to make it MINION_SCALE times the size
75
- shape.transform.scale(MINION_SCALE);
76
-
77
- return shape;
78
- }
79
-
80
- update(dt) {
81
- super.update(dt);
82
- this.animTime += dt;
83
-
84
- // Entry animation - fly to target position
85
- if (this.entering) {
86
- this.entryProgress += dt * 2; // 0.5 seconds to reach target
87
- if (this.entryProgress >= 1) {
88
- this.entryProgress = 1;
89
- this.entering = false;
90
- // Set position exactly at target for float center
91
- this.x = this.targetX;
92
- this.y = this.targetY;
93
- } else {
94
- // Ease out cubic interpolation
95
- const eased = 1 - Math.pow(1 - this.entryProgress, 3);
96
- this.x = this.startX + (this.targetX - this.startX) * eased;
97
- this.y = this.startY + (this.targetY - this.startY) * eased;
98
- }
99
- return; // Don't shoot while entering
100
- }
101
-
102
- // Float animation using Motion.float
103
- this.floatTime += dt;
104
- const floatResult = Motion.float(
105
- { x: this.targetX, y: this.targetY }, // Center point
106
- this.floatTime,
107
- 10, // Duration of one full cycle
108
- MINION_FLOAT_SPEED,
109
- 0.5, // Randomness
110
- MINION_FLOAT_RADIUS,
111
- true, // Loop
112
- null, // No easing
113
- {}, // No callbacks
114
- this.floatState
115
- );
116
-
117
- this.x = floatResult.x;
118
- this.y = floatResult.y;
119
- this.floatState = floatResult.state;
120
-
121
- // Shooting - random chance per frame (scaled by minion type)
122
- if (Math.random() < this.shootChance) {
123
- this.shoot();
124
- }
125
-
126
- // Hit flash effect
127
- if (this.isFlashing) {
128
- this.hitFlashTime -= dt;
129
- if (this.hitFlashTime <= 0) {
130
- this.isFlashing = false;
131
- }
132
- }
133
- }
134
-
135
- shoot() {
136
- // Fire a bullet downward toward player
137
- if (this.game.spawnAlienBullet) {
138
- this.game.spawnAlienBullet(this.x, this.y + this.height / 2, ALIEN_BULLET_SPEED);
139
- }
140
- }
141
-
142
- takeDamage() {
143
- this.health--;
144
- this.isFlashing = true;
145
- this.hitFlashTime = 0.1;
146
-
147
- if (this.health <= 0) {
148
- this.destroy();
149
- return true; // Minion defeated
150
- }
151
- return false;
152
- }
153
-
154
- draw() {
155
- if (!this.visible) return;
156
- super.draw();
157
-
158
- // Wobble animation
159
- const wobble = Math.sin(this.animTime * 6) * 2;
160
-
161
- // Flash when hit
162
- if (this.isFlashing) {
163
- this.shape.opacity = 0.5;
164
- } else {
165
- this.shape.opacity = 1;
166
- }
167
-
168
- // Render minion shape
169
- this.shape.x = 0;
170
- this.shape.y = wobble;
171
- this.shape.render();
172
- }
173
-
174
- destroy() {
175
- this.active = false;
176
- this.visible = false;
177
-
178
- // Notify boss that this minion was destroyed
179
- if (this.boss && this.boss.onMinionDestroyed) {
180
- this.boss.onMinionDestroyed();
181
- }
182
- }
183
-
184
- getBounds() {
185
- return {
186
- x: this.x - this.width / 2,
187
- y: this.y - this.height / 2,
188
- width: this.width,
189
- height: this.height,
190
- };
191
- }
192
- }
@@ -1,212 +0,0 @@
1
- import { GameObject, Rectangle, Triangle, Circle, Group, Motion, Easing } from "../../../src/index.js";
2
- import { MISSILE_DURATION, MISSILE_WIDTH, MISSILE_HEIGHT } from "./constants.js";
3
-
4
- export class Missile extends GameObject {
5
- constructor(game, options = {}) {
6
- super(game, {
7
- width: MISSILE_WIDTH,
8
- height: MISSILE_HEIGHT,
9
- ...options,
10
- });
11
-
12
- // Bezier curve points
13
- this.startPoint = [options.x, options.y];
14
-
15
- // Target is where the player WAS when missile spawned (not tracking)
16
- // Extend past the screen so missile flies through
17
- const targetX = options.targetX || game.player.x;
18
- const targetY = (options.targetY || game.player.y) + 150; // Go past the player
19
- this.endPoint = [targetX, targetY];
20
-
21
- // Create curved control points for interesting trajectory
22
- // Randomize which side the curve bends
23
- const curveDirection = Math.random() > 0.5 ? 1 : -1;
24
- const curveIntensity = 100 + Math.random() * 150; // How much it curves
25
-
26
- // Control point 1: near start, curved to one side
27
- this.controlPoint1 = [
28
- this.startPoint[0] + curveDirection * curveIntensity,
29
- this.startPoint[1] + (this.endPoint[1] - this.startPoint[1]) * 0.3
30
- ];
31
-
32
- // Control point 2: near end, curved to same side (smooth S-curve if opposite)
33
- const curve2Direction = Math.random() > 0.7 ? -curveDirection : curveDirection;
34
- this.controlPoint2 = [
35
- this.endPoint[0] + curve2Direction * curveIntensity * 0.5,
36
- this.endPoint[1] - (this.endPoint[1] - this.startPoint[1]) * 0.3
37
- ];
38
-
39
- this.elapsedTime = 0;
40
- this.duration = MISSILE_DURATION;
41
- this.trailPoints = []; // For visual trail effect
42
- this.hasCorrected = false; // One-time mid-flight course correction
43
- this.correctionTime = 0.45 + Math.random() * 0.15; // Correct at 45-60% of flight (later)
44
-
45
- // Create torpedo visual: |_________________|>
46
- // All positions relative to center (0,0), pointing RIGHT (cached for performance)
47
- this.shape = new Group({ cacheRendering: true });
48
-
49
- const bodyLength = MISSILE_WIDTH - MISSILE_HEIGHT;
50
- const halfBody = bodyLength / 2;
51
-
52
- // Main body - centered, long rectangle
53
- const body = new Rectangle({
54
- width: bodyLength,
55
- height: MISSILE_HEIGHT,
56
- color: "#cc3300",
57
- });
58
- // body stays at x=0 (centered)
59
-
60
- // Lighter stripe on body for depth
61
- const stripe = new Rectangle({
62
- width: bodyLength,
63
- height: MISSILE_HEIGHT / 3,
64
- color: "#ff4400",
65
- });
66
- // stripe stays at x=0 (centered)
67
-
68
- // Nose cone - triangle at the RIGHT end (front)
69
- const nose = new Triangle(MISSILE_HEIGHT, {
70
- color: "#ff6600",
71
- rotation: 90,
72
- });
73
- nose.x = halfBody + MISSILE_HEIGHT / 3; // Right edge of body + small offset
74
-
75
- // Engine exhaust at the LEFT end (back)
76
- this.engineGlow = new Circle(MISSILE_HEIGHT / 2, {
77
- color: "#ffaa00",
78
- });
79
- this.engineGlow.x = -halfBody - MISSILE_HEIGHT / 3; // Left edge of body - small offset
80
-
81
- // Warning indicator
82
- this.warningFlash = 0;
83
-
84
- this.shape.add(body);
85
- this.shape.add(stripe);
86
- this.shape.add(nose);
87
- this.shape.add(this.engineGlow);
88
- }
89
-
90
- update(dt) {
91
- super.update(dt);
92
-
93
- this.elapsedTime += dt;
94
-
95
- // Mid-flight course correction - track player's current position ONCE
96
- const progress = this.elapsedTime / this.duration;
97
- if (!this.hasCorrected && progress >= this.correctionTime) {
98
- this.hasCorrected = true;
99
-
100
- // New trajectory starts from current position
101
- this.startPoint = [this.x, this.y];
102
-
103
- // New target is player's CURRENT position (+ offset to fly past)
104
- const newTargetX = this.game.player.x;
105
- const newTargetY = this.game.player.y + 150;
106
- this.endPoint = [newTargetX, newTargetY];
107
-
108
- // Recalculate control points for the new curve
109
- const curveDirection = Math.random() > 0.5 ? 1 : -1;
110
- const curveIntensity = 80 + Math.random() * 100;
111
-
112
- this.controlPoint1 = [
113
- this.startPoint[0] + curveDirection * curveIntensity * 0.5,
114
- this.startPoint[1] + (this.endPoint[1] - this.startPoint[1]) * 0.3
115
- ];
116
- this.controlPoint2 = [
117
- this.endPoint[0] + curveDirection * curveIntensity * 0.3,
118
- this.endPoint[1] - (this.endPoint[1] - this.startPoint[1]) * 0.2
119
- ];
120
-
121
- // Reset timing for remaining journey
122
- this.elapsedTime = 0;
123
- this.duration = this.duration * (1 - this.correctionTime); // Remaining time
124
- }
125
-
126
- // Get position from bezier curve
127
- const result = Motion.bezier(
128
- this.startPoint,
129
- this.controlPoint1,
130
- this.controlPoint2,
131
- this.endPoint,
132
- this.elapsedTime,
133
- this.duration,
134
- false, // no loop
135
- false, // no yoyo
136
- Easing.easeInQuad // Accelerate as it approaches
137
- );
138
-
139
- // Store previous position for rotation calculation
140
- const prevX = this.x;
141
- const prevY = this.y;
142
-
143
- this.x = result.x;
144
- this.y = result.y;
145
-
146
- // Calculate rotation to face movement direction
147
- const dx = this.x - prevX;
148
- const dy = this.y - prevY;
149
- if (dx !== 0 || dy !== 0) {
150
- this.shape.rotation = Math.atan2(dy, dx) * (180 / Math.PI);
151
- }
152
-
153
- // Store trail points
154
- this.trailPoints.push({ x: this.x, y: this.y, age: 0 });
155
- if (this.trailPoints.length > 10) {
156
- this.trailPoints.shift();
157
- }
158
- // Age trail points
159
- for (const point of this.trailPoints) {
160
- point.age += dt;
161
- }
162
-
163
- // Engine flicker
164
- this.warningFlash += dt * 20;
165
- const flicker = Math.sin(this.warningFlash) > 0;
166
- this.engineGlow.color = flicker ? "#ffff00" : "#ff6600";
167
-
168
- // Destroy when animation completes or goes off screen
169
- if (result.complete || this.y > this.game.height + 50 ||
170
- this.x < -50 || this.x > this.game.width + 50) {
171
- this.destroy();
172
- }
173
- }
174
-
175
- draw() {
176
- if (!this.visible) return;
177
-
178
- // Draw trail first (behind missile)
179
- for (let i = 0; i < this.trailPoints.length; i++) {
180
- const point = this.trailPoints[i];
181
- const alpha = (1 - point.age * 3) * (i / this.trailPoints.length) * 0.6;
182
- if (alpha > 0) {
183
- const size = (MISSILE_HEIGHT / 2) * (i / this.trailPoints.length);
184
- const trail = new Circle(size, {
185
- color: `rgba(255, 100, 0, ${alpha})`,
186
- });
187
- trail.x = point.x;
188
- trail.y = point.y;
189
- trail.render();
190
- }
191
- }
192
-
193
- super.draw();
194
- this.shape.x = 0;
195
- this.shape.y = 0;
196
- this.shape.render();
197
- }
198
-
199
- destroy() {
200
- this.active = false;
201
- this.visible = false;
202
- }
203
-
204
- getBounds() {
205
- return {
206
- x: this.x - MISSILE_WIDTH / 2,
207
- y: this.y - MISSILE_HEIGHT / 2,
208
- width: MISSILE_WIDTH,
209
- height: MISSILE_HEIGHT,
210
- };
211
- }
212
- }