@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
@@ -1,430 +0,0 @@
1
- import { GameObject, Rectangle, Circle, Group, Keys, Painter } from "../../../src/index.js";
2
- import {
3
- PLAYER_SPEED,
4
- PLAYER_WIDTH,
5
- PLAYER_HEIGHT,
6
- STARPOWER_DURATION,
7
- STARPOWER_SPEED_MULTIPLIER,
8
- SHIELD_MAX_ENERGY,
9
- SHIELD_DRAIN_RATE,
10
- SHIELD_RECHARGE_RATE,
11
- SHIELD_RECHARGE_DELAY,
12
- } from "./constants.js";
13
-
14
- export class Player extends GameObject {
15
- constructor(game, options = {}) {
16
- super(game, {
17
- width: PLAYER_WIDTH,
18
- height: PLAYER_HEIGHT,
19
- ...options,
20
- });
21
-
22
- // Classic arcade-style spaceship using grouped shapes
23
- this.ship = new Group({});
24
-
25
- // Main hull (center body)
26
- const hull = new Rectangle({
27
- width: 16,
28
- height: 12,
29
- y: 2,
30
- color: "#00ff00",
31
- });
32
-
33
- // Cannon (top center)
34
- const cannon = new Rectangle({
35
- width: 4,
36
- height: 10,
37
- y: -8,
38
- color: "#00ff00",
39
- });
40
-
41
- // Cannon tip
42
- const cannonTip = new Rectangle({
43
- width: 2,
44
- height: 4,
45
- y: -14,
46
- color: "#88ff88",
47
- });
48
-
49
- // Left wing
50
- const leftWing = new Rectangle({
51
- width: 10,
52
- height: 6,
53
- x: -13,
54
- y: 5,
55
- color: "#00dd00",
56
- });
57
-
58
- // Right wing
59
- const rightWing = new Rectangle({
60
- width: 10,
61
- height: 6,
62
- x: 13,
63
- y: 5,
64
- color: "#00dd00",
65
- });
66
-
67
- // Left wing detail
68
- const leftWingTip = new Rectangle({
69
- width: 4,
70
- height: 4,
71
- x: -19,
72
- y: 6,
73
- color: "#00aa00",
74
- });
75
-
76
- // Right wing detail
77
- const rightWingTip = new Rectangle({
78
- width: 4,
79
- height: 4,
80
- x: 19,
81
- y: 6,
82
- color: "#00aa00",
83
- });
84
-
85
- // Engine glow left
86
- const engineLeft = new Rectangle({
87
- width: 4,
88
- height: 4,
89
- x: -6,
90
- y: 10,
91
- color: "#ffaa00",
92
- });
93
-
94
- // Engine glow right
95
- const engineRight = new Rectangle({
96
- width: 4,
97
- height: 4,
98
- x: 6,
99
- y: 10,
100
- color: "#ffaa00",
101
- });
102
-
103
- this.ship.add(hull);
104
- this.ship.add(cannon);
105
- this.ship.add(cannonTip);
106
- this.ship.add(leftWing);
107
- this.ship.add(rightWing);
108
- this.ship.add(leftWingTip);
109
- this.ship.add(rightWingTip);
110
- this.ship.add(engineLeft);
111
- this.ship.add(engineRight);
112
-
113
- // Store refs for animation and color changes
114
- this.engineLeft = engineLeft;
115
- this.engineRight = engineRight;
116
- this.engineTimer = 0;
117
- this.cannon = cannon;
118
- this.cannonTip = cannonTip;
119
- this.leftWing = leftWing;
120
- this.rightWing = rightWing;
121
- this.leftWingTip = leftWingTip;
122
- this.rightWingTip = rightWingTip;
123
-
124
- // Banking/tilt when moving
125
- this.targetTilt = 0;
126
- this.currentTilt = 0;
127
- this.maxTilt = 15; // Max degrees of rotation
128
- this.tiltSpeed = 8; // How fast to reach target tilt
129
-
130
- this.canShoot = true;
131
- this.shootCooldown = 0.25; // seconds (base cooldown)
132
- this.shootTimer = 0;
133
-
134
- // Star power state
135
- this.starPower = false;
136
- this.starPowerTimer = 0;
137
- this.starPowerFlash = 0;
138
-
139
- // Store hull ref for star power glow
140
- this.hull = hull;
141
- this.originalHullColor = "#00ff00";
142
-
143
- // Upgrades - applied as player progresses
144
- this.speedMultiplier = 1.0; // Movement speed multiplier
145
- this.shootCooldownMultiplier = 1.0; // Lower = faster shooting
146
- this.tripleShot = false; // Shoots 3 bullets in spread pattern
147
-
148
- // Shield system (unlocked after level 9 boss)
149
- this.shieldUnlocked = false;
150
- this.shieldActive = false;
151
- this.shieldEnergy = SHIELD_MAX_ENERGY;
152
- this.shieldRechargeDelay = 0; // Time before recharge starts
153
- this.shieldFlash = 0; // For visual effect
154
-
155
- }
156
-
157
- /**
158
- * Apply upgrade after completing a level
159
- * Ship color progression: Green → Blue → Yellow → Red
160
- */
161
- applyUpgrade(upgradeType) {
162
- switch (upgradeType) {
163
- case "speed1":
164
- // After level 3 boss - faster movement, BLUE ship
165
- this.speedMultiplier = 1.4; // 40% faster (very noticeable)
166
- this.hull.color = "#0088ff";
167
- this.originalHullColor = "#0088ff";
168
- this.cannon.color = "#0088ff";
169
- this.cannonTip.color = "#44aaff";
170
- this.leftWing.color = "#0066dd";
171
- this.rightWing.color = "#0066dd";
172
- this.leftWingTip.color = "#0044aa";
173
- this.rightWingTip.color = "#0044aa";
174
- break;
175
- case "firerate1":
176
- // After level 4 - faster shooting, YELLOW ship
177
- this.shootCooldownMultiplier = 0.6; // 40% faster shooting
178
- this.hull.color = "#ffdd00";
179
- this.originalHullColor = "#ffdd00";
180
- this.cannon.color = "#ffdd00";
181
- this.cannonTip.color = "#ffff44";
182
- this.leftWing.color = "#ddbb00";
183
- this.rightWing.color = "#ddbb00";
184
- this.leftWingTip.color = "#aa8800";
185
- this.rightWingTip.color = "#aa8800";
186
- break;
187
- case "speed2":
188
- // After level 5 - even faster movement (keep yellow, brighter)
189
- this.speedMultiplier = 1.7; // 70% faster total
190
- this.hull.color = "#ffff00";
191
- this.originalHullColor = "#ffff00";
192
- this.cannonTip.color = "#ffffff";
193
- break;
194
- case "tripleshot":
195
- // After level 6 boss - triple shot, RED ship (final form)
196
- this.tripleShot = true;
197
- this.hull.color = "#ff0000";
198
- this.originalHullColor = "#ff0000";
199
- this.cannon.color = "#ff0000";
200
- this.cannonTip.color = "#ff4444";
201
- this.leftWing.color = "#dd0000";
202
- this.rightWing.color = "#dd0000";
203
- this.leftWingTip.color = "#aa0000";
204
- this.rightWingTip.color = "#aa0000";
205
- break;
206
- case "shield":
207
- // After level 9 boss - unlock shield ability
208
- this.shieldUnlocked = true;
209
- this.shieldEnergy = SHIELD_MAX_ENERGY;
210
- break;
211
- }
212
- }
213
-
214
- /**
215
- * Reset upgrades (on game restart)
216
- */
217
- resetUpgrades() {
218
- this.speedMultiplier = 1.0;
219
- this.shootCooldownMultiplier = 1.0;
220
- this.tripleShot = false;
221
-
222
- // Reset shield
223
- this.shieldUnlocked = false;
224
- this.shieldActive = false;
225
- this.shieldEnergy = SHIELD_MAX_ENERGY;
226
- this.shieldRechargeDelay = 0;
227
-
228
- // Reset colors to original green
229
- this.hull.color = "#00ff00";
230
- this.originalHullColor = "#00ff00";
231
- this.cannon.color = "#00ff00";
232
- this.cannonTip.color = "#88ff88";
233
- this.leftWing.color = "#00dd00";
234
- this.rightWing.color = "#00dd00";
235
- this.leftWingTip.color = "#00aa00";
236
- this.rightWingTip.color = "#00aa00";
237
- }
238
-
239
- update(dt) {
240
- super.update(dt);
241
-
242
- // Only allow movement during active gameplay (including boss fight)
243
- const canMove = this.game.gameState === "playing" || this.game.gameState === "bossfight";
244
-
245
- // Handle movement (arrow keys and WASD)
246
- const movingLeft = canMove && (Keys.isDown(Keys.LEFT) || Keys.isDown("a") || Keys.isDown("A"));
247
- const movingRight = canMove && (Keys.isDown(Keys.RIGHT) || Keys.isDown("d") || Keys.isDown("D"));
248
-
249
- // Speed boost during star power + upgrade multiplier
250
- let speed = PLAYER_SPEED * this.speedMultiplier;
251
- if (this.starPower) {
252
- speed *= STARPOWER_SPEED_MULTIPLIER;
253
- }
254
-
255
- if (movingLeft) {
256
- this.x -= speed * dt;
257
- this.targetTilt = -this.maxTilt;
258
- }
259
- if (movingRight) {
260
- this.x += speed * dt;
261
- this.targetTilt = this.maxTilt;
262
- }
263
- if (!movingLeft && !movingRight) {
264
- this.targetTilt = 0;
265
- }
266
-
267
- // Smoothly interpolate current tilt toward target
268
- this.currentTilt += (this.targetTilt - this.currentTilt) * this.tiltSpeed * dt;
269
-
270
- // Clamp to screen bounds (only during gameplay)
271
- if (canMove) {
272
- const halfWidth = PLAYER_WIDTH / 2;
273
- this.x = Math.max(halfWidth, Math.min(this.game.width - halfWidth, this.x));
274
- }
275
-
276
- // Animate engine flicker
277
- this.engineTimer += dt * 20;
278
- const flicker = Math.sin(this.engineTimer) > 0;
279
- this.engineLeft.color = flicker ? "#ffaa00" : "#ff6600";
280
- this.engineRight.color = flicker ? "#ff6600" : "#ffaa00";
281
-
282
- // Star power timer and effects
283
- if (this.starPower) {
284
- this.starPowerTimer -= dt;
285
- this.starPowerFlash += dt * 15;
286
-
287
- // Rainbow/golden glow effect
288
- const hue = (Math.sin(this.starPowerFlash) + 1) / 2;
289
- const colors = ["#ffff00", "#ff8800", "#ffff00", "#ffffff"];
290
- const colorIndex = Math.floor(this.starPowerFlash * 2) % colors.length;
291
- this.hull.color = colors[colorIndex];
292
-
293
- // End star power
294
- if (this.starPowerTimer <= 0) {
295
- this.starPower = false;
296
- this.hull.color = this.originalHullColor;
297
- this.shootCooldown = 0.25; // Reset to normal
298
- }
299
- }
300
-
301
- // Shooting cooldown (faster during star power, affected by upgrade)
302
- let currentCooldown = this.shootCooldown * this.shootCooldownMultiplier;
303
- if (this.starPower) {
304
- currentCooldown = 0.08; // Star power overrides with very fast shooting
305
- }
306
- if (!this.canShoot) {
307
- this.shootTimer += dt;
308
- if (this.shootTimer >= currentCooldown) {
309
- this.canShoot = true;
310
- this.shootTimer = 0;
311
- }
312
- }
313
-
314
- // Handle shooting (only during active gameplay, including boss fight)
315
- if (Keys.isDown(Keys.SPACE) && this.canShoot && canMove) {
316
- this.shoot();
317
- }
318
-
319
- // Shield system
320
- if (this.shieldUnlocked && canMove) {
321
- const shiftPressed = Keys.isDown(Keys.SHIFT);
322
-
323
- if (shiftPressed && this.shieldEnergy > 0) {
324
- // Activate shield
325
- this.shieldActive = true;
326
- this.shieldEnergy -= SHIELD_DRAIN_RATE * dt;
327
- this.shieldEnergy = Math.max(0, this.shieldEnergy);
328
- this.shieldRechargeDelay = SHIELD_RECHARGE_DELAY;
329
- this.shieldFlash += dt * 10;
330
- } else {
331
- // Deactivate shield
332
- this.shieldActive = false;
333
-
334
- // Recharge after delay
335
- if (this.shieldRechargeDelay > 0) {
336
- this.shieldRechargeDelay -= dt;
337
- } else {
338
- this.shieldEnergy += SHIELD_RECHARGE_RATE * dt;
339
- this.shieldEnergy = Math.min(SHIELD_MAX_ENERGY, this.shieldEnergy);
340
- }
341
- }
342
- }
343
- }
344
-
345
- activateStarPower() {
346
- this.starPower = true;
347
- this.starPowerTimer = STARPOWER_DURATION;
348
- this.starPowerFlash = 0;
349
- }
350
-
351
- shoot() {
352
- if (!this.canShoot) return;
353
- this.canShoot = false;
354
-
355
- if (this.tripleShot) {
356
- // Triple shot: center + two angled bullets
357
- this.game.spawnPlayerBullet(this.x, this.y - PLAYER_HEIGHT, 0); // Center
358
- this.game.spawnPlayerBullet(this.x - 8, this.y - PLAYER_HEIGHT, -15); // Left angle
359
- this.game.spawnPlayerBullet(this.x + 8, this.y - PLAYER_HEIGHT, 15); // Right angle
360
- } else {
361
- this.game.spawnPlayerBullet(this.x, this.y - PLAYER_HEIGHT, 0);
362
- }
363
- }
364
-
365
- draw() {
366
- super.draw();
367
-
368
- // Render ship first
369
- this.ship.x = 0;
370
- this.ship.y = 0;
371
- this.ship.rotation = this.currentTilt; // Apply banking tilt
372
- this.ship.render();
373
-
374
- // Draw shield arc on top if unlocked (shows energy level as arc size)
375
- if (this.shieldUnlocked && this.shieldEnergy > 0) {
376
- const ctx = Painter.ctx;
377
- const energyPercent = this.shieldEnergy / SHIELD_MAX_ENERGY;
378
-
379
- // Arc radius and thickness
380
- const radius = 30;
381
- const lineWidth = this.shieldActive ? 4 : 2;
382
-
383
- // Arc spans from energyPercent (full = 180 degrees, empty = 0)
384
- // Arc goes from left to right across front of ship
385
- const arcAngle = Math.PI * energyPercent; // 0 to PI based on energy
386
- const startAngle = Math.PI + (Math.PI - arcAngle) / 2; // Centered at top
387
- const endAngle = startAngle + arcAngle;
388
-
389
- // Color based on state - yellow/gold tones
390
- let strokeColor, alpha;
391
- let o = ctx.globalAlpha;
392
- if (this.shieldActive) {
393
- // Active shield - bright gold with pulse
394
- const pulse = 0.6 + Math.sin(this.shieldFlash) * 0.4;
395
- strokeColor = `rgba(255, 255, 255, ${pulse})`;
396
- } else if (this.shieldRechargeDelay > 0) {
397
- // Recharge delay - dim orange
398
- strokeColor = "rgba(255, 255, 255, 1)";
399
- } else {
400
- // Recharging - gradually brightening yellow
401
- const brightness = 0.3 + energyPercent * 0.5;
402
- strokeColor = `rgba(255, 255, 255, ${brightness})`;
403
- }
404
- ctx.save();
405
-
406
- // Explicitly prevent any fill
407
- ctx.fillStyle = "transparent";
408
-
409
- // Draw arc stroke only
410
- ctx.beginPath();
411
- ctx.arc(0, -5, radius, startAngle, endAngle);
412
- ctx.strokeStyle = strokeColor;
413
- ctx.lineWidth = lineWidth;
414
- ctx.lineCap = "round";
415
- ctx.stroke();
416
-
417
- // Clear the path to prevent any accidental fills later
418
- ctx.beginPath();
419
-
420
- ctx.restore();
421
- }
422
- }
423
-
424
- /**
425
- * Check if shield is currently protecting the player
426
- */
427
- isShielded() {
428
- return this.shieldActive && this.shieldEnergy > 0;
429
- }
430
- }
@@ -1,90 +0,0 @@
1
- import { GameObject, Circle, TextShape, Group } from "../../../src/index.js";
2
- import { POWERUP_SIZE, POWERUP_FALL_SPEED } from "./constants.js";
3
-
4
- export class PowerUp extends GameObject {
5
- constructor(game, options = {}) {
6
- super(game, {
7
- width: POWERUP_SIZE,
8
- height: POWERUP_SIZE,
9
- ...options,
10
- });
11
-
12
- this.speed = POWERUP_FALL_SPEED;
13
- this.bobTime = Math.random() * Math.PI * 2;
14
-
15
- // Create 1-Up visual - pastel green life icon (cached for performance)
16
- this.shape = new Group({ cacheRendering: true });
17
-
18
- // Glowing background
19
- const glow = new Circle(POWERUP_SIZE / 2 + 4, {
20
- color: "rgba(144, 238, 144, 0.4)",
21
- });
22
-
23
- // Main body - pastel green
24
- const body = new Circle(POWERUP_SIZE / 2, {
25
- color: "#98fb98", // Pale green
26
- });
27
-
28
- // "1UP" text
29
- this.label = new TextShape("1UP", {
30
- font: "bold 10px monospace",
31
- color: "#ffffff",
32
- align: "center",
33
- baseline: "middle",
34
- });
35
-
36
- this.shape.add(glow);
37
- this.shape.add(body);
38
-
39
- // Store glow for animation
40
- this.glow = glow;
41
- }
42
-
43
- update(dt) {
44
- super.update(dt);
45
-
46
- // Fall down
47
- this.y += this.speed * dt;
48
-
49
- // Bob side to side
50
- this.bobTime += dt * 3;
51
- this.x += Math.sin(this.bobTime) * 30 * dt;
52
-
53
- // Pulse glow - pastel green
54
- const pulse = 0.4 + Math.sin(this.bobTime * 2) * 0.2;
55
- this.glow.color = `rgba(144, 238, 144, ${pulse})`;
56
-
57
- // Remove if off screen
58
- if (this.y > this.game.height + POWERUP_SIZE) {
59
- this.destroy();
60
- }
61
- }
62
-
63
- draw() {
64
- if (!this.visible) return;
65
- super.draw();
66
-
67
- this.shape.x = 0;
68
- this.shape.y = 0;
69
- this.shape.render();
70
-
71
- // Draw label on top
72
- this.label.x = 0;
73
- this.label.y = 0;
74
- this.label.render();
75
- }
76
-
77
- destroy() {
78
- this.active = false;
79
- this.visible = false;
80
- }
81
-
82
- getBounds() {
83
- return {
84
- x: this.x - POWERUP_SIZE / 2,
85
- y: this.y - POWERUP_SIZE / 2,
86
- width: POWERUP_SIZE,
87
- height: POWERUP_SIZE,
88
- };
89
- }
90
- }
@@ -1,58 +0,0 @@
1
- import { GameObject, Circle } from "../../../src/index.js";
2
-
3
- export class Starfield extends GameObject {
4
- constructor(game, options = {}) {
5
- super(game, options);
6
- this.stars = [];
7
- this.initialized = false;
8
- }
9
-
10
- initStars() {
11
- if (this.initialized || this.game.width === 0) return;
12
- this.initialized = true;
13
-
14
- // Optimized star count - cap at 100 stars max
15
- const area = this.game.width * this.game.height;
16
- const starCount = Math.min(100, Math.floor(area / 15000)); // ~1 star per 15000 pixels, max 100
17
-
18
- for (let i = 0; i < starCount; i++) {
19
- const size = 1 + Math.random() * 1.5;
20
- this.stars.push({
21
- x: Math.random() * this.game.width,
22
- y: Math.random() * this.game.height,
23
- size: size,
24
- speed: 15 + Math.random() * 30,
25
- shape: new Circle(size, {
26
- color: `rgba(255,255,255,${0.4 + Math.random() * 0.5})`,
27
- }),
28
- });
29
- }
30
- }
31
-
32
- update(dt) {
33
- super.update(dt);
34
-
35
- // Initialize stars on first update when dimensions are known
36
- if (!this.initialized) {
37
- this.initStars();
38
- }
39
-
40
- for (const star of this.stars) {
41
- star.y += star.speed * dt;
42
- if (star.y > this.game.height) {
43
- star.y = 0;
44
- star.x = Math.random() * this.game.width;
45
- }
46
- }
47
- }
48
-
49
- draw() {
50
- super.draw();
51
-
52
- for (const star of this.stars) {
53
- star.shape.x = star.x;
54
- star.shape.y = star.y;
55
- star.shape.render();
56
- }
57
- }
58
- }
@@ -1,90 +0,0 @@
1
- import { GameObject, Circle, Star, Group } from "../../../src/index.js";
2
- import { POWERUP_SIZE, POWERUP_FALL_SPEED } from "./constants.js";
3
-
4
- export class StarPowerUp extends GameObject {
5
- constructor(game, options = {}) {
6
- super(game, {
7
- width: POWERUP_SIZE,
8
- height: POWERUP_SIZE,
9
- ...options,
10
- });
11
-
12
- this.speed = POWERUP_FALL_SPEED * 0.8; // Slightly slower
13
- this.bobTime = Math.random() * Math.PI * 2;
14
- this.spinAngle = 0;
15
-
16
- // Create star visual using the Star shape
17
- this.shape = new Group({});
18
-
19
- // Glowing background
20
- const glow = new Circle(POWERUP_SIZE / 2 + 6, {
21
- color: "rgba(255, 215, 0, 0.4)",
22
- });
23
-
24
- // Main star - golden
25
- this.star = new Star(POWERUP_SIZE / 2, 5, 0.5, {
26
- color: "#ffd700", // Gold
27
- });
28
-
29
- // Inner highlight
30
- const innerStar = new Star(POWERUP_SIZE / 4, 5, 0.5, {
31
- color: "#ffec8b", // Light gold
32
- });
33
-
34
- this.shape.add(glow);
35
- this.shape.add(this.star);
36
- this.shape.add(innerStar);
37
-
38
- // Store refs for animation
39
- this.glow = glow;
40
- this.innerStar = innerStar;
41
- }
42
-
43
- update(dt) {
44
- super.update(dt);
45
-
46
- // Fall down
47
- this.y += this.speed * dt;
48
-
49
- // Bob side to side
50
- this.bobTime += dt * 3;
51
- this.x += Math.sin(this.bobTime) * 40 * dt;
52
-
53
- // Spin the star
54
- this.spinAngle += dt * 180; // Degrees per second
55
- this.star.rotation = this.spinAngle;
56
- this.innerStar.rotation = -this.spinAngle * 0.5;
57
-
58
- // Pulse glow
59
- const pulse = 0.4 + Math.sin(this.bobTime * 2) * 0.2;
60
- this.glow.color = `rgba(255, 215, 0, ${pulse})`;
61
-
62
- // Remove if off screen
63
- if (this.y > this.game.height + POWERUP_SIZE) {
64
- this.destroy();
65
- }
66
- }
67
-
68
- draw() {
69
- if (!this.visible) return;
70
- super.draw();
71
-
72
- this.shape.x = 0;
73
- this.shape.y = 0;
74
- this.shape.render();
75
- }
76
-
77
- destroy() {
78
- this.active = false;
79
- this.visible = false;
80
- }
81
-
82
- getBounds() {
83
- return {
84
- x: this.x - POWERUP_SIZE / 2,
85
- y: this.y - POWERUP_SIZE / 2,
86
- width: POWERUP_SIZE,
87
- height: POWERUP_SIZE,
88
- };
89
- }
90
- }