@guinetik/gcanvas 1.0.2 → 1.0.4

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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
@@ -1,453 +0,0 @@
1
- # Collision Module
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-
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- > 2D collision detection utilities and group-based collision management.
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-
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- ## Overview
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-
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- The collision module provides both low-level collision detection algorithms and a high-level system for managing collision groups in games. It supports various collision shapes including rectangles, circles, lines, and multi-segment paths.
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-
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- ## Quick Start
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-
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- ```js
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- import { Collision, CollisionSystem } from '@guinetik/gcanvas';
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-
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- // Low-level: Direct collision checks
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- const playerBounds = player.getBounds();
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- const enemyBounds = enemy.getBounds();
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-
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- if (Collision.rectRect(playerBounds, enemyBounds)) {
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- console.log('Hit!');
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- }
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-
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- // High-level: Group-based collision management
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- const collisions = new CollisionSystem()
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- .createGroup('players')
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- .createGroup('enemies')
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- .createGroup('bullets')
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- .onCollision('bullets', 'enemies', (bullet, enemy) => {
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- bullet.destroy();
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- enemy.takeDamage(10);
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- });
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-
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- // In game loop
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- collisions.update();
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- ```
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-
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- ## Core Classes
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-
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- | Class | Description |
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- |-------|-------------|
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- | **Collision** | Static utility methods for collision detection |
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- | **CollisionSystem** | Group-based collision management with callbacks |
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-
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- ---
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-
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- ## Collision Class
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-
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- Static utility class with various collision detection algorithms. All methods work with bounds objects: `{ x, y, width, height }` for rectangles, `{ x, y, radius }` for circles.
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-
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- ### Rectangle vs Rectangle (AABB)
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-
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- The most common collision check - axis-aligned bounding boxes.
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-
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- ```js
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- const a = { x: 100, y: 100, width: 50, height: 50 };
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- const b = { x: 120, y: 120, width: 50, height: 50 };
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-
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- if (Collision.rectRect(a, b)) {
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- console.log('Rectangles overlap!');
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- }
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-
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- // Alias
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- Collision.intersects(a, b);
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- ```
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-
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- ### Circle vs Circle
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-
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- For circular hitboxes - more accurate for round objects.
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-
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- ```js
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- const circleA = { x: 100, y: 100, radius: 30 };
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- const circleB = { x: 150, y: 100, radius: 25 };
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-
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- if (Collision.circleCircle(circleA, circleB)) {
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- console.log('Circles overlap!');
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- }
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- ```
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-
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- ### Circle vs Rectangle
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-
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- Mixed shape collision - finds closest point on rectangle to circle center.
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-
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- ```js
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- const circle = { x: 100, y: 100, radius: 30 };
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- const rect = { x: 120, y: 80, width: 60, height: 40 };
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-
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- if (Collision.circleRect(circle, rect)) {
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- console.log('Circle and rectangle overlap!');
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- }
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- ```
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-
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- ### Point Collision
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-
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- Check if a point (like mouse cursor) is inside a shape.
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-
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- ```js
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- // Point in rectangle
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- if (Collision.pointRect(mouseX, mouseY, button.getBounds())) {
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- button.highlight();
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- }
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-
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- // Point in circle
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- if (Collision.pointCircle(mouseX, mouseY, planet)) {
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- showTooltip('Planet selected');
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- }
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- ```
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-
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- ### Line vs Rectangle
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-
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- For laser beams, lightning bolts, and raycast-style collision.
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-
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- ```js
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- // Basic line collision
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- if (Collision.lineRect(x1, y1, x2, y2, target.getBounds())) {
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- console.log('Line hits target!');
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- }
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-
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- // With thickness (for thick beams)
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- if (Collision.lineRect(x1, y1, x2, y2, target.getBounds(), 10)) {
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- console.log('Thick beam hits target!');
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- }
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- ```
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-
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- ### Line vs Line
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-
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- Check if two line segments intersect.
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-
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- ```js
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- if (Collision.lineLine(x1, y1, x2, y2, x3, y3, x4, y4)) {
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- console.log('Lines cross!');
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- }
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- ```
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-
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- ### Multi-Segment Collision
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-
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- For complex shapes like branching lightning or paths.
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-
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- ```js
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- const lightningSegments = [
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- { x1: 400, y1: 0, x2: 380, y2: 50 },
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- { x1: 380, y1: 50, x2: 420, y2: 100 },
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- { x1: 420, y1: 100, x2: 390, y2: 150 }
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- ];
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-
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- if (Collision.segmentsRect(lightningSegments, player.getBounds(), 8)) {
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- player.takeDamage();
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- }
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- ```
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-
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- ### Collision Response
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-
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- Get information needed to respond to collisions.
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-
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- ```js
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- // Get overlap depth
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- const overlap = Collision.getOverlap(playerBounds, wallBounds);
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- if (overlap) {
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- console.log(`Overlap: ${overlap.x}px x ${overlap.y}px`);
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- }
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-
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- // Get minimum translation vector (for pushing objects apart)
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- const mtv = Collision.getMTV(playerBounds, wallBounds);
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- if (mtv) {
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- player.x += mtv.x;
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- player.y += mtv.y;
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- }
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- ```
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-
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- ### Sweep Test (Continuous Collision)
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-
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- Prevents fast-moving objects from tunneling through thin walls.
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-
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- ```js
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- const bullet = { x: 100, y: 100, width: 10, height: 10 };
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- const wall = { x: 200, y: 50, width: 20, height: 200 };
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- const velocityX = 500;
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- const velocityY = 0;
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-
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- const hit = Collision.sweep(bullet, velocityX, velocityY, wall);
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- if (hit) {
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- console.log(`Hit at time: ${hit.time}`);
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- console.log(`Normal: ${hit.normalX}, ${hit.normalY}`);
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-
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- // Move to collision point
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- bullet.x += velocityX * hit.time;
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- bullet.y += velocityY * hit.time;
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- }
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- ```
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-
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- ### Method Reference
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-
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- | Method | Signature | Description |
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- |--------|-----------|-------------|
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- | `rectRect` | `(a, b)` | AABB collision |
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- | `intersects` | `(a, b)` | Alias for rectRect |
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- | `circleCircle` | `(a, b)` | Circle collision |
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- | `circleRect` | `(circle, rect)` | Mixed shape collision |
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- | `pointRect` | `(px, py, rect)` | Point in rectangle |
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- | `pointCircle` | `(px, py, circle)` | Point in circle |
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- | `lineRect` | `(x1, y1, x2, y2, rect, thickness?)` | Line segment vs rectangle |
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- | `lineLine` | `(x1, y1, x2, y2, x3, y3, x4, y4)` | Line vs line |
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- | `segmentsRect` | `(segments, rect, thickness?)` | Multi-segment vs rectangle |
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- | `getOverlap` | `(a, b)` | Get overlap depth |
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- | `getMTV` | `(a, b)` | Get minimum translation vector |
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- | `sweep` | `(rect, vx, vy, target)` | Continuous collision detection |
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-
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- ---
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-
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- ## CollisionSystem Class
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-
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- High-level system for managing collision groups and callbacks. Ideal for games with multiple entity types.
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-
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- ### Creating Groups
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-
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- ```js
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- const collisions = new CollisionSystem();
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-
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- // Create groups for different entity types
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- collisions.createGroup('players');
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- collisions.createGroup('enemies');
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- collisions.createGroup('bullets');
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- collisions.createGroup('pickups');
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- collisions.createGroup('walls');
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- ```
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-
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- ### Adding Objects to Groups
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-
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- Objects must have either a `getBounds()` method or a `bounds` property.
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-
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- ```js
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- // Add single object
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- collisions.add('players', player);
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- collisions.add('enemies', alien);
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-
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- // Add multiple objects
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- aliens.forEach(alien => collisions.add('enemies', alien));
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- ```
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-
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- ### Registering Collision Callbacks
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-
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- ```js
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- // When bullets hit enemies
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- collisions.onCollision('bullets', 'enemies', (bullet, enemy) => {
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- bullet.destroy();
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- enemy.takeDamage(10);
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- spawnExplosion(enemy.x, enemy.y);
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- });
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-
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- // When player touches pickups
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- collisions.onCollision('players', 'pickups', (player, pickup) => {
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- pickup.collect();
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- player.score += pickup.value;
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- });
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-
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- // When player hits walls (for collision response)
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- collisions.onCollision('players', 'walls', (player, wall) => {
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- const mtv = Collision.getMTV(player.getBounds(), wall.getBounds());
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- if (mtv) {
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- player.x += mtv.x;
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- player.y += mtv.y;
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- }
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- });
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- ```
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-
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- ### Update Loop
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-
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- Call `update()` each frame to check all registered collision pairs.
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-
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- ```js
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- class MyGame extends Game {
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- update(dt) {
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- super.update(dt);
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-
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- // Check all collisions
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- this.collisions.update();
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- }
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- }
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- ```
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-
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- ### Manual Collision Checks
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-
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- For cases where you need more control than callbacks.
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-
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- ```js
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- // Check specific pair, get all collisions
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- const hits = collisions.check('bullets', 'enemies');
286
- for (const [bullet, enemy] of hits) {
287
- // Handle collision
288
- }
289
-
290
- // Check one object against a group
291
- const enemy = collisions.checkAgainstGroup(bullet, 'enemies');
292
- if (enemy) {
293
- // First enemy hit
294
- }
295
-
296
- // Get all objects hit
297
- const allEnemies = collisions.checkAllAgainstGroup(bullet, 'enemies');
298
- ```
299
-
300
- ### Removing Objects
301
-
302
- ```js
303
- // Remove from specific group
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- collisions.remove('enemies', deadEnemy);
305
-
306
- // Remove from all groups
307
- collisions.removeFromAll(destroyedObject);
308
-
309
- // Clear entire group
310
- collisions.clearGroup('bullets');
311
-
312
- // Clear everything
313
- collisions.clearAll();
314
- ```
315
-
316
- ### Active Object Filtering
317
-
318
- CollisionSystem automatically skips inactive objects. It checks for:
319
- - `obj.active === false`
320
- - `obj.destroyed === true`
321
- - `obj.alive === false`
322
-
323
- ```js
324
- // These objects are automatically skipped
325
- enemy.active = false; // Skipped
326
- bullet.destroyed = true; // Skipped
327
- player.alive = false; // Skipped
328
- ```
329
-
330
- ### Method Reference
331
-
332
- | Method | Returns | Description |
333
- |--------|---------|-------------|
334
- | `createGroup(name)` | `this` | Create a collision group |
335
- | `add(group, obj)` | `this` | Add object to group |
336
- | `remove(group, obj)` | `boolean` | Remove object from group |
337
- | `removeFromAll(obj)` | `void` | Remove from all groups |
338
- | `clearGroup(name)` | `void` | Clear all objects in group |
339
- | `clearAll()` | `void` | Clear all groups |
340
- | `getGroup(name)` | `Array` | Get all objects in group |
341
- | `onCollision(a, b, callback)` | `this` | Register collision callback |
342
- | `offCollision(a, b)` | `void` | Remove collision callback |
343
- | `update()` | `void` | Check all collision pairs |
344
- | `check(a, b)` | `Array<[obj, obj]>` | Get all colliding pairs |
345
- | `checkAgainstGroup(obj, group)` | `Object\|null` | First collision in group |
346
- | `checkAllAgainstGroup(obj, group)` | `Array` | All collisions in group |
347
-
348
- ---
349
-
350
- ## Complete Example
351
-
352
- A Space Invaders-style collision setup:
353
-
354
- ```js
355
- import { Game, CollisionSystem, Collision } from '@guinetik/gcanvas';
356
-
357
- class SpaceGame extends Game {
358
- init() {
359
- super.init();
360
-
361
- // Set up collision system
362
- this.collisions = new CollisionSystem()
363
- .createGroup('player')
364
- .createGroup('aliens')
365
- .createGroup('playerBullets')
366
- .createGroup('alienBullets')
367
- .createGroup('shields');
368
-
369
- // Player bullets hit aliens
370
- this.collisions.onCollision('playerBullets', 'aliens', (bullet, alien) => {
371
- bullet.destroy();
372
- alien.hit();
373
- this.score += 100;
374
- });
375
-
376
- // Alien bullets hit player
377
- this.collisions.onCollision('alienBullets', 'player', (bullet, player) => {
378
- bullet.destroy();
379
- this.handlePlayerHit();
380
- });
381
-
382
- // Any bullet hits shields
383
- this.collisions.onCollision('playerBullets', 'shields', (bullet, shield) => {
384
- bullet.destroy();
385
- shield.damage();
386
- });
387
-
388
- this.collisions.onCollision('alienBullets', 'shields', (bullet, shield) => {
389
- bullet.destroy();
390
- shield.damage();
391
- });
392
-
393
- // Register initial objects
394
- this.collisions.add('player', this.player);
395
- this.aliens.forEach(a => this.collisions.add('aliens', a));
396
- this.shields.forEach(s => this.collisions.add('shields', s));
397
- }
398
-
399
- spawnBullet(bullet, group) {
400
- this.bullets.push(bullet);
401
- this.collisions.add(group, bullet);
402
- }
403
-
404
- update(dt) {
405
- super.update(dt);
406
-
407
- // One line handles all collision logic!
408
- this.collisions.update();
409
- }
410
- }
411
- ```
412
-
413
- ---
414
-
415
- ## Architecture
416
-
417
- ```
418
- ┌─────────────────────────────────────────────────────────────┐
419
- │ CollisionSystem │
420
- │ ┌─────────────────────────────────────────────────────┐ │
421
- │ │ Groups │ │
422
- │ │ ┌─────────┐ ┌─────────┐ ┌─────────┐ │ │
423
- │ │ │ players │ │ enemies │ │ bullets │ ... │ │
424
- │ │ │ Set() │ │ Set() │ │ Set() │ │ │
425
- │ │ └─────────┘ └─────────┘ └─────────┘ │ │
426
- │ └─────────────────────────────────────────────────────┘ │
427
- │ │ │
428
- │ ▼ │
429
- │ ┌─────────────────────────────────────────────────────┐ │
430
- │ │ Collision Pairs │ │
431
- │ │ bullets vs enemies → callback │ │
432
- │ │ bullets vs player → callback │ │
433
- │ └─────────────────────────────────────────────────────┘ │
434
- │ │ │
435
- │ ▼ │
436
- │ ┌─────────────────────────────────────────────────────┐ │
437
- │ │ Collision (Static Utils) │ │
438
- │ │ rectRect() | circleCircle() | lineRect() | ... │ │
439
- │ └─────────────────────────────────────────────────────┘ │
440
- └─────────────────────────────────────────────────────────────┘
441
- ```
442
-
443
- ---
444
-
445
- ## Related
446
-
447
- - [Game Module](../game/README.md) - Game loop and GameObjects
448
- - [State Module](../state/README.md) - State machines for entity lifecycle
449
-
450
- ## See Also
451
-
452
- - [Motion Module](../motion/README.md) - Animation and movement
453
- - [Shapes Module](../shapes/README.md) - Drawing primitives with bounds