@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
@@ -1,577 +0,0 @@
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- # State Module
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-
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- > Flexible state machine for managing game and entity states with lifecycle callbacks.
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-
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- ## Overview
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-
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- The state module provides a `StateMachine` class for managing states with enter/update/exit lifecycle callbacks. It supports timed auto-transitions, event triggers, and sequential phase patterns - perfect for both high-level game states and entity-level behaviors.
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-
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- ## Quick Start
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-
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- ```js
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- import { StateMachine } from '@guinetik/gcanvas';
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-
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- // Basic state machine
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- const fsm = new StateMachine({
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- initial: 'idle',
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- states: {
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- idle: {
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- enter: () => console.log('Now idle'),
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- update: (dt) => { /* per-frame logic */ },
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- exit: () => console.log('Leaving idle')
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- },
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- walking: {
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- enter: () => player.startWalkAnimation(),
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- update: (dt) => player.move(dt)
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- },
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- jumping: {
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- enter: () => player.jump(),
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- duration: 0.5,
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- next: 'falling'
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- }
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- }
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- });
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-
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- // Change state
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- fsm.setState('walking');
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-
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- // Update each frame
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- fsm.update(dt);
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- ```
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-
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- ## Use Cases
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-
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- | Pattern | Example |
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- |---------|---------|
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- | **Game States** | menu → playing → paused → game_over |
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- | **Entity Lifecycle** | spawn → active → dying → dead |
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- | **Attack Phases** | warning → charging → active → cooldown |
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- | **UI States** | hidden → entering → visible → exiting |
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-
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- ---
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-
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- ## StateMachine Class
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-
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- ### Constructor
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-
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- ```js
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- const fsm = new StateMachine({
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- initial: 'stateName', // Starting state
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- states: { ... }, // State definitions
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- context: this // Optional: bound to callbacks
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- });
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- ```
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-
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- ### State Definition
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-
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- Each state can have these properties:
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-
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- ```js
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- states: {
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- stateName: {
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- // Lifecycle callbacks
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- enter: (data) => { }, // Called when entering state
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- update: (dt) => { }, // Called every frame
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- exit: (data) => { }, // Called when leaving state
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-
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- // Timed auto-transition
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- duration: 1.5, // Seconds before auto-transition
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- next: 'nextState', // State to transition to
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- onComplete: () => { }, // Called if no 'next' defined
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-
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- // Event-based transitions
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- on: {
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- 'eventName': 'targetState',
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- 'anotherEvent': {
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- target: 'targetState',
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- guard: () => canTransition,
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- action: () => doSomething()
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- }
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- }
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- }
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- }
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- ```
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-
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- ---
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-
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- ## Core Patterns
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-
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- ### 1. Game State Management
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-
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- Manage high-level game flow with event-driven transitions.
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-
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- ```js
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- class MyGame extends Game {
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- init() {
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- super.init();
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-
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- this.fsm = new StateMachine({
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- initial: 'menu',
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- context: this,
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- states: {
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- menu: {
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- enter: () => this.showMenu(),
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- on: {
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- start: 'playing',
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- options: 'settings'
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- }
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- },
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- playing: {
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- enter: () => this.startGame(),
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- update: (dt) => this.updateGameplay(dt),
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- on: {
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- pause: 'paused',
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- death: 'game_over',
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- bossSpawn: 'boss_fight'
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- }
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- },
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- paused: {
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- enter: () => this.showPauseMenu(),
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- on: {
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- resume: 'playing',
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- quit: 'menu'
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- }
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- },
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- boss_fight: {
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- enter: () => this.startBossFight(),
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- update: (dt) => this.updateBossFight(dt),
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- on: {
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- bossDefeated: 'playing',
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- death: 'game_over'
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- }
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- },
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- game_over: {
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- enter: () => this.showGameOver(),
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- on: {
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- restart: 'playing',
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- menu: 'menu'
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- }
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- }
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- }
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- });
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- }
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-
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- update(dt) {
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- super.update(dt);
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- this.fsm.update(dt);
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- }
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-
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- // Trigger transitions from game logic
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- onPlayerDeath() {
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- this.fsm.trigger('death');
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- }
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-
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- onBossDefeated() {
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- this.fsm.trigger('bossDefeated');
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- }
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- }
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- ```
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-
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- ### 2. Timed Phase Sequences
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-
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- Perfect for attacks, effects, and entity lifecycles.
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-
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- ```js
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- // Laser beam with phases: warning → charging → active → fade
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- class Laser extends GameObject {
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- constructor(game) {
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- super(game);
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-
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- this.fsm = new StateMachine({
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- initial: 'warning',
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- context: this,
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- states: {
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- warning: {
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- duration: 0.3,
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- next: 'charging',
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- enter: () => { this.alpha = 0.3; }
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- },
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- charging: {
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- duration: 0.2,
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- next: 'active',
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- enter: () => { this.playChargeSound(); }
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- },
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- active: {
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- duration: 0.4,
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- next: 'fade',
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- enter: () => {
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- this.canDamage = true;
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- this.alpha = 1;
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- },
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- exit: () => { this.canDamage = false; }
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- },
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- fade: {
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- duration: 0.2,
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- enter: () => { /* Start fade animation */ },
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- exit: () => { this.destroy(); }
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- }
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- }
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- });
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- }
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-
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- update(dt) {
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- this.fsm.update(dt);
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-
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- // Use progress for animations
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- if (this.fsm.is('fade')) {
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- this.alpha = 1 - this.fsm.progress;
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- }
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- }
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- }
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- ```
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-
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- ### 3. Using fromSequence() Factory
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-
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- Shorthand for simple phase sequences.
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-
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- ```js
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- // Lightning strike phases
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- this.fsm = StateMachine.fromSequence([
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- { name: 'tracing', duration: 0.4, update: (dt) => this.trace(dt) },
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- { name: 'active', duration: 0.3, enter: () => { this.canDamage = true; } },
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- { name: 'fade', duration: 0.2, exit: () => this.destroy() }
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- ], { context: this });
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-
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- // With looping
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- this.fsm = StateMachine.fromSequence([
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- { name: 'visible', duration: 0.5 },
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- { name: 'hidden', duration: 0.5 }
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- ], { loop: true });
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-
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- // With completion callback
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- this.fsm = StateMachine.fromSequence([
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- { name: 'phase1', duration: 1 },
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- { name: 'phase2', duration: 1 },
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- { name: 'phase3', duration: 1 }
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- ], {
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- onComplete: () => console.log('Sequence finished!')
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- });
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- ```
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-
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- ### 4. Entity AI States
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-
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- ```js
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- class Enemy extends GameObject {
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- constructor(game) {
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- super(game);
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-
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- this.fsm = new StateMachine({
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- initial: 'patrol',
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- context: this,
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- states: {
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- patrol: {
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- update: (dt) => this.moveAlongPath(dt),
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- on: {
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- playerSpotted: {
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- target: 'chase',
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- guard: () => this.canSeePlayer()
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- }
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- }
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- },
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- chase: {
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- enter: () => this.playAlertSound(),
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- update: (dt) => this.moveTowardPlayer(dt),
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- on: {
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- playerLost: 'patrol',
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- inRange: 'attack'
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- }
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- },
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- attack: {
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- enter: () => this.startAttackAnimation(),
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- duration: 0.5,
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- next: 'cooldown',
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- update: () => this.performAttack()
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- },
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- cooldown: {
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- duration: 1,
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- next: 'chase'
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- }
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- }
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- });
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- }
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- }
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- ```
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-
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- ---
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-
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- ## API Reference
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-
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- ### State Checking
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-
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- ```js
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- // Check current state
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- if (fsm.is('playing')) { }
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-
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- // Check multiple states
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- if (fsm.isAny('playing', 'boss_fight')) { }
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-
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- // Get current state name
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- const stateName = fsm.state;
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-
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- // Get previous state
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- const prevState = fsm.previousState;
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-
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- // Get current state config
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- const config = fsm.currentStateConfig;
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- ```
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-
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- ### Transitions
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-
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- ```js
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- // Direct state change
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- fsm.setState('newState');
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-
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- // With data passed to enter/exit callbacks
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- fsm.setState('newState', { reason: 'player_action' });
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-
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- // Event-based transition (checks 'on' config)
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- fsm.trigger('eventName');
329
- fsm.trigger('eventName', { data: 'value' });
330
- ```
331
-
332
- ### Timed State Info
333
-
334
- ```js
335
- // Time spent in current state
336
- const time = fsm.stateTime;
337
-
338
- // Progress through timed state (0-1)
339
- const progress = fsm.progress;
340
-
341
- // Remaining time in timed state
342
- const remaining = fsm.remaining;
343
-
344
- // Is current state timed?
345
- if (fsm.isTimed) { }
346
- ```
347
-
348
- ### Control
349
-
350
- ```js
351
- // Pause/resume state machine
352
- fsm.pause();
353
- fsm.resume();
354
-
355
- // Reset to initial or specific state
356
- fsm.reset();
357
- fsm.reset('specificState');
358
- ```
359
-
360
- ### Dynamic States
361
-
362
- ```js
363
- // Add state at runtime
364
- fsm.addState('newState', {
365
- enter: () => { },
366
- duration: 1,
367
- next: 'idle'
368
- });
369
-
370
- // Remove state
371
- fsm.removeState('unusedState');
372
- ```
373
-
374
- ### Global Callbacks
375
-
376
- ```js
377
- // Listen to all state changes
378
- fsm.onStateChange = (newState, oldState, data) => {
379
- console.log(`${oldState} → ${newState}`);
380
- };
381
- ```
382
-
383
- ### Method Reference
384
-
385
- | Method | Returns | Description |
386
- |--------|---------|-------------|
387
- | `is(state)` | `boolean` | Check if in specific state |
388
- | `isAny(...states)` | `boolean` | Check if in any of states |
389
- | `setState(state, data?)` | `boolean` | Transition to state |
390
- | `trigger(event, data?)` | `boolean` | Trigger event-based transition |
391
- | `update(dt)` | `void` | Update state machine |
392
- | `pause()` | `void` | Pause updates |
393
- | `resume()` | `void` | Resume updates |
394
- | `reset(state?)` | `void` | Reset to initial/specific state |
395
- | `addState(name, config)` | `this` | Add state dynamically |
396
- | `removeState(name)` | `this` | Remove state |
397
-
398
- ### Properties
399
-
400
- | Property | Type | Description |
401
- |----------|------|-------------|
402
- | `state` | `string` | Current state name |
403
- | `previousState` | `string` | Previous state name |
404
- | `stateTime` | `number` | Time in current state |
405
- | `progress` | `number` | Progress through timed state (0-1) |
406
- | `remaining` | `number` | Time remaining in timed state |
407
- | `isTimed` | `boolean` | Does current state have duration? |
408
- | `paused` | `boolean` | Is state machine paused? |
409
- | `context` | `Object` | Context for callbacks |
410
-
411
- ### Static Methods
412
-
413
- | Method | Returns | Description |
414
- |--------|---------|-------------|
415
- | `StateMachine.fromSequence(phases, options?)` | `StateMachine` | Create from phase array |
416
-
417
- ---
418
-
419
- ## Complete Example
420
-
421
- A complete entity with states, phases, and game integration:
422
-
423
- ```js
424
- import { GameObject, StateMachine } from '@guinetik/gcanvas';
425
-
426
- class Boss extends GameObject {
427
- constructor(game) {
428
- super(game);
429
-
430
- this.health = 100;
431
- this.phase = 1;
432
-
433
- // Boss behavior state machine
434
- this.fsm = new StateMachine({
435
- initial: 'entering',
436
- context: this,
437
- states: {
438
- entering: {
439
- enter: () => this.playEntranceAnimation(),
440
- duration: 2,
441
- next: 'idle'
442
- },
443
- idle: {
444
- duration: 1,
445
- update: (dt) => this.trackPlayer(dt),
446
- on: {
447
- attack: 'attacking'
448
- }
449
- },
450
- attacking: {
451
- enter: () => this.chooseAttack(),
452
- duration: 1.5,
453
- next: 'cooldown'
454
- },
455
- cooldown: {
456
- duration: 0.5,
457
- next: 'idle'
458
- },
459
- enraged: {
460
- enter: () => {
461
- this.speed *= 1.5;
462
- this.playEnrageAnimation();
463
- },
464
- update: (dt) => this.aggressiveAttack(dt)
465
- },
466
- dying: {
467
- enter: () => this.playDeathAnimation(),
468
- duration: 3,
469
- exit: () => this.game.events.emit('boss-defeated')
470
- }
471
- }
472
- });
473
-
474
- // Attack phase state machine (separate concern)
475
- this.attackFsm = null;
476
- }
477
-
478
- update(dt) {
479
- this.fsm.update(dt);
480
- this.attackFsm?.update(dt);
481
-
482
- // Trigger attack periodically when idle
483
- if (this.fsm.is('idle') && this.fsm.stateTime > 0.5) {
484
- this.fsm.trigger('attack');
485
- }
486
-
487
- // Check for phase transition
488
- if (this.health < 50 && this.phase === 1) {
489
- this.phase = 2;
490
- this.fsm.setState('enraged');
491
- }
492
- }
493
-
494
- takeDamage(amount) {
495
- this.health -= amount;
496
-
497
- if (this.health <= 0) {
498
- this.fsm.setState('dying');
499
- }
500
- }
501
-
502
- chooseAttack() {
503
- // Create timed attack sequence
504
- this.attackFsm = StateMachine.fromSequence([
505
- { name: 'windup', duration: 0.3, enter: () => this.showWarning() },
506
- { name: 'strike', duration: 0.1, enter: () => this.dealDamage() },
507
- { name: 'recovery', duration: 0.4 }
508
- ], { context: this });
509
- }
510
- }
511
- ```
512
-
513
- ---
514
-
515
- ## Architecture
516
-
517
- ```
518
- ┌─────────────────────────────────────────────────────────────┐
519
- │ StateMachine │
520
- │ ┌──────────────────────────────────────────────────────┐ │
521
- │ │ State Definitions │ │
522
- │ │ ┌────────┐ ┌────────┐ ┌────────┐ ┌────────┐ │ │
523
- │ │ │ idle │ │ moving │ │ attack │ │ dying │ │ │
524
- │ │ │ enter │ │ enter │ │ enter │ │ enter │ │ │
525
- │ │ │ update │ │ update │ │ update │ │ update │ │ │
526
- │ │ │ exit │ │ exit │ │ exit │ │ exit │ │ │
527
- │ │ └────────┘ └────────┘ └────────┘ └────────┘ │ │
528
- │ └──────────────────────────────────────────────────────┘ │
529
- │ │ │
530
- │ ▼ │
531
- │ ┌──────────────────────────────────────────────────────┐ │
532
- │ │ Current State Tracking │ │
533
- │ │ state: 'idle' │ stateTime: 1.5 │ progress: 0.75 │ │
534
- │ └──────────────────────────────────────────────────────┘ │
535
- │ │ │
536
- │ ▼ │
537
- │ ┌──────────────────────────────────────────────────────┐ │
538
- │ │ Transitions │ │
539
- │ │ setState('moving') │ trigger('damage') │ │
540
- │ │ Auto: duration → next │ │
541
- │ └──────────────────────────────────────────────────────┘ │
542
- └─────────────────────────────────────────────────────────────┘
543
- ```
544
-
545
- ---
546
-
547
- ## Tips & Best Practices
548
-
549
- 1. **Separate concerns**: Use multiple state machines for different aspects (movement, attack, animation)
550
-
551
- 2. **Use context**: Pass `context: this` to access entity properties in callbacks
552
-
553
- 3. **Guard transitions**: Use guards to prevent invalid state changes
554
- ```js
555
- on: {
556
- attack: {
557
- target: 'attacking',
558
- guard: () => this.stamina > 0
559
- }
560
- }
561
- ```
562
-
563
- 4. **Progress for animations**: Use `fsm.progress` for smooth timed effects
564
-
565
- 5. **fromSequence for phases**: Use the factory for simple linear sequences
566
-
567
- ---
568
-
569
- ## Related
570
-
571
- - [Collision Module](../collision/README.md) - Collision detection
572
- - [Game Module](../game/README.md) - Game loop and GameObjects
573
-
574
- ## See Also
575
-
576
- - [Motion Module](../motion/README.md) - Animation patterns
577
- - [Game Lifecycle](../../concepts/lifecycle.md) - Update/render cycle
@@ -1,99 +0,0 @@
1
- # Util Module
2
-
3
- > Utilities for 3D projection, layout, positioning, and more.
4
-
5
- ## Overview
6
-
7
- The util module provides helper classes and functions for common tasks:
8
-
9
- | Utility | Description |
10
- |---------|-------------|
11
- | [**Camera3D**](./camera3d.md) | Pseudo-3D projection with mouse controls |
12
- | [**Scene3D**](./scene3d.md) | Scene with automatic 3D projection |
13
- | **Layout** | Vertical, horizontal, and grid layouts |
14
- | **Position** | Anchor constants and positioning |
15
-
16
- ## Quick Navigation
17
-
18
- - [Camera3D](./camera3d.md) - 3D to 2D projection, rotation, mouse control
19
- - [Scene3D](./scene3d.md) - Scene that projects children through Camera3D
20
-
21
- ## 3D System Overview
22
-
23
- GCanvas provides a pseudo-3D system that projects 3D coordinates to 2D canvas:
24
-
25
- ```
26
- ┌─────────────────────────────────────────────────────────────┐
27
- │ Camera3D │
28
- │ • Rotation (X, Y, Z axes) │
29
- │ • Perspective projection │
30
- │ • Mouse/touch rotation control │
31
- │ • Auto-rotation │
32
- └─────────────────────────────────────────────────────────────┘
33
-
34
-
35
- ┌─────────────────────────────────────────────────────────────┐
36
- │ Scene3D │
37
- │ • Container for GameObjects with z-coordinates │
38
- │ • Automatic projection through camera │
39
- │ • Depth sorting (back-to-front) │
40
- │ • Perspective scaling │
41
- └─────────────────────────────────────────────────────────────┘
42
-
43
-
44
- ┌─────────────────────────────────────────────────────────────┐
45
- │ ParticleSystem │
46
- │ • 3D particle effects │
47
- │ • Camera integration │
48
- │ • Depth-sorted rendering │
49
- └─────────────────────────────────────────────────────────────┘
50
- ```
51
-
52
- ## Basic 3D Setup
53
-
54
- ```js
55
- import { Game, Camera3D, Scene3D, GameObject, Rectangle } from '@guinetik/gcanvas';
56
-
57
- class My3DDemo extends Game {
58
- init() {
59
- super.init();
60
-
61
- // Create camera
62
- this.camera = new Camera3D({
63
- rotationX: 0.3,
64
- perspective: 800,
65
- autoRotate: true,
66
- });
67
- this.camera.enableMouseControl(this.canvas);
68
-
69
- // Create 3D scene centered on screen
70
- this.scene3d = new Scene3D(this, {
71
- x: this.width / 2,
72
- y: this.height / 2,
73
- camera: this.camera,
74
- depthSort: true,
75
- });
76
-
77
- // Add objects with z coordinates
78
- for (let i = 0; i < 5; i++) {
79
- const box = new BoxObject(this);
80
- box.x = (i - 2) * 100;
81
- box.z = Math.sin(i) * 100; // Vary depth
82
- this.scene3d.add(box);
83
- }
84
-
85
- this.pipeline.add(this.scene3d);
86
- }
87
-
88
- update(dt) {
89
- super.update(dt);
90
- this.camera.update(dt);
91
- }
92
- }
93
- ```
94
-
95
- ## Related
96
-
97
- - [Camera3D](./camera3d.md) - Full camera documentation
98
- - [Scene3D](./scene3d.md) - Full scene documentation
99
- - [Particle Module](../particle/README.md) - 3D particle effects