@guinetik/gcanvas 1.0.4 → 1.0.5

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 (193) hide show
  1. package/dist/CNAME +1 -0
  2. package/dist/animations.html +31 -0
  3. package/dist/basic.html +38 -0
  4. package/dist/baskara.html +31 -0
  5. package/dist/bezier.html +35 -0
  6. package/dist/beziersignature.html +29 -0
  7. package/dist/blackhole.html +28 -0
  8. package/dist/blob.html +35 -0
  9. package/dist/coordinates.html +698 -0
  10. package/dist/cube3d.html +23 -0
  11. package/dist/demos.css +303 -0
  12. package/dist/dino.html +42 -0
  13. package/dist/easing.html +28 -0
  14. package/dist/events.html +195 -0
  15. package/dist/fluent.html +647 -0
  16. package/dist/fluid-simple.html +22 -0
  17. package/dist/fluid.html +37 -0
  18. package/dist/fractals.html +36 -0
  19. package/dist/gameobjects.html +626 -0
  20. package/dist/gcanvas.es.js +517 -0
  21. package/dist/gcanvas.es.min.js +1 -1
  22. package/dist/gcanvas.umd.js +1 -1
  23. package/dist/gcanvas.umd.min.js +1 -1
  24. package/dist/genart.html +26 -0
  25. package/dist/gendream.html +26 -0
  26. package/dist/group.html +36 -0
  27. package/dist/home.html +587 -0
  28. package/dist/hyperbolic001.html +23 -0
  29. package/dist/hyperbolic002.html +23 -0
  30. package/dist/hyperbolic003.html +23 -0
  31. package/dist/hyperbolic004.html +23 -0
  32. package/dist/hyperbolic005.html +22 -0
  33. package/dist/index.html +398 -0
  34. package/dist/isometric.html +34 -0
  35. package/dist/js/animations.js +452 -0
  36. package/dist/js/basic.js +204 -0
  37. package/dist/js/baskara.js +751 -0
  38. package/dist/js/bezier.js +692 -0
  39. package/dist/js/beziersignature.js +241 -0
  40. package/dist/js/blackhole/accretiondisk.obj.js +379 -0
  41. package/dist/js/blackhole/blackhole.obj.js +318 -0
  42. package/dist/js/blackhole/index.js +409 -0
  43. package/dist/js/blackhole/particle.js +56 -0
  44. package/dist/js/blackhole/starfield.obj.js +218 -0
  45. package/dist/js/blob.js +2276 -0
  46. package/dist/js/coordinates.js +840 -0
  47. package/dist/js/cube3d.js +789 -0
  48. package/dist/js/dino.js +1420 -0
  49. package/dist/js/easing.js +477 -0
  50. package/dist/js/fluent.js +183 -0
  51. package/dist/js/fluid-simple.js +253 -0
  52. package/dist/js/fluid.js +527 -0
  53. package/dist/js/fractals.js +932 -0
  54. package/dist/js/fractalworker.js +93 -0
  55. package/dist/js/gameobjects.js +176 -0
  56. package/dist/js/genart.js +268 -0
  57. package/dist/js/gendream.js +209 -0
  58. package/dist/js/group.js +140 -0
  59. package/dist/js/hyperbolic001.js +310 -0
  60. package/dist/js/hyperbolic002.js +388 -0
  61. package/dist/js/hyperbolic003.js +319 -0
  62. package/dist/js/hyperbolic004.js +345 -0
  63. package/dist/js/hyperbolic005.js +340 -0
  64. package/dist/js/info-toggle.js +25 -0
  65. package/dist/js/isometric.js +863 -0
  66. package/dist/js/kerr.js +1547 -0
  67. package/dist/js/lavalamp.js +590 -0
  68. package/dist/js/layout.js +354 -0
  69. package/dist/js/mondrian.js +285 -0
  70. package/dist/js/opacity.js +275 -0
  71. package/dist/js/painter.js +484 -0
  72. package/dist/js/particles-showcase.js +514 -0
  73. package/dist/js/particles.js +299 -0
  74. package/dist/js/patterns.js +397 -0
  75. package/dist/js/penrose/artifact.js +69 -0
  76. package/dist/js/penrose/blackhole.js +121 -0
  77. package/dist/js/penrose/constants.js +73 -0
  78. package/dist/js/penrose/game.js +943 -0
  79. package/dist/js/penrose/lore.js +278 -0
  80. package/dist/js/penrose/penrosescene.js +892 -0
  81. package/dist/js/penrose/ship.js +216 -0
  82. package/dist/js/penrose/sounds.js +211 -0
  83. package/dist/js/penrose/voidparticle.js +55 -0
  84. package/dist/js/penrose/voidscene.js +258 -0
  85. package/dist/js/penrose/voidship.js +144 -0
  86. package/dist/js/penrose/wormhole.js +46 -0
  87. package/dist/js/pipeline.js +555 -0
  88. package/dist/js/plane3d.js +256 -0
  89. package/dist/js/platformer.js +1579 -0
  90. package/dist/js/scene.js +304 -0
  91. package/dist/js/scenes.js +320 -0
  92. package/dist/js/schrodinger.js +410 -0
  93. package/dist/js/schwarzschild.js +1015 -0
  94. package/dist/js/shapes.js +628 -0
  95. package/dist/js/space/alien.js +171 -0
  96. package/dist/js/space/boom.js +98 -0
  97. package/dist/js/space/boss.js +353 -0
  98. package/dist/js/space/buff.js +73 -0
  99. package/dist/js/space/bullet.js +102 -0
  100. package/dist/js/space/constants.js +85 -0
  101. package/dist/js/space/game.js +1884 -0
  102. package/dist/js/space/hud.js +112 -0
  103. package/dist/js/space/laserbeam.js +179 -0
  104. package/dist/js/space/lightning.js +277 -0
  105. package/dist/js/space/minion.js +192 -0
  106. package/dist/js/space/missile.js +212 -0
  107. package/dist/js/space/player.js +430 -0
  108. package/dist/js/space/powerup.js +90 -0
  109. package/dist/js/space/starfield.js +58 -0
  110. package/dist/js/space/starpower.js +90 -0
  111. package/dist/js/spacetime.js +559 -0
  112. package/dist/js/sphere3d.js +229 -0
  113. package/dist/js/sprite.js +473 -0
  114. package/dist/js/starfaux/config.js +118 -0
  115. package/dist/js/starfaux/enemy.js +353 -0
  116. package/dist/js/starfaux/hud.js +78 -0
  117. package/dist/js/starfaux/index.js +482 -0
  118. package/dist/js/starfaux/laser.js +182 -0
  119. package/dist/js/starfaux/player.js +468 -0
  120. package/dist/js/starfaux/terrain.js +560 -0
  121. package/dist/js/study001.js +275 -0
  122. package/dist/js/study002.js +366 -0
  123. package/dist/js/study003.js +331 -0
  124. package/dist/js/study004.js +389 -0
  125. package/dist/js/study005.js +209 -0
  126. package/dist/js/study006.js +194 -0
  127. package/dist/js/study007.js +192 -0
  128. package/dist/js/study008.js +413 -0
  129. package/dist/js/svgtween.js +204 -0
  130. package/dist/js/tde/accretiondisk.js +471 -0
  131. package/dist/js/tde/blackhole.js +219 -0
  132. package/dist/js/tde/blackholescene.js +209 -0
  133. package/dist/js/tde/config.js +59 -0
  134. package/dist/js/tde/index.js +820 -0
  135. package/dist/js/tde/jets.js +290 -0
  136. package/dist/js/tde/lensedstarfield.js +154 -0
  137. package/dist/js/tde/tdestar.js +297 -0
  138. package/dist/js/tde/tidalstream.js +372 -0
  139. package/dist/js/tde_old/blackhole.obj.js +354 -0
  140. package/dist/js/tde_old/debris.obj.js +791 -0
  141. package/dist/js/tde_old/flare.obj.js +239 -0
  142. package/dist/js/tde_old/index.js +448 -0
  143. package/dist/js/tde_old/star.obj.js +812 -0
  144. package/dist/js/tetris/config.js +157 -0
  145. package/dist/js/tetris/grid.js +286 -0
  146. package/dist/js/tetris/index.js +1195 -0
  147. package/dist/js/tetris/renderer.js +634 -0
  148. package/dist/js/tetris/tetrominos.js +280 -0
  149. package/dist/js/tiles.js +312 -0
  150. package/dist/js/tweendemo.js +79 -0
  151. package/dist/js/visibility.js +102 -0
  152. package/dist/kerr.html +28 -0
  153. package/dist/lavalamp.html +27 -0
  154. package/dist/layouts.html +37 -0
  155. package/dist/logo.svg +4 -0
  156. package/dist/loop.html +84 -0
  157. package/dist/mondrian.html +32 -0
  158. package/dist/og_image.png +0 -0
  159. package/dist/opacity.html +36 -0
  160. package/dist/painter.html +39 -0
  161. package/dist/particles-showcase.html +28 -0
  162. package/dist/particles.html +24 -0
  163. package/dist/patterns.html +33 -0
  164. package/dist/penrose-game.html +31 -0
  165. package/dist/pipeline.html +737 -0
  166. package/dist/plane3d.html +24 -0
  167. package/dist/platformer.html +43 -0
  168. package/dist/scene.html +33 -0
  169. package/dist/scenes.html +96 -0
  170. package/dist/schrodinger.html +27 -0
  171. package/dist/schwarzschild.html +27 -0
  172. package/dist/shapes.html +16 -0
  173. package/dist/space.html +85 -0
  174. package/dist/spacetime.html +27 -0
  175. package/dist/sphere3d.html +24 -0
  176. package/dist/sprite.html +18 -0
  177. package/dist/starfaux.html +22 -0
  178. package/dist/study001.html +23 -0
  179. package/dist/study002.html +23 -0
  180. package/dist/study003.html +23 -0
  181. package/dist/study004.html +23 -0
  182. package/dist/study005.html +22 -0
  183. package/dist/study006.html +24 -0
  184. package/dist/study007.html +24 -0
  185. package/dist/study008.html +22 -0
  186. package/dist/svgtween.html +29 -0
  187. package/dist/tde.html +28 -0
  188. package/dist/tetris3d.html +25 -0
  189. package/dist/tiles.html +28 -0
  190. package/dist/transforms.html +400 -0
  191. package/dist/tween.html +45 -0
  192. package/dist/visibility.html +33 -0
  193. package/package.json +1 -1
@@ -0,0 +1,299 @@
1
+ import {
2
+ Game,
3
+ GameObject,
4
+ FPSCounter,
5
+ Button,
6
+ Scene,
7
+ Text,
8
+ Painter,
9
+ Circle,
10
+ Square,
11
+ Triangle,
12
+ Star,
13
+ VerticalLayout,
14
+ applyAnchor,
15
+ Position,
16
+ ShapeGOFactory,
17
+ Rectangle,
18
+ } from "/gcanvas.es.min.js";
19
+
20
+ class ParticlesGame extends Game {
21
+ constructor(canvas) {
22
+ super(canvas);
23
+ this.backgroundColor = "black";
24
+ this.enableFluidSize();
25
+ this.NUM_PARTICLES = 500;
26
+ this.MARGIN = 0;
27
+ }
28
+
29
+ init() {
30
+ super.init();
31
+ this.mouse = { x: this.width / 2, y: this.height / 2 };
32
+ // Create particle scene (below UI)
33
+ this.particleScene = new Scene(this, {
34
+ width: this.width - this.MARGIN * 2,
35
+ height: this.height - this.MARGIN * 2,
36
+ debug: true,
37
+ debugColor: "#0f0",
38
+ });
39
+ this.pipeline.add(this.particleScene);
40
+ // Create UI scene (above particles)
41
+ this.uiScene = new Scene(this, {
42
+ debug: true,
43
+ debugColor: "#0f0",
44
+ width: 150,
45
+ height: 140,
46
+ });
47
+ this.pipeline.add(this.uiScene);
48
+ this.uiScene.add(ShapeGOFactory.create(this, new Rectangle({ width: 148, height: 130, color: Painter.colors.rgba(0, 0, 0, 0.5) })))
49
+ this.buttons = new VerticalLayout(this);
50
+ this.buttons.y = 10;
51
+ this.uiScene.add(this.buttons);
52
+ // Add buttons
53
+ this.buttons.add(
54
+ new Button(this, {
55
+ text: "Clear",
56
+ onClick: this.clearParticles.bind(this),
57
+ })
58
+ );
59
+ this.buttons.add(
60
+ new Button(this, {
61
+ text: "Reset",
62
+ onClick: () => {
63
+ Painter.clear();
64
+ this.clearParticles();
65
+ this.spawnParticles();
66
+ },
67
+ })
68
+ );
69
+ this.particlesCounter = this.buttons.add(
70
+ new Text(this, "Particles", {
71
+ height: 20,
72
+ color: "white",
73
+ align: "center",
74
+ baseline: "middle",
75
+ })
76
+ );
77
+ // Anchor UI to bottom-left
78
+ applyAnchor(this.uiScene, {
79
+ anchor: Position.BOTTOM_LEFT,
80
+ });
81
+ // Input logic...
82
+ this.freeToCreate = true;
83
+ this.events.on("inputmove", (e) => {
84
+ if (e.touches && e.touches.length > 0) {
85
+ // Multi-touch support
86
+ const rect = this.canvas.getBoundingClientRect();
87
+ for (let i = 0; i < e.touches.length; i++) {
88
+ const touch = e.touches[i];
89
+ const tx = touch.clientX - rect.left - this.particleScene.x;
90
+ const ty = touch.clientY - rect.top - this.particleScene.y;
91
+ this.mouse.x = tx;
92
+ this.mouse.y = ty;
93
+ this.createParticle();
94
+ }
95
+ } else {
96
+ // Normalized mouse/single-touch
97
+ this.mouse.x = e.x - this.particleScene.x;
98
+ this.mouse.y = e.y - this.particleScene.y;
99
+ this.createParticle();
100
+ }
101
+ });
102
+ this.events.on("inputdown", () => (this.isDown = this.createParticle()));
103
+ this.events.on("inputup", () => (this.isDown = false));
104
+ // Add particles
105
+ this.spawnParticles();
106
+ // Add FPS
107
+ this.pipeline.add(
108
+ new FPSCounter(this, { color: "white", anchor: "bottom-right" })
109
+ );
110
+ }
111
+
112
+ createParticle() {
113
+ if (this.isDown && this.freeToCreate) {
114
+ this.freeToCreate = false;
115
+ const p = new Particle(this, this.mouse.x, this.mouse.y);
116
+ p._particleId = this.particles.length;
117
+ this.particleScene.add(p);
118
+ p.vx = 10;
119
+ p.vy = 10;
120
+ p.reset(this.mouse.x, this.mouse.y);
121
+ this.particles.push(p);
122
+ setTimeout(() => {
123
+ this.freeToCreate = true;
124
+ p.x = this.mouse.x;
125
+ p.y = this.mouse.y;
126
+ }, 1);
127
+ //console.log(x, y)
128
+ }
129
+ return true;
130
+ }
131
+
132
+ #prevWidth = 0;
133
+ #prevHeight = 0;
134
+ update(dt) {
135
+ // Update scene dimensions based on game dimensions (full screen)
136
+ this.particleScene.width = this.width;
137
+ this.particleScene.height = this.height;
138
+ // Center the scene in the game
139
+ this.particleScene.x = this.width / 2;
140
+ this.particleScene.y = this.height / 2;
141
+
142
+ this.particlesCounter.text = `Particles: ${this.particles.length}`;
143
+ super.update(dt);
144
+ }
145
+
146
+ /**
147
+ * Clear the particles
148
+ */
149
+ clearParticles() {
150
+ this.particles.forEach((particle) => {
151
+ this.particleScene.remove(particle);
152
+ });
153
+ this.particles = [];
154
+ }
155
+
156
+ /**
157
+ * Spawn all particles
158
+ */
159
+ spawnParticles() {
160
+ this.particles = [];
161
+ for (let i = 0; i < this.NUM_PARTICLES; i++) {
162
+ const particle = new Particle(this);
163
+ particle._particleId = i;
164
+ this.particleScene.add(particle);
165
+ this.particles.push(particle);
166
+ particle.reset();
167
+ }
168
+ }
169
+
170
+ /**Override clear function to give pseudo trailling effect */
171
+ clear() {
172
+ this.ctx.fillStyle = "rgba(0, 0, 0, 0.21)";
173
+ this.ctx.fillRect(0, 0, this.width, this.height);
174
+ }
175
+ }
176
+
177
+ class Particle extends GameObject {
178
+ constructor(game, _x, _y) {
179
+ super(game, { crisp: false });
180
+ this.size = Math.random() * 5 + 5;
181
+ this.color = `hsl(${Math.random() * 360}, 100%, 50%)`;
182
+ this.x = _x == undefined ? 0 : _x;
183
+ this.y = _y == undefined ? 0 : _y;
184
+ this.shape = this.createRandomShape();
185
+ this.spin = (Math.random() - 0.5) * 0.2;
186
+ this._influenceRadius = 100;
187
+ this.resetVelocity();
188
+ }
189
+
190
+ createRandomShape() {
191
+ const r = Math.random();
192
+ const options = { color: this.color, cacheRendering: true };
193
+ if (r < 0.5) {
194
+ return new Circle(this.size, options);
195
+ } else if (r < 0.66) {
196
+ return new Square(this.size, options);
197
+ } else if (r < 0.83) {
198
+ return new Triangle(this.size * 2, options);
199
+ } else {
200
+ return new Star(this.size, 5, 0.5, options);
201
+ }
202
+ }
203
+
204
+ draw() {
205
+ super.draw();
206
+ this.shape.render();
207
+ }
208
+
209
+ resetVelocity() {
210
+ this.vx = Math.random() * 2 + 1;
211
+ this.vy = Math.random() * 2 + 1;
212
+ }
213
+
214
+ reset(x, y) {
215
+ const { width, height } = this.parent;
216
+ this.x = (Math.random() - 0.5) * width;
217
+ this.y = (Math.random() - 0.5) * height;
218
+ this.resetVelocity();
219
+ }
220
+
221
+ update(dt) {
222
+ const { mouse } = this.game;
223
+ const { width, height } = this.parent;
224
+ const halfWidth = width * 0.5 - this.size;
225
+ const halfHeight = height * 0.5 - this.size;
226
+ const timeScale = dt * 60;
227
+
228
+ // ---- Mouse repulsion (optimized) ----
229
+ const dx = this.x - mouse.x;
230
+ const dy = this.y - mouse.y;
231
+ const distSq = dx * dx + dy * dy;
232
+ const maxDistSq = 10000; // 100^2
233
+
234
+ if (distSq < maxDistSq && distSq > 0) {
235
+ const invDist = 1 / Math.sqrt(distSq);
236
+ const force = (100 - distSq * invDist) * 0.006; // 0.6/100
237
+
238
+ this.vx += dx * invDist * force;
239
+ this.vy += dy * invDist * force;
240
+
241
+ // Add some randomness but less frequently for performance
242
+ if (Math.random() < 0.1) {
243
+ this.vx += (Math.random() - 0.5) * 0.5;
244
+ this.vy += (Math.random() - 0.5) * 0.5;
245
+ }
246
+ }
247
+
248
+ // ---- Movement physics ----
249
+ this.vx *= 0.98;
250
+ this.vy *= 0.98;
251
+
252
+ // Store previous position for rotation calculation
253
+ const prevX = this.x;
254
+ const prevY = this.y;
255
+
256
+ // Update position with slight acceleration
257
+ this.x += this.vx;
258
+ this.y += this.vy;
259
+ this.vx *= 1.019;
260
+ this.vy *= 1.019;
261
+
262
+ // ---- Boundary handling (optimized) ----
263
+ const bounce = 0.8;
264
+ const randomPush = 0.5;
265
+
266
+ if (this.x < -halfWidth) {
267
+ this.x = -halfWidth;
268
+ this.vx = Math.abs(this.vx) * bounce;
269
+ this.vy += (Math.random() - 0.5) * randomPush;
270
+ } else if (this.x > halfWidth) {
271
+ this.x = halfWidth;
272
+ this.vx = -Math.abs(this.vx) * bounce;
273
+ this.vy += (Math.random() - 0.5) * randomPush;
274
+ }
275
+
276
+ if (this.y < -halfHeight) {
277
+ this.y = -halfHeight;
278
+ this.vy = Math.abs(this.vy) * bounce;
279
+ this.vx += (Math.random() - 0.5) * randomPush;
280
+ } else if (this.y > halfHeight) {
281
+ this.y = halfHeight;
282
+ this.vy = -Math.abs(this.vy) * bounce;
283
+ this.vx += (Math.random() - 0.5) * randomPush;
284
+ }
285
+ const moveX = this.x - prevX;
286
+ const moveY = this.y - prevY;
287
+
288
+ this.rotation += this.spin * timeScale;
289
+
290
+
291
+ super.update(dt);
292
+ }
293
+ }
294
+
295
+ window.addEventListener("load", () => {
296
+ const canvas = document.getElementById("game");
297
+ const game = new ParticlesGame(canvas);
298
+ game.start();
299
+ });
@@ -0,0 +1,397 @@
1
+ import {
2
+ Game,
3
+ Scene,
4
+ TileLayout,
5
+ HorizontalLayout,
6
+ Rectangle,
7
+ ShapeGOFactory,
8
+ Button,
9
+ FPSCounter,
10
+ Painter,
11
+ PatternRectangle,
12
+ Patterns,
13
+ Group,
14
+ TextShape,
15
+ Text,
16
+ applyAnchor,
17
+ Position,
18
+ } from "/gcanvas.es.min.js";
19
+
20
+ export class PatternDemo extends Scene {
21
+ constructor(game, options = {}) {
22
+ super(game, options);
23
+ this.elapsedTime = this.lastChangeTime = 0;
24
+ this.cellSize = 120;
25
+ this.maxColumns = 6;
26
+ }
27
+
28
+ init() {
29
+ const game = this.game;
30
+ // 1) Create a tile grid
31
+ const margin = 40;
32
+ const initialColumns = Math.min(
33
+ this.maxColumns,
34
+ Math.max(1, Math.floor((game.width - margin) / this.cellSize))
35
+ );
36
+
37
+ this.grid = new TileLayout(game, {
38
+ columns: initialColumns,
39
+ spacing: 12,
40
+ padding: 20,
41
+ autoSize: true,
42
+ debug: true,
43
+ });
44
+
45
+ // Add Title & Subtitle
46
+ this.add(
47
+ applyAnchor(
48
+ new Text(game, "GCanvas Pattern Gallery", {
49
+ font: "bold 24px monospace",
50
+ color: "white",
51
+ }),
52
+ { anchor: Position.TOP_CENTER, anchorOffsetY: 30 }
53
+ )
54
+ );
55
+
56
+ this.add(
57
+ applyAnchor(
58
+ new Text(game, "Procedural pixel patterns and noise algorithms", {
59
+ font: "16px monospace",
60
+ color: "#999",
61
+ }),
62
+ { anchor: Position.TOP_CENTER, anchorOffsetY: 60 }
63
+ )
64
+ );
65
+
66
+ const size = 10;
67
+ // Define pattern types
68
+ const patternSources = [
69
+ {
70
+ name: "dots",
71
+ size: size * 2,
72
+ raw: Patterns.dotPattern(size * 2, size * 2, {
73
+ dotSize: 1,
74
+ spacing: size,
75
+ dotColor: Painter.colors.randomColorRGBA(),
76
+ background: [0, 0, 0, 0]
77
+ }),
78
+ },
79
+ {
80
+ name: "cross",
81
+ size: size * 6,
82
+ raw: Patterns.cross(size * 6, size * 6, {
83
+ size: 10,
84
+ thickness: 1,
85
+ spacing: 20,
86
+ background: [0, 0, 0, 0],
87
+ foreground: Painter.colors.randomColorRGBA()
88
+ }),
89
+ },
90
+ {
91
+ name: "stripes",
92
+ size: size * 4,
93
+ raw: Patterns.stripes(size * 4, size * 4, {
94
+ spacing: 10,
95
+ thickness: 4,
96
+ background: [0, 0, 0, 0],
97
+ foreground: Painter.colors.randomColorRGBA(),
98
+ }),
99
+ },
100
+ {
101
+ name: "grid",
102
+ size,
103
+ raw: Patterns.solidGrid(size, size, {
104
+ spacing: 9,
105
+ background: [0, 0, 0, 0],
106
+ foreground: Painter.colors.randomColorHSL_RGBA(),
107
+ }),
108
+ },
109
+ {
110
+ name: "mesh",
111
+ size: size * 2,
112
+ raw: Patterns.mesh(size * 2, size * 2, {
113
+ spacing: size * 2, // Keep the same spacing (20)
114
+ lineWidth: 1,
115
+ background: [0, 0, 0, 0],
116
+ foreground: Painter.colors.randomColorRGBA()
117
+ }),
118
+ },
119
+ {
120
+ name: "isometric",
121
+ size: size * 4,
122
+ raw: Patterns.isometric(size * 4, size * 4, {
123
+ cellSize: size * 4,
124
+ lineWidth: 2,
125
+ background: [0, 0, 0, 0],
126
+ foreground: Painter.colors.randomColorRGBA()
127
+ }),
128
+ },
129
+ {
130
+ name: "checkerboard",
131
+ size: size * 2,
132
+ raw: Patterns.checkerboard(size * 2, size * 2, {
133
+ cellSize: 9,
134
+ color1: [0, 0, 0, 255],
135
+ color2: Painter.colors.randomColorRGBA(),
136
+ }),
137
+ },
138
+ {
139
+ name: "harlequin",
140
+ size: size * 2,
141
+ raw: Patterns.harlequin(size * 2, size * 2, {
142
+ size: size,
143
+ lineWidth: size / 2,
144
+ background: [0, 0, 0, 0],
145
+ foreground: Painter.colors.randomColorRGBA()
146
+ }),
147
+ },
148
+ {
149
+ name: "diamonds",
150
+ size: size * 3,
151
+ raw: Patterns.diamonds(size * 3, size * 3, {
152
+ size: size * 3,
153
+ spacing: 3,
154
+ background: [0, 0, 0, 0],
155
+ foreground: Painter.colors.randomColorRGBA()
156
+ }),
157
+ },
158
+ {
159
+ name: "cubes",
160
+ size: size * 2,
161
+ raw: Patterns.cubes(size * 2, size * 2, {
162
+ size: size,
163
+ spacing: 1,
164
+ background: [0, 0, 0, 0],
165
+ foreground: Painter.colors.randomColorRGBA()
166
+ }),
167
+ },
168
+ {
169
+ name: "penrose",
170
+ size: size * 4,
171
+ raw: Patterns.penrose(size * 4, size * 4, {
172
+ divisions: 3,
173
+ color1: Painter.colors.randomColorRGBA(),
174
+ color2: Painter.colors.randomColorRGBA(),
175
+ color3: Painter.colors.randomColorRGBA(),
176
+ lineWidth: 1,
177
+ }),
178
+ },
179
+ {
180
+ name: "TBA",
181
+ size: size * 2,
182
+ raw: Patterns.void(size * 2, size * 2, {
183
+ background: [0, 0, 0, 0],
184
+ foreground: Painter.colors.randomColorRGBA()
185
+ }),
186
+ },
187
+ {
188
+ name: "honeycomb",
189
+ size: size * 4,
190
+ raw: Patterns.honeycomb(size * 4, size * 4, {
191
+ radius: size * 2,
192
+ lineWidth: 1,
193
+ background: [0, 0, 0, 0],
194
+ foreground: Painter.colors.randomColorRGBA()
195
+ }),
196
+ },
197
+ {
198
+ name: "honeycomb (fill)",
199
+ size: size * 4,
200
+ raw: Patterns.honeycomb(size * 4, size * 4, {
201
+ radius: size * 2,
202
+ lineWidth: 5,
203
+ background: [0, 0, 0, 0],
204
+ foreground: Painter.colors.randomColorRGBA()
205
+ }),
206
+ },
207
+ {
208
+ name: "circles",
209
+ size: size * 4,
210
+ raw: Patterns.circles(size * 4, size * 4, {
211
+ radius: size * 2,
212
+ lineWidth: 1,
213
+ background: [0, 0, 0, 0],
214
+ foreground: Painter.colors.randomColorRGBA()
215
+ }),
216
+ },
217
+ {
218
+ name: "circles (fill)",
219
+ size: size * 4,
220
+ raw: Patterns.circles(size * 4, size * 4, {
221
+ radius: size * 2,
222
+ lineWidth: 7,
223
+ background: [0, 0, 0, 0],
224
+ foreground: Painter.colors.randomColorRGBA()
225
+ }),
226
+ },
227
+ {
228
+ name: "voronoi",
229
+ size: size * 10,
230
+ raw: Patterns.voronoi(size * 10, size * 10, {
231
+ cellCount: size,
232
+ edgeColor: [0, 0, 0, 255],
233
+ edgeThickness: 1.5,
234
+ jitter: 0.5,
235
+ seed: Math.random() * 2000
236
+ }),
237
+ },
238
+ {
239
+ name: "voronoi-themed",
240
+ size: size * 10,
241
+ raw: Patterns.voronoi(size * 10, size * 10, {
242
+ cellCount: size,
243
+ baseColor: [10, 255, 10, 255],
244
+ colorVariation: 0.5,
245
+ edgeColor: [0, 0, 0, 255],
246
+ edgeThickness: 1.5,
247
+ jitter: 0.5,
248
+ seed: Math.random() * 2000
249
+ }),
250
+ },
251
+ {
252
+ name: "TBA",
253
+ size: size * 2,
254
+ raw: Patterns.void(size * 2, size * 2, {
255
+ background: [0, 0, 0, 0],
256
+ foreground: Painter.colors.randomColorRGBA()
257
+ }),
258
+ },
259
+ {
260
+ name: "TBA",
261
+ size: size * 2,
262
+ raw: Patterns.void(size * 2, size * 2, {
263
+ background: [0, 0, 0, 0],
264
+ foreground: Painter.colors.randomColorRGBA()
265
+ }),
266
+ },
267
+ {
268
+ name: "gradient",
269
+ size: size * 4,
270
+ raw: Patterns.circularGradient(size * 4, size * 4, {
271
+ innerColor: Painter.colors.randomColorRGBA(),
272
+ outerColor: [0, 0, 0, 0],
273
+ fadeExponent: 2.0
274
+ }),
275
+ },
276
+
277
+ {
278
+ name: "perlin-noise",
279
+ size: size * 2,
280
+ raw: Patterns.perlinNoise(size * 2, size * 2, {
281
+ background: [0, 0, 0, 0],
282
+ foreground: Painter.colors.randomColorHSL_RGBA(),
283
+ scale: 0.05, // Fine detail
284
+ octaves: 6, // More octaves for complexity
285
+ persistence: 0.7, // Higher persistence for stronger details
286
+ seed: 12345 // Fixed seed for reproducibility
287
+ }),
288
+ },
289
+ {
290
+ name: "perlin-noise-2",
291
+ size: size * 2,
292
+ raw: Patterns.perlinNoise(size * 2, size * 2, {
293
+ background: [0, 0, 0, 0],
294
+ foreground: Painter.colors.randomColorHSL_RGBA(),
295
+ scale: 0.2, // Medium detail
296
+ octaves: 2, // Fewer octaves for smoother pattern
297
+ persistence: 0.4, // Medium persistence
298
+ lacunarity: 3.0, // Higher lacunarity for more varied frequencies
299
+ seed: 54321 // Different seed
300
+ }),
301
+ },
302
+ {
303
+ name: "perlin-noise-3",
304
+ size: size * 2,
305
+ raw: Patterns.perlinNoise(size * 2, size * 2, {
306
+ background: [0, 0, 0, 0], // Dark background instead of transparent
307
+ foreground: Painter.colors.randomColorHSL_RGBA(), // White foreground for high contrast
308
+ scale: 0.01, // Very fine detail
309
+ octaves: 1, // Single octave for pure noise
310
+ persistence: 0.5, // Standard persistence
311
+ lacunarity: 2.0, // Standard lacunarity
312
+ seed: 98765 // Another seed
313
+ }),
314
+ },
315
+ ];
316
+
317
+ // Add grid of rectangles based on the patternSources
318
+ for (let i = 0; i < patternSources.length; i++) {
319
+ const pattern = patternSources[i % patternSources.length];
320
+
321
+ const group = new Group({ width: 100, height: 130 });
322
+ const rect = new PatternRectangle(null, "repeat", {
323
+ width: 100,
324
+ height: 100,
325
+ color: Painter.colors.randomColorHSL(),
326
+ debug: true,
327
+ debugColor: "gray"
328
+ });
329
+ const label = new TextShape(pattern.name, {
330
+ font: "12px monospace",
331
+ color: "white",
332
+ y: 100
333
+ });
334
+ label.y = 60;
335
+ group.add(rect);
336
+ group.add(label);
337
+
338
+ Painter.img
339
+ .createImageBitmapFromPixels(pattern.raw, pattern.size, pattern.size)
340
+ .then((bitmap) => rect.setImage(bitmap));
341
+
342
+ const go = ShapeGOFactory.create(game, group);
343
+ this.grid.add(go);
344
+ }
345
+
346
+ this.add(this.grid);
347
+ this.onResize();
348
+ }
349
+
350
+ onResize() {
351
+ if (this.grid) {
352
+ const margin = 40;
353
+ const availableWidth = this.game.width - margin;
354
+ const columns = Math.min(
355
+ this.maxColumns,
356
+ Math.max(1, Math.floor(availableWidth / this.cellSize))
357
+ );
358
+
359
+ if (this.grid.columns !== columns) {
360
+ this.grid.columns = columns;
361
+ this.grid.markBoundsDirty();
362
+ }
363
+
364
+ // Center the grid
365
+ this.grid.transform.position(
366
+ Math.round(this.game.width / 2),
367
+ Math.round(this.game.height / 2)
368
+ );
369
+ }
370
+ }
371
+ }
372
+
373
+ //
374
+ export class MyGame extends Game {
375
+ constructor(canvas) {
376
+ super(canvas);
377
+ this.backgroundColor = "black";
378
+ this.enableFluidSize();
379
+ }
380
+
381
+ init() {
382
+ super.init();
383
+ this.demo = new PatternDemo(this);
384
+ this.pipeline.add(this.demo);
385
+ this.pipeline.add(
386
+ new FPSCounter(this, {
387
+ anchor: "bottom-right",
388
+ })
389
+ );
390
+ }
391
+
392
+ onResize() {
393
+ if (this.demo) {
394
+ this.demo.onResize();
395
+ }
396
+ }
397
+ }