@nice2dev/game-engine 0.1.0

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Files changed (519) hide show
  1. package/CHANGELOG.md +33 -0
  2. package/LICENSE +21 -0
  3. package/README.md +105 -0
  4. package/dist/cjs/accessibility/Accessibility.js +162 -0
  5. package/dist/cjs/accessibility/Accessibility.js.map +1 -0
  6. package/dist/cjs/ai/AI.js +321 -0
  7. package/dist/cjs/ai/AI.js.map +1 -0
  8. package/dist/cjs/animation/Animation.js +233 -0
  9. package/dist/cjs/animation/Animation.js.map +1 -0
  10. package/dist/cjs/audio/AudioAdvanced.js +262 -0
  11. package/dist/cjs/audio/AudioAdvanced.js.map +1 -0
  12. package/dist/cjs/audio/AudioManager.js +248 -0
  13. package/dist/cjs/audio/AudioManager.js.map +1 -0
  14. package/dist/cjs/core/EventBus.js +63 -0
  15. package/dist/cjs/core/EventBus.js.map +1 -0
  16. package/dist/cjs/core/GameClock.js +70 -0
  17. package/dist/cjs/core/GameClock.js.map +1 -0
  18. package/dist/cjs/core/GameConfig.js +86 -0
  19. package/dist/cjs/core/GameConfig.js.map +1 -0
  20. package/dist/cjs/core/GameLoop.js +93 -0
  21. package/dist/cjs/core/GameLoop.js.map +1 -0
  22. package/dist/cjs/core/ServiceLocator.js +73 -0
  23. package/dist/cjs/core/ServiceLocator.js.map +1 -0
  24. package/dist/cjs/core/Validation.js +119 -0
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  26. package/dist/cjs/core/math.js +116 -0
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  28. package/dist/cjs/devtools/DevTools.js +560 -0
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  30. package/dist/cjs/devtools/DeveloperExperience.js +562 -0
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  32. package/dist/cjs/docs/DocGenerator.js +357 -0
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  34. package/dist/cjs/ecs/World.js +280 -0
  35. package/dist/cjs/ecs/World.js.map +1 -0
  36. package/dist/cjs/editor/AdvancedEditor.js +149 -0
  37. package/dist/cjs/editor/AdvancedEditor.js.map +1 -0
  38. package/dist/cjs/editor/AssetManager.js +190 -0
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  40. package/dist/cjs/editor/DebugTools.js +187 -0
  41. package/dist/cjs/editor/DebugTools.js.map +1 -0
  42. package/dist/cjs/editor/NiceGameEditor.js +361 -0
  43. package/dist/cjs/editor/NiceGameEditor.js.map +1 -0
  44. package/dist/cjs/editor/SceneEditor.js +223 -0
  45. package/dist/cjs/editor/SceneEditor.js.map +1 -0
  46. package/dist/cjs/engine/NiceGameEngine.js +172 -0
  47. package/dist/cjs/engine/NiceGameEngine.js.map +1 -0
  48. package/dist/cjs/enterprise/Enterprise.js +258 -0
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  52. package/dist/cjs/i18n/useTranslation.js +100 -0
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  54. package/dist/cjs/index.js +526 -0
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  56. package/dist/cjs/input/GamepadNavigation.js +181 -0
  57. package/dist/cjs/input/GamepadNavigation.js.map +1 -0
  58. package/dist/cjs/input/InputManager.js +404 -0
  59. package/dist/cjs/input/InputManager.js.map +1 -0
  60. package/dist/cjs/input/useGamepads.js +86 -0
  61. package/dist/cjs/input/useGamepads.js.map +1 -0
  62. package/dist/cjs/kids/KidMode.js +670 -0
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  66. package/dist/cjs/monetization/Monetization.js +197 -0
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  68. package/dist/cjs/multiplayer/LocalMultiplayer.js +288 -0
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  70. package/dist/cjs/multiplayer/MiniGameTypes.js +70 -0
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  72. package/dist/cjs/network/MultiplayerTransport.js +109 -0
  73. package/dist/cjs/network/MultiplayerTransport.js.map +1 -0
  74. package/dist/cjs/network/Networking.js +569 -0
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  76. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AbortController.js +32 -0
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  102. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ILogger.js +27 -0
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  106. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/JsonHubProtocol.js +124 -0
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  110. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/LongPollingTransport.js +188 -0
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  112. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/MessageBuffer.js +199 -0
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  122. package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/WebSocketTransport.js +160 -0
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  130. package/dist/cjs/pathfinding/Pathfinding.js +255 -0
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  132. package/dist/cjs/performance/BenchmarkSuite.js +318 -0
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  138. package/dist/cjs/physics/PhysicsAdvanced.js +432 -0
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  140. package/dist/cjs/physics/PhysicsEngine2D.js +445 -0
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@@ -0,0 +1,162 @@
1
+ import type { Vec2 } from '../core/types';
2
+ export interface TopDownRacingConfig {
3
+ maxSpeed: number;
4
+ acceleration: number;
5
+ braking: number;
6
+ friction: number;
7
+ turnSpeed: number;
8
+ driftFactor: number;
9
+ boostMultiplier: number;
10
+ boostDuration: number;
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+ lapCount: number;
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+ maxPlayers: number;
13
+ aiCount: number;
14
+ collisionBounce: number;
15
+ }
16
+ export declare const DEFAULT_TOP_DOWN_RACING_CONFIG: TopDownRacingConfig;
17
+ export interface RacerState {
18
+ position: Vec2;
19
+ angle: number;
20
+ speed: number;
21
+ lateralSpeed: number;
22
+ lap: number;
23
+ checkpoint: number;
24
+ boostTimer: number;
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+ finished: boolean;
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+ raceTime: number;
27
+ }
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+ export declare function createRacerState(startPos: Vec2, startAngle: number): RacerState;
29
+ export declare function updateRacer(state: RacerState, input: {
30
+ throttle: number;
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+ steer: number;
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+ brake: boolean;
33
+ boost: boolean;
34
+ }, config: TopDownRacingConfig, dt: number): void;
35
+ export interface TrackCheckpoint {
36
+ x: number;
37
+ y: number;
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+ width: number;
39
+ angle: number;
40
+ }
41
+ export interface SideScrollerRacingConfig {
42
+ scrollSpeed: number;
43
+ laneCount: number;
44
+ laneWidth: number;
45
+ playerSpeed: number;
46
+ obstacleFrequency: number;
47
+ coinFrequency: number;
48
+ powerUpFrequency: number;
49
+ difficultyScale: number;
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+ maxLives: number;
51
+ iFrameDuration: number;
52
+ }
53
+ export declare const DEFAULT_SIDE_SCROLLER_RACING_CONFIG: SideScrollerRacingConfig;
54
+ export type SportType = 'soccer' | 'basketball' | 'hockey' | 'volleyball';
55
+ export interface SportsConfig {
56
+ sport: SportType;
57
+ fieldWidth: number;
58
+ fieldHeight: number;
59
+ teamSize: number;
60
+ matchDuration: number;
61
+ halves: number;
62
+ ballSpeed: number;
63
+ playerSpeed: number;
64
+ sprintMultiplier: number;
65
+ staminaDrain: number;
66
+ staminaRegen: number;
67
+ goalWidth: number;
68
+ shotPower: number;
69
+ passAccuracy: number;
70
+ aiDifficulty: number;
71
+ }
72
+ export declare const DEFAULT_SOCCER_CONFIG: SportsConfig;
73
+ export declare const DEFAULT_BASKETBALL_CONFIG: SportsConfig;
74
+ export interface SportsState {
75
+ score: [number, number];
76
+ currentHalf: number;
77
+ timeRemaining: number;
78
+ possession: 0 | 1;
79
+ ballPosition: Vec2;
80
+ ballVelocity: Vec2;
81
+ }
82
+ export declare function createSportsState(config: SportsConfig): SportsState;
83
+ export interface GolfConfig {
84
+ maxPower: number;
85
+ ballFriction: number;
86
+ ballRestitution: number;
87
+ windEnabled: boolean;
88
+ maxWind: number;
89
+ parPerHole: number;
90
+ holes: number;
91
+ strokeLimit: number;
92
+ }
93
+ export declare const DEFAULT_GOLF_CONFIG: GolfConfig;
94
+ export interface BilliardsConfig {
95
+ tableWidth: number;
96
+ tableHeight: number;
97
+ ballRadius: number;
98
+ friction: number;
99
+ restitution: number;
100
+ maxPower: number;
101
+ pocketRadius: number;
102
+ gameType: '8ball' | '9ball' | 'snooker';
103
+ }
104
+ export declare const DEFAULT_BILLIARDS_CONFIG: BilliardsConfig;
105
+ export interface BilliardsBall {
106
+ id: number;
107
+ x: number;
108
+ y: number;
109
+ vx: number;
110
+ vy: number;
111
+ pocketed: boolean;
112
+ color: string;
113
+ stripe: boolean;
114
+ }
115
+ export declare function updateBilliardsBalls(balls: BilliardsBall[], config: BilliardsConfig, dt: number): void;
116
+ export interface RhythmConfig {
117
+ laneCount: number;
118
+ noteSpeed: number;
119
+ hitWindowPerfect: number;
120
+ hitWindowGreat: number;
121
+ hitWindowGood: number;
122
+ scorePerfect: number;
123
+ scoreGreat: number;
124
+ scoreGood: number;
125
+ comboMultiplierStep: number;
126
+ maxMultiplier: number;
127
+ healthDrain: number;
128
+ healthRegen: number;
129
+ healthMax: number;
130
+ }
131
+ export declare const DEFAULT_RHYTHM_CONFIG: RhythmConfig;
132
+ export type NoteType = 'tap' | 'hold' | 'slide' | 'flick';
133
+ export interface RhythmNote {
134
+ time: number;
135
+ lane: number;
136
+ type: NoteType;
137
+ duration?: number;
138
+ hit: boolean;
139
+ hitResult: 'perfect' | 'great' | 'good' | 'miss' | null;
140
+ }
141
+ export interface RhythmChart {
142
+ songId: string;
143
+ bpm: number;
144
+ offset: number;
145
+ difficulty: number;
146
+ notes: RhythmNote[];
147
+ }
148
+ export interface RhythmState {
149
+ score: number;
150
+ combo: number;
151
+ maxCombo: number;
152
+ multiplier: number;
153
+ health: number;
154
+ perfects: number;
155
+ greats: number;
156
+ goods: number;
157
+ misses: number;
158
+ songTime: number;
159
+ }
160
+ export declare function createRhythmState(config: RhythmConfig): RhythmState;
161
+ export declare function judgeHit(noteTime: number, hitTime: number, config: RhythmConfig): 'perfect' | 'great' | 'good' | 'miss';
162
+ export declare function applyHitResult(state: RhythmState, result: 'perfect' | 'great' | 'good' | 'miss', config: RhythmConfig): void;
@@ -0,0 +1,264 @@
1
+ import type { EntityId } from '../core/types';
2
+ export interface TowerDefenseConfig {
3
+ tileSize: number;
4
+ gridWidth: number;
5
+ gridHeight: number;
6
+ startGold: number;
7
+ startLives: number;
8
+ waveCount: number;
9
+ waveInterval: number;
10
+ interWaveDelay: number;
11
+ sellRefundRate: number;
12
+ maxTowersPerType: number;
13
+ speedMultipliers: number[];
14
+ }
15
+ export declare const DEFAULT_TOWER_DEFENSE_CONFIG: TowerDefenseConfig;
16
+ export type TowerTargeting = 'first' | 'last' | 'strongest' | 'weakest' | 'closest';
17
+ export interface TowerDef {
18
+ id: string;
19
+ name: string;
20
+ cost: number;
21
+ range: number;
22
+ damage: number;
23
+ attackSpeed: number;
24
+ projectileSpeed: number;
25
+ aoe: boolean;
26
+ aoeRadius: number;
27
+ slowPercent: number;
28
+ slowDuration: number;
29
+ targeting: TowerTargeting;
30
+ upgradePath: string[];
31
+ }
32
+ export interface EnemyWaveDef {
33
+ waveNumber: number;
34
+ enemies: Array<{
35
+ enemyId: string;
36
+ count: number;
37
+ delay: number;
38
+ pathIndex: number;
39
+ }>;
40
+ reward: number;
41
+ }
42
+ export interface TDEnemyDef {
43
+ id: string;
44
+ name: string;
45
+ health: number;
46
+ speed: number;
47
+ armor: number;
48
+ reward: number;
49
+ flying: boolean;
50
+ special: 'none' | 'heal' | 'shield' | 'split' | 'boss';
51
+ }
52
+ export interface TDState {
53
+ gold: number;
54
+ lives: number;
55
+ wave: number;
56
+ score: number;
57
+ towers: Array<{
58
+ defId: string;
59
+ gridX: number;
60
+ gridY: number;
61
+ upgradeLevel: number;
62
+ }>;
63
+ inWave: boolean;
64
+ speed: number;
65
+ }
66
+ export declare function createTDState(config: TowerDefenseConfig): TDState;
67
+ export interface RTSConfig {
68
+ mapWidth: number;
69
+ mapHeight: number;
70
+ maxPopulation: number;
71
+ startResources: RTSResources;
72
+ buildSpeed: number;
73
+ gatherRate: number;
74
+ fogOfWar: boolean;
75
+ maxSelectCount: number;
76
+ controlGroups: number;
77
+ }
78
+ export interface RTSResources {
79
+ gold: number;
80
+ wood: number;
81
+ food: number;
82
+ stone: number;
83
+ }
84
+ export declare const DEFAULT_RTS_CONFIG: RTSConfig;
85
+ export type UnitCommand = 'move' | 'attack' | 'patrol' | 'hold' | 'gather' | 'build' | 'repair' | 'stop';
86
+ export interface RTSUnitDef {
87
+ id: string;
88
+ name: string;
89
+ health: number;
90
+ damage: number;
91
+ attackSpeed: number;
92
+ range: number;
93
+ moveSpeed: number;
94
+ armor: number;
95
+ cost: RTSResources;
96
+ buildTime: number;
97
+ populationCost: number;
98
+ canGather: boolean;
99
+ canBuild: boolean;
100
+ abilities: string[];
101
+ }
102
+ export interface RTSBuildingDef {
103
+ id: string;
104
+ name: string;
105
+ health: number;
106
+ width: number;
107
+ height: number;
108
+ cost: RTSResources;
109
+ buildTime: number;
110
+ produces: string[];
111
+ researches: string[];
112
+ providesPopulation: number;
113
+ requiresBuilding: string | null;
114
+ }
115
+ export interface RTSState {
116
+ resources: RTSResources;
117
+ population: number;
118
+ maxPopulation: number;
119
+ selectedUnits: EntityId[];
120
+ controlGroups: Map<number, EntityId[]>;
121
+ }
122
+ export declare function createRTSState(config: RTSConfig): RTSState;
123
+ export interface TacticsConfig {
124
+ gridWidth: number;
125
+ gridHeight: number;
126
+ maxUnitsPerSide: number;
127
+ movementType: 'manhattan' | 'diagonal';
128
+ heightLevels: number;
129
+ heightAdvantageBonus: number;
130
+ coverBonus: number;
131
+ flanking: boolean;
132
+ flankingBonus: number;
133
+ criticalHitChance: number;
134
+ initiativeSystem: boolean;
135
+ undoMoves: boolean;
136
+ turnTimeLimit: number;
137
+ }
138
+ export declare const DEFAULT_TACTICS_CONFIG: TacticsConfig;
139
+ export interface TacticsUnitDef {
140
+ id: string;
141
+ name: string;
142
+ classType: string;
143
+ health: number;
144
+ moveRange: number;
145
+ attackRange: number;
146
+ damage: number;
147
+ defense: number;
148
+ initiative: number;
149
+ skills: TacticsSkillDef[];
150
+ }
151
+ export interface TacticsSkillDef {
152
+ id: string;
153
+ name: string;
154
+ range: number;
155
+ aoe: number;
156
+ damage: number;
157
+ cooldown: number;
158
+ mpCost: number;
159
+ effect: string;
160
+ }
161
+ export type TacticsTile = 'floor' | 'wall' | 'water' | 'cover_low' | 'cover_high' | 'stairs' | 'pit';
162
+ export interface TacticsTurnOrder {
163
+ units: Array<{
164
+ entityId: EntityId;
165
+ initiative: number;
166
+ acted: boolean;
167
+ }>;
168
+ currentIndex: number;
169
+ turnNumber: number;
170
+ }
171
+ export declare function createTurnOrder(units: Array<{
172
+ entityId: EntityId;
173
+ initiative: number;
174
+ }>): TacticsTurnOrder;
175
+ export declare function nextUnit(order: TacticsTurnOrder): EntityId | null;
176
+ export interface CityBuilderConfig {
177
+ gridWidth: number;
178
+ gridHeight: number;
179
+ startMoney: number;
180
+ taxRate: number;
181
+ populationGrowthRate: number;
182
+ demandCycle: number;
183
+ buildingCategories: string[];
184
+ happinessFactors: string[];
185
+ pollutionDecay: number;
186
+ }
187
+ export declare const DEFAULT_CITY_BUILDER_CONFIG: CityBuilderConfig;
188
+ export interface CityBuildingDef {
189
+ id: string;
190
+ name: string;
191
+ category: string;
192
+ cost: number;
193
+ width: number;
194
+ height: number;
195
+ income: number;
196
+ upkeep: number;
197
+ populationCapacity: number;
198
+ jobCapacity: number;
199
+ happiness: number;
200
+ pollution: number;
201
+ powerRequired: number;
202
+ waterRequired: number;
203
+ requirements: string[];
204
+ }
205
+ export interface CityState {
206
+ money: number;
207
+ population: number;
208
+ happiness: number;
209
+ demand: {
210
+ residential: number;
211
+ commercial: number;
212
+ industrial: number;
213
+ };
214
+ buildings: Array<{
215
+ defId: string;
216
+ gridX: number;
217
+ gridY: number;
218
+ }>;
219
+ totalIncome: number;
220
+ totalUpkeep: number;
221
+ }
222
+ export declare function createCityState(config: CityBuilderConfig): CityState;
223
+ export declare function updateCity(state: CityState, config: CityBuilderConfig, dt: number): void;
224
+ export interface IdleConfig {
225
+ baseClickValue: number;
226
+ offlineProgressRate: number;
227
+ maxOfflineHours: number;
228
+ prestigeThreshold: number;
229
+ prestigeMultiplier: number;
230
+ autoSaveInterval: number;
231
+ notationStyle: 'standard' | 'scientific' | 'engineering';
232
+ }
233
+ export declare const DEFAULT_IDLE_CONFIG: IdleConfig;
234
+ export interface IdleGeneratorDef {
235
+ id: string;
236
+ name: string;
237
+ baseCost: number;
238
+ costMultiplier: number;
239
+ baseOutput: number;
240
+ unlockAt: number;
241
+ }
242
+ export interface IdleUpgradeDef {
243
+ id: string;
244
+ name: string;
245
+ description: string;
246
+ cost: number;
247
+ targetGenerator: string;
248
+ multiplier: number;
249
+ purchased: boolean;
250
+ }
251
+ export interface IdleState {
252
+ currency: number;
253
+ totalEarned: number;
254
+ clickValue: number;
255
+ generators: Map<string, number>;
256
+ upgrades: Set<string>;
257
+ prestigeCount: number;
258
+ prestigeMultiplier: number;
259
+ lastSave: number;
260
+ }
261
+ export declare function createIdleState(): IdleState;
262
+ export declare function getGeneratorCost(def: IdleGeneratorDef, owned: number): number;
263
+ export declare function getIdleIncome(state: IdleState, defs: IdleGeneratorDef[]): number;
264
+ export declare function formatNumber(n: number, style?: IdleConfig['notationStyle']): string;
@@ -0,0 +1,92 @@
1
+ import { World } from '../ecs/World';
2
+ import { type WaveConfig, type LootDrop } from '../procedural/Procedural';
3
+ export interface WaveDefenseConfig {
4
+ arenaWidth: number;
5
+ arenaHeight: number;
6
+ playerSpeed: number;
7
+ bulletSpeed: number;
8
+ bulletCooldown: number;
9
+ baseEnemyHp: number;
10
+ enemyHpGrowth: number;
11
+ waveConfig: WaveConfig;
12
+ upgrades: UpgradeDef[];
13
+ lootDrops: LootDrop[];
14
+ }
15
+ export interface UpgradeDef {
16
+ id: string;
17
+ name: string;
18
+ description: string;
19
+ cost: number;
20
+ costGrowth: number;
21
+ maxLevel: number;
22
+ effect: UpgradeEffect;
23
+ }
24
+ export type UpgradeEffect = {
25
+ type: 'speed';
26
+ bonus: number;
27
+ } | {
28
+ type: 'firerate';
29
+ bonus: number;
30
+ } | {
31
+ type: 'damage';
32
+ bonus: number;
33
+ } | {
34
+ type: 'health';
35
+ bonus: number;
36
+ } | {
37
+ type: 'magnet';
38
+ bonus: number;
39
+ };
40
+ export declare const DEFAULT_WAVE_DEFENSE_CONFIG: WaveDefenseConfig;
41
+ export interface WaveDefenseState {
42
+ phase: 'playing' | 'shop' | 'gameover';
43
+ wave: number;
44
+ score: number;
45
+ coins: number;
46
+ kills: number;
47
+ playerHp: number;
48
+ maxHp: number;
49
+ upgradeLevels: Record<string, number>;
50
+ /** Enemies remaining in current wave. */
51
+ enemiesRemaining: number;
52
+ /** Time survived. */
53
+ timeSurvived: number;
54
+ }
55
+ export declare class WaveDefenseTemplate {
56
+ private config;
57
+ private rng;
58
+ private waveGen;
59
+ private lootTable;
60
+ private state;
61
+ private _moveSpeed;
62
+ private _bulletCooldown;
63
+ private _damage;
64
+ private _magnetRange;
65
+ private _cooldownTimer;
66
+ constructor(config?: Partial<WaveDefenseConfig>, seed?: number);
67
+ getState(): Readonly<WaveDefenseState>;
68
+ setupScene(world: World, playerCount?: number): void;
69
+ private createPlayer;
70
+ private createWall;
71
+ nextWave(world: World): void;
72
+ private spawnTimers;
73
+ private scheduleSpawnGroup;
74
+ private spawnEnemy;
75
+ update(world: World, dt: number, inputActions: {
76
+ moveX: number;
77
+ moveY: number;
78
+ }[]): void;
79
+ private spawnBullet;
80
+ onBulletHitEnemy(world: World, bulletId: number, enemyId: number): void;
81
+ onEnemyHitPlayer(world: World, enemyId: number, _playerId: number): void;
82
+ getAvailableUpgrades(): (UpgradeDef & {
83
+ currentLevel: number;
84
+ currentCost: number;
85
+ })[];
86
+ buyUpgrade(upgradeId: string): boolean;
87
+ private recalcStats;
88
+ /** After the shop phase, start the next wave. */
89
+ startNextWave(world: World): void;
90
+ /** Reset the game entirely. */
91
+ reset(world: World, playerCount?: number): void;
92
+ }
@@ -0,0 +1,2 @@
1
+ export { WaveDefenseTemplate, DEFAULT_WAVE_DEFENSE_CONFIG } from './WaveDefense';
2
+ export type { WaveDefenseConfig, WaveDefenseState, UpgradeDef, UpgradeEffect } from './WaveDefense';
@@ -0,0 +1,66 @@
1
+ import type { Vec2, Rect } from '../core/types';
2
+ export interface TileDef {
3
+ id: number;
4
+ name: string;
5
+ /** Source rect in the tileset spritesheet. */
6
+ srcRect: Rect;
7
+ solid: boolean;
8
+ /** Collision shape override (aabb by default). */
9
+ collisionShape?: 'none' | 'full' | 'half-top' | 'half-bottom' | 'slope-left' | 'slope-right';
10
+ /** Custom properties. */
11
+ properties?: Record<string, unknown>;
12
+ }
13
+ export interface TilesetDef {
14
+ name: string;
15
+ imageId: string;
16
+ tileWidth: number;
17
+ tileHeight: number;
18
+ columns: number;
19
+ tiles: TileDef[];
20
+ }
21
+ export interface TilemapLayer {
22
+ name: string;
23
+ visible: boolean;
24
+ opacity: number;
25
+ /** 2D array: data[y][x] = tileId (0 = empty). */
26
+ data: number[][];
27
+ }
28
+ export interface TilemapData {
29
+ width: number;
30
+ height: number;
31
+ tileWidth: number;
32
+ tileHeight: number;
33
+ tilesetId: string;
34
+ layers: TilemapLayer[];
35
+ }
36
+ export declare class Tilemap {
37
+ readonly width: number;
38
+ readonly height: number;
39
+ readonly tileWidth: number;
40
+ readonly tileHeight: number;
41
+ private layers;
42
+ private tileset;
43
+ constructor(width: number, height: number, tileWidth?: number, tileHeight?: number);
44
+ get pixelWidth(): number;
45
+ get pixelHeight(): number;
46
+ setTileset(ts: TilesetDef): void;
47
+ getTileset(): TilesetDef | null;
48
+ addLayer(name: string): TilemapLayer;
49
+ getLayer(name: string): TilemapLayer | undefined;
50
+ getLayers(): TilemapLayer[];
51
+ getTile(layerName: string, x: number, y: number): number;
52
+ setTile(layerName: string, x: number, y: number, tileId: number): void;
53
+ /** Fill a rectangle with a tile. */
54
+ fillRect(layerName: string, x: number, y: number, w: number, h: number, tileId: number): void;
55
+ /** Flood fill from a position. */
56
+ floodFill(layerName: string, x: number, y: number, tileId: number): void;
57
+ worldToTile(worldX: number, worldY: number): Vec2;
58
+ tileToWorld(tileX: number, tileY: number): Vec2;
59
+ isSolid(tileX: number, tileY: number): boolean;
60
+ /** Get all solid tiles overlapping a world-space AABB. */
61
+ getSolidTilesInRect(rect: Rect): Vec2[];
62
+ render(ctx: CanvasRenderingContext2D, tilesetImage: HTMLImageElement | HTMLCanvasElement, camera: Rect): void;
63
+ toJSON(): TilemapData;
64
+ static fromJSON(data: TilemapData): Tilemap;
65
+ }
66
+ export declare function computeAutoTileMask(map: Tilemap, layerName: string, x: number, y: number): number;
@@ -0,0 +1 @@
1
+ export * from './Tilemap';