@roost2d/core 0.1.0-rc.0

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package/README.md ADDED
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+ # @roost2d/core
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+
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+ Renderer-neutral deterministic runtime primitives: scenes, fixed updates, events, services, scheduling, object pools, and seeded random.
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+
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+ ```sh
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+ npm install @roost2d/core
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+ ```
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+
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+ ```ts
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+ import { GameRuntime } from '@roost2d/core';
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+ const runtime = new GameRuntime({ stepMs: 1000 / 60, seed: 42 });
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+ runtime.registerScene('play', () => ({ id: 'play', fixedUpdate() {}, render() {} }));
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+ await runtime.switchScene('play');
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+ runtime.start();
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+ ```
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+
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+ Call `runtime.dispose()` when its application owner is removed. [Complete quick start](https://github.com/Roost2D/roost2d/blob/main/docs/getting-started.md).
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+ export type Unsubscribe = () => void;
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+ export interface Vec2 {
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+ x: number;
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+ y: number;
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+ }
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+ export interface Rect {
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+ x: number;
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+ y: number;
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+ width: number;
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+ height: number;
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+ }
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+ export interface Disposable {
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+ dispose(): void | Promise<void>;
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+ }
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+ export declare class EventBus<Events extends Record<string, unknown>> {
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+ private readonly listeners;
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+ on<Key extends keyof Events>(type: Key, listener: (event: Events[Key]) => void): Unsubscribe;
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+ once<Key extends keyof Events>(type: Key, listener: (event: Events[Key]) => void): Unsubscribe;
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+ emit<Key extends keyof Events>(type: Key, event: Events[Key]): void;
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+ clear(type?: keyof Events): void;
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+ }
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+ export interface Tick {
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+ deltaMs: number;
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+ elapsedMs: number;
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+ frame: number;
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+ }
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+ /** Deterministic fixed-step accumulator. Rendering remains caller-controlled. */
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+ export declare class FixedStepClock {
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+ readonly stepMs: number;
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+ readonly maxCatchUpSteps: number;
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+ private accumulatorMs;
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+ private elapsedMs;
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+ private frame;
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+ constructor(stepMs?: number, maxCatchUpSteps?: number);
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+ advance(deltaMs: number, onTick: (tick: Tick) => void): number;
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+ get alpha(): number;
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+ get currentFrame(): number;
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+ get currentTimeMs(): number;
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+ reset(): void;
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+ }
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+ export declare class DisposalScope implements Disposable {
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+ private disposed;
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+ private readonly resources;
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+ add<T extends Disposable>(resource: T): T;
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+ dispose(): Promise<void>;
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+ }
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+ export declare class ServiceRegistry {
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+ private readonly values;
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+ register<T>(key: symbol | string, value: T): T;
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+ replace<T>(key: symbol | string, value: T): T;
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+ has(key: symbol | string): boolean;
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+ get<T>(key: symbol | string): T;
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+ tryGet<T>(key: symbol | string): T | undefined;
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+ delete(key: symbol | string): boolean;
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+ clear(): void;
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+ }
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+ export interface RandomSource {
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+ next(): number;
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+ integer(minInclusive: number, maxExclusive: number): number;
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+ pick<T>(items: readonly T[]): T;
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+ }
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+ /** Small reproducible PRNG suitable for gameplay decisions, not cryptography. */
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+ export declare class SeededRandom implements RandomSource {
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+ private state;
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+ constructor(seed?: number);
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+ next(): number;
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+ integer(minInclusive: number, maxExclusive: number): number;
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+ pick<T>(items: readonly T[]): T;
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+ }
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+ export declare class ObjectPool<T> {
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+ private readonly create;
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+ private readonly reset;
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+ private readonly destroy;
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+ private readonly maximumRetained;
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+ private readonly available;
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+ private readonly active;
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+ constructor(create: () => T, reset?: (value: T) => void, destroy?: (value: T) => void, maximumRetained?: number);
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+ acquire(): T;
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+ release(value: T): boolean;
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+ releaseAll(): void;
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+ dispose(): void;
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+ get activeCount(): number;
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+ get retainedCount(): number;
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+ }
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+ /** Fixed-update scheduler. It advances only when the owning runtime advances. */
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+ export declare class Scheduler {
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+ private nextId;
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+ private readonly tasks;
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+ after(delayMs: number, callback: () => void): number;
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+ every(intervalMs: number, callback: () => void): number;
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+ cancel(id: number): boolean;
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+ clear(): void;
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+ update(deltaMs: number): void;
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+ private add;
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+ }
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+ export interface SceneContext {
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+ readonly services: ServiceRegistry;
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+ readonly events: EventBus<Record<string, unknown>>;
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+ readonly scheduler: Scheduler;
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+ readonly random: RandomSource;
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+ readonly runtime: GameRuntime;
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+ }
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+ export interface Scene {
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+ readonly id: string;
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+ load?(context: SceneContext): void | Promise<void>;
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+ enter?(context: SceneContext): void | Promise<void>;
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+ fixedUpdate?(tick: Tick, context: SceneContext): void;
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+ render?(deltaMs: number, alpha: number, context: SceneContext): void;
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+ exit?(context: SceneContext): void | Promise<void>;
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+ dispose?(): void | Promise<void>;
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+ }
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+ export interface System extends Partial<Disposable> {
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+ readonly id: string;
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+ fixedUpdate?(tick: Tick, context: SceneContext): void;
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+ render?(deltaMs: number, alpha: number, context: SceneContext): void;
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+ }
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+ export interface Plugin extends Partial<Disposable> {
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+ readonly id: string;
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+ install(context: SceneContext): void | Promise<void>;
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+ }
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+ export interface FrameDriver {
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+ request(callback: (timeMs: number) => void): unknown;
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+ cancel(handle: unknown): void;
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+ now(): number;
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+ }
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+ export declare const browserFrameDriver: FrameDriver | undefined;
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+ export interface RuntimeEvents extends Record<string, unknown> {
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+ 'runtime:paused': {
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+ paused: boolean;
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+ };
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+ 'scene:changed': {
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+ previousId?: string;
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+ currentId: string;
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+ };
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+ }
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+ export interface GameRuntimeOptions {
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+ stepMs?: number;
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+ maxCatchUpSteps?: number;
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+ seed?: number;
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+ services?: ServiceRegistry;
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+ }
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+ export declare class GameRuntime implements Disposable {
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+ readonly clock: FixedStepClock;
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+ readonly services: ServiceRegistry;
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+ readonly scheduler: Scheduler;
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+ readonly random: RandomSource;
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+ readonly events: EventBus<RuntimeEvents>;
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+ readonly context: SceneContext;
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+ private readonly sceneFactories;
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+ private readonly loadedScenes;
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+ private readonly systems;
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+ private readonly plugins;
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+ private current?;
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+ private frameHandle?;
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+ private frameDriver?;
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+ private lastFrameMs;
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+ private switching;
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+ /** Incremented by every `start`/`stop`, so a frame callback can tell whether its loop still owns the runtime. */
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+ private runGeneration;
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+ private disposing;
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+ paused: boolean;
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+ constructor(options?: GameRuntimeOptions);
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+ registerScene(id: string, factory: () => Scene | Promise<Scene>): this;
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+ addSystem(system: System): this;
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+ addPlugin(plugin: Plugin): Promise<this>;
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+ switchScene(id: string): Promise<Scene>;
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+ setPaused(paused: boolean): void;
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+ pause(): void;
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+ resume(): void;
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+ advance(deltaMs: number): number;
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+ start(driver?: FrameDriver): void;
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+ stop(): void;
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+ private render;
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+ dispose(): Promise<void>;
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+ }
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+ //# sourceMappingURL=index.d.ts.map
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1
+ 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package/dist/index.js ADDED
@@ -0,0 +1,353 @@
1
+ export class EventBus {
2
+ listeners = new Map();
3
+ on(type, listener) {
4
+ const listeners = this.listeners.get(type) ?? new Set();
5
+ listeners.add(listener);
6
+ this.listeners.set(type, listeners);
7
+ return () => listeners.delete(listener);
8
+ }
9
+ once(type, listener) {
10
+ let unsubscribe = () => undefined;
11
+ unsubscribe = this.on(type, (event) => { unsubscribe(); listener(event); });
12
+ return unsubscribe;
13
+ }
14
+ emit(type, event) {
15
+ for (const listener of [...(this.listeners.get(type) ?? [])])
16
+ listener(event);
17
+ }
18
+ clear(type) {
19
+ if (type === undefined)
20
+ this.listeners.clear();
21
+ else
22
+ this.listeners.delete(type);
23
+ }
24
+ }
25
+ /** Deterministic fixed-step accumulator. Rendering remains caller-controlled. */
26
+ export class FixedStepClock {
27
+ stepMs;
28
+ maxCatchUpSteps;
29
+ accumulatorMs = 0;
30
+ elapsedMs = 0;
31
+ frame = 0;
32
+ constructor(stepMs = 1000 / 60, maxCatchUpSteps = 5) {
33
+ this.stepMs = stepMs;
34
+ this.maxCatchUpSteps = maxCatchUpSteps;
35
+ if (!(stepMs > 0))
36
+ throw new Error('stepMs must be positive');
37
+ if (!Number.isInteger(maxCatchUpSteps) || maxCatchUpSteps < 1)
38
+ throw new Error('maxCatchUpSteps must be a positive integer');
39
+ }
40
+ advance(deltaMs, onTick) {
41
+ this.accumulatorMs += Math.max(0, Number.isFinite(deltaMs) ? deltaMs : 0);
42
+ let steps = 0;
43
+ while (this.accumulatorMs >= this.stepMs && steps < this.maxCatchUpSteps) {
44
+ this.accumulatorMs -= this.stepMs;
45
+ this.elapsedMs += this.stepMs;
46
+ this.frame += 1;
47
+ onTick({ deltaMs: this.stepMs, elapsedMs: this.elapsedMs, frame: this.frame });
48
+ steps += 1;
49
+ }
50
+ if (steps === this.maxCatchUpSteps)
51
+ this.accumulatorMs = Math.min(this.accumulatorMs, this.stepMs);
52
+ return steps;
53
+ }
54
+ get alpha() { return this.accumulatorMs / this.stepMs; }
55
+ get currentFrame() { return this.frame; }
56
+ get currentTimeMs() { return this.elapsedMs; }
57
+ reset() { this.accumulatorMs = 0; this.elapsedMs = 0; this.frame = 0; }
58
+ }
59
+ export class DisposalScope {
60
+ disposed = false;
61
+ resources = [];
62
+ add(resource) {
63
+ if (this.disposed) {
64
+ void resource.dispose();
65
+ throw new Error('DisposalScope is already disposed');
66
+ }
67
+ this.resources.push(resource);
68
+ return resource;
69
+ }
70
+ async dispose() {
71
+ if (this.disposed)
72
+ return;
73
+ this.disposed = true;
74
+ const errors = [];
75
+ for (const resource of this.resources.splice(0).reverse()) {
76
+ try {
77
+ await resource.dispose();
78
+ }
79
+ catch (error) {
80
+ errors.push(error);
81
+ }
82
+ }
83
+ if (errors.length)
84
+ throw new AggregateError(errors, 'One or more resources failed to dispose');
85
+ }
86
+ }
87
+ export class ServiceRegistry {
88
+ values = new Map();
89
+ register(key, value) {
90
+ if (this.values.has(key))
91
+ throw new Error(`Service is already registered: ${String(key)}`);
92
+ this.values.set(key, value);
93
+ return value;
94
+ }
95
+ replace(key, value) { this.values.set(key, value); return value; }
96
+ has(key) { return this.values.has(key); }
97
+ get(key) {
98
+ if (!this.values.has(key))
99
+ throw new Error(`Unknown service: ${String(key)}`);
100
+ return this.values.get(key);
101
+ }
102
+ tryGet(key) { return this.values.get(key); }
103
+ delete(key) { return this.values.delete(key); }
104
+ clear() { this.values.clear(); }
105
+ }
106
+ /** Small reproducible PRNG suitable for gameplay decisions, not cryptography. */
107
+ export class SeededRandom {
108
+ state;
109
+ constructor(seed = 0x6d2b79f5) { this.state = seed >>> 0; }
110
+ next() {
111
+ let value = this.state += 0x6d2b79f5;
112
+ value = Math.imul(value ^ value >>> 15, value | 1);
113
+ value ^= value + Math.imul(value ^ value >>> 7, value | 61);
114
+ return ((value ^ value >>> 14) >>> 0) / 4294967296;
115
+ }
116
+ integer(minInclusive, maxExclusive) {
117
+ if (!Number.isInteger(minInclusive) || !Number.isInteger(maxExclusive) || maxExclusive <= minInclusive)
118
+ throw new Error('Invalid integer range');
119
+ return minInclusive + Math.floor(this.next() * (maxExclusive - minInclusive));
120
+ }
121
+ pick(items) {
122
+ if (!items.length)
123
+ throw new Error('Cannot pick from an empty collection');
124
+ return items[this.integer(0, items.length)];
125
+ }
126
+ }
127
+ export class ObjectPool {
128
+ create;
129
+ reset;
130
+ destroy;
131
+ maximumRetained;
132
+ available = [];
133
+ active = new Set();
134
+ constructor(create, reset = () => undefined, destroy = () => undefined, maximumRetained = 256) {
135
+ this.create = create;
136
+ this.reset = reset;
137
+ this.destroy = destroy;
138
+ this.maximumRetained = maximumRetained;
139
+ }
140
+ acquire() {
141
+ const value = this.available.pop() ?? this.create();
142
+ this.active.add(value);
143
+ return value;
144
+ }
145
+ release(value) {
146
+ if (!this.active.delete(value))
147
+ return false;
148
+ this.reset(value);
149
+ if (this.available.length < this.maximumRetained)
150
+ this.available.push(value);
151
+ else
152
+ this.destroy(value);
153
+ return true;
154
+ }
155
+ releaseAll() { for (const value of [...this.active])
156
+ this.release(value); }
157
+ dispose() {
158
+ for (const value of [...this.active, ...this.available])
159
+ this.destroy(value);
160
+ this.active.clear();
161
+ this.available.length = 0;
162
+ }
163
+ get activeCount() { return this.active.size; }
164
+ get retainedCount() { return this.available.length; }
165
+ }
166
+ /** Fixed-update scheduler. It advances only when the owning runtime advances. */
167
+ export class Scheduler {
168
+ nextId = 1;
169
+ tasks = new Map();
170
+ after(delayMs, callback) { return this.add(delayMs, undefined, callback); }
171
+ every(intervalMs, callback) { return this.add(intervalMs, intervalMs, callback); }
172
+ cancel(id) { return this.tasks.delete(id); }
173
+ clear() { this.tasks.clear(); }
174
+ update(deltaMs) {
175
+ for (const task of [...this.tasks.values()]) {
176
+ task.remainingMs -= deltaMs;
177
+ while (task.remainingMs <= 0 && this.tasks.has(task.id)) {
178
+ task.callback();
179
+ if (task.intervalMs === undefined) {
180
+ this.tasks.delete(task.id);
181
+ break;
182
+ }
183
+ task.remainingMs += task.intervalMs;
184
+ }
185
+ }
186
+ }
187
+ add(delayMs, intervalMs, callback) {
188
+ if (!(delayMs >= 0) || (intervalMs !== undefined && !(intervalMs > 0)))
189
+ throw new Error('Invalid schedule duration');
190
+ const id = this.nextId++;
191
+ this.tasks.set(id, { id, remainingMs: delayMs, intervalMs, callback });
192
+ return id;
193
+ }
194
+ }
195
+ export const browserFrameDriver = typeof globalThis.requestAnimationFrame === 'function' ? {
196
+ request: (callback) => globalThis.requestAnimationFrame(callback),
197
+ cancel: (handle) => globalThis.cancelAnimationFrame(handle),
198
+ now: () => globalThis.performance.now()
199
+ } : undefined;
200
+ export class GameRuntime {
201
+ clock;
202
+ services;
203
+ scheduler = new Scheduler();
204
+ random;
205
+ events = new EventBus();
206
+ context;
207
+ sceneFactories = new Map();
208
+ loadedScenes = new Map();
209
+ systems = new Map();
210
+ plugins = new Map();
211
+ current;
212
+ frameHandle;
213
+ frameDriver;
214
+ lastFrameMs = 0;
215
+ switching = Promise.resolve();
216
+ /** Incremented by every `start`/`stop`, so a frame callback can tell whether its loop still owns the runtime. */
217
+ runGeneration = 0;
218
+ disposing = false;
219
+ paused = false;
220
+ constructor(options = {}) {
221
+ this.clock = new FixedStepClock(options.stepMs, options.maxCatchUpSteps);
222
+ this.services = options.services ?? new ServiceRegistry();
223
+ this.random = new SeededRandom(options.seed);
224
+ this.context = { services: this.services, events: this.events, scheduler: this.scheduler, random: this.random, runtime: this };
225
+ }
226
+ registerScene(id, factory) {
227
+ if (!id || this.sceneFactories.has(id))
228
+ throw new Error(`Duplicate or empty scene id: ${id}`);
229
+ this.sceneFactories.set(id, factory);
230
+ return this;
231
+ }
232
+ addSystem(system) {
233
+ if (this.systems.has(system.id))
234
+ throw new Error(`Duplicate system: ${system.id}`);
235
+ this.systems.set(system.id, system);
236
+ return this;
237
+ }
238
+ async addPlugin(plugin) {
239
+ if (this.plugins.has(plugin.id))
240
+ throw new Error(`Duplicate plugin: ${plugin.id}`);
241
+ await plugin.install(this.context);
242
+ this.plugins.set(plugin.id, plugin);
243
+ return this;
244
+ }
245
+ switchScene(id) {
246
+ const operation = this.switching.then(async () => {
247
+ if (this.disposing)
248
+ throw new Error('GameRuntime is disposed');
249
+ const factory = this.sceneFactories.get(id);
250
+ if (!factory)
251
+ throw new Error(`Unknown scene: ${id}`);
252
+ const previous = this.current;
253
+ if (previous?.id === id)
254
+ return previous;
255
+ const next = this.loadedScenes.get(id) ?? await factory();
256
+ if (next.id !== id)
257
+ throw new Error(`Scene factory for ${id} returned ${next.id}`);
258
+ if (!this.loadedScenes.has(id)) {
259
+ await next.load?.(this.context);
260
+ this.loadedScenes.set(id, next);
261
+ }
262
+ await previous?.exit?.(this.context);
263
+ this.current = next;
264
+ await next.enter?.(this.context);
265
+ this.events.emit('scene:changed', { previousId: previous?.id, currentId: id });
266
+ return next;
267
+ });
268
+ this.switching = operation.then(() => undefined, () => undefined);
269
+ return operation;
270
+ }
271
+ setPaused(paused) {
272
+ if (this.paused === paused)
273
+ return;
274
+ this.paused = paused;
275
+ this.events.emit('runtime:paused', { paused });
276
+ }
277
+ pause() { this.setPaused(true); }
278
+ resume() { this.setPaused(false); }
279
+ advance(deltaMs) {
280
+ if (this.paused) {
281
+ this.render(deltaMs);
282
+ return 0;
283
+ }
284
+ const steps = this.clock.advance(deltaMs, (tick) => {
285
+ this.scheduler.update(tick.deltaMs);
286
+ for (const system of this.systems.values())
287
+ system.fixedUpdate?.(tick, this.context);
288
+ this.current?.fixedUpdate?.(tick, this.context);
289
+ });
290
+ this.render(deltaMs);
291
+ return steps;
292
+ }
293
+ start(driver = browserFrameDriver) {
294
+ if (!driver)
295
+ throw new Error('A frame driver is required outside a browser');
296
+ if (this.disposing)
297
+ throw new Error('GameRuntime is disposed');
298
+ if (this.frameHandle !== undefined)
299
+ return;
300
+ const generation = ++this.runGeneration;
301
+ this.frameDriver = driver;
302
+ this.lastFrameMs = driver.now();
303
+ const frame = (timeMs) => {
304
+ if (generation !== this.runGeneration)
305
+ return;
306
+ const deltaMs = Math.max(0, Math.min(1000, timeMs - this.lastFrameMs));
307
+ this.lastFrameMs = timeMs;
308
+ this.advance(deltaMs);
309
+ // A scene may have called stop() — or stop() then start() — during that advance. Only the
310
+ // loop that still owns the runtime re-arms; a handle check alone would schedule two loops.
311
+ if (generation !== this.runGeneration)
312
+ return;
313
+ this.frameHandle = driver.request(frame);
314
+ };
315
+ this.frameHandle = driver.request(frame);
316
+ }
317
+ stop() {
318
+ this.runGeneration += 1;
319
+ if (this.frameHandle !== undefined)
320
+ this.frameDriver?.cancel(this.frameHandle);
321
+ this.frameHandle = undefined;
322
+ this.frameDriver = undefined;
323
+ }
324
+ render(deltaMs) {
325
+ for (const system of this.systems.values())
326
+ system.render?.(deltaMs, this.clock.alpha, this.context);
327
+ this.current?.render?.(deltaMs, this.clock.alpha, this.context);
328
+ }
329
+ async dispose() {
330
+ if (this.disposing)
331
+ return;
332
+ this.disposing = true;
333
+ this.stop();
334
+ // Settle any in-flight switchScene first, or it repopulates loadedScenes after teardown.
335
+ await this.switching;
336
+ await this.current?.exit?.(this.context);
337
+ for (const scene of [...this.loadedScenes.values()].reverse())
338
+ await scene.dispose?.();
339
+ for (const system of [...this.systems.values()].reverse())
340
+ await system.dispose?.();
341
+ for (const plugin of [...this.plugins.values()].reverse())
342
+ await plugin.dispose?.();
343
+ this.loadedScenes.clear();
344
+ this.systems.clear();
345
+ this.plugins.clear();
346
+ this.sceneFactories.clear();
347
+ this.scheduler.clear();
348
+ this.services.clear();
349
+ this.events.clear();
350
+ this.current = undefined;
351
+ }
352
+ }
353
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ 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package/package.json ADDED
@@ -0,0 +1,13 @@
1
+ {
2
+ "name": "@roost2d/core",
3
+ "version": "0.1.0-rc.0",
4
+ "description": "Runtime-neutral lifecycle, events, and frame scheduling primitives for Roost2D.",
5
+ "license": "Apache-2.0",
6
+ "repository": { "type": "git", "url": "git+https://github.com/Roost2D/roost2d.git", "directory": "packages/core" },
7
+ "type": "module",
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+ "sideEffects": false,
9
+ "files": ["dist", "README.md", "LICENSE"],
10
+ "exports": { ".": { "types": "./dist/index.d.ts", "import": "./dist/index.js" } },
11
+ "publishConfig": { "access": "public" },
12
+ "scripts": { "build": "tsc -p tsconfig.json", "check": "tsc --noEmit -p tsconfig.json", "test": "node --test test/*.test.mjs" }
13
+ }