create-rspeedy 0.13.5 → 0.13.6

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.
package/CHANGELOG.md CHANGED
@@ -1,5 +1,7 @@
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1
  # create-rspeedy
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2
 
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+ ## 0.13.6
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+
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  ## 0.13.5
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  ## 0.13.4
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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  "name": "create-rspeedy",
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- "version": "0.13.5",
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+ "version": "0.13.6",
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  "description": "Create Rspeedy-powered ReactLynx apps with one command",
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  "keywords": [
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  "webpack",
@@ -36,9 +36,9 @@
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  "devDependencies": {
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  "@rsbuild/plugin-type-check": "1.3.4",
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  "@lynx-js/qrcode-rsbuild-plugin": "^0.4.6",
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- "@lynx-js/react": "^0.116.5",
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- "@lynx-js/react-rsbuild-plugin": "^0.12.10",
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- "@lynx-js/rspeedy": "^0.13.5"
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+ "@lynx-js/react": "^0.117.0",
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+ "@lynx-js/react-rsbuild-plugin": "^0.13.0",
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+ "@lynx-js/rspeedy": "^0.13.6"
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  },
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  "engines": {
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  "node": ">=18"
@@ -4,9 +4,11 @@ import './App.css'
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  import arrow from './assets/arrow.png'
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  import lynxLogo from './assets/lynx-logo.png'
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  import reactLynxLogo from './assets/react-logo.png'
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+ import { useFlappy } from './useFlappy.js'
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8
 
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  export function App() {
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  const [alterLogo, setAlterLogo] = useState(false)
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+ const [logoY, jump] = useFlappy()
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12
 
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  useEffect(() => {
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  console.info('Hello, ReactLynx')
@@ -18,11 +20,15 @@ export function App() {
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  }, [])
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20
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  return (
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- <view>
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+ <view bindtap={jump}>
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  <view className='Background' />
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  <view className='App'>
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  <view className='Banner'>
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- <view className='Logo' bindtap={onTap}>
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+ <view
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+ className='Logo'
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+ style={{ transform: `translateY(${logoY}px)` }}
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+ bindtap={onTap}
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+ >
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32
  {alterLogo
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  ? <image src={reactLynxLogo} className='Logo--react' />
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  : <image src={lynxLogo} className='Logo--lynx' />}
@@ -0,0 +1,58 @@
1
+ /**
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+ * Framework-agnostic flappy-bird physics engine.
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+ *
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+ * Manages gravity, jump impulse, and a 60fps game loop.
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+ * Wire it up to any UI framework by calling `jump()` on tap
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+ * and reading `getY()` in the loop callback.
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+ *
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+ * @param {(y: number) => void} onUpdate
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+ * @param {object} [options]
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+ * @param {number} [options.gravity=0.6]
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+ * @param {number} [options.jumpForce=-12]
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+ * @param {number} [options.stackFactor=0.6]
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+ * @param {number} [options.frameMs=16]
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+ * @returns {{ jump: () => void, getY: () => number, destroy: () => void }}
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+ */
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+ export function createFlappy(onUpdate, options = {}) {
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+ const {
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+ gravity = 0.6,
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+ jumpForce = -12,
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+ stackFactor = 0.6,
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+ frameMs = 16,
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+ } = options
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+
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+ let y = 0
25
+ let velocity = 0
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+ let timer = null
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+
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+ function loop() {
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+ velocity += gravity
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+ y += velocity
31
+ if (y >= 0) {
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+ y = 0
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+ velocity = 0
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+ timer = null
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+ onUpdate(y)
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+ return
37
+ }
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+ onUpdate(y)
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+ timer = setTimeout(loop, frameMs)
40
+ }
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+
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+ function jump() {
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+ // Stack impulse on rapid taps, clamped to one full jumpForce
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+ velocity = Math.max(velocity + jumpForce * stackFactor, jumpForce)
45
+ if (!timer) {
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+ loop()
47
+ }
48
+ }
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+
50
+ function destroy() {
51
+ if (timer) {
52
+ clearTimeout(timer)
53
+ timer = null
54
+ }
55
+ }
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+
57
+ return { jump, getY: () => y, destroy }
58
+ }
@@ -0,0 +1,37 @@
1
+ import { useCallback, useEffect, useRef, useState } from '@lynx-js/react'
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+
3
+ import { createFlappy } from './lib/flappy.js'
4
+
5
+ /**
6
+ * React hook for flappy-bird physics.
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+ *
8
+ * Returns `[y, jump]` — a state value and a stable callback.
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+ * The game loop runs automatically; cleanup happens on unmount.
10
+ * Options are read once on mount and not reactive to later changes.
11
+ *
12
+ * @param {object} [options]
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+ * @returns {[number, () => void]}
14
+ */
15
+ export function useFlappy(options) {
16
+ const [y, setY] = useState(0)
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+ const engineRef = useRef(null)
18
+
19
+ if (engineRef.current == null) {
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+ engineRef.current = createFlappy((newY) => {
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+ setY(newY)
22
+ }, options)
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+ }
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+
25
+ useEffect(() => {
26
+ return () => {
27
+ engineRef.current?.destroy()
28
+ }
29
+ }, [])
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+
31
+ const jump = useCallback(() => {
32
+ 'background only'
33
+ engineRef.current?.jump()
34
+ }, [])
35
+
36
+ return [y, jump]
37
+ }
@@ -4,9 +4,11 @@ import './App.css'
4
4
  import arrow from './assets/arrow.png'
5
5
  import lynxLogo from './assets/lynx-logo.png'
6
6
  import reactLynxLogo from './assets/react-logo.png'
7
+ import { useFlappy } from './useFlappy.js'
7
8
 
8
9
  export function App() {
9
10
  const [alterLogo, setAlterLogo] = useState(false)
11
+ const [logoY, jump] = useFlappy()
10
12
 
11
13
  useEffect(() => {
12
14
  console.info('Hello, ReactLynx')
@@ -18,11 +20,15 @@ export function App() {
18
20
  }, [])
19
21
 
20
22
  return (
21
- <view>
23
+ <view bindtap={jump}>
22
24
  <view className='Background' />
23
25
  <view className='App'>
24
26
  <view className='Banner'>
25
- <view className='Logo' bindtap={onTap}>
27
+ <view
28
+ className='Logo'
29
+ style={{ transform: `translateY(${logoY}px)` }}
30
+ bindtap={onTap}
31
+ >
26
32
  {alterLogo
27
33
  ? <image src={reactLynxLogo} className='Logo--react' />
28
34
  : <image src={lynxLogo} className='Logo--lynx' />}
@@ -0,0 +1,76 @@
1
+ /**
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+ * Framework-agnostic flappy-bird physics engine.
3
+ *
4
+ * Manages gravity, jump impulse, and a 60fps game loop.
5
+ * Wire it up to any UI framework by calling `jump()` on tap
6
+ * and reading `getY()` in the loop callback.
7
+ */
8
+
9
+ export interface FlappyOptions {
10
+ /** Downward acceleration per frame (default 0.6) */
11
+ gravity?: number
12
+ /** Upward impulse per tap — negative value (default -12) */
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+ jumpForce?: number
14
+ /** Impulse stacking factor for rapid taps (default 0.6) */
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+ stackFactor?: number
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+ /** Frame interval in ms (default 16 ≈ 60fps) */
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+ frameMs?: number
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+ }
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+
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+ export type OnUpdate = (y: number) => void
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+
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+ export interface FlappyEngine {
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+ /** Call on each tap to apply upward impulse. */
24
+ jump(): void
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+ /** Current Y offset (0 = ground, negative = airborne). */
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+ getY(): number
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+ /** Stop the game loop and clean up. */
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+ destroy(): void
29
+ }
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+
31
+ export function createFlappy(
32
+ onUpdate: OnUpdate,
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+ options: FlappyOptions = {},
34
+ ): FlappyEngine {
35
+ const {
36
+ gravity = 0.6,
37
+ jumpForce = -12,
38
+ stackFactor = 0.6,
39
+ frameMs = 16,
40
+ } = options
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+
42
+ let y = 0
43
+ let velocity = 0
44
+ let timer: ReturnType<typeof setTimeout> | null = null
45
+
46
+ function loop() {
47
+ velocity += gravity
48
+ y += velocity
49
+ if (y >= 0) {
50
+ y = 0
51
+ velocity = 0
52
+ timer = null
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+ onUpdate(y)
54
+ return
55
+ }
56
+ onUpdate(y)
57
+ timer = setTimeout(loop, frameMs)
58
+ }
59
+
60
+ function jump() {
61
+ // Stack impulse on rapid taps, clamped to one full jumpForce
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+ velocity = Math.max(velocity + jumpForce * stackFactor, jumpForce)
63
+ if (!timer) {
64
+ loop()
65
+ }
66
+ }
67
+
68
+ function destroy() {
69
+ if (timer) {
70
+ clearTimeout(timer)
71
+ timer = null
72
+ }
73
+ }
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+
75
+ return { jump, getY: () => y, destroy }
76
+ }
@@ -0,0 +1,49 @@
1
+ import { useCallback, useEffect, useRef, useState } from '@lynx-js/react'
2
+
3
+ import { createFlappy } from './lib/flappy.js'
4
+ import type { FlappyEngine, FlappyOptions } from './lib/flappy.js'
5
+
6
+ /**
7
+ * React hook for flappy-bird physics.
8
+ *
9
+ * Returns `[y, jump]` — a state value and a stable callback.
10
+ * The game loop runs automatically; cleanup happens on unmount.
11
+ * Options are read once on mount and not reactive to later changes.
12
+ *
13
+ * @example
14
+ * ```tsx
15
+ * function Bird() {
16
+ * const [y, jump] = useFlappy()
17
+ * return (
18
+ * <view bindtap={jump} style={{ transform: `translateY(${y}px)` }}>
19
+ * <text>Tap me!</text>
20
+ * </view>
21
+ * )
22
+ * }
23
+ * ```
24
+ */
25
+ export function useFlappy(
26
+ options?: FlappyOptions,
27
+ ): [number, () => void] {
28
+ const [y, setY] = useState(0)
29
+ const engineRef = useRef<FlappyEngine | null>(null)
30
+
31
+ if (engineRef.current == null) {
32
+ engineRef.current = createFlappy((newY) => {
33
+ setY(newY)
34
+ }, options)
35
+ }
36
+
37
+ useEffect(() => {
38
+ return () => {
39
+ engineRef.current?.destroy()
40
+ }
41
+ }, [])
42
+
43
+ const jump = useCallback(() => {
44
+ 'background only'
45
+ engineRef.current?.jump()
46
+ }, [])
47
+
48
+ return [y, jump]
49
+ }
@@ -4,9 +4,11 @@ import './App.css'
4
4
  import arrow from './assets/arrow.png'
5
5
  import lynxLogo from './assets/lynx-logo.png'
6
6
  import reactLynxLogo from './assets/react-logo.png'
7
+ import { useFlappy } from './useFlappy.js'
7
8
 
8
9
  export function App(props) {
9
10
  const [alterLogo, setAlterLogo] = useState(false)
11
+ const [logoY, jump] = useFlappy()
10
12
 
11
13
  useEffect(() => {
12
14
  console.info('Hello, ReactLynx')
@@ -19,11 +21,15 @@ export function App(props) {
19
21
  }, [])
20
22
 
21
23
  return (
22
- <view>
24
+ <view bindtap={jump}>
23
25
  <view className='Background' />
24
26
  <view className='App'>
25
27
  <view className='Banner'>
26
- <view className='Logo' bindtap={onTap}>
28
+ <view
29
+ className='Logo'
30
+ style={{ transform: `translateY(${logoY}px)` }}
31
+ bindtap={onTap}
32
+ >
27
33
  {alterLogo
28
34
  ? <image src={reactLynxLogo} className='Logo--react' />
29
35
  : <image src={lynxLogo} className='Logo--lynx' />}
@@ -39,6 +39,7 @@ test('App', async () => {
39
39
  >
40
40
  <view
41
41
  class="Logo"
42
+ style="transform: translateY(0px);"
42
43
  >
43
44
  <image
44
45
  class="Logo--lynx"
@@ -0,0 +1,58 @@
1
+ /**
2
+ * Framework-agnostic flappy-bird physics engine.
3
+ *
4
+ * Manages gravity, jump impulse, and a 60fps game loop.
5
+ * Wire it up to any UI framework by calling `jump()` on tap
6
+ * and reading `getY()` in the loop callback.
7
+ *
8
+ * @param {(y: number) => void} onUpdate
9
+ * @param {object} [options]
10
+ * @param {number} [options.gravity=0.6]
11
+ * @param {number} [options.jumpForce=-12]
12
+ * @param {number} [options.stackFactor=0.6]
13
+ * @param {number} [options.frameMs=16]
14
+ * @returns {{ jump: () => void, getY: () => number, destroy: () => void }}
15
+ */
16
+ export function createFlappy(onUpdate, options = {}) {
17
+ const {
18
+ gravity = 0.6,
19
+ jumpForce = -12,
20
+ stackFactor = 0.6,
21
+ frameMs = 16,
22
+ } = options
23
+
24
+ let y = 0
25
+ let velocity = 0
26
+ let timer = null
27
+
28
+ function loop() {
29
+ velocity += gravity
30
+ y += velocity
31
+ if (y >= 0) {
32
+ y = 0
33
+ velocity = 0
34
+ timer = null
35
+ onUpdate(y)
36
+ return
37
+ }
38
+ onUpdate(y)
39
+ timer = setTimeout(loop, frameMs)
40
+ }
41
+
42
+ function jump() {
43
+ // Stack impulse on rapid taps, clamped to one full jumpForce
44
+ velocity = Math.max(velocity + jumpForce * stackFactor, jumpForce)
45
+ if (!timer) {
46
+ loop()
47
+ }
48
+ }
49
+
50
+ function destroy() {
51
+ if (timer) {
52
+ clearTimeout(timer)
53
+ timer = null
54
+ }
55
+ }
56
+
57
+ return { jump, getY: () => y, destroy }
58
+ }
@@ -0,0 +1,37 @@
1
+ import { useCallback, useEffect, useRef, useState } from '@lynx-js/react'
2
+
3
+ import { createFlappy } from './lib/flappy.js'
4
+
5
+ /**
6
+ * React hook for flappy-bird physics.
7
+ *
8
+ * Returns `[y, jump]` — a state value and a stable callback.
9
+ * The game loop runs automatically; cleanup happens on unmount.
10
+ * Options are read once on mount and not reactive to later changes.
11
+ *
12
+ * @param {object} [options]
13
+ * @returns {[number, () => void]}
14
+ */
15
+ export function useFlappy(options) {
16
+ const [y, setY] = useState(0)
17
+ const engineRef = useRef(null)
18
+
19
+ if (engineRef.current == null) {
20
+ engineRef.current = createFlappy((newY) => {
21
+ setY(newY)
22
+ }, options)
23
+ }
24
+
25
+ useEffect(() => {
26
+ return () => {
27
+ engineRef.current?.destroy()
28
+ }
29
+ }, [])
30
+
31
+ const jump = useCallback(() => {
32
+ 'background only'
33
+ engineRef.current?.jump()
34
+ }, [])
35
+
36
+ return [y, jump]
37
+ }
@@ -4,11 +4,13 @@ import './App.css'
4
4
  import arrow from './assets/arrow.png'
5
5
  import lynxLogo from './assets/lynx-logo.png'
6
6
  import reactLynxLogo from './assets/react-logo.png'
7
+ import { useFlappy } from './useFlappy.js'
7
8
 
8
9
  export function App(props: {
9
10
  onRender?: () => void
10
11
  }) {
11
12
  const [alterLogo, setAlterLogo] = useState(false)
13
+ const [logoY, jump] = useFlappy()
12
14
 
13
15
  useEffect(() => {
14
16
  console.info('Hello, ReactLynx')
@@ -21,11 +23,15 @@ export function App(props: {
21
23
  }, [])
22
24
 
23
25
  return (
24
- <view>
26
+ <view bindtap={jump}>
25
27
  <view className='Background' />
26
28
  <view className='App'>
27
29
  <view className='Banner'>
28
- <view className='Logo' bindtap={onTap}>
30
+ <view
31
+ className='Logo'
32
+ style={{ transform: `translateY(${logoY}px)` }}
33
+ bindtap={onTap}
34
+ >
29
35
  {alterLogo
30
36
  ? <image src={reactLynxLogo} className='Logo--react' />
31
37
  : <image src={lynxLogo} className='Logo--lynx' />}
@@ -39,6 +39,7 @@ test('App', async () => {
39
39
  >
40
40
  <view
41
41
  class="Logo"
42
+ style="transform: translateY(0px);"
42
43
  >
43
44
  <image
44
45
  class="Logo--lynx"
@@ -0,0 +1,76 @@
1
+ /**
2
+ * Framework-agnostic flappy-bird physics engine.
3
+ *
4
+ * Manages gravity, jump impulse, and a 60fps game loop.
5
+ * Wire it up to any UI framework by calling `jump()` on tap
6
+ * and reading `getY()` in the loop callback.
7
+ */
8
+
9
+ export interface FlappyOptions {
10
+ /** Downward acceleration per frame (default 0.6) */
11
+ gravity?: number
12
+ /** Upward impulse per tap — negative value (default -12) */
13
+ jumpForce?: number
14
+ /** Impulse stacking factor for rapid taps (default 0.6) */
15
+ stackFactor?: number
16
+ /** Frame interval in ms (default 16 ≈ 60fps) */
17
+ frameMs?: number
18
+ }
19
+
20
+ export type OnUpdate = (y: number) => void
21
+
22
+ export interface FlappyEngine {
23
+ /** Call on each tap to apply upward impulse. */
24
+ jump(): void
25
+ /** Current Y offset (0 = ground, negative = airborne). */
26
+ getY(): number
27
+ /** Stop the game loop and clean up. */
28
+ destroy(): void
29
+ }
30
+
31
+ export function createFlappy(
32
+ onUpdate: OnUpdate,
33
+ options: FlappyOptions = {},
34
+ ): FlappyEngine {
35
+ const {
36
+ gravity = 0.6,
37
+ jumpForce = -12,
38
+ stackFactor = 0.6,
39
+ frameMs = 16,
40
+ } = options
41
+
42
+ let y = 0
43
+ let velocity = 0
44
+ let timer: ReturnType<typeof setTimeout> | null = null
45
+
46
+ function loop() {
47
+ velocity += gravity
48
+ y += velocity
49
+ if (y >= 0) {
50
+ y = 0
51
+ velocity = 0
52
+ timer = null
53
+ onUpdate(y)
54
+ return
55
+ }
56
+ onUpdate(y)
57
+ timer = setTimeout(loop, frameMs)
58
+ }
59
+
60
+ function jump() {
61
+ // Stack impulse on rapid taps, clamped to one full jumpForce
62
+ velocity = Math.max(velocity + jumpForce * stackFactor, jumpForce)
63
+ if (!timer) {
64
+ loop()
65
+ }
66
+ }
67
+
68
+ function destroy() {
69
+ if (timer) {
70
+ clearTimeout(timer)
71
+ timer = null
72
+ }
73
+ }
74
+
75
+ return { jump, getY: () => y, destroy }
76
+ }
@@ -0,0 +1,49 @@
1
+ import { useCallback, useEffect, useRef, useState } from '@lynx-js/react'
2
+
3
+ import { createFlappy } from './lib/flappy.js'
4
+ import type { FlappyEngine, FlappyOptions } from './lib/flappy.js'
5
+
6
+ /**
7
+ * React hook for flappy-bird physics.
8
+ *
9
+ * Returns `[y, jump]` — a state value and a stable callback.
10
+ * The game loop runs automatically; cleanup happens on unmount.
11
+ * Options are read once on mount and not reactive to later changes.
12
+ *
13
+ * @example
14
+ * ```tsx
15
+ * function Bird() {
16
+ * const [y, jump] = useFlappy()
17
+ * return (
18
+ * <view bindtap={jump} style={{ transform: `translateY(${y}px)` }}>
19
+ * <text>Tap me!</text>
20
+ * </view>
21
+ * )
22
+ * }
23
+ * ```
24
+ */
25
+ export function useFlappy(
26
+ options?: FlappyOptions,
27
+ ): [number, () => void] {
28
+ const [y, setY] = useState(0)
29
+ const engineRef = useRef<FlappyEngine | null>(null)
30
+
31
+ if (engineRef.current == null) {
32
+ engineRef.current = createFlappy((newY) => {
33
+ setY(newY)
34
+ }, options)
35
+ }
36
+
37
+ useEffect(() => {
38
+ return () => {
39
+ engineRef.current?.destroy()
40
+ }
41
+ }, [])
42
+
43
+ const jump = useCallback(() => {
44
+ 'background only'
45
+ engineRef.current?.jump()
46
+ }, [])
47
+
48
+ return [y, jump]
49
+ }