cubeforge 0.0.1

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 (57) hide show
  1. package/dist/components/Animation.d.ts +12 -0
  2. package/dist/components/Animation.js +32 -0
  3. package/dist/components/BoxCollider.d.ts +10 -0
  4. package/dist/components/BoxCollider.js +21 -0
  5. package/dist/components/Camera2D.d.ts +20 -0
  6. package/dist/components/Camera2D.js +33 -0
  7. package/dist/components/Checkpoint.d.ts +18 -0
  8. package/dist/components/Checkpoint.js +36 -0
  9. package/dist/components/Entity.d.ts +10 -0
  10. package/dist/components/Entity.js +29 -0
  11. package/dist/components/Game.d.ts +28 -0
  12. package/dist/components/Game.js +93 -0
  13. package/dist/components/MovingPlatform.d.ts +22 -0
  14. package/dist/components/MovingPlatform.js +28 -0
  15. package/dist/components/ParallaxLayer.d.ts +28 -0
  16. package/dist/components/ParallaxLayer.js +51 -0
  17. package/dist/components/ParticleEmitter.d.ts +26 -0
  18. package/dist/components/ParticleEmitter.js +44 -0
  19. package/dist/components/RigidBody.d.ts +11 -0
  20. package/dist/components/RigidBody.js +13 -0
  21. package/dist/components/ScreenFlash.d.ts +4 -0
  22. package/dist/components/ScreenFlash.js +34 -0
  23. package/dist/components/Script.d.ts +11 -0
  24. package/dist/components/Script.js +20 -0
  25. package/dist/components/Sprite.d.ts +22 -0
  26. package/dist/components/Sprite.js +49 -0
  27. package/dist/components/SquashStretch.d.ts +8 -0
  28. package/dist/components/SquashStretch.js +18 -0
  29. package/dist/components/Tilemap.d.ts +58 -0
  30. package/dist/components/Tilemap.js +245 -0
  31. package/dist/components/Transform.d.ts +9 -0
  32. package/dist/components/Transform.js +24 -0
  33. package/dist/components/World.d.ts +10 -0
  34. package/dist/components/World.js +28 -0
  35. package/dist/components/particlePresets.d.ts +13 -0
  36. package/dist/components/particlePresets.js +27 -0
  37. package/dist/components/spriteAtlas.d.ts +8 -0
  38. package/dist/components/spriteAtlas.js +10 -0
  39. package/dist/context.d.ts +19 -0
  40. package/dist/context.js +3 -0
  41. package/dist/hooks/useEntity.d.ts +2 -0
  42. package/dist/hooks/useEntity.js +8 -0
  43. package/dist/hooks/useEvents.d.ts +3 -0
  44. package/dist/hooks/useEvents.js +15 -0
  45. package/dist/hooks/useGame.d.ts +2 -0
  46. package/dist/hooks/useGame.js +8 -0
  47. package/dist/hooks/useInput.d.ts +2 -0
  48. package/dist/hooks/useInput.js +8 -0
  49. package/dist/hooks/usePlatformerController.d.ts +32 -0
  50. package/dist/hooks/usePlatformerController.js +82 -0
  51. package/dist/hooks/useTopDownMovement.d.ts +22 -0
  52. package/dist/hooks/useTopDownMovement.js +46 -0
  53. package/dist/index.d.ts +44 -0
  54. package/dist/index.js +27 -0
  55. package/dist/systems/debugSystem.d.ts +10 -0
  56. package/dist/systems/debugSystem.js +104 -0
  57. package/package.json +37 -0
@@ -0,0 +1,20 @@
1
+ import { useEffect, useContext } from 'react';
2
+ import { createScript } from '@cubeforge/core';
3
+ import { EngineContext, EntityContext } from '../context';
4
+ export function Script({ init, update }) {
5
+ const engine = useContext(EngineContext);
6
+ const entityId = useContext(EntityContext);
7
+ useEffect(() => {
8
+ if (init) {
9
+ try {
10
+ init(entityId, engine.ecs);
11
+ }
12
+ catch (err) {
13
+ console.error(`[Cubeforge] Script init error on entity ${entityId}:`, err);
14
+ }
15
+ }
16
+ engine.ecs.addComponent(entityId, createScript(update));
17
+ return () => engine.ecs.removeComponent(entityId, 'Script');
18
+ }, []); // eslint-disable-line react-hooks/exhaustive-deps
19
+ return null;
20
+ }
@@ -0,0 +1,22 @@
1
+ import type { SpriteAtlas } from './spriteAtlas';
2
+ interface SpriteProps {
3
+ width: number;
4
+ height: number;
5
+ color?: string;
6
+ src?: string;
7
+ offsetX?: number;
8
+ offsetY?: number;
9
+ zIndex?: number;
10
+ visible?: boolean;
11
+ flipX?: boolean;
12
+ anchorX?: number;
13
+ anchorY?: number;
14
+ frameIndex?: number;
15
+ frameWidth?: number;
16
+ frameHeight?: number;
17
+ frameColumns?: number;
18
+ atlas?: SpriteAtlas;
19
+ frame?: string;
20
+ }
21
+ export declare function Sprite({ width, height, color, src, offsetX, offsetY, zIndex, visible, flipX, anchorX, anchorY, frameIndex, frameWidth, frameHeight, frameColumns, atlas, frame, }: SpriteProps): null;
22
+ export {};
@@ -0,0 +1,49 @@
1
+ import { useEffect, useContext } from 'react';
2
+ import { createSprite } from '@cubeforge/renderer';
3
+ import { EngineContext, EntityContext } from '../context';
4
+ export function Sprite({ width, height, color = '#ffffff', src, offsetX = 0, offsetY = 0, zIndex = 0, visible = true, flipX = false, anchorX = 0.5, anchorY = 0.5, frameIndex = 0, frameWidth, frameHeight, frameColumns, atlas, frame, }) {
5
+ const resolvedFrameIndex = (atlas && frame != null) ? (atlas[frame] ?? 0) : frameIndex;
6
+ const engine = useContext(EngineContext);
7
+ const entityId = useContext(EntityContext);
8
+ useEffect(() => {
9
+ const comp = createSprite({
10
+ width,
11
+ height,
12
+ color,
13
+ src,
14
+ offsetX,
15
+ offsetY,
16
+ zIndex,
17
+ visible,
18
+ flipX,
19
+ anchorX,
20
+ anchorY,
21
+ frameIndex: resolvedFrameIndex,
22
+ frameWidth,
23
+ frameHeight,
24
+ frameColumns,
25
+ });
26
+ engine.ecs.addComponent(entityId, comp);
27
+ if (src) {
28
+ engine.assets.loadImage(src).then((img) => {
29
+ const c = engine.ecs.getComponent(entityId, 'Sprite');
30
+ if (c)
31
+ c.image = img;
32
+ }).catch(console.error);
33
+ }
34
+ return () => engine.ecs.removeComponent(entityId, 'Sprite');
35
+ // eslint-disable-next-line react-hooks/exhaustive-deps
36
+ }, []);
37
+ // Sync mutable props
38
+ useEffect(() => {
39
+ const comp = engine.ecs.getComponent(entityId, 'Sprite');
40
+ if (!comp)
41
+ return;
42
+ comp.color = color;
43
+ comp.visible = visible;
44
+ comp.flipX = flipX;
45
+ comp.zIndex = zIndex;
46
+ comp.frameIndex = resolvedFrameIndex;
47
+ }, [color, visible, flipX, zIndex, resolvedFrameIndex, engine, entityId]);
48
+ return null;
49
+ }
@@ -0,0 +1,8 @@
1
+ interface SquashStretchProps {
2
+ /** How much to squash/stretch (default 0.2) */
3
+ intensity?: number;
4
+ /** How fast it returns to 1.0 — lerp speed (default 8) */
5
+ recovery?: number;
6
+ }
7
+ export declare function SquashStretch({ intensity, recovery }: SquashStretchProps): null;
8
+ export {};
@@ -0,0 +1,18 @@
1
+ import { useEffect, useContext } from 'react';
2
+ import { EngineContext, EntityContext } from '../context';
3
+ export function SquashStretch({ intensity = 0.2, recovery = 8 }) {
4
+ const engine = useContext(EngineContext);
5
+ const entityId = useContext(EntityContext);
6
+ useEffect(() => {
7
+ engine.ecs.addComponent(entityId, {
8
+ type: 'SquashStretch',
9
+ intensity,
10
+ recovery,
11
+ currentScaleX: 1,
12
+ currentScaleY: 1,
13
+ });
14
+ return () => engine.ecs.removeComponent(entityId, 'SquashStretch');
15
+ // eslint-disable-next-line react-hooks/exhaustive-deps
16
+ }, []);
17
+ return null;
18
+ }
@@ -0,0 +1,58 @@
1
+ import React from 'react';
2
+ interface TiledProperty {
3
+ name: string;
4
+ type: string;
5
+ value: string | number | boolean;
6
+ }
7
+ export interface TiledObject {
8
+ id: number;
9
+ name: string;
10
+ type: string;
11
+ x: number;
12
+ y: number;
13
+ width: number;
14
+ height: number;
15
+ properties?: TiledProperty[];
16
+ }
17
+ export interface TiledLayer {
18
+ type: 'tilelayer' | 'objectgroup';
19
+ name: string;
20
+ visible: boolean;
21
+ opacity: number;
22
+ data?: number[];
23
+ objects?: TiledObject[];
24
+ properties?: TiledProperty[];
25
+ }
26
+ interface TilemapProps {
27
+ /** URL to the Tiled JSON file */
28
+ src: string;
29
+ /**
30
+ * Object layer spawner: called for each object in object layers.
31
+ * Return a React element or null.
32
+ */
33
+ onSpawnObject?: (obj: TiledObject, layer: TiledLayer) => React.ReactNode;
34
+ /**
35
+ * Layer filter: return false to skip rendering/processing a layer.
36
+ * Default: all layers rendered.
37
+ */
38
+ layerFilter?: (layer: TiledLayer) => boolean;
39
+ /** Z-index for tile sprites (default 0) */
40
+ zIndex?: number;
41
+ /**
42
+ * Name of the layer (or layers with property `collision: true`) that
43
+ * should create invisible solid colliders. Default: "collision".
44
+ */
45
+ collisionLayer?: string;
46
+ /**
47
+ * Name of the layer (or layers with property `trigger: true`) that
48
+ * should create trigger BoxColliders (no sprite). Default: "triggers".
49
+ */
50
+ triggerLayer?: string;
51
+ /**
52
+ * Called for every tile that has custom properties defined in the tileset.
53
+ * Receives the global tile ID, the property map, and the tile's world position.
54
+ */
55
+ onTileProperty?: (tileId: number, properties: Record<string, unknown>, x: number, y: number) => void;
56
+ }
57
+ export declare function Tilemap({ src, onSpawnObject, layerFilter, zIndex, collisionLayer, triggerLayer: triggerLayerName, onTileProperty, }: TilemapProps): React.ReactElement | null;
58
+ export {};
@@ -0,0 +1,245 @@
1
+ import { Fragment as _Fragment, jsx as _jsx } from "react/jsx-runtime";
2
+ import { useEffect, useState, useContext } from 'react';
3
+ import { createTransform, createScript } from '@cubeforge/core';
4
+ import { createSprite } from '@cubeforge/renderer';
5
+ import { createRigidBody, createBoxCollider } from '@cubeforge/physics';
6
+ import { EngineContext } from '../context';
7
+ const animatedTiles = new Map();
8
+ // ─── Helpers ──────────────────────────────────────────────────────────────────
9
+ function getProperty(props, name) {
10
+ return props?.find(p => p.name === name)?.value;
11
+ }
12
+ function matchesLayerName(layer, name) {
13
+ return (layer.name === name ||
14
+ layer.name.toLowerCase() === name.toLowerCase());
15
+ }
16
+ function isCollisionLayer(layer, collisionLayer) {
17
+ return (matchesLayerName(layer, collisionLayer) ||
18
+ getProperty(layer.properties, 'collision') === true);
19
+ }
20
+ function isTriggerLayer(layer, triggerLayer) {
21
+ return (matchesLayerName(layer, triggerLayer) ||
22
+ getProperty(layer.properties, 'trigger') === true);
23
+ }
24
+ export function Tilemap({ src, onSpawnObject, layerFilter, zIndex = 0, collisionLayer = 'collision', triggerLayer: triggerLayerName = 'triggers', onTileProperty, }) {
25
+ const engine = useContext(EngineContext);
26
+ const [spawnedNodes, setSpawnedNodes] = useState([]);
27
+ useEffect(() => {
28
+ if (!engine)
29
+ return;
30
+ const createdEntities = [];
31
+ async function load() {
32
+ let mapData;
33
+ try {
34
+ const res = await fetch(src);
35
+ if (!res.ok)
36
+ throw new Error(`HTTP ${res.status}`);
37
+ mapData = await res.json();
38
+ }
39
+ catch (err) {
40
+ console.warn(`[Cubeforge] Tilemap: failed to load "${src}":`, err);
41
+ return;
42
+ }
43
+ const { tilewidth, tileheight, tilesets } = mapData;
44
+ // Resolve the tileset for a given GID, plus the local tile id within it
45
+ function resolveTileset(gid) {
46
+ let tileset = null;
47
+ for (let i = tilesets.length - 1; i >= 0; i--) {
48
+ if (gid >= tilesets[i].firstgid) {
49
+ tileset = tilesets[i];
50
+ break;
51
+ }
52
+ }
53
+ if (!tileset)
54
+ return null;
55
+ return { tileset, localId: gid - tileset.firstgid };
56
+ }
57
+ // Build tileset image map: GID → { imageSrc, sx, sy, sw, sh }
58
+ function getTileFrame(gid) {
59
+ const resolved = resolveTileset(gid);
60
+ if (!resolved)
61
+ return null;
62
+ const { tileset, localId } = resolved;
63
+ const col = localId % tileset.columns;
64
+ const row = Math.floor(localId / tileset.columns);
65
+ const sx = tileset.margin + col * (tileset.tilewidth + tileset.spacing);
66
+ const sy = tileset.margin + row * (tileset.tileheight + tileset.spacing);
67
+ // Resolve image path relative to the map src
68
+ const base = src.substring(0, src.lastIndexOf('/') + 1);
69
+ const imageSrc = tileset.image.startsWith('/') ? tileset.image : base + tileset.image;
70
+ return { imageSrc, sx, sy, sw: tileset.tilewidth, sh: tileset.tileheight };
71
+ }
72
+ // Look up per-tile data (animation, properties) from the tileset
73
+ function getTileData(gid) {
74
+ const resolved = resolveTileset(gid);
75
+ if (!resolved)
76
+ return null;
77
+ const { tileset, localId } = resolved;
78
+ return tileset.tiles?.find(t => t.id === localId) ?? null;
79
+ }
80
+ // Compute the frame region for a local tile id within a tileset
81
+ function getFrameForLocalId(tileset, localId) {
82
+ const col = localId % tileset.columns;
83
+ const row = Math.floor(localId / tileset.columns);
84
+ const sx = tileset.margin + col * (tileset.tilewidth + tileset.spacing);
85
+ const sy = tileset.margin + row * (tileset.tileheight + tileset.spacing);
86
+ const base = src.substring(0, src.lastIndexOf('/') + 1);
87
+ const imageSrc = tileset.image.startsWith('/') ? tileset.image : base + tileset.image;
88
+ return { imageSrc, sx, sy, sw: tileset.tilewidth, sh: tileset.tileheight };
89
+ }
90
+ const objectNodes = [];
91
+ for (const layer of mapData.layers) {
92
+ if (layerFilter && !layerFilter(layer))
93
+ continue;
94
+ if (!layer.visible)
95
+ continue;
96
+ if (layer.type === 'tilelayer' && layer.data) {
97
+ const collision = isCollisionLayer(layer, collisionLayer);
98
+ const trigger = !collision && isTriggerLayer(layer, triggerLayerName);
99
+ if (collision || trigger) {
100
+ // Merge adjacent filled tiles in each row into single wide colliders
101
+ for (let row = 0; row < mapData.height; row++) {
102
+ let col = 0;
103
+ while (col < mapData.width) {
104
+ const i = row * mapData.width + col;
105
+ const gid = layer.data[i];
106
+ if (gid === 0) {
107
+ col++;
108
+ continue;
109
+ }
110
+ // Start of a run — extend right while tiles are filled
111
+ let runLength = 1;
112
+ while (col + runLength < mapData.width &&
113
+ layer.data[row * mapData.width + col + runLength] !== 0) {
114
+ runLength++;
115
+ }
116
+ const runWidth = runLength * tilewidth;
117
+ const x = col * tilewidth + runWidth / 2;
118
+ const y = row * tileheight + tileheight / 2;
119
+ const eid = engine.ecs.createEntity();
120
+ createdEntities.push(eid);
121
+ engine.ecs.addComponent(eid, createTransform(x, y));
122
+ if (collision) {
123
+ // Invisible solid collider spanning the entire run
124
+ engine.ecs.addComponent(eid, createRigidBody({ isStatic: true }));
125
+ engine.ecs.addComponent(eid, createBoxCollider(runWidth, tileheight));
126
+ }
127
+ else {
128
+ // Invisible trigger collider spanning the entire run
129
+ engine.ecs.addComponent(eid, createBoxCollider(runWidth, tileheight, { isTrigger: true }));
130
+ }
131
+ col += runLength;
132
+ }
133
+ }
134
+ }
135
+ else {
136
+ // Visual tiles — render per tile with sprites
137
+ for (let i = 0; i < layer.data.length; i++) {
138
+ const gid = layer.data[i];
139
+ if (gid === 0)
140
+ continue;
141
+ const col = i % mapData.width;
142
+ const row = Math.floor(i / mapData.width);
143
+ // Tile center position
144
+ const x = col * tilewidth + tilewidth / 2;
145
+ const y = row * tileheight + tileheight / 2;
146
+ const eid = engine.ecs.createEntity();
147
+ createdEntities.push(eid);
148
+ engine.ecs.addComponent(eid, createTransform(x, y));
149
+ // Visual tile — load image and set frame
150
+ const frame = getTileFrame(gid);
151
+ const sprite = createSprite({ width: tilewidth, height: tileheight, color: '#888', zIndex });
152
+ if (frame) {
153
+ sprite.frame = { sx: frame.sx, sy: frame.sy, sw: frame.sw, sh: frame.sh };
154
+ engine.assets.loadImage(frame.imageSrc)
155
+ .then((img) => {
156
+ const s = engine.ecs.getComponent(eid, 'Sprite');
157
+ if (s)
158
+ s.image = img;
159
+ })
160
+ .catch(() => { });
161
+ }
162
+ engine.ecs.addComponent(eid, sprite);
163
+ // Check for animated tile
164
+ const tileData = getTileData(gid);
165
+ if (tileData?.animation && tileData.animation.length > 0) {
166
+ const resolved = resolveTileset(gid);
167
+ const frames = tileData.animation.map(a => a.tileid);
168
+ const durations = tileData.animation.map(a => a.duration / 1000); // ms → seconds
169
+ const state = { frames, durations, timer: 0, currentFrame: 0 };
170
+ animatedTiles.set(eid, state);
171
+ // Pre-load first frame image (tileset image already loading above)
172
+ // Set initial frame region from the first animation frame
173
+ const firstFrameRegion = getFrameForLocalId(resolved.tileset, frames[0]);
174
+ engine.assets.loadImage(firstFrameRegion.imageSrc)
175
+ .then((img) => {
176
+ const s = engine.ecs.getComponent(eid, 'Sprite');
177
+ if (s) {
178
+ s.image = img;
179
+ s.frame = {
180
+ sx: firstFrameRegion.sx,
181
+ sy: firstFrameRegion.sy,
182
+ sw: firstFrameRegion.sw,
183
+ sh: firstFrameRegion.sh,
184
+ };
185
+ }
186
+ })
187
+ .catch(() => { });
188
+ engine.ecs.addComponent(eid, createScript((_eid, world, _input, dt) => {
189
+ const animState = animatedTiles.get(_eid);
190
+ if (!animState)
191
+ return;
192
+ animState.timer += dt;
193
+ const currentDuration = animState.durations[animState.currentFrame];
194
+ if (animState.timer >= currentDuration) {
195
+ animState.timer -= currentDuration;
196
+ animState.currentFrame = (animState.currentFrame + 1) % animState.frames.length;
197
+ const nextLocalId = animState.frames[animState.currentFrame];
198
+ const resolvedTs = resolveTileset(gid);
199
+ if (!resolvedTs)
200
+ return;
201
+ const region = getFrameForLocalId(resolvedTs.tileset, nextLocalId);
202
+ const s = world.getComponent(_eid, 'Sprite');
203
+ if (s) {
204
+ s.frame = { sx: region.sx, sy: region.sy, sw: region.sw, sh: region.sh };
205
+ }
206
+ }
207
+ }));
208
+ }
209
+ // Fire onTileProperty callback if tile has custom properties
210
+ if (onTileProperty && tileData?.properties && tileData.properties.length > 0) {
211
+ const propsMap = {};
212
+ for (const p of tileData.properties) {
213
+ propsMap[p.name] = p.value;
214
+ }
215
+ onTileProperty(gid, propsMap, x, y);
216
+ }
217
+ }
218
+ }
219
+ }
220
+ else if (layer.type === 'objectgroup' && layer.objects) {
221
+ if (onSpawnObject) {
222
+ for (const obj of layer.objects) {
223
+ const node = onSpawnObject(obj, layer);
224
+ if (node)
225
+ objectNodes.push(node);
226
+ }
227
+ }
228
+ }
229
+ }
230
+ setSpawnedNodes(objectNodes);
231
+ }
232
+ load();
233
+ return () => {
234
+ for (const eid of createdEntities) {
235
+ animatedTiles.delete(eid);
236
+ if (engine.ecs.hasEntity(eid))
237
+ engine.ecs.destroyEntity(eid);
238
+ }
239
+ };
240
+ // eslint-disable-next-line react-hooks/exhaustive-deps
241
+ }, [src]);
242
+ if (spawnedNodes.length === 0)
243
+ return null;
244
+ return _jsx(_Fragment, { children: spawnedNodes });
245
+ }
@@ -0,0 +1,9 @@
1
+ interface TransformProps {
2
+ x?: number;
3
+ y?: number;
4
+ rotation?: number;
5
+ scaleX?: number;
6
+ scaleY?: number;
7
+ }
8
+ export declare function Transform({ x, y, rotation, scaleX, scaleY }: TransformProps): null;
9
+ export {};
@@ -0,0 +1,24 @@
1
+ import { useEffect, useContext } from 'react';
2
+ import { createTransform } from '@cubeforge/core';
3
+ import { EngineContext, EntityContext } from '../context';
4
+ export function Transform({ x = 0, y = 0, rotation = 0, scaleX = 1, scaleY = 1 }) {
5
+ const engine = useContext(EngineContext);
6
+ const entityId = useContext(EntityContext);
7
+ useEffect(() => {
8
+ engine.ecs.addComponent(entityId, createTransform(x, y, rotation, scaleX, scaleY));
9
+ return () => engine.ecs.removeComponent(entityId, 'Transform');
10
+ // eslint-disable-next-line react-hooks/exhaustive-deps
11
+ }, []);
12
+ // Sync prop changes to component data
13
+ useEffect(() => {
14
+ const comp = engine.ecs.getComponent(entityId, 'Transform');
15
+ if (comp) {
16
+ comp.x = x;
17
+ comp.y = y;
18
+ comp.rotation = rotation;
19
+ comp.scaleX = scaleX;
20
+ comp.scaleY = scaleY;
21
+ }
22
+ }, [x, y, rotation, scaleX, scaleY, engine, entityId]);
23
+ return null;
24
+ }
@@ -0,0 +1,10 @@
1
+ import { type ReactNode } from 'react';
2
+ interface WorldProps {
3
+ /** Gravitational acceleration in pixels/s² (default inherited from Game) */
4
+ gravity?: number;
5
+ /** Canvas background color */
6
+ background?: string;
7
+ children?: ReactNode;
8
+ }
9
+ export declare function World({ gravity, background, children }: WorldProps): import("react/jsx-runtime").JSX.Element;
10
+ export {};
@@ -0,0 +1,28 @@
1
+ import { Fragment as _Fragment, jsx as _jsx } from "react/jsx-runtime";
2
+ import { useEffect, useContext } from 'react';
3
+ import { EngineContext } from '../context';
4
+ export function World({ gravity, background = '#1a1a2e', children }) {
5
+ const engine = useContext(EngineContext);
6
+ useEffect(() => {
7
+ if (!engine)
8
+ return;
9
+ if (gravity !== undefined)
10
+ engine.physics.setGravity(gravity);
11
+ }, [gravity, engine]);
12
+ useEffect(() => {
13
+ if (!engine)
14
+ return;
15
+ // Propagate background to the camera component (or store it for renderer)
16
+ // The camera component stores background — if no camera exists, fill canvas directly
17
+ const camId = engine.ecs.queryOne('Camera2D');
18
+ if (camId !== undefined) {
19
+ const cam = engine.ecs.getComponent(camId, 'Camera2D');
20
+ if (cam)
21
+ cam.background = background;
22
+ }
23
+ else {
24
+ engine.canvas.style.background = background;
25
+ }
26
+ }, [background, engine]);
27
+ return _jsx(_Fragment, { children: children });
28
+ }
@@ -0,0 +1,13 @@
1
+ export type ParticlePreset = 'explosion' | 'spark' | 'smoke' | 'coinPickup' | 'jumpDust';
2
+ export interface ParticleEmitterConfig {
3
+ rate?: number;
4
+ speed?: number;
5
+ spread?: number;
6
+ angle?: number;
7
+ particleLife?: number;
8
+ particleSize?: number;
9
+ color?: string;
10
+ gravity?: number;
11
+ maxParticles?: number;
12
+ }
13
+ export declare const PARTICLE_PRESETS: Record<ParticlePreset, ParticleEmitterConfig>;
@@ -0,0 +1,27 @@
1
+ export const PARTICLE_PRESETS = {
2
+ explosion: {
3
+ rate: 60, speed: 200, spread: Math.PI * 2, angle: 0,
4
+ particleLife: 0.5, particleSize: 6, color: '#ff6b35',
5
+ gravity: 300, maxParticles: 80,
6
+ },
7
+ spark: {
8
+ rate: 40, speed: 150, spread: Math.PI * 2, angle: 0,
9
+ particleLife: 0.3, particleSize: 3, color: '#ffd54f',
10
+ gravity: 400, maxParticles: 50,
11
+ },
12
+ smoke: {
13
+ rate: 15, speed: 30, spread: 0.5, angle: -Math.PI / 2,
14
+ particleLife: 1.2, particleSize: 10, color: '#90a4ae',
15
+ gravity: -20, maxParticles: 40,
16
+ },
17
+ coinPickup: {
18
+ rate: 30, speed: 80, spread: Math.PI * 2, angle: -Math.PI / 2,
19
+ particleLife: 0.4, particleSize: 4, color: '#ffd700',
20
+ gravity: 200, maxParticles: 20,
21
+ },
22
+ jumpDust: {
23
+ rate: 25, speed: 60, spread: Math.PI, angle: Math.PI / 2,
24
+ particleLife: 0.3, particleSize: 5, color: '#b0bec5',
25
+ gravity: 80, maxParticles: 20,
26
+ },
27
+ };
@@ -0,0 +1,8 @@
1
+ /** Maps frame names to frameIndex numbers */
2
+ export type SpriteAtlas = Record<string, number>;
3
+ /**
4
+ * Helper to build an atlas from a grid spritesheet.
5
+ * columns = number of frames per row.
6
+ * names = frame names in row-major order.
7
+ */
8
+ export declare function createAtlas(names: string[], _columns: number): SpriteAtlas;
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Helper to build an atlas from a grid spritesheet.
3
+ * columns = number of frames per row.
4
+ * names = frame names in row-major order.
5
+ */
6
+ export function createAtlas(names, _columns) {
7
+ const atlas = {};
8
+ names.forEach((name, i) => { atlas[name] = i; });
9
+ return atlas;
10
+ }
@@ -0,0 +1,19 @@
1
+ import type { ECSWorld, EventBus, AssetManager, EntityId } from '@cubeforge/core';
2
+ import type { InputManager } from '@cubeforge/input';
3
+ import type { Canvas2DRenderer } from '@cubeforge/renderer';
4
+ import type { PhysicsSystem } from '@cubeforge/physics';
5
+ import type { GameLoop } from '@cubeforge/core';
6
+ export interface EngineState {
7
+ ecs: ECSWorld;
8
+ input: InputManager;
9
+ renderer: Canvas2DRenderer;
10
+ physics: PhysicsSystem;
11
+ events: EventBus;
12
+ assets: AssetManager;
13
+ loop: GameLoop;
14
+ canvas: HTMLCanvasElement;
15
+ /** Maps string entity IDs (e.g. "player") to numeric ECS EntityIds */
16
+ entityIds: Map<string, EntityId>;
17
+ }
18
+ export declare const EngineContext: import("react").Context<EngineState | null>;
19
+ export declare const EntityContext: import("react").Context<number | null>;
@@ -0,0 +1,3 @@
1
+ import { createContext } from 'react';
2
+ export const EngineContext = createContext(null);
3
+ export const EntityContext = createContext(null);
@@ -0,0 +1,2 @@
1
+ import type { EntityId } from '@cubeforge/core';
2
+ export declare function useEntity(): EntityId;
@@ -0,0 +1,8 @@
1
+ import { useContext } from 'react';
2
+ import { EntityContext } from '../context';
3
+ export function useEntity() {
4
+ const id = useContext(EntityContext);
5
+ if (id === null)
6
+ throw new Error('useEntity must be used inside <Entity>');
7
+ return id;
8
+ }
@@ -0,0 +1,3 @@
1
+ import type { EventBus } from '@cubeforge/core';
2
+ export declare function useEvents(): EventBus;
3
+ export declare function useEvent<T>(event: string, handler: (data: T) => void): void;
@@ -0,0 +1,15 @@
1
+ import { useContext, useEffect } from 'react';
2
+ import { EngineContext } from '../context';
3
+ export function useEvents() {
4
+ const engine = useContext(EngineContext);
5
+ if (!engine)
6
+ throw new Error('useEvents must be used inside <Game>');
7
+ return engine.events;
8
+ }
9
+ export function useEvent(event, handler) {
10
+ const events = useEvents();
11
+ useEffect(() => {
12
+ return events.on(event, handler);
13
+ // eslint-disable-next-line react-hooks/exhaustive-deps
14
+ }, [events, event]);
15
+ }
@@ -0,0 +1,2 @@
1
+ import { type EngineState } from '../context';
2
+ export declare function useGame(): EngineState;
@@ -0,0 +1,8 @@
1
+ import { useContext } from 'react';
2
+ import { EngineContext } from '../context';
3
+ export function useGame() {
4
+ const engine = useContext(EngineContext);
5
+ if (!engine)
6
+ throw new Error('useGame must be used inside <Game>');
7
+ return engine;
8
+ }
@@ -0,0 +1,2 @@
1
+ import type { InputManager } from '@cubeforge/input';
2
+ export declare function useInput(): InputManager;
@@ -0,0 +1,8 @@
1
+ import { useContext } from 'react';
2
+ import { EngineContext } from '../context';
3
+ export function useInput() {
4
+ const engine = useContext(EngineContext);
5
+ if (!engine)
6
+ throw new Error('useInput must be used inside <Game>');
7
+ return engine.input;
8
+ }