dino-ge 1.2.15 → 1.3.2

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/dist/Engine.js CHANGED
@@ -24,6 +24,8 @@ import Input from './Input.js';
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  import Camera from './Camera.js';
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  import PhysicsSystem from './PhysicsSystem.js';
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  import RenderingSystem from './RenderingSystem.js';
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+ import PhysicsComponent from './PhysicsComponent.js';
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+ import TagComponent from './TagComponent.js';
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  /**
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  * Specialized Set for managing game objects with helper methods.
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  */
@@ -333,13 +335,19 @@ _a = Engine, _Engine_canvas = new WeakMap(), _Engine_ctx = new WeakMap(), _Engin
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  y += statsHeight + 10;
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  const obj = _a.selectedObject;
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  const properties = [
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- ['Tag', obj.tag],
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  ['Pos', `${Math.round(obj.position.x)}, ${Math.round(obj.position.y)}`],
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- ['Size', `${Math.round(obj.width)}x${Math.round(obj.height)}`],
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- ['Vel', `${Math.round(obj.velocity.x)}, ${Math.round(obj.velocity.y)}`],
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- ['Acc', `${Math.round(obj.acceleration.x)}, ${Math.round(obj.acceleration.y)}`],
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- ['Z-Index', obj.zIndex]
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+ ['Size', `${Math.round(obj.width)}x${Math.round(obj.height)}`]
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  ];
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+ const tagComp = obj.getComponent(TagComponent);
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+ if (tagComp) {
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+ properties.unshift(['Tag', tagComp.tag]);
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+ properties.push(['Z-Index', tagComp.zIndex]);
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+ }
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+ const physComp = obj.getComponent(PhysicsComponent);
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+ if (physComp) {
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+ properties.push(['Vel', `${Math.round(physComp.velocity.x)}, ${Math.round(physComp.velocity.y)}`]);
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+ properties.push(['Acc', `${Math.round(physComp.acceleration.x)}, ${Math.round(physComp.acceleration.y)}`]);
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+ }
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  const inspectorHeight = 20 + (properties.length * 15);
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  __classPrivateFieldGet(this, _Engine_ctx, "f").fillStyle = 'rgba(0, 0, 0, 0.7)';
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  __classPrivateFieldGet(this, _Engine_ctx, "f").fillRect(x, y, overlayWidth, inspectorHeight);
@@ -1 +1 @@
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- 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@@ -12,7 +12,6 @@ export default abstract class GameObject {
12
12
  private _physics;
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  private _transform;
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  private _tag;
15
- private _visibility;
16
15
  private _eventBus;
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  constructor(tag: string, zIndex: number);
18
17
  /**
@@ -45,12 +44,6 @@ export default abstract class GameObject {
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  */
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  get zIndex(): number;
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  set zIndex(val: number);
48
- /**
49
- * Whether the object should be rendered.
50
- * @deprecated Use getComponent(VisibilityComponent).visible
51
- */
52
- get visible(): boolean;
53
- set visible(val: boolean);
54
47
  /**
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48
  * The world-space position of the object.
56
49
  * Getter returns world position, setter sets local position.
@@ -92,30 +85,6 @@ export default abstract class GameObject {
92
85
  */
93
86
  get parent(): GameObject | undefined;
94
87
  set parent(val: GameObject | undefined);
95
- /**
96
- * Current velocity in pixels per second.
97
- * @deprecated Use getComponent(PhysicsComponent).velocity
98
- */
99
- get velocity(): Vector2;
100
- set velocity(val: Vector2);
101
- /**
102
- * Current acceleration in pixels per second squared.
103
- * @deprecated Use getComponent(PhysicsComponent).acceleration
104
- */
105
- get acceleration(): Vector2;
106
- set acceleration(val: Vector2);
107
- /**
108
- * Mass of the object (used for physics resolution).
109
- * @deprecated Use getComponent(PhysicsComponent).mass
110
- */
111
- get mass(): number;
112
- set mass(val: number);
113
- /**
114
- * Whether the object is immovable (e.g., walls).
115
- * @deprecated Use getComponent(PhysicsComponent).isStatic
116
- */
117
- get isStatic(): boolean;
118
- set isStatic(val: boolean);
119
88
  /**
120
89
  * Adds a component to this entity.
121
90
  * @param component The component to add.
@@ -2,7 +2,6 @@ import Engine from './Engine.js';
2
2
  import PhysicsComponent from './PhysicsComponent.js';
3
3
  import TransformComponent from './TransformComponent.js';
4
4
  import TagComponent from './TagComponent.js';
5
- import VisibilityComponent from './VisibilityComponent.js';
6
5
  import EventBusComponent from './EventBusComponent.js';
7
6
  /**
8
7
  * Base class for all entities in the game world.
@@ -13,12 +12,8 @@ export default class GameObject {
13
12
  constructor(tag, zIndex) {
14
13
  /** Collection of components attached to this entity. */
15
14
  this._components = new Map();
16
- // Initialize with core components for now to maintain backward compatibility.
17
- // In a pure ECS, components would be added as needed.
18
15
  this._tag = new TagComponent(tag, zIndex);
19
16
  this.addComponent(this._tag);
20
- this._visibility = new VisibilityComponent();
21
- this.addComponent(this._visibility);
22
17
  this._physics = new PhysicsComponent();
23
18
  this.addComponent(this._physics);
24
19
  this._transform = new TransformComponent();
@@ -62,12 +57,6 @@ export default class GameObject {
62
57
  */
63
58
  get zIndex() { return this._tag.zIndex; }
64
59
  set zIndex(val) { this._tag.zIndex = val; }
65
- /**
66
- * Whether the object should be rendered.
67
- * @deprecated Use getComponent(VisibilityComponent).visible
68
- */
69
- get visible() { return this._visibility.visible; }
70
- set visible(val) { this._visibility.visible = val; }
71
60
  /**
72
61
  * The world-space position of the object.
73
62
  * Getter returns world position, setter sets local position.
@@ -126,30 +115,6 @@ export default class GameObject {
126
115
  this._transform.parent = val === null || val === void 0 ? void 0 : val._transform;
127
116
  val === null || val === void 0 ? void 0 : val._transform.children.add(this._transform);
128
117
  }
129
- /**
130
- * Current velocity in pixels per second.
131
- * @deprecated Use getComponent(PhysicsComponent).velocity
132
- */
133
- get velocity() { return this._physics.velocity; }
134
- set velocity(val) { this._physics.velocity = val; }
135
- /**
136
- * Current acceleration in pixels per second squared.
137
- * @deprecated Use getComponent(PhysicsComponent).acceleration
138
- */
139
- get acceleration() { return this._physics.acceleration; }
140
- set acceleration(val) { this._physics.acceleration = val; }
141
- /**
142
- * Mass of the object (used for physics resolution).
143
- * @deprecated Use getComponent(PhysicsComponent).mass
144
- */
145
- get mass() { return this._physics.mass; }
146
- set mass(val) { this._physics.mass = val; }
147
- /**
148
- * Whether the object is immovable (e.g., walls).
149
- * @deprecated Use getComponent(PhysicsComponent).isStatic
150
- */
151
- get isStatic() { return this._physics.isStatic; }
152
- set isStatic(val) { this._physics.isStatic = val; }
153
118
  /**
154
119
  * Adds a component to this entity.
155
120
  * @param component The component to add.
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"GameObject.js","sourceRoot":"","sources":["../src/GameObject.ts"],"names":[],"mappings":"AAAA,OAAO,MAAM,MAAM,aAAa,CAAC;AAGjC,OAAO,gBAAgB,MAAM,uBAAuB,CAAC;AACrD,OAAO,kBAAkB,MAAM,yBAAyB,CAAC;AACzD,OAAO,YAAY,MAAM,mBAAmB,CAAC;AAC7C,OAAO,iBAAiB,MAAM,wBAAwB,CAAC;AAEvD;;;;GAIG;AACH,MAAM,CAAC,OAAO,OAAgB,UAAU;IAUtC,YAAY,GAAW,EAAE,MAAc;QATvC,wDAAwD;QAChD,gBAAW,GAA2B,IAAI,GAAG,EAAE,CAAC;QAStD,IAAI,CAAC,IAAI,GAAG,IAAI,YAAY,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC;QAC1C,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE7B,IAAI,CAAC,QAAQ,GAAG,IAAI,gBAAgB,EAAE,CAAC;QACvC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAEjC,IAAI,CAAC,UAAU,GAAG,IAAI,kBAAkB,EAAE,CAAC;QAC3C,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAEnC,IAAI,CAAC,SAAS,GAAG,IAAI,iBAAiB,EAAE,CAAC;QACzC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IACpC,CAAC;IAED;;;;OAIG;IACH,EAAE,CAAC,IAAY,EAAE,QAAsC;QACrD,IAAI,CAAC,SAAS,CAAC,EAAE,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACpC,CAAC;IAED;;;;OAIG;IACH,GAAG,CAAC,IAAY,EAAE,QAAsC;QACtD,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACrC,CAAC;IAED;;;;OAIG;IACH,IAAI,CAAC,IAAY,EAAE,MAAgB;QACjC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;IACpC,CAAC;IAED;;;OAGG;IACH,IAAI,GAAG,KAAa,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IAC3C,IAAI,GAAG,CAAC,GAAW,IAAI,IAAI,CAAC,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;IAE7C;;;OAGG;IACH,IAAI,MAAM,KAAa,OAAO,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;IACjD,IAAI,MAAM,CAAC,GAAW,IAAI,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC,CAAC,CAAC;IAEnD;;;OAGG;IACH,IAAI,QAAQ,KAAc,OAAO,IAAI,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC,CAAC;IACjE,IAAI,QAAQ,CAAC,GAAY,IAAI,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,GAAG,CAAC,CAAC,CAAC;IAE9D;;OAEG;IACH,IAAI,aAAa,KAAc,OAAO,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC,CAAC;IACjE,IAAI,aAAa,CAAC,GAAY,IAAI,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,GAAG,CAAC,CAAC,CAAC;IAEnE;;OAEG;IACH,IAAI,QAAQ,KAAa,OAAO,IAAI,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC,CAAC;IAChE,IAAI,QAAQ,CAAC,GAAW,IAAI,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,GAAG,CAAC,CAAC,CAAC;IAE7D;;OAEG;IACH,IAAI,aAAa,KAAa,OAAO,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC,CAAC;IAChE,IAAI,aAAa,CAAC,GAAW,IAAI,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,GAAG,CAAC,CAAC,CAAC;IAElE;;OAEG;IACH,IAAI,KAAK,KAAc,OAAO,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,CAAC;IACtD,IAAI,KAAK,CAAC,GAAY,IAAI,IAAI,CAAC,UAAU,CAAC,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC;IAExD;;;OAGG;IACH,QAAQ,CAAC,KAAiB;QACxB,KAAK,CAAC,UAAU,CAAC,MAAM,GAAG,IAAI,CAAC,UAAU,CAAC;QAC1C,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,GAAG,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC;IACjD,CAAC;IAED;;;OAGG;IACH,WAAW,CAAC,KAAiB;QAC3B,IAAI,KAAK,CAAC,UAAU,CAAC,MAAM,KAAK,IAAI,CAAC,UAAU,EAAE,CAAC;YAChD,KAAK,CAAC,UAAU,CAAC,MAAM,GAAG,SAAS,CAAC;YACpC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,MAAM,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC;QACpD,CAAC;IACH,CAAC;IAED;;OAEG;IACH,IAAI,MAAM;;QACR,OAAO,MAAA,IAAI,CAAC,UAAU,CAAC,MAAM,0CAAE,UAAU,CAAC;IAC5C,CAAC;IACD,IAAI,MAAM,CAAC,GAA2B;QACpC,IAAI,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC;YAC3B,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAC1D,CAAC;QACD,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,GAAG,aAAH,GAAG,uBAAH,GAAG,CAAE,UAAU,CAAC;QACzC,GAAG,aAAH,GAAG,uBAAH,GAAG,CAAE,UAAU,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;IAChD,CAAC;IAED;;;OAGG;IACH,YAAY,CAAC,SAAoB;QAC/B,MAAM,GAAG,GAAG,SAAS,CAAC,WAAW,CAAC,IAAI,CAAC;QACvC,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,GAAG,EAAE,SAAS,CAAC,CAAC;QAErC,0EAA0E;QAC1E,+EAA+E;QAC/E,IAAK,SAAwD,CAAC,iBAAiB,EAAE,CAAC;YAChF,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,iBAAiB,EAAE,SAAS,CAAC,CAAC;QACrD,CAAC;QAED,SAAS,CAAC,UAAU,GAAG,IAAI,CAAC;IAC9B,CAAC;IAED;;;OAGG;IACH,eAAe,CAAsB,cAA+C;QAClF,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;IAC/C,CAAC;IAED;;;OAGG;IACH,sEAAsE;IACtE,YAAY,CAAsB,cAA4C;QAC5E,OAAO,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;IACnD,CAAC;IAED;;OAEG;IACH,sEAAsE;IACtE,YAAY,CAAsB,cAA4C;QAC5E,OAAO,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,cAAc,CAAC,IAAI,CAAM,CAAC;IACxD,CAAC;IAED,yCAAyC;IACzC,IAAI,KAAK,KAAa,OAAO,CAAC,CAAC,CAAC,CAAC;IACjC,0CAA0C;IAC1C,IAAI,MAAM,KAAa,OAAO,CAAC,CAAC,CAAC,CAAC;IAElC;;OAEG;IACH,YAAY;QACV,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,WAAW;QACT,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;IAC7B,CAAC;CACF"}
package/dist/Physics.js CHANGED
@@ -1,5 +1,6 @@
1
1
  import Vector2 from './Vector2.js';
2
2
  import Circle from './Circle.js';
3
+ import PhysicsComponent from './PhysicsComponent.js';
3
4
  /**
4
5
  * Utility class for collision detection between game objects.
5
6
  */
@@ -13,6 +14,7 @@ export default class Physics {
13
14
  * @returns True if the objects are colliding.
14
15
  */
15
16
  static checkCollision(obj1, obj2) {
17
+ var _a, _b, _c, _d;
16
18
  const isCircle1 = obj1 instanceof Circle;
17
19
  const isCircle2 = obj2 instanceof Circle;
18
20
  let isColliding = false;
@@ -34,41 +36,43 @@ export default class Physics {
34
36
  obj1.position.y < obj2.position.y + obj2.height &&
35
37
  obj1.position.y + obj1.height > obj2.position.y);
36
38
  }
37
- if (isColliding && (!obj1.isStatic || !obj2.isStatic)) {
38
- this.resolveCollision(obj1, obj2);
39
+ const obj1Static = (_b = (_a = obj1.getComponent(PhysicsComponent)) === null || _a === void 0 ? void 0 : _a.isStatic) !== null && _b !== void 0 ? _b : false;
40
+ const obj2Static = (_d = (_c = obj2.getComponent(PhysicsComponent)) === null || _c === void 0 ? void 0 : _c.isStatic) !== null && _d !== void 0 ? _d : false;
41
+ if (isColliding && (!obj1Static || !obj2Static)) {
42
+ this.resolveCollision(obj1, obj2, obj1Static, obj2Static);
39
43
  }
40
44
  return isColliding;
41
45
  }
42
- static resolveCollision(obj1, obj2) {
46
+ static resolveCollision(obj1, obj2, obj1Static, obj2Static) {
43
47
  // Calculate overlap
44
48
  const overlapX = Math.min(obj1.position.x + obj1.width - obj2.position.x, obj2.position.x + obj2.width - obj1.position.x);
45
49
  const overlapY = Math.min(obj1.position.y + obj1.height - obj2.position.y, obj2.position.y + obj2.height - obj1.position.y);
46
50
  // Push apart
47
51
  if (overlapX < overlapY) {
48
52
  if (obj1.position.x < obj2.position.x) {
49
- if (!obj1.isStatic)
53
+ if (!obj1Static)
50
54
  obj1.localPosition.x -= overlapX / 2;
51
- if (!obj2.isStatic)
55
+ if (!obj2Static)
52
56
  obj2.localPosition.x += overlapX / 2;
53
57
  }
54
58
  else {
55
- if (!obj1.isStatic)
59
+ if (!obj1Static)
56
60
  obj1.localPosition.x += overlapX / 2;
57
- if (!obj2.isStatic)
61
+ if (!obj2Static)
58
62
  obj2.localPosition.x -= overlapX / 2;
59
63
  }
60
64
  }
61
65
  else {
62
66
  if (obj1.position.y < obj2.position.y) {
63
- if (!obj1.isStatic)
67
+ if (!obj1Static)
64
68
  obj1.localPosition.y -= overlapY / 2;
65
- if (!obj2.isStatic)
69
+ if (!obj2Static)
66
70
  obj2.localPosition.y += overlapY / 2;
67
71
  }
68
72
  else {
69
- if (!obj1.isStatic)
73
+ if (!obj1Static)
70
74
  obj1.localPosition.y += overlapY / 2;
71
- if (!obj2.isStatic)
75
+ if (!obj2Static)
72
76
  obj2.localPosition.y -= overlapY / 2;
73
77
  }
74
78
  }
@@ -1 +1 @@
1
- {"version":3,"file":"Physics.js","sourceRoot":"","sources":["../src/Physics.ts"],"names":[],"mappings":"AAAA,OAAO,OAAO,MAAM,cAAc,CAAC;AAEnC,OAAO,MAAM,MAAM,aAAa,CAAC;AAEjC;;GAEG;AACH,MAAM,CAAC,OAAO,OAAO,OAAO;IAC1B;;;;;;;QAOI;IACH,MAAM,CAAC,cAAc,CAAC,IAAgB,EAAE,IAAgB;QACtD,MAAM,SAAS,GAAG,IAAI,YAAY,MAAM,CAAC;QACzC,MAAM,SAAS,GAAG,IAAI,YAAY,MAAM,CAAC;QACzC,IAAI,WAAW,GAAG,KAAK,CAAC;QAExB,IAAI,SAAS,IAAI,SAAS,EAAE,CAAC;YAC3B,MAAM,EAAE,GAAG,IAAc,CAAC;YAC1B,MAAM,EAAE,GAAG,IAAc,CAAC;YAC1B,WAAW,GAAG,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,MAAM,GAAG,EAAE,CAAC,MAAM,CAAC;QAC/E,CAAC;aAAM,IAAI,SAAS,IAAI,SAAS,EAAE,CAAC;YAClC,MAAM,MAAM,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAW,CAAC;YACnD,MAAM,IAAI,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YACvC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YACpG,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;YACrG,WAAW,GAAG,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,OAAO,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC;QACjG,CAAC;aAAM,CAAC;YACN,WAAW,GAAG,CACZ,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK;gBAC9C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;gBAC9C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM;gBAC/C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAChD,CAAC;QACJ,CAAC;QAED,IAAI,WAAW,IAAI,CAAC,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC;YACtD,IAAI,CAAC,gBAAgB,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QACpC,CAAC;QAED,OAAO,WAAW,CAAC;IACrB,CAAC;IACM,MAAM,CAAC,gBAAgB,CAAC,IAAgB,EAAE,IAAgB;QAChE,oBAAoB;QACpB,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CACvB,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,EAC9C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAC/C,CAAC;QACF,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CACvB,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,EAC/C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAChD,CAAC;QAEF,aAAa;QACb,IAAI,QAAQ,GAAG,QAAQ,EAAE,CAAC;YACxB,IAAI,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC;gBACtC,IAAI,CAAC,IAAI,CAAC,QAAQ;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;gBACzD,IAAI,CAAC,IAAI,CAAC,QAAQ;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;YAC3D,CAAC;iBAAM,CAAC;gBACN,IAAI,CAAC,IAAI,CAAC,QAAQ;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;gBACzD,IAAI,CAAC,IAAI,CAAC,QAAQ;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;YAC3D,CAAC;QACH,CAAC;aAAM,CAAC;YACN,IAAI,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC;gBACtC,IAAI,CAAC,IAAI,CAAC,QAAQ;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;gBACzD,IAAI,CAAC,IAAI,CAAC,QAAQ;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;YAC3D,CAAC;iBAAM,CAAC;gBACN,IAAI,CAAC,IAAI,CAAC,QAAQ;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;gBACzD,IAAI,CAAC,IAAI,CAAC,QAAQ;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;YAC3D,CAAC;QACH,CAAC;IACH,CAAC;CACF"}
1
+ {"version":3,"file":"Physics.js","sourceRoot":"","sources":["../src/Physics.ts"],"names":[],"mappings":"AAAA,OAAO,OAAO,MAAM,cAAc,CAAC;AAEnC,OAAO,MAAM,MAAM,aAAa,CAAC;AACjC,OAAO,gBAAgB,MAAM,uBAAuB,CAAC;AAErD;;GAEG;AACH,MAAM,CAAC,OAAO,OAAO,OAAO;IAC1B;;;;;;;QAOI;IACH,MAAM,CAAC,cAAc,CAAC,IAAgB,EAAE,IAAgB;;QACtD,MAAM,SAAS,GAAG,IAAI,YAAY,MAAM,CAAC;QACzC,MAAM,SAAS,GAAG,IAAI,YAAY,MAAM,CAAC;QACzC,IAAI,WAAW,GAAG,KAAK,CAAC;QAExB,IAAI,SAAS,IAAI,SAAS,EAAE,CAAC;YAC3B,MAAM,EAAE,GAAG,IAAc,CAAC;YAC1B,MAAM,EAAE,GAAG,IAAc,CAAC;YAC1B,WAAW,GAAG,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,GAAG,EAAE,CAAC,MAAM,GAAG,EAAE,CAAC,MAAM,CAAC;QAC/E,CAAC;aAAM,IAAI,SAAS,IAAI,SAAS,EAAE,CAAC;YAClC,MAAM,MAAM,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAW,CAAC;YACnD,MAAM,IAAI,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YACvC,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;YACpG,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;YACrG,WAAW,GAAG,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,OAAO,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC;QACjG,CAAC;aAAM,CAAC;YACN,WAAW,GAAG,CACZ,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK;gBAC9C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;gBAC9C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM;gBAC/C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAChD,CAAC;QACJ,CAAC;QAED,MAAM,UAAU,GAAG,MAAA,MAAA,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC,0CAAE,QAAQ,mCAAI,KAAK,CAAC;QAC1E,MAAM,UAAU,GAAG,MAAA,MAAA,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC,0CAAE,QAAQ,mCAAI,KAAK,CAAC;QAE1E,IAAI,WAAW,IAAI,CAAC,CAAC,UAAU,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC;YAChD,IAAI,CAAC,gBAAgB,CAAC,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;QAC5D,CAAC;QAED,OAAO,WAAW,CAAC;IACrB,CAAC;IACM,MAAM,CAAC,gBAAgB,CAAC,IAAgB,EAAE,IAAgB,EAAE,UAAmB,EAAE,UAAmB;QAC1G,oBAAoB;QACpB,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CACvB,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,EAC9C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAC/C,CAAC;QACF,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CACvB,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,EAC/C,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAChD,CAAC;QAEF,aAAa;QACb,IAAI,QAAQ,GAAG,QAAQ,EAAE,CAAC;YACxB,IAAI,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC;gBACtC,IAAI,CAAC,UAAU;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;gBACtD,IAAI,CAAC,UAAU;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;YACxD,CAAC;iBAAM,CAAC;gBACN,IAAI,CAAC,UAAU;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;gBACtD,IAAI,CAAC,UAAU;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;YACxD,CAAC;QACH,CAAC;aAAM,CAAC;YACN,IAAI,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC;gBACtC,IAAI,CAAC,UAAU;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;gBACtD,IAAI,CAAC,UAAU;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;YACxD,CAAC;iBAAM,CAAC;gBACN,IAAI,CAAC,UAAU;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;gBACtD,IAAI,CAAC,UAAU;oBAAE,IAAI,CAAC,aAAa,CAAC,CAAC,IAAI,QAAQ,GAAG,CAAC,CAAC;YACxD,CAAC;QACH,CAAC;IACH,CAAC;CACF"}
@@ -1,5 +1,6 @@
1
1
  import System from './System.js';
2
2
  import RenderComponent from './RenderComponent.js';
3
+ import VisibilityComponent from './VisibilityComponent.js';
3
4
  import Engine from './Engine.js';
4
5
  /**
5
6
  * A system that processes entities with RenderComponents.
@@ -39,7 +40,9 @@ export default class RenderingSystem extends System {
39
40
  object.position.y + object.height > bounds.y) {
40
41
  // Find any RenderComponent on the entity
41
42
  const renderable = object.getComponent(RenderComponent);
42
- if (renderable && object.visible) {
43
+ const visibility = object.getComponent(VisibilityComponent);
44
+ const isVisible = visibility ? visibility.visible : true;
45
+ if (renderable && isVisible) {
43
46
  renderable.draw(this.ctx);
44
47
  }
45
48
  // Backward compatibility: call draw() if it exists on the object itself
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"RenderingSystem.js","sourceRoot":"","sources":["../src/RenderingSystem.ts"],"names":[],"mappings":"AAAA,OAAO,MAAM,MAAM,aAAa,CAAC;AAEjC,OAAO,eAAe,MAAM,sBAAsB,CAAC;AACnD,OAAO,mBAAmB,MAAM,0BAA0B,CAAC;AAC3D,OAAO,MAAM,MAAM,aAAa,CAAC;AAEjC;;;GAGG;AACH,MAAM,CAAC,OAAO,OAAO,eAAgB,SAAQ,MAAM;IAGjD,YAAY,GAA6B;QACvC,KAAK,EAAE,CAAC;QACR,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;IACjB,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,GAA6B;QAC7C,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;IACjB,CAAC;IAED;;;;;OAKG;IACa,MAAM,CAAC,QAAyB,EAAE,SAAkB,EAAE,QAAiB,KAAK;QAC1F,MAAM,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC,iBAAiB,CAC3C,IAAI,CAAC,GAAG,CAAC,MAA4B,CAAC,KAAK,EAC3C,IAAI,CAAC,GAAG,CAAC,MAA4B,CAAC,MAAM,CAC9C,CAAC;QAEF,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC;QAEhB,yBAAyB;QACzB,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QACvD,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEzE,iDAAiD;QACjD,MAAM,MAAM,GAAG,KAAK,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAEnF,MAAM,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,EAAE;YACxB,kBAAkB;YAClB,IACE,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,KAAK;gBAC3C,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,CAAC;gBAC3C,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM;gBAC5C,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,MAAM,CAAC,CAAC,EAC5C,CAAC;gBACD,yCAAyC;gBACzC,MAAM,UAAU,GAAG,MAAM,CAAC,YAAY,CAAC,eAAe,CAAC,CAAC;gBACxD,MAAM,UAAU,GAAG,MAAM,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;gBAC5D,MAAM,SAAS,GAAG,UAAU,CAAC,CAAC,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC;gBAEzD,IAAI,UAAU,IAAI,SAAS,EAAE,CAAC;oBAC5B,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;gBAC5B,CAAC;gBAED,wEAAwE;gBACxE,MAAM,SAAS,GAAG,MAAuE,CAAC;gBAC1F,IAAI,SAAS,CAAC,IAAI,IAAI,CAAC,CAAC,MAAM,CAAC,YAAY,CAAC,eAAe,CAAC,CAAC,EAAE,CAAC;oBAC7D,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;gBAC5B,CAAC;gBAED,qCAAqC;gBACrC,IAAI,KAAK,EAAE,CAAC;oBACV,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC;oBAChB,IAAI,CAAC,GAAG,CAAC,WAAW,GAAG,MAAM,KAAK,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC;oBAC5E,IAAI,CAAC,GAAG,CAAC,SAAS,GAAG,CAAC,MAAM,KAAK,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC;oBACrF,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;oBAEvF,IAAI,CAAC,GAAG,CAAC,IAAI,GAAG,GAAG,EAAE,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,cAAc,CAAC;oBACzD,IAAI,CAAC,GAAG,CAAC,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,WAAW,CAAC;oBAC1C,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,MAAM,CAAC,GAAG,IAAI,KAAK,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC;oBACxG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,CAAC;gBACrB,CAAC;YACH,CAAC;QACH,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,CAAC;IACrB,CAAC;CACF"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "dino-ge",
3
- "version": "1.2.15",
3
+ "version": "1.3.2",
4
4
  "description": "Lightweight, performant 2D game engine built with TypeScript",
5
5
  "main": "dist/index.js",
6
6
  "types": "dist/index.d.ts",
package/src/Engine.ts CHANGED
@@ -6,6 +6,8 @@ import Camera from './Camera.js';
6
6
  import System from './System.js';
7
7
  import PhysicsSystem from './PhysicsSystem.js';
8
8
  import RenderingSystem from './RenderingSystem.js';
9
+ import PhysicsComponent from './PhysicsComponent.js';
10
+ import TagComponent from './TagComponent.js';
9
11
 
10
12
  /**
11
13
  * Options for initializing the Engine.
@@ -357,15 +359,23 @@ export default class Engine {
357
359
  if (Engine.selectedObject) {
358
360
  y += statsHeight + 10;
359
361
  const obj = Engine.selectedObject;
360
- const properties = [
361
- ['Tag', obj.tag],
362
+ const properties: [string, string | number][] = [
362
363
  ['Pos', `${Math.round(obj.position.x)}, ${Math.round(obj.position.y)}`],
363
- ['Size', `${Math.round(obj.width)}x${Math.round(obj.height)}`],
364
- ['Vel', `${Math.round(obj.velocity.x)}, ${Math.round(obj.velocity.y)}`],
365
- ['Acc', `${Math.round(obj.acceleration.x)}, ${Math.round(obj.acceleration.y)}`],
366
- ['Z-Index', obj.zIndex]
364
+ ['Size', `${Math.round(obj.width)}x${Math.round(obj.height)}`]
367
365
  ];
368
366
 
367
+ const tagComp = obj.getComponent(TagComponent);
368
+ if (tagComp) {
369
+ properties.unshift(['Tag', tagComp.tag]);
370
+ properties.push(['Z-Index', tagComp.zIndex]);
371
+ }
372
+
373
+ const physComp = obj.getComponent(PhysicsComponent);
374
+ if (physComp) {
375
+ properties.push(['Vel', `${Math.round(physComp.velocity.x)}, ${Math.round(physComp.velocity.y)}`]);
376
+ properties.push(['Acc', `${Math.round(physComp.acceleration.x)}, ${Math.round(physComp.acceleration.y)}`]);
377
+ }
378
+
369
379
  const inspectorHeight = 20 + (properties.length * 15);
370
380
  this.#ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
371
381
  this.#ctx.fillRect(x, y, overlayWidth, inspectorHeight);
package/src/GameObject.ts CHANGED
@@ -4,7 +4,6 @@ import Component from './Component.js';
4
4
  import PhysicsComponent from './PhysicsComponent.js';
5
5
  import TransformComponent from './TransformComponent.js';
6
6
  import TagComponent from './TagComponent.js';
7
- import VisibilityComponent from './VisibilityComponent.js';
8
7
  import EventBusComponent from './EventBusComponent.js';
9
8
 
10
9
  /**
@@ -20,18 +19,12 @@ export default abstract class GameObject {
20
19
  private _physics: PhysicsComponent;
21
20
  private _transform: TransformComponent;
22
21
  private _tag: TagComponent;
23
- private _visibility: VisibilityComponent;
24
22
  private _eventBus: EventBusComponent;
25
23
 
26
24
  constructor(tag: string, zIndex: number) {
27
- // Initialize with core components for now to maintain backward compatibility.
28
- // In a pure ECS, components would be added as needed.
29
25
  this._tag = new TagComponent(tag, zIndex);
30
26
  this.addComponent(this._tag);
31
27
 
32
- this._visibility = new VisibilityComponent();
33
- this.addComponent(this._visibility);
34
-
35
28
  this._physics = new PhysicsComponent();
36
29
  this.addComponent(this._physics);
37
30
 
@@ -83,13 +76,6 @@ export default abstract class GameObject {
83
76
  get zIndex(): number { return this._tag.zIndex; }
84
77
  set zIndex(val: number) { this._tag.zIndex = val; }
85
78
 
86
- /**
87
- * Whether the object should be rendered.
88
- * @deprecated Use getComponent(VisibilityComponent).visible
89
- */
90
- get visible(): boolean { return this._visibility.visible; }
91
- set visible(val: boolean) { this._visibility.visible = val; }
92
-
93
79
  /**
94
80
  * The world-space position of the object.
95
81
  * Getter returns world position, setter sets local position.
@@ -155,34 +141,6 @@ export default abstract class GameObject {
155
141
  val?._transform.children.add(this._transform);
156
142
  }
157
143
 
158
- /**
159
- * Current velocity in pixels per second.
160
- * @deprecated Use getComponent(PhysicsComponent).velocity
161
- */
162
- get velocity(): Vector2 { return this._physics.velocity; }
163
- set velocity(val: Vector2) { this._physics.velocity = val; }
164
-
165
- /**
166
- * Current acceleration in pixels per second squared.
167
- * @deprecated Use getComponent(PhysicsComponent).acceleration
168
- */
169
- get acceleration(): Vector2 { return this._physics.acceleration; }
170
- set acceleration(val: Vector2) { this._physics.acceleration = val; }
171
-
172
- /**
173
- * Mass of the object (used for physics resolution).
174
- * @deprecated Use getComponent(PhysicsComponent).mass
175
- */
176
- get mass(): number { return this._physics.mass; }
177
- set mass(val: number) { this._physics.mass = val; }
178
-
179
- /**
180
- * Whether the object is immovable (e.g., walls).
181
- * @deprecated Use getComponent(PhysicsComponent).isStatic
182
- */
183
- get isStatic(): boolean { return this._physics.isStatic; }
184
- set isStatic(val: boolean) { this._physics.isStatic = val; }
185
-
186
144
  /**
187
145
  * Adds a component to this entity.
188
146
  * @param component The component to add.
@@ -193,7 +151,7 @@ export default abstract class GameObject {
193
151
 
194
152
  // Also index by RenderComponent if it is one, to allow abstract querying.
195
153
  // Use flag instead of instanceof to work across potential module duplications.
196
- if ((component as unknown as { isRenderComponent: boolean }).isRenderComponent) {
154
+ if ((component as unknown as { isRenderComponent: boolean; }).isRenderComponent) {
197
155
  this._components.set('RenderComponent', component);
198
156
  }
199
157
 
@@ -204,7 +162,7 @@ export default abstract class GameObject {
204
162
  * Removes a component from this entity by its class.
205
163
  * @param componentClass The class of the component to remove.
206
164
  */
207
- removeComponent<T extends Component>(componentClass: { new (...args: unknown[]): T }) {
165
+ removeComponent<T extends Component>(componentClass: { new(...args: unknown[]): T; }) {
208
166
  this._components.delete(componentClass.name);
209
167
  }
210
168
 
@@ -213,7 +171,7 @@ export default abstract class GameObject {
213
171
  * @param componentClass The class of the component to check for.
214
172
  */
215
173
  // eslint-disable-next-line @typescript-eslint/no-unsafe-function-type
216
- hasComponent<T extends Component>(componentClass: Function & { prototype: T }): boolean {
174
+ hasComponent<T extends Component>(componentClass: Function & { prototype: T; }): boolean {
217
175
  return this._components.has(componentClass.name);
218
176
  }
219
177
 
@@ -221,7 +179,7 @@ export default abstract class GameObject {
221
179
  * @param componentClass The class of the component to retrieve.
222
180
  */
223
181
  // eslint-disable-next-line @typescript-eslint/no-unsafe-function-type
224
- getComponent<T extends Component>(componentClass: Function & { prototype: T }): T | undefined {
182
+ getComponent<T extends Component>(componentClass: Function & { prototype: T; }): T | undefined {
225
183
  return this._components.get(componentClass.name) as T;
226
184
  }
227
185
 
package/src/Physics.ts CHANGED
@@ -1,6 +1,7 @@
1
1
  import Vector2 from './Vector2.js';
2
2
  import GameObject from './GameObject.js';
3
3
  import Circle from './Circle.js';
4
+ import PhysicsComponent from './PhysicsComponent.js';
4
5
 
5
6
  /**
6
7
  * Utility class for collision detection between game objects.
@@ -38,13 +39,16 @@ export default class Physics {
38
39
  );
39
40
  }
40
41
 
41
- if (isColliding && (!obj1.isStatic || !obj2.isStatic)) {
42
- this.resolveCollision(obj1, obj2);
42
+ const obj1Static = obj1.getComponent(PhysicsComponent)?.isStatic ?? false;
43
+ const obj2Static = obj2.getComponent(PhysicsComponent)?.isStatic ?? false;
44
+
45
+ if (isColliding && (!obj1Static || !obj2Static)) {
46
+ this.resolveCollision(obj1, obj2, obj1Static, obj2Static);
43
47
  }
44
48
 
45
49
  return isColliding;
46
50
  }
47
- private static resolveCollision(obj1: GameObject, obj2: GameObject) {
51
+ private static resolveCollision(obj1: GameObject, obj2: GameObject, obj1Static: boolean, obj2Static: boolean) {
48
52
  // Calculate overlap
49
53
  const overlapX = Math.min(
50
54
  obj1.position.x + obj1.width - obj2.position.x,
@@ -58,19 +62,19 @@ export default class Physics {
58
62
  // Push apart
59
63
  if (overlapX < overlapY) {
60
64
  if (obj1.position.x < obj2.position.x) {
61
- if (!obj1.isStatic) obj1.localPosition.x -= overlapX / 2;
62
- if (!obj2.isStatic) obj2.localPosition.x += overlapX / 2;
65
+ if (!obj1Static) obj1.localPosition.x -= overlapX / 2;
66
+ if (!obj2Static) obj2.localPosition.x += overlapX / 2;
63
67
  } else {
64
- if (!obj1.isStatic) obj1.localPosition.x += overlapX / 2;
65
- if (!obj2.isStatic) obj2.localPosition.x -= overlapX / 2;
68
+ if (!obj1Static) obj1.localPosition.x += overlapX / 2;
69
+ if (!obj2Static) obj2.localPosition.x -= overlapX / 2;
66
70
  }
67
71
  } else {
68
72
  if (obj1.position.y < obj2.position.y) {
69
- if (!obj1.isStatic) obj1.localPosition.y -= overlapY / 2;
70
- if (!obj2.isStatic) obj2.localPosition.y += overlapY / 2;
73
+ if (!obj1Static) obj1.localPosition.y -= overlapY / 2;
74
+ if (!obj2Static) obj2.localPosition.y += overlapY / 2;
71
75
  } else {
72
- if (!obj1.isStatic) obj1.localPosition.y += overlapY / 2;
73
- if (!obj2.isStatic) obj2.localPosition.y -= overlapY / 2;
76
+ if (!obj1Static) obj1.localPosition.y += overlapY / 2;
77
+ if (!obj2Static) obj2.localPosition.y -= overlapY / 2;
74
78
  }
75
79
  }
76
80
  }
@@ -1,6 +1,7 @@
1
1
  import System from './System.js';
2
2
  import type GameObject from './GameObject.js';
3
3
  import RenderComponent from './RenderComponent.js';
4
+ import VisibilityComponent from './VisibilityComponent.js';
4
5
  import Engine from './Engine.js';
5
6
 
6
7
  /**
@@ -54,7 +55,10 @@ export default class RenderingSystem extends System {
54
55
  ) {
55
56
  // Find any RenderComponent on the entity
56
57
  const renderable = object.getComponent(RenderComponent);
57
- if (renderable && object.visible) {
58
+ const visibility = object.getComponent(VisibilityComponent);
59
+ const isVisible = visibility ? visibility.visible : true;
60
+
61
+ if (renderable && isVisible) {
58
62
  renderable.draw(this.ctx);
59
63
  }
60
64