fraxel 0.1.0-alpha.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 (501) hide show
  1. package/dist/animation/easing.d.ts +29 -0
  2. package/dist/animation/easing.d.ts.map +1 -0
  3. package/dist/animation/easing.js +50 -0
  4. package/dist/animation/easing.js.map +1 -0
  5. package/dist/animation/index.d.ts +7 -0
  6. package/dist/animation/index.d.ts.map +1 -0
  7. package/dist/animation/index.js +7 -0
  8. package/dist/animation/index.js.map +1 -0
  9. package/dist/animation/multiple.d.ts +26 -0
  10. package/dist/animation/multiple.d.ts.map +1 -0
  11. package/dist/animation/multiple.js +27 -0
  12. package/dist/animation/multiple.js.map +1 -0
  13. package/dist/animation/properties.d.ts +30 -0
  14. package/dist/animation/properties.d.ts.map +1 -0
  15. package/dist/animation/properties.js +32 -0
  16. package/dist/animation/properties.js.map +1 -0
  17. package/dist/animation/sequences.d.ts +30 -0
  18. package/dist/animation/sequences.d.ts.map +1 -0
  19. package/dist/animation/sequences.js +50 -0
  20. package/dist/animation/sequences.js.map +1 -0
  21. package/dist/animation/sprite-sheet.d.ts +81 -0
  22. package/dist/animation/sprite-sheet.d.ts.map +1 -0
  23. package/dist/animation/sprite-sheet.js +103 -0
  24. package/dist/animation/sprite-sheet.js.map +1 -0
  25. package/dist/animation/tween.d.ts +78 -0
  26. package/dist/animation/tween.d.ts.map +1 -0
  27. package/dist/animation/tween.js +103 -0
  28. package/dist/animation/tween.js.map +1 -0
  29. package/dist/assets/index.d.ts +6 -0
  30. package/dist/assets/index.d.ts.map +1 -0
  31. package/dist/assets/index.js +5 -0
  32. package/dist/assets/index.js.map +1 -0
  33. package/dist/assets/load-sound.d.ts +17 -0
  34. package/dist/assets/load-sound.d.ts.map +1 -0
  35. package/dist/assets/load-sound.js +35 -0
  36. package/dist/assets/load-sound.js.map +1 -0
  37. package/dist/assets/load-texture.d.ts +12 -0
  38. package/dist/assets/load-texture.d.ts.map +1 -0
  39. package/dist/assets/load-texture.js +40 -0
  40. package/dist/assets/load-texture.js.map +1 -0
  41. package/dist/assets/loader.d.ts +59 -0
  42. package/dist/assets/loader.d.ts.map +1 -0
  43. package/dist/assets/loader.js +65 -0
  44. package/dist/assets/loader.js.map +1 -0
  45. package/dist/assets/texture.d.ts +36 -0
  46. package/dist/assets/texture.d.ts.map +1 -0
  47. package/dist/assets/texture.js +49 -0
  48. package/dist/assets/texture.js.map +1 -0
  49. package/dist/audio/audio-context.d.ts +14 -0
  50. package/dist/audio/audio-context.d.ts.map +1 -0
  51. package/dist/audio/audio-context.js +20 -0
  52. package/dist/audio/audio-context.js.map +1 -0
  53. package/dist/audio/index.d.ts +2 -0
  54. package/dist/audio/index.d.ts.map +1 -0
  55. package/dist/audio/index.js +2 -0
  56. package/dist/audio/index.js.map +1 -0
  57. package/dist/collision/broadphase/spatial-hash.d.ts +32 -0
  58. package/dist/collision/broadphase/spatial-hash.d.ts.map +1 -0
  59. package/dist/collision/broadphase/spatial-hash.js +87 -0
  60. package/dist/collision/broadphase/spatial-hash.js.map +1 -0
  61. package/dist/collision/collision-system.d.ts +52 -0
  62. package/dist/collision/collision-system.d.ts.map +1 -0
  63. package/dist/collision/collision-system.js +278 -0
  64. package/dist/collision/collision-system.js.map +1 -0
  65. package/dist/collision/events/collision-emitter.d.ts +38 -0
  66. package/dist/collision/events/collision-emitter.d.ts.map +1 -0
  67. package/dist/collision/events/collision-emitter.js +47 -0
  68. package/dist/collision/events/collision-emitter.js.map +1 -0
  69. package/dist/collision/index.d.ts +13 -0
  70. package/dist/collision/index.d.ts.map +1 -0
  71. package/dist/collision/index.js +11 -0
  72. package/dist/collision/index.js.map +1 -0
  73. package/dist/collision/narrowphase/detector.d.ts +26 -0
  74. package/dist/collision/narrowphase/detector.d.ts.map +1 -0
  75. package/dist/collision/narrowphase/detector.js +70 -0
  76. package/dist/collision/narrowphase/detector.js.map +1 -0
  77. package/dist/collision/narrowphase/shapes.d.ts +91 -0
  78. package/dist/collision/narrowphase/shapes.d.ts.map +1 -0
  79. package/dist/collision/narrowphase/shapes.js +52 -0
  80. package/dist/collision/narrowphase/shapes.js.map +1 -0
  81. package/dist/collision/physics/physics-body.d.ts +38 -0
  82. package/dist/collision/physics/physics-body.d.ts.map +1 -0
  83. package/dist/collision/physics/physics-body.js +53 -0
  84. package/dist/collision/physics/physics-body.js.map +1 -0
  85. package/dist/collision/physics/physics-system.d.ts +23 -0
  86. package/dist/collision/physics/physics-system.d.ts.map +1 -0
  87. package/dist/collision/physics/physics-system.js +86 -0
  88. package/dist/collision/physics/physics-system.js.map +1 -0
  89. package/dist/collision/physics/resolver.d.ts +16 -0
  90. package/dist/collision/physics/resolver.d.ts.map +1 -0
  91. package/dist/collision/physics/resolver.js +91 -0
  92. package/dist/collision/physics/resolver.js.map +1 -0
  93. package/dist/collision/types.d.ts +22 -0
  94. package/dist/collision/types.d.ts.map +1 -0
  95. package/dist/collision/types.js +2 -0
  96. package/dist/collision/types.js.map +1 -0
  97. package/dist/core/game-config.d.ts +34 -0
  98. package/dist/core/game-config.d.ts.map +1 -0
  99. package/dist/core/game-config.js +31 -0
  100. package/dist/core/game-config.js.map +1 -0
  101. package/dist/core/game.d.ts +86 -0
  102. package/dist/core/game.d.ts.map +1 -0
  103. package/dist/core/game.js +166 -0
  104. package/dist/core/game.js.map +1 -0
  105. package/dist/core/index.d.ts +6 -0
  106. package/dist/core/index.d.ts.map +1 -0
  107. package/dist/core/index.js +6 -0
  108. package/dist/core/index.js.map +1 -0
  109. package/dist/core/scene-manager.d.ts +28 -0
  110. package/dist/core/scene-manager.d.ts.map +1 -0
  111. package/dist/core/scene-manager.js +65 -0
  112. package/dist/core/scene-manager.js.map +1 -0
  113. package/dist/core/scene.d.ts +43 -0
  114. package/dist/core/scene.d.ts.map +1 -0
  115. package/dist/core/scene.js +48 -0
  116. package/dist/core/scene.js.map +1 -0
  117. package/dist/core/theme.d.ts +63 -0
  118. package/dist/core/theme.d.ts.map +1 -0
  119. package/dist/core/theme.js +59 -0
  120. package/dist/core/theme.js.map +1 -0
  121. package/dist/errors/animation.d.ts +24 -0
  122. package/dist/errors/animation.d.ts.map +1 -0
  123. package/dist/errors/animation.js +29 -0
  124. package/dist/errors/animation.js.map +1 -0
  125. package/dist/errors/assets.d.ts +34 -0
  126. package/dist/errors/assets.d.ts.map +1 -0
  127. package/dist/errors/assets.js +41 -0
  128. package/dist/errors/assets.js.map +1 -0
  129. package/dist/errors/base.d.ts +12 -0
  130. package/dist/errors/base.d.ts.map +1 -0
  131. package/dist/errors/base.js +15 -0
  132. package/dist/errors/base.js.map +1 -0
  133. package/dist/errors/env.d.ts +24 -0
  134. package/dist/errors/env.d.ts.map +1 -0
  135. package/dist/errors/env.js +29 -0
  136. package/dist/errors/env.js.map +1 -0
  137. package/dist/errors/hook.d.ts +46 -0
  138. package/dist/errors/hook.d.ts.map +1 -0
  139. package/dist/errors/hook.js +55 -0
  140. package/dist/errors/hook.js.map +1 -0
  141. package/dist/errors/index.d.ts +11 -0
  142. package/dist/errors/index.d.ts.map +1 -0
  143. package/dist/errors/index.js +11 -0
  144. package/dist/errors/index.js.map +1 -0
  145. package/dist/errors/jsx.d.ts +26 -0
  146. package/dist/errors/jsx.d.ts.map +1 -0
  147. package/dist/errors/jsx.js +45 -0
  148. package/dist/errors/jsx.js.map +1 -0
  149. package/dist/errors/lifecycle.d.ts +35 -0
  150. package/dist/errors/lifecycle.d.ts.map +1 -0
  151. package/dist/errors/lifecycle.js +42 -0
  152. package/dist/errors/lifecycle.js.map +1 -0
  153. package/dist/errors/math.d.ts +24 -0
  154. package/dist/errors/math.d.ts.map +1 -0
  155. package/dist/errors/math.js +34 -0
  156. package/dist/errors/math.js.map +1 -0
  157. package/dist/errors/node.d.ts +68 -0
  158. package/dist/errors/node.d.ts.map +1 -0
  159. package/dist/errors/node.js +87 -0
  160. package/dist/errors/node.js.map +1 -0
  161. package/dist/errors/scene.d.ts +35 -0
  162. package/dist/errors/scene.d.ts.map +1 -0
  163. package/dist/errors/scene.js +42 -0
  164. package/dist/errors/scene.js.map +1 -0
  165. package/dist/events/event.d.ts +106 -0
  166. package/dist/events/event.d.ts.map +1 -0
  167. package/dist/events/event.js +125 -0
  168. package/dist/events/event.js.map +1 -0
  169. package/dist/events/index.d.ts +2 -0
  170. package/dist/events/index.d.ts.map +1 -0
  171. package/dist/events/index.js +2 -0
  172. package/dist/events/index.js.map +1 -0
  173. package/dist/events/types.d.ts +20 -0
  174. package/dist/events/types.d.ts.map +1 -0
  175. package/dist/events/types.js +2 -0
  176. package/dist/events/types.js.map +1 -0
  177. package/dist/hooks/context.d.ts +15 -0
  178. package/dist/hooks/context.d.ts.map +1 -0
  179. package/dist/hooks/context.js +26 -0
  180. package/dist/hooks/context.js.map +1 -0
  181. package/dist/hooks/deriveds/by-nodes/index.d.ts +7 -0
  182. package/dist/hooks/deriveds/by-nodes/index.d.ts.map +1 -0
  183. package/dist/hooks/deriveds/by-nodes/index.js +7 -0
  184. package/dist/hooks/deriveds/by-nodes/index.js.map +1 -0
  185. package/dist/hooks/deriveds/by-nodes/use-animation.d.ts +44 -0
  186. package/dist/hooks/deriveds/by-nodes/use-animation.d.ts.map +1 -0
  187. package/dist/hooks/deriveds/by-nodes/use-animation.js +61 -0
  188. package/dist/hooks/deriveds/by-nodes/use-animation.js.map +1 -0
  189. package/dist/hooks/deriveds/by-nodes/use-audio.d.ts +33 -0
  190. package/dist/hooks/deriveds/by-nodes/use-audio.d.ts.map +1 -0
  191. package/dist/hooks/deriveds/by-nodes/use-audio.js +43 -0
  192. package/dist/hooks/deriveds/by-nodes/use-audio.js.map +1 -0
  193. package/dist/hooks/deriveds/by-nodes/use-clickable.d.ts +32 -0
  194. package/dist/hooks/deriveds/by-nodes/use-clickable.d.ts.map +1 -0
  195. package/dist/hooks/deriveds/by-nodes/use-clickable.js +43 -0
  196. package/dist/hooks/deriveds/by-nodes/use-clickable.js.map +1 -0
  197. package/dist/hooks/deriveds/by-nodes/use-collider.d.ts +35 -0
  198. package/dist/hooks/deriveds/by-nodes/use-collider.d.ts.map +1 -0
  199. package/dist/hooks/deriveds/by-nodes/use-collider.js +55 -0
  200. package/dist/hooks/deriveds/by-nodes/use-collider.js.map +1 -0
  201. package/dist/hooks/deriveds/by-nodes/use-ray-cast.d.ts +35 -0
  202. package/dist/hooks/deriveds/by-nodes/use-ray-cast.d.ts.map +1 -0
  203. package/dist/hooks/deriveds/by-nodes/use-ray-cast.js +47 -0
  204. package/dist/hooks/deriveds/by-nodes/use-ray-cast.js.map +1 -0
  205. package/dist/hooks/deriveds/by-nodes/use-timer.d.ts +34 -0
  206. package/dist/hooks/deriveds/by-nodes/use-timer.d.ts.map +1 -0
  207. package/dist/hooks/deriveds/by-nodes/use-timer.js +48 -0
  208. package/dist/hooks/deriveds/by-nodes/use-timer.js.map +1 -0
  209. package/dist/hooks/deriveds/index.d.ts +5 -0
  210. package/dist/hooks/deriveds/index.d.ts.map +1 -0
  211. package/dist/hooks/deriveds/index.js +5 -0
  212. package/dist/hooks/deriveds/index.js.map +1 -0
  213. package/dist/hooks/deriveds/use-condition.d.ts +37 -0
  214. package/dist/hooks/deriveds/use-condition.d.ts.map +1 -0
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  216. package/dist/hooks/deriveds/use-condition.js.map +1 -0
  217. package/dist/hooks/deriveds/use-match.d.ts +26 -0
  218. package/dist/hooks/deriveds/use-match.d.ts.map +1 -0
  219. package/dist/hooks/deriveds/use-match.js +38 -0
  220. package/dist/hooks/deriveds/use-match.js.map +1 -0
  221. package/dist/hooks/deriveds/use-partial-node.d.ts +22 -0
  222. package/dist/hooks/deriveds/use-partial-node.d.ts.map +1 -0
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  225. package/dist/hooks/deriveds/use-when.d.ts +28 -0
  226. package/dist/hooks/deriveds/use-when.d.ts.map +1 -0
  227. package/dist/hooks/deriveds/use-when.js +35 -0
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  229. package/dist/hooks/index.d.ts +16 -0
  230. package/dist/hooks/index.d.ts.map +1 -0
  231. package/dist/hooks/index.js +16 -0
  232. package/dist/hooks/index.js.map +1 -0
  233. package/dist/hooks/use-child.d.ts +24 -0
  234. package/dist/hooks/use-child.d.ts.map +1 -0
  235. package/dist/hooks/use-child.js +37 -0
  236. package/dist/hooks/use-child.js.map +1 -0
  237. package/dist/hooks/use-computed.d.ts +28 -0
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  241. package/dist/hooks/use-context.d.ts +58 -0
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  243. package/dist/hooks/use-context.js +77 -0
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  245. package/dist/hooks/use-effect.d.ts +24 -0
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  249. package/dist/hooks/use-event.d.ts +29 -0
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  253. package/dist/hooks/use-game.d.ts +17 -0
  254. package/dist/hooks/use-game.d.ts.map +1 -0
  255. package/dist/hooks/use-game.js +35 -0
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  257. package/dist/hooks/use-mount.d.ts +21 -0
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  261. package/dist/hooks/use-node.d.ts +42 -0
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  273. package/dist/hooks/use-signal.d.ts +25 -0
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  277. package/dist/hooks/use-spawn.d.ts +27 -0
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  281. package/dist/hooks/use-trigger.d.ts +51 -0
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@@ -0,0 +1,70 @@
1
+ /**
2
+ * The **`Narrowphase`** class performs precise collision detection between two colliders.
3
+ * It supports rectangle-rectangle, circle-circle, and rectangle-circle overlap tests.
4
+ *
5
+ * Used internally by the `CollisionSystem` after broadphase filtering.
6
+ */
7
+ export class Narrowphase {
8
+ /**
9
+ * The **`detect`** method checks if two colliders overlap based on their shapes.
10
+ * @param a The first collider.
11
+ * @param b The second collider.
12
+ * @returns `true` if the shapes overlap, `false` otherwise.
13
+ *
14
+ * @example
15
+ * ```ts
16
+ * const hit = Narrowphase.detect(playerCollider, enemyCollider)
17
+ * if (hit) {
18
+ * console.log('Collision detected!')
19
+ * }
20
+ * ```
21
+ */
22
+ static detect(a, b) {
23
+ if (a.shape.type === 'rectangle' && b.shape.type === 'rectangle') {
24
+ return this.#rectangleOverlap(a, b);
25
+ }
26
+ if (a.shape.type === 'circle' && b.shape.type === 'circle') {
27
+ return this.#circleOverlap(a, b);
28
+ }
29
+ if (a.shape.type === 'rectangle' && b.shape.type === 'circle') {
30
+ return this.#rectangleCircleOverlap(a, b);
31
+ }
32
+ if (a.shape.type === 'circle' && b.shape.type === 'rectangle') {
33
+ return this.#rectangleCircleOverlap(b, a);
34
+ }
35
+ return false;
36
+ }
37
+ static #rectangleOverlap(a, b) {
38
+ if (a.shape.type !== 'rectangle' || b.shape.type !== 'rectangle')
39
+ return false;
40
+ const fromA = a.globalPosition;
41
+ const toA = fromA.toAdded(a.shape.size);
42
+ const fromB = b.globalPosition;
43
+ const toB = fromB.toAdded(b.shape.size);
44
+ return fromA.x < toB.x && toA.x > fromB.x && fromA.y < toB.y && toA.y > fromB.y;
45
+ }
46
+ static #circleOverlap(a, b) {
47
+ if (a.shape.type !== 'circle' || b.shape.type !== 'circle')
48
+ return false;
49
+ const dx = a.globalPosition.x - b.globalPosition.x;
50
+ const dy = a.globalPosition.y - b.globalPosition.y;
51
+ const distSq = dx * dx + dy * dy;
52
+ const radiusSum = a.shape.radius + b.shape.radius;
53
+ return distSq < radiusSum * radiusSum;
54
+ }
55
+ static #rectangleCircleOverlap(rectangle, circle) {
56
+ if (rectangle.shape.type !== 'rectangle' || circle.shape.type !== 'circle')
57
+ return false;
58
+ const rectFrom = rectangle.globalPosition;
59
+ const rectTo = rectFrom.toAdded(rectangle.shape.size);
60
+ const cx = circle.globalPosition.x;
61
+ const cy = circle.globalPosition.y;
62
+ const r = circle.shape.radius;
63
+ const closestX = Math.max(rectFrom.x, Math.min(cx, rectTo.x));
64
+ const closestY = Math.max(rectFrom.y, Math.min(cy, rectTo.y));
65
+ const dx = cx - closestX;
66
+ const dy = cy - closestY;
67
+ return dx * dx + dy * dy < r * r;
68
+ }
69
+ }
70
+ //# sourceMappingURL=detector.js.map
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@@ -0,0 +1,91 @@
1
+ import { Vector2 } from '../../math/vector2.js';
2
+ /**
3
+ * The **`RectangleShape`** interface defines a rectangular collision shape.
4
+ * Used for axis-aligned bounding box (AABB) collision detection.
5
+ *
6
+ * @example
7
+ * ```tsx
8
+ * <collider shape={shapes.rectangle(32, 32)} ... />
9
+ * ```
10
+ */
11
+ export interface RectangleShape {
12
+ /** Discriminant identifier for rectangle shapes. */
13
+ type: 'rectangle';
14
+ /** The width and height of the rectangle. */
15
+ size: Vector2;
16
+ }
17
+ /**
18
+ * The **`CircleShape`** interface defines a circular collision shape.
19
+ * Used for circle-based collision detection.
20
+ *
21
+ * @example
22
+ * ```tsx
23
+ * <collider shape={shapes.circle(16)} ... />
24
+ * ```
25
+ */
26
+ export interface CircleShape {
27
+ /** Discriminant identifier for circle shapes. */
28
+ type: 'circle';
29
+ /** The radius of the circle. */
30
+ radius: number;
31
+ }
32
+ /**
33
+ * The **`Shape`** type represents all supported collision shapes.
34
+ * Discriminate by checking `shape.type` (`'rectangle'` or `'circle'`).
35
+ *
36
+ * @example
37
+ * ```ts
38
+ * function getArea(shape: Shape): number {
39
+ * if (shape.type === 'rectangle') {
40
+ * return shape.size.x * shape.size.y
41
+ * }
42
+ * return Math.PI * shape.radius * shape.radius
43
+ * }
44
+ * ```
45
+ */
46
+ export type Shape = RectangleShape | CircleShape;
47
+ /**
48
+ * The **`shapes`** constant provides factory methods to create collision shapes.
49
+ *
50
+ * @example
51
+ * ```tsx
52
+ * import { shapes } from 'dinix'
53
+ *
54
+ * // Rectangle
55
+ * <collider shape={shapes.rectangle(32, 32)} group={['player']} collidesWith={['enemy']} />
56
+ *
57
+ * // Circle
58
+ * <collider shape={shapes.circle(16)} group={['projectile']} collidesWith={['zombie']} />
59
+ * ```
60
+ */
61
+ export declare const shapes: {
62
+ /**
63
+ * Creates a `RectangleShape` with the given width and height.
64
+ * @param width The width of the rectangle.
65
+ * @param height The height of the rectangle.
66
+ * @returns A `RectangleShape` object.
67
+ *
68
+ * @example
69
+ * ```ts
70
+ * const box = shapes.rectangle(64, 32)
71
+ * console.log(box.type) // 'rectangle'
72
+ * console.log(box.size.x) // 64
73
+ * console.log(box.size.y) // 32
74
+ * ```
75
+ */
76
+ rectangle: (width: number, height: number) => RectangleShape;
77
+ /**
78
+ * Creates a `CircleShape` with the given radius.
79
+ * @param radius The radius of the circle.
80
+ * @returns A `CircleShape` object.
81
+ *
82
+ * @example
83
+ * ```ts
84
+ * const ball = shapes.circle(12)
85
+ * console.log(ball.type) // 'circle'
86
+ * console.log(ball.radius) // 12
87
+ * ```
88
+ */
89
+ circle: (radius: number) => CircleShape;
90
+ };
91
+ //# sourceMappingURL=shapes.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shapes.d.ts","sourceRoot":"","sources":["../../../src/collision/narrowphase/shapes.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAA;AAE/C;;;;;;;;GAQG;AACH,MAAM,WAAW,cAAc;IAC7B,oDAAoD;IACpD,IAAI,EAAE,WAAW,CAAA;IACjB,6CAA6C;IAC7C,IAAI,EAAE,OAAO,CAAA;CACd;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,WAAW;IAC1B,iDAAiD;IACjD,IAAI,EAAE,QAAQ,CAAA;IACd,gCAAgC;IAChC,MAAM,EAAE,MAAM,CAAA;CACf;AAED;;;;;;;;;;;;;GAaG;AACH,MAAM,MAAM,KAAK,GAAG,cAAc,GAAG,WAAW,CAAA;AAEhD;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,MAAM;IACjB;;;;;;;;;;;;;OAaG;uBACgB,MAAM,UAAU,MAAM,KAAG,cAAc;IAK1D;;;;;;;;;;;OAWG;qBACc,MAAM,KAAG,WAAW;CAItC,CAAA"}
@@ -0,0 +1,52 @@
1
+ import { Vector2 } from '../../math/vector2.js';
2
+ /**
3
+ * The **`shapes`** constant provides factory methods to create collision shapes.
4
+ *
5
+ * @example
6
+ * ```tsx
7
+ * import { shapes } from 'dinix'
8
+ *
9
+ * // Rectangle
10
+ * <collider shape={shapes.rectangle(32, 32)} group={['player']} collidesWith={['enemy']} />
11
+ *
12
+ * // Circle
13
+ * <collider shape={shapes.circle(16)} group={['projectile']} collidesWith={['zombie']} />
14
+ * ```
15
+ */
16
+ export const shapes = {
17
+ /**
18
+ * Creates a `RectangleShape` with the given width and height.
19
+ * @param width The width of the rectangle.
20
+ * @param height The height of the rectangle.
21
+ * @returns A `RectangleShape` object.
22
+ *
23
+ * @example
24
+ * ```ts
25
+ * const box = shapes.rectangle(64, 32)
26
+ * console.log(box.type) // 'rectangle'
27
+ * console.log(box.size.x) // 64
28
+ * console.log(box.size.y) // 32
29
+ * ```
30
+ */
31
+ rectangle: (width, height) => ({
32
+ type: 'rectangle',
33
+ size: new Vector2(width, height),
34
+ }),
35
+ /**
36
+ * Creates a `CircleShape` with the given radius.
37
+ * @param radius The radius of the circle.
38
+ * @returns A `CircleShape` object.
39
+ *
40
+ * @example
41
+ * ```ts
42
+ * const ball = shapes.circle(12)
43
+ * console.log(ball.type) // 'circle'
44
+ * console.log(ball.radius) // 12
45
+ * ```
46
+ */
47
+ circle: (radius) => ({
48
+ type: 'circle',
49
+ radius,
50
+ }),
51
+ };
52
+ //# sourceMappingURL=shapes.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"shapes.js","sourceRoot":"","sources":["../../../src/collision/narrowphase/shapes.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAA;AAkD/C;;;;;;;;;;;;;GAaG;AACH,MAAM,CAAC,MAAM,MAAM,GAAG;IACpB;;;;;;;;;;;;;OAaG;IACH,SAAS,EAAE,CAAC,KAAa,EAAE,MAAc,EAAkB,EAAE,CAAC,CAAC;QAC7D,IAAI,EAAE,WAAW;QACjB,IAAI,EAAE,IAAI,OAAO,CAAC,KAAK,EAAE,MAAM,CAAC;KACjC,CAAC;IAEF;;;;;;;;;;;OAWG;IACH,MAAM,EAAE,CAAC,MAAc,EAAe,EAAE,CAAC,CAAC;QACxC,IAAI,EAAE,QAAQ;QACd,MAAM;KACP,CAAC;CACH,CAAA"}
@@ -0,0 +1,38 @@
1
+ import { Vector2 } from '../../math/vector2.js';
2
+ /**
3
+ * A physics body holds kinematic state for a node.
4
+ * It is managed by the `PhysicsSystem` and updated each frame.
5
+ */
6
+ export declare class PhysicsBody {
7
+ #private;
8
+ /** Current velocity in pixels per second. */
9
+ velocity: Vector2;
10
+ /** Mass — higher values are heavier. 0 means infinite mass (static). */
11
+ mass: number;
12
+ /** Friction coefficient (0 to 1). Applied on collision. */
13
+ friction: number;
14
+ /** Restitution / bounce coefficient (0 to 1). 0 = no bounce, 1 = perfect bounce. */
15
+ bounce: number;
16
+ /** If true, the body does not move. */
17
+ isStatic: boolean;
18
+ /** If false, gravity is not applied. */
19
+ useGravity: boolean;
20
+ /** Whether this body is currently on the ground (set by resolver). */
21
+ isGrounded: boolean;
22
+ constructor(options?: {
23
+ mass?: number;
24
+ friction?: number;
25
+ bounce?: number;
26
+ isStatic?: boolean;
27
+ useGravity?: boolean;
28
+ });
29
+ /** Applies a force (in pixels/second²) to this body. */
30
+ applyForce(force: Vector2): void;
31
+ /** Applies an instantaneous impulse (in pixels/second) to this body. */
32
+ applyImpulse(impulse: Vector2): void;
33
+ /** Sets the velocity directly. */
34
+ setVelocity(v: Vector2): void;
35
+ /** @internal Returns and resets the accumulated acceleration. */
36
+ consumeAcceleration(): Vector2;
37
+ }
38
+ //# sourceMappingURL=physics-body.d.ts.map
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+ {"version":3,"file":"physics-body.d.ts","sourceRoot":"","sources":["../../../src/collision/physics/physics-body.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAA;AAE/C;;;GAGG;AACH,qBAAa,WAAW;;IACtB,6CAA6C;IAC7C,QAAQ,UAAoB;IAG5B,wEAAwE;IACxE,IAAI,EAAE,MAAM,CAAA;IACZ,2DAA2D;IAC3D,QAAQ,EAAE,MAAM,CAAA;IAChB,oFAAoF;IACpF,MAAM,EAAE,MAAM,CAAA;IACd,uCAAuC;IACvC,QAAQ,EAAE,OAAO,CAAA;IACjB,wCAAwC;IACxC,UAAU,EAAE,OAAO,CAAA;IAEnB,sEAAsE;IACtE,UAAU,UAAQ;gBAGhB,OAAO,GAAE;QACP,IAAI,CAAC,EAAE,MAAM,CAAA;QACb,QAAQ,CAAC,EAAE,MAAM,CAAA;QACjB,MAAM,CAAC,EAAE,MAAM,CAAA;QACf,QAAQ,CAAC,EAAE,OAAO,CAAA;QAClB,UAAU,CAAC,EAAE,OAAO,CAAA;KAChB;IASR,wDAAwD;IACxD,UAAU,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI;IAIhC,wEAAwE;IACxE,YAAY,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;IAKpC,kCAAkC;IAClC,WAAW,CAAC,CAAC,EAAE,OAAO,GAAG,IAAI;IAK7B,iEAAiE;IACjE,mBAAmB,IAAI,OAAO;CAM/B"}
@@ -0,0 +1,53 @@
1
+ import { Vector2 } from '../../math/vector2.js';
2
+ /**
3
+ * A physics body holds kinematic state for a node.
4
+ * It is managed by the `PhysicsSystem` and updated each frame.
5
+ */
6
+ export class PhysicsBody {
7
+ /** Current velocity in pixels per second. */
8
+ velocity = new Vector2(0, 0);
9
+ /** Accumulated force to apply this frame (reset after integration). */
10
+ #acceleration = new Vector2(0, 0);
11
+ /** Mass — higher values are heavier. 0 means infinite mass (static). */
12
+ mass;
13
+ /** Friction coefficient (0 to 1). Applied on collision. */
14
+ friction;
15
+ /** Restitution / bounce coefficient (0 to 1). 0 = no bounce, 1 = perfect bounce. */
16
+ bounce;
17
+ /** If true, the body does not move. */
18
+ isStatic;
19
+ /** If false, gravity is not applied. */
20
+ useGravity;
21
+ /** Whether this body is currently on the ground (set by resolver). */
22
+ isGrounded = false;
23
+ constructor(options = {}) {
24
+ this.mass = options.mass ?? 1;
25
+ this.friction = options.friction ?? 0.1;
26
+ this.bounce = options.bounce ?? 0;
27
+ this.isStatic = options.isStatic ?? false;
28
+ this.useGravity = options.useGravity ?? true;
29
+ }
30
+ /** Applies a force (in pixels/second²) to this body. */
31
+ applyForce(force) {
32
+ this.#acceleration.add(force);
33
+ }
34
+ /** Applies an instantaneous impulse (in pixels/second) to this body. */
35
+ applyImpulse(impulse) {
36
+ if (this.isStatic)
37
+ return;
38
+ this.velocity.add(impulse);
39
+ }
40
+ /** Sets the velocity directly. */
41
+ setVelocity(v) {
42
+ this.velocity.x = v.x;
43
+ this.velocity.y = v.y;
44
+ }
45
+ /** @internal Returns and resets the accumulated acceleration. */
46
+ consumeAcceleration() {
47
+ const a = this.#acceleration.clone();
48
+ this.#acceleration.x = 0;
49
+ this.#acceleration.y = 0;
50
+ return a;
51
+ }
52
+ }
53
+ //# sourceMappingURL=physics-body.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"physics-body.js","sourceRoot":"","sources":["../../../src/collision/physics/physics-body.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAA;AAE/C;;;GAGG;AACH,MAAM,OAAO,WAAW;IACtB,6CAA6C;IAC7C,QAAQ,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAA;IAC5B,uEAAuE;IACvE,aAAa,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAA;IACjC,wEAAwE;IACxE,IAAI,CAAQ;IACZ,2DAA2D;IAC3D,QAAQ,CAAQ;IAChB,oFAAoF;IACpF,MAAM,CAAQ;IACd,uCAAuC;IACvC,QAAQ,CAAS;IACjB,wCAAwC;IACxC,UAAU,CAAS;IAEnB,sEAAsE;IACtE,UAAU,GAAG,KAAK,CAAA;IAElB,YACE,UAMI,EAAE;QAEN,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC,IAAI,IAAI,CAAC,CAAA;QAC7B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,GAAG,CAAA;QACvC,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,CAAC,CAAA;QACjC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,IAAI,KAAK,CAAA;QACzC,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,IAAI,IAAI,CAAA;IAC9C,CAAC;IAED,wDAAwD;IACxD,UAAU,CAAC,KAAc;QACvB,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,KAAK,CAAC,CAAA;IAC/B,CAAC;IAED,wEAAwE;IACxE,YAAY,CAAC,OAAgB;QAC3B,IAAI,IAAI,CAAC,QAAQ;YAAE,OAAM;QACzB,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,OAAO,CAAC,CAAA;IAC5B,CAAC;IAED,kCAAkC;IAClC,WAAW,CAAC,CAAU;QACpB,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAA;QACrB,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAA;IACvB,CAAC;IAED,iEAAiE;IACjE,mBAAmB;QACjB,MAAM,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,KAAK,EAAE,CAAA;QACpC,IAAI,CAAC,aAAa,CAAC,CAAC,GAAG,CAAC,CAAA;QACxB,IAAI,CAAC,aAAa,CAAC,CAAC,GAAG,CAAC,CAAA;QACxB,OAAO,CAAC,CAAA;IACV,CAAC;CACF"}
@@ -0,0 +1,23 @@
1
+ import { Vector2 } from '../../math/vector2.js';
2
+ import type { Collider } from '../../nodes/node2d/collider.js';
3
+ import { PhysicsBody } from './physics-body.js';
4
+ /**
5
+ * The **`PhysicsSystem`** is a singleton that updates all physics bodies each frame.
6
+ * It applies gravity, integrates velocity into position, and resolves collisions.
7
+ *
8
+ * Updated automatically after `CollisionSystem.update()` in the game loop.
9
+ */
10
+ export declare class PhysicsSystem {
11
+ #private;
12
+ static getInstance(): PhysicsSystem;
13
+ /** The gravity vector applied to all non-static bodies. */
14
+ static get gravity(): Vector2;
15
+ static set gravity(value: Vector2);
16
+ /** Registers a physics body with its associated collider. */
17
+ static register(body: PhysicsBody, collider: Collider): void;
18
+ /** Unregisters a physics body. */
19
+ static unregister(body: PhysicsBody): void;
20
+ /** Runs the physics update. Called by `Game.loop()` after `CollisionSystem.update()`. */
21
+ static update(delta: number): void;
22
+ }
23
+ //# sourceMappingURL=physics-system.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"physics-system.d.ts","sourceRoot":"","sources":["../../../src/collision/physics/physics-system.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAA;AAE/C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,gCAAgC,CAAA;AAC9D,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAA;AAU/C;;;;;GAKG;AACH,qBAAa,aAAa;;IAKxB,MAAM,CAAC,WAAW,IAAI,aAAa;IAOnC,2DAA2D;IAC3D,MAAM,KAAK,OAAO,IAIQ,OAAO,CAFhC;IAED,MAAM,KAAK,OAAO,CAAC,KAAK,EAAE,OAAO,EAGhC;IAED,6DAA6D;IAC7D,MAAM,CAAC,QAAQ,CAAC,IAAI,EAAE,WAAW,EAAE,QAAQ,EAAE,QAAQ;IAIrD,kCAAkC;IAClC,MAAM,CAAC,UAAU,CAAC,IAAI,EAAE,WAAW;IAKnC,yFAAyF;IACzF,MAAM,CAAC,MAAM,CAAC,KAAK,EAAE,MAAM;CAmD5B"}
@@ -0,0 +1,86 @@
1
+ import { Vector2 } from '../../math/vector2.js';
2
+ import { Narrowphase } from '../narrowphase/detector.js';
3
+ import { PhysicsBody } from './physics-body.js';
4
+ import { computeAABBOverlap, resolveCollision } from './resolver.js';
5
+ const GRAVITY = new Vector2(0, 980);
6
+ /**
7
+ * The **`PhysicsSystem`** is a singleton that updates all physics bodies each frame.
8
+ * It applies gravity, integrates velocity into position, and resolves collisions.
9
+ *
10
+ * Updated automatically after `CollisionSystem.update()` in the game loop.
11
+ */
12
+ export class PhysicsSystem {
13
+ static #instance;
14
+ #bodies = [];
15
+ #gravity = GRAVITY.clone();
16
+ static getInstance() {
17
+ if (!PhysicsSystem.#instance) {
18
+ PhysicsSystem.#instance = new PhysicsSystem();
19
+ }
20
+ return PhysicsSystem.#instance;
21
+ }
22
+ /** The gravity vector applied to all non-static bodies. */
23
+ static get gravity() {
24
+ return PhysicsSystem.getInstance().#gravity;
25
+ }
26
+ static set gravity(value) {
27
+ PhysicsSystem.getInstance().#gravity.x = value.x;
28
+ PhysicsSystem.getInstance().#gravity.y = value.y;
29
+ }
30
+ /** Registers a physics body with its associated collider. */
31
+ static register(body, collider) {
32
+ PhysicsSystem.getInstance().#bodies.push({ body, collider });
33
+ }
34
+ /** Unregisters a physics body. */
35
+ static unregister(body) {
36
+ const instance = PhysicsSystem.getInstance();
37
+ instance.#bodies = instance.#bodies.filter((e) => e.body !== body);
38
+ }
39
+ /** Runs the physics update. Called by `Game.loop()` after `CollisionSystem.update()`. */
40
+ static update(delta) {
41
+ PhysicsSystem.getInstance().#updateInternal(delta);
42
+ }
43
+ #updateInternal(delta) {
44
+ // 1. Apply gravity and integrate
45
+ for (const entry of this.#bodies) {
46
+ const { body, collider } = entry;
47
+ if (body.isStatic || !body.useGravity)
48
+ continue;
49
+ const accel = body.consumeAcceleration();
50
+ accel.x += this.#gravity.x;
51
+ accel.y += this.#gravity.y;
52
+ body.velocity.x += accel.x * delta;
53
+ body.velocity.y += accel.y * delta;
54
+ collider.position.x += body.velocity.x * delta;
55
+ collider.position.y += body.velocity.y * delta;
56
+ }
57
+ // 2. Resolve collisions between physics bodies
58
+ for (let i = 0; i < this.#bodies.length; i++) {
59
+ for (let j = i + 1; j < this.#bodies.length; j++) {
60
+ const a = this.#bodies[i];
61
+ const b = this.#bodies[j];
62
+ if (!a.collider.collidesWith.size || !b.collider.collidesWith.size)
63
+ continue;
64
+ if (!this.#groupsMatch(a.collider, b.collider))
65
+ continue;
66
+ if (!Narrowphase.detect(a.collider, b.collider))
67
+ continue;
68
+ const result = this.#computeOverlap(a.collider, b.collider);
69
+ if (result == null)
70
+ continue;
71
+ resolveCollision(a.body, b.body, result.overlap, result.normal);
72
+ }
73
+ }
74
+ }
75
+ #groupsMatch(a, b) {
76
+ return Array.from(a.collidesWith).some((group) => b.group.has(group));
77
+ }
78
+ #computeOverlap(a, b) {
79
+ const posA = a.globalPosition;
80
+ const posB = b.globalPosition;
81
+ const sizeA = a.size;
82
+ const sizeB = b.size;
83
+ return computeAABBOverlap(posA, sizeA, posB, sizeB);
84
+ }
85
+ }
86
+ //# sourceMappingURL=physics-system.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"physics-system.js","sourceRoot":"","sources":["../../../src/collision/physics/physics-system.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAA;AAC/C,OAAO,EAAE,WAAW,EAAE,MAAM,4BAA4B,CAAA;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAA;AAC/C,OAAO,EAAE,kBAAkB,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAA;AAOpE,MAAM,OAAO,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,CAAC,CAAA;AAEnC;;;;;GAKG;AACH,MAAM,OAAO,aAAa;IACxB,MAAM,CAAC,SAAS,CAAe;IAC/B,OAAO,GAAgB,EAAE,CAAA;IACzB,QAAQ,GAAG,OAAO,CAAC,KAAK,EAAE,CAAA;IAE1B,MAAM,CAAC,WAAW;QAChB,IAAI,CAAC,aAAa,CAAC,SAAS,EAAE,CAAC;YAC7B,aAAa,CAAC,SAAS,GAAG,IAAI,aAAa,EAAE,CAAA;QAC/C,CAAC;QACD,OAAO,aAAa,CAAC,SAAS,CAAA;IAChC,CAAC;IAED,2DAA2D;IAC3D,MAAM,KAAK,OAAO;QAChB,OAAO,aAAa,CAAC,WAAW,EAAE,CAAC,QAAQ,CAAA;IAC7C,CAAC;IAED,MAAM,KAAK,OAAO,CAAC,KAAc;QAC/B,aAAa,CAAC,WAAW,EAAE,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAA;QAChD,aAAa,CAAC,WAAW,EAAE,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAA;IAClD,CAAC;IAED,6DAA6D;IAC7D,MAAM,CAAC,QAAQ,CAAC,IAAiB,EAAE,QAAkB;QACnD,aAAa,CAAC,WAAW,EAAE,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC,CAAA;IAC9D,CAAC;IAED,kCAAkC;IAClC,MAAM,CAAC,UAAU,CAAC,IAAiB;QACjC,MAAM,QAAQ,GAAG,aAAa,CAAC,WAAW,EAAE,CAAA;QAC5C,QAAQ,CAAC,OAAO,GAAG,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,CAAA;IACpE,CAAC;IAED,yFAAyF;IACzF,MAAM,CAAC,MAAM,CAAC,KAAa;QACzB,aAAa,CAAC,WAAW,EAAE,CAAC,eAAe,CAAC,KAAK,CAAC,CAAA;IACpD,CAAC;IAED,eAAe,CAAC,KAAa;QAC3B,iCAAiC;QACjC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACjC,MAAM,EAAE,IAAI,EAAE,QAAQ,EAAE,GAAG,KAAK,CAAA;YAChC,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,UAAU;gBAAE,SAAQ;YAE/C,MAAM,KAAK,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAA;YACxC,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAA;YAC1B,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAA;YAE1B,IAAI,CAAC,QAAQ,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,KAAK,CAAA;YAClC,IAAI,CAAC,QAAQ,CAAC,CAAC,IAAI,KAAK,CAAC,CAAC,GAAG,KAAK,CAAA;YAElC,QAAQ,CAAC,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAK,CAAA;YAC9C,QAAQ,CAAC,QAAQ,CAAC,CAAC,IAAI,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAK,CAAA;QAChD,CAAC;QAED,+CAA+C;QAC/C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7C,KAAK,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACjD,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAE,CAAA;gBAC1B,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAE,CAAA;gBAE1B,IAAI,CAAC,CAAC,CAAC,QAAQ,CAAC,YAAY,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,QAAQ,CAAC,YAAY,CAAC,IAAI;oBAAE,SAAQ;gBAC5E,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,QAAQ,EAAE,CAAC,CAAC,QAAQ,CAAC;oBAAE,SAAQ;gBACxD,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,QAAQ,EAAE,CAAC,CAAC,QAAQ,CAAC;oBAAE,SAAQ;gBAEzD,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,QAAQ,EAAE,CAAC,CAAC,QAAQ,CAAC,CAAA;gBAC3D,IAAI,MAAM,IAAI,IAAI;oBAAE,SAAQ;gBAE5B,gBAAgB,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,IAAI,EAAE,MAAM,CAAC,OAAO,EAAE,MAAM,CAAC,MAAM,CAAC,CAAA;YACjE,CAAC;QACH,CAAC;IACH,CAAC;IAED,YAAY,CAAC,CAAW,EAAE,CAAW;QACnC,OAAO,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,IAAI,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAA;IACvE,CAAC;IAED,eAAe,CAAC,CAAW,EAAE,CAAW;QACtC,MAAM,IAAI,GAAG,CAAC,CAAC,cAAc,CAAA;QAC7B,MAAM,IAAI,GAAG,CAAC,CAAC,cAAc,CAAA;QAC7B,MAAM,KAAK,GAAG,CAAC,CAAC,IAAI,CAAA;QACpB,MAAM,KAAK,GAAG,CAAC,CAAC,IAAI,CAAA;QAEpB,OAAO,kBAAkB,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,CAAC,CAAA;IACrD,CAAC;CACF"}
@@ -0,0 +1,16 @@
1
+ import { Vector2 } from '../../math/vector2.js';
2
+ import type { PhysicsBody } from './physics-body.js';
3
+ /**
4
+ * Resolves the physical response between two colliding bodies.
5
+ * Handles separation (pushing apart) and impulse (bouncing).
6
+ */
7
+ export declare function resolveCollision(bodyA: PhysicsBody, bodyB: PhysicsBody, overlap: Vector2, normal: Vector2): void;
8
+ /**
9
+ * Computes overlap and collision normal between two axis-aligned bounding boxes.
10
+ * Returns null if no overlap.
11
+ */
12
+ export declare function computeAABBOverlap(posA: Vector2, sizeA: Vector2, posB: Vector2, sizeB: Vector2): {
13
+ overlap: Vector2;
14
+ normal: Vector2;
15
+ } | null;
16
+ //# sourceMappingURL=resolver.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"resolver.d.ts","sourceRoot":"","sources":["../../../src/collision/physics/resolver.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAA;AAC/C,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAA;AAEpD;;;GAGG;AACH,wBAAgB,gBAAgB,CAC9B,KAAK,EAAE,WAAW,EAClB,KAAK,EAAE,WAAW,EAClB,OAAO,EAAE,OAAO,EAChB,MAAM,EAAE,OAAO,GACd,IAAI,CAsEN;AAED;;;GAGG;AACH,wBAAgB,kBAAkB,CAChC,IAAI,EAAE,OAAO,EACb,KAAK,EAAE,OAAO,EACd,IAAI,EAAE,OAAO,EACb,KAAK,EAAE,OAAO,GACb;IAAE,OAAO,EAAE,OAAO,CAAC;IAAC,MAAM,EAAE,OAAO,CAAA;CAAE,GAAG,IAAI,CAgB9C"}
@@ -0,0 +1,91 @@
1
+ import { Vector2 } from '../../math/vector2.js';
2
+ /**
3
+ * Resolves the physical response between two colliding bodies.
4
+ * Handles separation (pushing apart) and impulse (bouncing).
5
+ */
6
+ export function resolveCollision(bodyA, bodyB, overlap, normal) {
7
+ const totalMass = bodyA.mass + bodyB.mass;
8
+ if (totalMass === 0)
9
+ return;
10
+ // Separation — push both bodies apart proportional to inverse mass
11
+ if (!bodyA.isStatic && !bodyB.isStatic) {
12
+ const ratioA = bodyB.mass / totalMass;
13
+ overlap.x *= ratioA;
14
+ overlap.y *= ratioA;
15
+ }
16
+ else if (bodyA.isStatic) {
17
+ // B gets pushed entirely
18
+ }
19
+ else if (bodyB.isStatic) {
20
+ overlap.x = -overlap.x;
21
+ overlap.y = -overlap.y;
22
+ }
23
+ if (!bodyA.isStatic) {
24
+ // overlap already adjusted for A
25
+ }
26
+ if (!bodyB.isStatic) {
27
+ overlap.x = -overlap.x;
28
+ overlap.y = -overlap.y;
29
+ }
30
+ // Impulse resolution
31
+ const relVelX = bodyA.velocity.x - bodyB.velocity.x;
32
+ const relVelY = bodyA.velocity.y - bodyB.velocity.y;
33
+ const velAlongNormal = relVelX * normal.x + relVelY * normal.y;
34
+ // Don't resolve if moving apart
35
+ if (velAlongNormal > 0)
36
+ return;
37
+ const restitution = Math.min(bodyA.bounce, bodyB.bounce);
38
+ let j = -(1 + restitution) * velAlongNormal;
39
+ j /= 1 / bodyA.mass + 1 / bodyB.mass;
40
+ const impulseX = j * normal.x;
41
+ const impulseY = j * normal.y;
42
+ if (!bodyA.isStatic) {
43
+ bodyA.velocity.x -= impulseX / bodyA.mass;
44
+ bodyA.velocity.y -= impulseY / bodyA.mass;
45
+ }
46
+ if (!bodyB.isStatic) {
47
+ bodyB.velocity.x += impulseX / bodyB.mass;
48
+ bodyB.velocity.y += impulseY / bodyB.mass;
49
+ }
50
+ // Friction
51
+ const tangentX = relVelX - velAlongNormal * normal.x;
52
+ const tangentY = relVelY - velAlongNormal * normal.y;
53
+ const tangentLen = Math.sqrt(tangentX * tangentX + tangentY * tangentY);
54
+ if (tangentLen < 0.0001)
55
+ return;
56
+ const tx = tangentX / tangentLen;
57
+ const ty = tangentY / tangentLen;
58
+ const friction = Math.sqrt(bodyA.friction * bodyB.friction);
59
+ let jt = -(relVelX * tx + relVelY * ty);
60
+ jt /= 1 / bodyA.mass + 1 / bodyB.mass;
61
+ jt = Math.max(-j * friction, Math.min(jt, j * friction));
62
+ if (!bodyA.isStatic) {
63
+ bodyA.velocity.x -= (jt * tx) / bodyA.mass;
64
+ bodyA.velocity.y -= (jt * ty) / bodyA.mass;
65
+ }
66
+ if (!bodyB.isStatic) {
67
+ bodyB.velocity.x += (jt * tx) / bodyB.mass;
68
+ bodyB.velocity.y += (jt * ty) / bodyB.mass;
69
+ }
70
+ }
71
+ /**
72
+ * Computes overlap and collision normal between two axis-aligned bounding boxes.
73
+ * Returns null if no overlap.
74
+ */
75
+ export function computeAABBOverlap(posA, sizeA, posB, sizeB) {
76
+ const overlapX = Math.min(posA.x + sizeA.x, posB.x + sizeB.x) - Math.max(posA.x, posB.x);
77
+ const overlapY = Math.min(posA.y + sizeA.y, posB.y + sizeB.y) - Math.max(posA.y, posB.y);
78
+ if (overlapX <= 0 || overlapY <= 0)
79
+ return null;
80
+ let normalX = 0;
81
+ let normalY = 0;
82
+ if (overlapX < overlapY) {
83
+ normalX = posA.x < posB.x ? -1 : 1;
84
+ return { overlap: new Vector2(overlapX, 0), normal: new Vector2(normalX, 0) };
85
+ }
86
+ else {
87
+ normalY = posA.y < posB.y ? -1 : 1;
88
+ return { overlap: new Vector2(0, overlapY), normal: new Vector2(0, normalY) };
89
+ }
90
+ }
91
+ //# sourceMappingURL=resolver.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"resolver.js","sourceRoot":"","sources":["../../../src/collision/physics/resolver.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAA;AAG/C;;;GAGG;AACH,MAAM,UAAU,gBAAgB,CAC9B,KAAkB,EAClB,KAAkB,EAClB,OAAgB,EAChB,MAAe;IAEf,MAAM,SAAS,GAAG,KAAK,CAAC,IAAI,GAAG,KAAK,CAAC,IAAI,CAAA;IACzC,IAAI,SAAS,KAAK,CAAC;QAAE,OAAM;IAE3B,mEAAmE;IACnE,IAAI,CAAC,KAAK,CAAC,QAAQ,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACvC,MAAM,MAAM,GAAG,KAAK,CAAC,IAAI,GAAG,SAAS,CAAA;QACrC,OAAO,CAAC,CAAC,IAAI,MAAM,CAAA;QACnB,OAAO,CAAC,CAAC,IAAI,MAAM,CAAA;IACrB,CAAC;SAAM,IAAI,KAAK,CAAC,QAAQ,EAAE,CAAC;QAC1B,yBAAyB;IAC3B,CAAC;SAAM,IAAI,KAAK,CAAC,QAAQ,EAAE,CAAC;QAC1B,OAAO,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAA;QACtB,OAAO,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAA;IACxB,CAAC;IAED,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpB,iCAAiC;IACnC,CAAC;IACD,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpB,OAAO,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAA;QACtB,OAAO,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAA;IACxB,CAAC;IAED,qBAAqB;IACrB,MAAM,OAAO,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAA;IACnD,MAAM,OAAO,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAA;IACnD,MAAM,cAAc,GAAG,OAAO,GAAG,MAAM,CAAC,CAAC,GAAG,OAAO,GAAG,MAAM,CAAC,CAAC,CAAA;IAE9D,gCAAgC;IAChC,IAAI,cAAc,GAAG,CAAC;QAAE,OAAM;IAE9B,MAAM,WAAW,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,CAAC,CAAA;IACxD,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,WAAW,CAAC,GAAG,cAAc,CAAA;IAC3C,CAAC,IAAI,CAAC,GAAG,KAAK,CAAC,IAAI,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAA;IAEpC,MAAM,QAAQ,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAA;IAC7B,MAAM,QAAQ,GAAG,CAAC,GAAG,MAAM,CAAC,CAAC,CAAA;IAE7B,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpB,KAAK,CAAC,QAAQ,CAAC,CAAC,IAAI,QAAQ,GAAG,KAAK,CAAC,IAAI,CAAA;QACzC,KAAK,CAAC,QAAQ,CAAC,CAAC,IAAI,QAAQ,GAAG,KAAK,CAAC,IAAI,CAAA;IAC3C,CAAC;IACD,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpB,KAAK,CAAC,QAAQ,CAAC,CAAC,IAAI,QAAQ,GAAG,KAAK,CAAC,IAAI,CAAA;QACzC,KAAK,CAAC,QAAQ,CAAC,CAAC,IAAI,QAAQ,GAAG,KAAK,CAAC,IAAI,CAAA;IAC3C,CAAC;IAED,WAAW;IACX,MAAM,QAAQ,GAAG,OAAO,GAAG,cAAc,GAAG,MAAM,CAAC,CAAC,CAAA;IACpD,MAAM,QAAQ,GAAG,OAAO,GAAG,cAAc,GAAG,MAAM,CAAC,CAAC,CAAA;IACpD,MAAM,UAAU,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,GAAG,QAAQ,GAAG,QAAQ,GAAG,QAAQ,CAAC,CAAA;IACvE,IAAI,UAAU,GAAG,MAAM;QAAE,OAAM;IAE/B,MAAM,EAAE,GAAG,QAAQ,GAAG,UAAU,CAAA;IAChC,MAAM,EAAE,GAAG,QAAQ,GAAG,UAAU,CAAA;IAChC,MAAM,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,QAAQ,CAAC,CAAA;IAE3D,IAAI,EAAE,GAAG,CAAC,CAAC,OAAO,GAAG,EAAE,GAAG,OAAO,GAAG,EAAE,CAAC,CAAA;IACvC,EAAE,IAAI,CAAC,GAAG,KAAK,CAAC,IAAI,GAAG,CAAC,GAAG,KAAK,CAAC,IAAI,CAAA;IACrC,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,QAAQ,EAAE,IAAI,CAAC,GAAG,CAAC,EAAE,EAAE,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAA;IAExD,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpB,KAAK,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,KAAK,CAAC,IAAI,CAAA;QAC1C,KAAK,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,KAAK,CAAC,IAAI,CAAA;IAC5C,CAAC;IACD,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,CAAC;QACpB,KAAK,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,KAAK,CAAC,IAAI,CAAA;QAC1C,KAAK,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC,GAAG,KAAK,CAAC,IAAI,CAAA;IAC5C,CAAC;AACH,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAChC,IAAa,EACb,KAAc,EACd,IAAa,EACb,KAAc;IAEd,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAA;IACxF,MAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAA;IAExF,IAAI,QAAQ,IAAI,CAAC,IAAI,QAAQ,IAAI,CAAC;QAAE,OAAO,IAAI,CAAA;IAE/C,IAAI,OAAO,GAAG,CAAC,CAAA;IACf,IAAI,OAAO,GAAG,CAAC,CAAA;IAEf,IAAI,QAAQ,GAAG,QAAQ,EAAE,CAAC;QACxB,OAAO,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QAClC,OAAO,EAAE,OAAO,EAAE,IAAI,OAAO,CAAC,QAAQ,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC,CAAC,EAAE,CAAA;IAC/E,CAAC;SAAM,CAAC;QACN,OAAO,GAAG,IAAI,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QAClC,OAAO,EAAE,OAAO,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,QAAQ,CAAC,EAAE,MAAM,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,EAAE,CAAA;IAC/E,CAAC;AACH,CAAC"}
@@ -0,0 +1,22 @@
1
+ import type { Position } from '../math/vector2.js';
2
+ export type { RectangleShape, CircleShape, Shape } from './narrowphase/shapes.js';
3
+ export { shapes } from './narrowphase/shapes.js';
4
+ /**
5
+ * The **`CollisionBounds`** interface defines an axis-aligned bounding box used for spatial queries.
6
+ * It consists of a `from` (min corner) and `to` (max corner) position.
7
+ *
8
+ * @example
9
+ * ```ts
10
+ * const bounds: CollisionBounds = {
11
+ * from: { x: 0, y: 0 },
12
+ * to: { x: 100, y: 100 },
13
+ * }
14
+ * ```
15
+ */
16
+ export interface CollisionBounds {
17
+ /** The minimum corner (top-left) of the bounding box. */
18
+ from: Position;
19
+ /** The maximum corner (bottom-right) of the bounding box. */
20
+ to: Position;
21
+ }
22
+ //# sourceMappingURL=types.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"types.d.ts","sourceRoot":"","sources":["../../src/collision/types.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,oBAAoB,CAAA;AAElD,YAAY,EAAE,cAAc,EAAE,WAAW,EAAE,KAAK,EAAE,MAAM,yBAAyB,CAAA;AACjF,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAA;AAEhD;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,eAAe;IAC9B,yDAAyD;IACzD,IAAI,EAAE,QAAQ,CAAA;IACd,6DAA6D;IAC7D,EAAE,EAAE,QAAQ,CAAA;CACb"}
@@ -0,0 +1,2 @@
1
+ export { shapes } from './narrowphase/shapes.js';
2
+ //# sourceMappingURL=types.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"types.js","sourceRoot":"","sources":["../../src/collision/types.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAA"}
@@ -0,0 +1,34 @@
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+ import type { Theme } from './theme.js';
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+ import { Vector2 } from '../math/vector2.js';
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+ export declare class GameConfig {
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+ /** The `canvas` of the `Game` */
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+ static canvas: HTMLCanvasElement;
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+ /** The `context` of the `canvas` */
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+ static ctx: CanvasRenderingContext2D;
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+ /** The `width` of the `canvas` */
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+ static width: number;
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+ /** The `height` of the `canvas` */
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+ static height: number;
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+ /** The `theme` of the `Game` */
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+ static theme: Theme;
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+ /** The `testOptions` of the `Game` */
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+ static testOptions: TestOptions;
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+ /** The `translate` represents the global translation of the `Game` */
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+ static translate: Vector2;
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+ }
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+ export interface TestOptions {
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+ showColliders: boolean;
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+ showRayCasts: boolean;
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+ showClickables: boolean;
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+ }
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+ interface GCO {
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+ canvas: HTMLCanvasElement;
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+ ctx: CanvasRenderingContext2D;
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+ width: number;
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+ height: number;
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+ theme: Theme;
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+ testOptions?: Partial<TestOptions>;
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+ }
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+ export declare function _set_gc({ canvas, ctx, width, height, theme, testOptions }: GCO): void;
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+ export {};
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+ //# sourceMappingURL=game-config.d.ts.map
@@ -0,0 +1 @@
1
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