goudengine 0.0.826 → 0.0.828

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Files changed (52) hide show
  1. package/README.md +18 -0
  2. package/dist/generated/errors.g.d.ts +37 -0
  3. package/dist/generated/errors.g.d.ts.map +1 -0
  4. package/dist/generated/errors.g.js +148 -0
  5. package/dist/generated/errors.g.js.map +1 -0
  6. package/dist/generated/index.g.d.ts +3 -2
  7. package/dist/generated/index.g.d.ts.map +1 -1
  8. package/dist/generated/index.g.js +13 -1
  9. package/dist/generated/index.g.js.map +1 -1
  10. package/dist/generated/node/index.g.d.ts +122 -2
  11. package/dist/generated/node/index.g.d.ts.map +1 -1
  12. package/dist/generated/node/index.g.js +160 -1
  13. package/dist/generated/node/index.g.js.map +1 -1
  14. package/dist/generated/types/engine.g.d.ts +134 -0
  15. package/dist/generated/types/engine.g.d.ts.map +1 -1
  16. package/dist/generated/types/input.g.d.ts +38 -0
  17. package/dist/generated/types/input.g.d.ts.map +1 -1
  18. package/dist/generated/types/input.g.js +45 -1
  19. package/dist/generated/types/input.g.js.map +1 -1
  20. package/dist/generated/types/math.g.d.ts +4 -0
  21. package/dist/generated/types/math.g.d.ts.map +1 -1
  22. package/dist/generated/types/math.g.js +4 -0
  23. package/dist/generated/types/math.g.js.map +1 -1
  24. package/dist/web/generated/types/engine.g.d.ts +134 -0
  25. package/dist/web/generated/types/engine.g.d.ts.map +1 -1
  26. package/dist/web/generated/types/input.g.d.ts +38 -0
  27. package/dist/web/generated/types/input.g.d.ts.map +1 -1
  28. package/dist/web/generated/types/input.g.js +44 -0
  29. package/dist/web/generated/types/input.g.js.map +1 -1
  30. package/dist/web/generated/types/math.g.d.ts +4 -0
  31. package/dist/web/generated/types/math.g.d.ts.map +1 -1
  32. package/dist/web/generated/types/math.g.js +4 -0
  33. package/dist/web/generated/types/math.g.js.map +1 -1
  34. package/dist/web/generated/web/errors.g.d.ts +37 -0
  35. package/dist/web/generated/web/errors.g.d.ts.map +1 -0
  36. package/dist/web/generated/web/errors.g.js +136 -0
  37. package/dist/web/generated/web/errors.g.js.map +1 -0
  38. package/dist/web/generated/web/index.g.d.ts +91 -2
  39. package/dist/web/generated/web/index.g.d.ts.map +1 -1
  40. package/dist/web/generated/web/index.g.js +144 -13
  41. package/dist/web/generated/web/index.g.js.map +1 -1
  42. package/goud-engine-node.darwin-arm64.node +0 -0
  43. package/goud-engine-node.darwin-x64.node +0 -0
  44. package/goud-engine-node.linux-x64-gnu.node +0 -0
  45. package/goud-engine-node.win32-x64-msvc.node +0 -0
  46. package/index.d.ts +24 -0
  47. package/index.js +53 -52
  48. package/package.json +1 -1
  49. package/wasm/goud_engine.d.ts +231 -60
  50. package/wasm/goud_engine.js +621 -57
  51. package/wasm/goud_engine_bg.wasm +0 -0
  52. package/wasm/goud_engine_bg.wasm.d.ts +93 -34
package/README.md CHANGED
@@ -136,6 +136,24 @@ game.destroy();
136
136
  **Controls:** `Space` or left-click to flap, `R` to restart, `Escape` to quit.
137
137
  The web variant works the same way — import from `goudengine/web` and call `await GoudGame.create(...)`.
138
138
 
139
+ ## Web Platform Notes
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+
141
+ A few things to keep in mind when targeting the browser:
142
+
143
+ - **Synchronous game loop callback** -- The `game.run()` callback must be
144
+ synchronous. Passing an `async` function triggers a console warning because
145
+ wasm-bindgen's `RefCell` borrow cannot be held across `await` points.
146
+ - **Texture loading uses `fetch()`** -- `loadTexture(path)` calls `fetch()`
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+ internally, so relative URLs resolve from the page's origin. Make sure your
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+ asset paths are correct relative to your HTML file or use absolute URLs.
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+ - **`pause()` / `resume()`** -- You can pause the game loop without detaching
150
+ input handlers by calling `game.pause()`. Call `game.resume()` to restart.
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+ `game.stop()` fully tears down the loop and input handlers.
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+ - **Tab visibility** -- `requestAnimationFrame` automatically pauses when the
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+ browser tab is hidden. No extra handling is needed.
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+ - **Touch input** -- Touch events are automatically mapped to mouse button 0.
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+ `touchstart` maps to `press_mouse_button(0)`, `touchend` maps to `release_mouse_button(0)`.
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+
139
157
  ## Node vs Web Targets
140
158
 
141
159
  The package uses conditional exports to select the right backend automatically:
@@ -0,0 +1,37 @@
1
+ export declare enum RecoveryClass {
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+ Recoverable = 0,
3
+ Fatal = 1,
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+ Degraded = 2
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+ }
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+ /** Base error for all GoudEngine errors. */
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+ export declare class GoudError extends Error {
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+ readonly code: number;
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+ readonly category: string;
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+ readonly subsystem: string;
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+ readonly operation: string;
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+ readonly recovery: RecoveryClass;
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+ readonly recoveryHint: string;
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+ constructor(code: number, message: string, category: string, subsystem: string, operation: string, recovery: RecoveryClass, recoveryHint: string);
15
+ /**
16
+ * Build the correct typed error subclass from a code and message.
17
+ * Subsystem and operation are optional context strings.
18
+ */
19
+ static fromCode(code: number, message: string, subsystem?: string, operation?: string): GoudError;
20
+ }
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+ export declare class GoudContextError extends GoudError {
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+ }
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+ export declare class GoudResourceError extends GoudError {
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+ }
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+ export declare class GoudGraphicsError extends GoudError {
26
+ }
27
+ export declare class GoudEntityError extends GoudError {
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+ }
29
+ export declare class GoudInputError extends GoudError {
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+ }
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+ export declare class GoudSystemError extends GoudError {
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+ }
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+ export declare class GoudProviderError extends GoudError {
34
+ }
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+ export declare class GoudInternalError extends GoudError {
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+ }
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+ //# sourceMappingURL=errors.g.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"errors.g.d.ts","sourceRoot":"","sources":["../../src/generated/errors.g.ts"],"names":[],"mappings":"AAEA,oBAAY,aAAa;IACvB,WAAW,IAAI;IACf,KAAK,IAAI;IACT,QAAQ,IAAI;CACb;AAED,4CAA4C;AAC5C,qBAAa,SAAU,SAAQ,KAAK;IAClC,SAAgB,IAAI,EAAE,MAAM,CAAC;IAC7B,SAAgB,QAAQ,EAAE,MAAM,CAAC;IACjC,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,QAAQ,EAAE,aAAa,CAAC;IACxC,SAAgB,YAAY,EAAE,MAAM,CAAC;gBAGnC,IAAI,EAAE,MAAM,EACZ,OAAO,EAAE,MAAM,EACf,QAAQ,EAAE,MAAM,EAChB,SAAS,EAAE,MAAM,EACjB,SAAS,EAAE,MAAM,EACjB,QAAQ,EAAE,aAAa,EACvB,YAAY,EAAE,MAAM;IAetB;;;OAGG;IACH,MAAM,CAAC,QAAQ,CACb,IAAI,EAAE,MAAM,EACZ,OAAO,EAAE,MAAM,EACf,SAAS,GAAE,MAAW,EACtB,SAAS,GAAE,MAAW,GACrB,SAAS;CAUb;AAED,qBAAa,gBAAiB,SAAQ,SAAS;CAAG;AAClD,qBAAa,iBAAkB,SAAQ,SAAS;CAAG;AACnD,qBAAa,iBAAkB,SAAQ,SAAS;CAAG;AACnD,qBAAa,eAAgB,SAAQ,SAAS;CAAG;AACjD,qBAAa,cAAe,SAAQ,SAAS;CAAG;AAChD,qBAAa,eAAgB,SAAQ,SAAS;CAAG;AACjD,qBAAa,iBAAkB,SAAQ,SAAS;CAAG;AACnD,qBAAa,iBAAkB,SAAQ,SAAS;CAAG"}
@@ -0,0 +1,148 @@
1
+ "use strict";
2
+ // This file is AUTO-GENERATED by GoudEngine codegen. DO NOT EDIT.
3
+ Object.defineProperty(exports, "__esModule", { value: true });
4
+ exports.GoudInternalError = exports.GoudProviderError = exports.GoudSystemError = exports.GoudInputError = exports.GoudEntityError = exports.GoudGraphicsError = exports.GoudResourceError = exports.GoudContextError = exports.GoudError = exports.RecoveryClass = void 0;
5
+ var RecoveryClass;
6
+ (function (RecoveryClass) {
7
+ RecoveryClass[RecoveryClass["Recoverable"] = 0] = "Recoverable";
8
+ RecoveryClass[RecoveryClass["Fatal"] = 1] = "Fatal";
9
+ RecoveryClass[RecoveryClass["Degraded"] = 2] = "Degraded";
10
+ })(RecoveryClass || (exports.RecoveryClass = RecoveryClass = {}));
11
+ /** Base error for all GoudEngine errors. */
12
+ class GoudError extends Error {
13
+ constructor(code, message, category, subsystem, operation, recovery, recoveryHint) {
14
+ super(message);
15
+ this.name = new.target.name;
16
+ this.code = code;
17
+ this.category = category;
18
+ this.subsystem = subsystem;
19
+ this.operation = operation;
20
+ this.recovery = recovery;
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+ this.recoveryHint = recoveryHint;
22
+ // Maintain proper prototype chain for instanceof checks
23
+ Object.setPrototypeOf(this, new.target.prototype);
24
+ }
25
+ /**
26
+ * Build the correct typed error subclass from a code and message.
27
+ * Subsystem and operation are optional context strings.
28
+ */
29
+ static fromCode(code, message, subsystem = "", operation = "") {
30
+ const category = categoryFromCode(code);
31
+ const recovery = recoveryFromCategory(category);
32
+ const hint = hintFromCode(code);
33
+ const Subclass = CATEGORY_CLASS_MAP[category] ?? GoudError;
34
+ return new Subclass(code, message, category, subsystem, operation, recovery, hint);
35
+ }
36
+ }
37
+ exports.GoudError = GoudError;
38
+ class GoudContextError extends GoudError {
39
+ }
40
+ exports.GoudContextError = GoudContextError;
41
+ class GoudResourceError extends GoudError {
42
+ }
43
+ exports.GoudResourceError = GoudResourceError;
44
+ class GoudGraphicsError extends GoudError {
45
+ }
46
+ exports.GoudGraphicsError = GoudGraphicsError;
47
+ class GoudEntityError extends GoudError {
48
+ }
49
+ exports.GoudEntityError = GoudEntityError;
50
+ class GoudInputError extends GoudError {
51
+ }
52
+ exports.GoudInputError = GoudInputError;
53
+ class GoudSystemError extends GoudError {
54
+ }
55
+ exports.GoudSystemError = GoudSystemError;
56
+ class GoudProviderError extends GoudError {
57
+ }
58
+ exports.GoudProviderError = GoudProviderError;
59
+ class GoudInternalError extends GoudError {
60
+ }
61
+ exports.GoudInternalError = GoudInternalError;
62
+ const CATEGORY_CLASS_MAP = {
63
+ Context: GoudContextError,
64
+ Resource: GoudResourceError,
65
+ Graphics: GoudGraphicsError,
66
+ Entity: GoudEntityError,
67
+ Input: GoudInputError,
68
+ System: GoudSystemError,
69
+ Provider: GoudProviderError,
70
+ Internal: GoudInternalError,
71
+ };
72
+ function categoryFromCode(code) {
73
+ if (code >= 900)
74
+ return "Internal";
75
+ if (code >= 600)
76
+ return "Provider";
77
+ if (code >= 500)
78
+ return "System";
79
+ if (code >= 400)
80
+ return "Input";
81
+ if (code >= 300)
82
+ return "Entity";
83
+ if (code >= 200)
84
+ return "Graphics";
85
+ if (code >= 100)
86
+ return "Resource";
87
+ if (code >= 1)
88
+ return "Context";
89
+ return "Unknown";
90
+ }
91
+ /**
92
+ * Default recovery class derived from code range. This is a fallback
93
+ * for environments where the native FFI is not available (e.g., web).
94
+ * Desktop environments should prefer the value from
95
+ * goud_error_recovery_class.
96
+ */
97
+ function recoveryFromCategory(category) {
98
+ switch (category) {
99
+ case "Context":
100
+ case "Internal":
101
+ return RecoveryClass.Fatal;
102
+ default:
103
+ return RecoveryClass.Recoverable;
104
+ }
105
+ }
106
+ /** Static hint lookup matching the codegen schema. */
107
+ function hintFromCode(code) {
108
+ return HINTS[code] ?? "";
109
+ }
110
+ const HINTS = {
111
+ 1: "Call the initialization function first",
112
+ 2: "Shut down the engine before re-initializing",
113
+ 3: "Ensure the context was properly created and not corrupted",
114
+ 4: "Re-initialize the engine to obtain a new context",
115
+ 10: "Check the error message for details and verify dependencies",
116
+ 100: "Verify the file path and check the working directory",
117
+ 101: "Check file permissions and ensure the file is not locked",
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+ 102: "Verify the file is not corrupted and uses a supported format",
119
+ 103: "Use a unique identifier or remove the existing resource first",
120
+ 110: "Ensure the handle was obtained from a valid creation call",
121
+ 111: "Re-create the resource to get a new handle",
122
+ 112: "Pass the correct handle type for the operation",
123
+ 200: "Review shader source; the error message contains GPU compiler output",
124
+ 201: "Verify shader stage inputs/outputs match and uniforms are declared",
125
+ 210: "Check texture dimensions and format; reduce size or free GPU resources",
126
+ 211: "Reduce buffer size or free unused GPU buffers",
127
+ 220: "Verify attachment formats and dimensions are consistent",
128
+ 230: "Update GPU drivers or select a different supported backend",
129
+ 240: "Verify buffer bindings and shader state; try updating GPU drivers",
130
+ 300: "Verify the entity ID is valid and has not been despawned",
131
+ 301: "Use a different entity ID or remove the existing entity first",
132
+ 310: "Attach the component before accessing it, or check with a has-component query",
133
+ 311: "Use replace/update instead of add, or remove the existing component first",
134
+ 320: "Check for conflicting mutable/immutable access on the same component",
135
+ 400: "Verify the input device is connected and recognized by the OS",
136
+ 401: "Check the action name matches a registered input action",
137
+ 500: "Verify display server is running and window parameters are valid",
138
+ 510: "Check that an audio output device is available",
139
+ 520: "Review physics configuration for invalid values",
140
+ 530: "Check the error message for platform-specific details",
141
+ 600: "Check provider configuration and dependencies",
142
+ 601: "Register the provider before accessing it",
143
+ 602: "Check the error message for operation-specific details",
144
+ 900: "Report the error with full details; this is likely an engine bug",
145
+ 901: "Use an alternative approach or wait for the feature to be implemented",
146
+ 902: "Check the sequence of API calls; the engine may need re-initialization",
147
+ };
148
+ //# sourceMappingURL=errors.g.js.map
@@ -0,0 +1 @@
1
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@@ -1,4 +1,5 @@
1
- export { GoudGame, Color, Vec2, Vec3, Key, MouseButton } from './node/index.g.js';
2
- export type { IGoudGame, IEntity, IColor, IVec2, ITransform2DData, ISpriteData, IRenderStats, IContact } from './types/engine.g.js';
1
+ export { GoudGame, EngineConfig, Color, Vec2, Vec3, Key, MouseButton } from './node/index.g.js';
2
+ export type { IGoudGame, IEngineConfig, IEntity, IColor, IVec2, ITransform2DData, ISpriteData, IRenderStats, IContact, IFpsStats } from './types/engine.g.js';
3
3
  export type { Rect } from './types/math.g.js';
4
+ export { GoudError, GoudContextError, GoudResourceError, GoudGraphicsError, GoudEntityError, GoudInputError, GoudSystemError, GoudProviderError, GoudInternalError, RecoveryClass } from './errors.g.js';
4
5
  //# sourceMappingURL=index.g.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.g.d.ts","sourceRoot":"","sources":["../../src/generated/index.g.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,GAAG,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAClF,YAAY,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,gBAAgB,EAAE,WAAW,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,qBAAqB,CAAC;AACpI,YAAY,EAAE,IAAI,EAAE,MAAM,mBAAmB,CAAC"}
1
+ {"version":3,"file":"index.g.d.ts","sourceRoot":"","sources":["../../src/generated/index.g.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,GAAG,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAChG,YAAY,EAAE,SAAS,EAAE,aAAa,EAAE,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,gBAAgB,EAAE,WAAW,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAC;AAC9J,YAAY,EAAE,IAAI,EAAE,MAAM,mBAAmB,CAAC;AAC9C,OAAO,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,eAAe,EAAE,cAAc,EAAE,eAAe,EAAE,iBAAiB,EAAE,iBAAiB,EAAE,aAAa,EAAE,MAAM,eAAe,CAAC"}
@@ -1,12 +1,24 @@
1
1
  "use strict";
2
2
  // This file is AUTO-GENERATED by GoudEngine codegen. DO NOT EDIT.
3
3
  Object.defineProperty(exports, "__esModule", { value: true });
4
- exports.MouseButton = exports.Key = exports.Vec3 = exports.Vec2 = exports.Color = exports.GoudGame = void 0;
4
+ exports.RecoveryClass = exports.GoudInternalError = exports.GoudProviderError = exports.GoudSystemError = exports.GoudInputError = exports.GoudEntityError = exports.GoudGraphicsError = exports.GoudResourceError = exports.GoudContextError = exports.GoudError = exports.MouseButton = exports.Key = exports.Vec3 = exports.Vec2 = exports.Color = exports.EngineConfig = exports.GoudGame = void 0;
5
5
  var index_g_js_1 = require("./node/index.g.js");
6
6
  Object.defineProperty(exports, "GoudGame", { enumerable: true, get: function () { return index_g_js_1.GoudGame; } });
7
+ Object.defineProperty(exports, "EngineConfig", { enumerable: true, get: function () { return index_g_js_1.EngineConfig; } });
7
8
  Object.defineProperty(exports, "Color", { enumerable: true, get: function () { return index_g_js_1.Color; } });
8
9
  Object.defineProperty(exports, "Vec2", { enumerable: true, get: function () { return index_g_js_1.Vec2; } });
9
10
  Object.defineProperty(exports, "Vec3", { enumerable: true, get: function () { return index_g_js_1.Vec3; } });
10
11
  Object.defineProperty(exports, "Key", { enumerable: true, get: function () { return index_g_js_1.Key; } });
11
12
  Object.defineProperty(exports, "MouseButton", { enumerable: true, get: function () { return index_g_js_1.MouseButton; } });
13
+ var errors_g_js_1 = require("./errors.g.js");
14
+ Object.defineProperty(exports, "GoudError", { enumerable: true, get: function () { return errors_g_js_1.GoudError; } });
15
+ Object.defineProperty(exports, "GoudContextError", { enumerable: true, get: function () { return errors_g_js_1.GoudContextError; } });
16
+ Object.defineProperty(exports, "GoudResourceError", { enumerable: true, get: function () { return errors_g_js_1.GoudResourceError; } });
17
+ Object.defineProperty(exports, "GoudGraphicsError", { enumerable: true, get: function () { return errors_g_js_1.GoudGraphicsError; } });
18
+ Object.defineProperty(exports, "GoudEntityError", { enumerable: true, get: function () { return errors_g_js_1.GoudEntityError; } });
19
+ Object.defineProperty(exports, "GoudInputError", { enumerable: true, get: function () { return errors_g_js_1.GoudInputError; } });
20
+ Object.defineProperty(exports, "GoudSystemError", { enumerable: true, get: function () { return errors_g_js_1.GoudSystemError; } });
21
+ Object.defineProperty(exports, "GoudProviderError", { enumerable: true, get: function () { return errors_g_js_1.GoudProviderError; } });
22
+ Object.defineProperty(exports, "GoudInternalError", { enumerable: true, get: function () { return errors_g_js_1.GoudInternalError; } });
23
+ Object.defineProperty(exports, "RecoveryClass", { enumerable: true, get: function () { return errors_g_js_1.RecoveryClass; } });
12
24
  //# sourceMappingURL=index.g.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.g.js","sourceRoot":"","sources":["../../src/generated/index.g.ts"],"names":[],"mappings":";AAAA,kEAAkE;;;AAElE,gDAAkF;AAAzE,sGAAA,QAAQ,OAAA;AAAE,mGAAA,KAAK,OAAA;AAAE,kGAAA,IAAI,OAAA;AAAE,kGAAA,IAAI,OAAA;AAAE,iGAAA,GAAG,OAAA;AAAE,yGAAA,WAAW,OAAA"}
1
+ {"version":3,"file":"index.g.js","sourceRoot":"","sources":["../../src/generated/index.g.ts"],"names":[],"mappings":";AAAA,kEAAkE;;;AAElE,gDAAgG;AAAvF,sGAAA,QAAQ,OAAA;AAAE,0GAAA,YAAY,OAAA;AAAE,mGAAA,KAAK,OAAA;AAAE,kGAAA,IAAI,OAAA;AAAE,kGAAA,IAAI,OAAA;AAAE,iGAAA,GAAG,OAAA;AAAE,yGAAA,WAAW,OAAA;AAGpE,6CAAyM;AAAhM,wGAAA,SAAS,OAAA;AAAE,+GAAA,gBAAgB,OAAA;AAAE,gHAAA,iBAAiB,OAAA;AAAE,gHAAA,iBAAiB,OAAA;AAAE,8GAAA,eAAe,OAAA;AAAE,6GAAA,cAAc,OAAA;AAAE,8GAAA,eAAe,OAAA;AAAE,gHAAA,iBAAiB,OAAA;AAAE,gHAAA,iBAAiB,OAAA;AAAE,4GAAA,aAAa,OAAA"}
@@ -1,7 +1,8 @@
1
- import type { IGoudGame, IEntity, IColor, IVec2, ITransform2DData, ISpriteData, IRenderStats, IContact } from '../types/engine.g.js';
1
+ import type { IGoudGame, IEntity, IColor, IVec2, ITransform2DData, ISpriteData, IRenderStats, IContact, IFpsStats } from '../types/engine.g.js';
2
2
  export { Color, Vec2, Vec3 } from '../types/math.g.js';
3
3
  export { Key, MouseButton } from '../types/input.g.js';
4
- export type { IGoudGame, IEntity, IColor, IVec2, ITransform2DData, ISpriteData, IRenderStats, IContact } from '../types/engine.g.js';
4
+ export type { IGoudGame, IEntity, IColor, IVec2, ITransform2DData, ISpriteData, IRenderStats, IContact, IFpsStats } from '../types/engine.g.js';
5
+ /** Main game engine instance. Creates a window, manages rendering, input, and ECS. */
5
6
  export declare class GoudGame implements IGoudGame {
6
7
  private native;
7
8
  constructor(config?: {
@@ -14,90 +15,209 @@ export declare class GoudGame implements IGoudGame {
14
15
  height?: number;
15
16
  title?: string;
16
17
  }): Promise<GoudGame>;
18
+ /** Seconds elapsed since last frame */
17
19
  get deltaTime(): number;
20
+ /** Current frames per second */
18
21
  get fps(): number;
22
+ /** Window width in pixels */
19
23
  get windowWidth(): number;
24
+ /** Window height in pixels */
20
25
  get windowHeight(): number;
26
+ /** Window title */
21
27
  get title(): string;
28
+ /** Total elapsed time in seconds */
22
29
  get totalTime(): number;
30
+ /** Number of frames processed */
23
31
  get frameCount(): number;
32
+ /** Returns true if the window close has been requested */
24
33
  shouldClose(): boolean;
34
+ /** Signals the window to close */
25
35
  close(): void;
36
+ /** Releases all engine resources */
26
37
  destroy(): void;
38
+ /** Starts a new render frame with the given clear color */
27
39
  beginFrame(r?: number, g?: number, b?: number, a?: number): void;
40
+ /** Finishes the current frame and presents it to the screen */
28
41
  endFrame(): void;
42
+ /** Runs the game loop. Calls the update callback each frame with delta time. Blocks until the window is closed. */
29
43
  run(update: (dt: number) => void): void;
44
+ /** Loads a texture from a file path and returns its handle */
30
45
  loadTexture(path: string): Promise<number>;
46
+ /** Destroys a previously loaded texture */
31
47
  destroyTexture(handle: number): void;
48
+ /** Draws a textured sprite */
32
49
  drawSprite(texture: number, x: number, y: number, width: number, height: number, rotation?: number, color?: IColor): void;
50
+ /** Draws a colored rectangle */
33
51
  drawQuad(x: number, y: number, width: number, height: number, color?: IColor): void;
52
+ /** Returns true if the key is currently held down */
34
53
  isKeyPressed(key: number): boolean;
54
+ /** Returns true if the key was pressed this frame */
35
55
  isKeyJustPressed(key: number): boolean;
56
+ /** Returns true if the key was released this frame */
36
57
  isKeyJustReleased(key: number): boolean;
58
+ /** Returns true if the mouse button is currently held */
37
59
  isMouseButtonPressed(button: number): boolean;
60
+ /** Returns true if the mouse button was pressed this frame */
38
61
  isMouseButtonJustPressed(button: number): boolean;
62
+ /** Returns true if the mouse button was released this frame */
39
63
  isMouseButtonJustReleased(button: number): boolean;
64
+ /** Returns the mouse position relative to the window */
40
65
  getMousePosition(): IVec2;
66
+ /** Returns the mouse movement since last frame */
41
67
  getMouseDelta(): IVec2;
68
+ /** Returns the scroll wheel delta this frame */
42
69
  getScrollDelta(): IVec2;
70
+ /** Creates a new empty entity */
43
71
  spawnEmpty(): IEntity;
72
+ /** Destroys an entity and all its components */
44
73
  despawn(entity: IEntity): boolean;
74
+ /** Clones an entity, creating a new entity with copies of all cloneable components */
75
+ cloneEntity(entity: IEntity): IEntity;
76
+ /** Clones an entity and all its descendants recursively */
77
+ cloneEntityRecursive(entity: IEntity): IEntity;
78
+ /** Returns the number of living entities */
45
79
  entityCount(): number;
80
+ /** Returns true if the entity still exists */
46
81
  isAlive(entity: IEntity): boolean;
82
+ /** Attaches a Transform2D component to the entity */
47
83
  addTransform2d(entity: IEntity, transform: ITransform2DData): void;
84
+ /** Returns the entity's Transform2D, or null if absent */
48
85
  getTransform2d(entity: IEntity): ITransform2DData | null;
86
+ /** Overwrites the entity's Transform2D */
49
87
  setTransform2d(entity: IEntity, transform: ITransform2DData): void;
88
+ /** Returns true if the entity has a Transform2D */
50
89
  hasTransform2d(entity: IEntity): boolean;
90
+ /** Removes the Transform2D from the entity */
51
91
  removeTransform2d(entity: IEntity): boolean;
92
+ /** Attaches a Name component to the entity */
52
93
  addName(entity: IEntity, name: string): void;
94
+ /** Returns the entity's Name, or null if absent */
53
95
  getName(entity: IEntity): string | null;
96
+ /** Returns true if the entity has a Name */
54
97
  hasName(entity: IEntity): boolean;
98
+ /** Removes the Name from the entity */
55
99
  removeName(entity: IEntity): boolean;
100
+ /** Attaches a Sprite component to the entity */
56
101
  addSprite(entity: IEntity, sprite: ISpriteData): void;
102
+ /** Returns the entity's Sprite, or null if absent */
57
103
  getSprite(entity: IEntity): ISpriteData | null;
104
+ /** Overwrites the entity's Sprite */
58
105
  setSprite(entity: IEntity, sprite: ISpriteData): void;
106
+ /** Returns true if the entity has a Sprite */
59
107
  hasSprite(entity: IEntity): boolean;
108
+ /** Removes the Sprite from the entity */
60
109
  removeSprite(entity: IEntity): boolean;
110
+ /** Spawns multiple empty entities at once */
61
111
  spawnBatch(count: number): IEntity[];
112
+ /** Despawns multiple entities at once */
62
113
  despawnBatch(entities: IEntity[]): number;
114
+ /** Creates a 3D cube */
63
115
  createCube(textureId: number, width: number, height: number, depth: number): number;
116
+ /** Creates a 3D plane */
64
117
  createPlane(textureId: number, width: number, depth: number): number;
118
+ /** Creates a 3D sphere */
65
119
  createSphere(textureId: number, diameter: number, segments?: number): number;
120
+ /** Creates a 3D cylinder */
66
121
  createCylinder(textureId: number, radius: number, height: number, segments?: number): number;
122
+ /** Sets a 3D object's position */
67
123
  setObjectPosition(objectId: number, x: number, y: number, z: number): boolean;
124
+ /** Sets a 3D object's rotation in degrees */
68
125
  setObjectRotation(objectId: number, x: number, y: number, z: number): boolean;
126
+ /** Sets a 3D object's scale */
69
127
  setObjectScale(objectId: number, x: number, y: number, z: number): boolean;
128
+ /** Destroys a 3D object */
70
129
  destroyObject(objectId: number): boolean;
130
+ /** Adds a light to the 3D scene */
71
131
  addLight(lightType: number, posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number, r: number, g: number, b: number, intensity: number, range: number, spotAngle: number): number;
132
+ /** Updates a light's properties */
72
133
  updateLight(lightId: number, lightType: number, posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number, r: number, g: number, b: number, intensity: number, range: number, spotAngle: number): boolean;
134
+ /** Removes a light */
73
135
  removeLight(lightId: number): boolean;
136
+ /** Sets the 3D camera position */
74
137
  setCameraPosition3D(x: number, y: number, z: number): boolean;
138
+ /** Sets the 3D camera rotation */
75
139
  setCameraRotation3D(pitch: number, yaw: number, roll: number): boolean;
140
+ /** Configures the ground grid */
76
141
  configureGrid(enabled: boolean, size: number, divisions: number): boolean;
142
+ /** Sets grid visibility */
77
143
  setGridEnabled(enabled: boolean): boolean;
144
+ /** Configures the skybox/background color */
78
145
  configureSkybox(enabled: boolean, r: number, g: number, b: number, a: number): boolean;
146
+ /** Configures fog settings */
79
147
  configureFog(enabled: boolean, r: number, g: number, b: number, density: number): boolean;
148
+ /** Sets fog visibility */
80
149
  setFogEnabled(enabled: boolean): boolean;
150
+ /** Renders all 3D objects */
81
151
  render3D(): boolean;
152
+ /** Draws a sprite with source rectangle for sprite sheets */
82
153
  drawSpriteRect(texture: number, x: number, y: number, width: number, height: number, rotation: number, srcX: number, srcY: number, srcW: number, srcH: number, color?: IColor): boolean;
154
+ /** Sets the rendering viewport */
83
155
  setViewport(x: number, y: number, width: number, height: number): void;
156
+ /** Enables depth testing */
84
157
  enableDepthTest(): void;
158
+ /** Disables depth testing */
85
159
  disableDepthTest(): void;
160
+ /** Clears the depth buffer */
86
161
  clearDepth(): void;
162
+ /** Disables alpha blending */
87
163
  disableBlending(): void;
164
+ /** Returns rendering statistics for the current frame */
88
165
  getRenderStats(): IRenderStats;
166
+ /** Returns FPS statistics from the debug overlay rolling window */
167
+ getFpsStats(): IFpsStats;
168
+ /** Enables or disables the FPS debug overlay */
169
+ setFpsOverlayEnabled(enabled: boolean): void;
170
+ /** Sets how often FPS statistics are recomputed */
171
+ setFpsUpdateInterval(interval: number): void;
172
+ /** Sets the screen corner where the FPS overlay is displayed */
173
+ setFpsOverlayCorner(corner: number): void;
174
+ /** Maps an action name to a key */
89
175
  mapActionKey(action: string, key: number): boolean;
176
+ /** Returns true if the action is currently pressed */
90
177
  isActionPressed(action: string): boolean;
178
+ /** Returns true if the action was pressed this frame */
91
179
  isActionJustPressed(action: string): boolean;
180
+ /** Returns true if the action was released this frame */
92
181
  isActionJustReleased(action: string): boolean;
182
+ /** AABB vs AABB collision test with contact */
93
183
  collisionAabbAabb(centerAx: number, centerAy: number, halfWa: number, halfHa: number, centerBx: number, centerBy: number, halfWb: number, halfHb: number): IContact | null;
184
+ /** Circle vs circle collision test */
94
185
  collisionCircleCircle(centerAx: number, centerAy: number, radiusA: number, centerBx: number, centerBy: number, radiusB: number): IContact | null;
186
+ /** Circle vs AABB collision test */
95
187
  collisionCircleAabb(circleX: number, circleY: number, circleRadius: number, boxX: number, boxY: number, boxHw: number, boxHh: number): IContact | null;
188
+ /** Tests if a point is inside a rectangle */
96
189
  pointInRect(px: number, py: number, rx: number, ry: number, rw: number, rh: number): boolean;
190
+ /** Tests if a point is inside a circle */
97
191
  pointInCircle(px: number, py: number, cx: number, cy: number, radius: number): boolean;
192
+ /** Fast AABB overlap test */
98
193
  aabbOverlap(minAx: number, minAy: number, maxAx: number, maxAy: number, minBx: number, minBy: number, maxBx: number, maxBy: number): boolean;
194
+ /** Fast circle overlap test */
99
195
  circleOverlap(x1: number, y1: number, r1: number, x2: number, y2: number, r2: number): boolean;
196
+ /** Distance between two points */
100
197
  distance(x1: number, y1: number, x2: number, y2: number): number;
198
+ /** Squared distance between two points */
101
199
  distanceSquared(x1: number, y1: number, x2: number, y2: number): number;
102
200
  }
201
+ import type { IEngineConfig } from '../types/engine.g.js';
202
+ /** Builder for configuring and creating a GoudGame instance with provider selection. */
203
+ export declare class EngineConfig implements IEngineConfig {
204
+ private native;
205
+ constructor();
206
+ /** Sets the window title */
207
+ setTitle(title: string): EngineConfig;
208
+ /** Sets the window size in pixels */
209
+ setSize(width: number, height: number): EngineConfig;
210
+ /** Enables or disables vertical sync */
211
+ setVsync(enabled: boolean): EngineConfig;
212
+ /** Enables or disables fullscreen mode */
213
+ setFullscreen(enabled: boolean): EngineConfig;
214
+ /** Sets the target frames per second */
215
+ setTargetFps(fps: number): EngineConfig;
216
+ /** Enables or disables the FPS debug overlay */
217
+ setFpsOverlay(enabled: boolean): EngineConfig;
218
+ /** Consumes the config and creates a windowed GoudGame instance */
219
+ build(): GoudGame;
220
+ /** Frees the config without building */
221
+ destroy(): void;
222
+ }
103
223
  //# sourceMappingURL=index.g.d.ts.map
@@ -1 +1 @@
1
- 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