js-game-zero 0.0.0-stage → 0.3.0

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Files changed (53) hide show
  1. package/LICENSE +22 -0
  2. package/README.md +138 -2
  3. package/dist/active-service.d.ts +21 -0
  4. package/dist/actor.d.ts +182 -0
  5. package/dist/animation.d.ts +61 -0
  6. package/dist/assets.d.ts +148 -0
  7. package/dist/audio.d.ts +150 -0
  8. package/dist/browser-asset-backends.d.ts +8 -0
  9. package/dist/browser.d.ts +10 -0
  10. package/dist/chunk-brk0rjcy.js +7846 -0
  11. package/dist/clock.d.ts +29 -0
  12. package/dist/color.d.ts +15 -0
  13. package/dist/events.d.ts +145 -0
  14. package/dist/friendly-names.d.ts +43 -0
  15. package/dist/geometry.d.ts +125 -0
  16. package/dist/helpers.d.ts +28 -0
  17. package/dist/host.d.ts +58 -0
  18. package/dist/host.js +435 -0
  19. package/dist/index.d.ts +340 -0
  20. package/dist/index.js +258 -0
  21. package/dist/input.d.ts +200 -0
  22. package/dist/inspection.d.ts +58 -0
  23. package/dist/jgz.js +8419 -0
  24. package/dist/node.d.ts +14 -0
  25. package/dist/node.js +145 -0
  26. package/dist/pixel-density.d.ts +23 -0
  27. package/dist/random.d.ts +31 -0
  28. package/dist/reference/actor.md +197 -0
  29. package/dist/reference/audio.md +128 -0
  30. package/dist/reference/clock.md +150 -0
  31. package/dist/reference/helpers.md +46 -0
  32. package/dist/reference/hooks.md +379 -0
  33. package/dist/reference/index.d.ts +2 -0
  34. package/dist/reference/index.js +39 -0
  35. package/dist/reference/loaders.md +164 -0
  36. package/dist/reference/rect.md +129 -0
  37. package/dist/reference/runtime.md +478 -0
  38. package/dist/reference/screen.md +313 -0
  39. package/dist/reference/storage.md +90 -0
  40. package/dist/rendering.d.ts +188 -0
  41. package/dist/runtime-contracts.d.ts +117 -0
  42. package/dist/runtime-diagnostics.d.ts +37 -0
  43. package/dist/runtime-persistence.d.ts +32 -0
  44. package/dist/runtime-source.d.ts +82 -0
  45. package/dist/runtime.d.ts +81 -0
  46. package/dist/source-scan.d.ts +49 -0
  47. package/dist/storage-path.d.ts +3 -0
  48. package/dist/storage.d.ts +88 -0
  49. package/dist/tone.d.ts +81 -0
  50. package/dist/touch-controls.d.ts +24 -0
  51. package/dist/touch-pointer.d.ts +11 -0
  52. package/dist/util.d.ts +62 -0
  53. package/package.json +69 -4
@@ -0,0 +1,313 @@
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+ # Screen And Drawing
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+
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+ `screen` is the global canvas surface. Everything you draw happens inside
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+ `draw()`, in screen pixels: `[0, 0]` is the top-left corner, x grows right,
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+ y grows down, and `[WIDTH, HEIGHT]` is the bottom-right corner.
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+
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+ ## Short forms
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+
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+ Five short calls draw the most common shapes and text, with each position
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+ given as separate numbers rather than an `[x, y]` list:
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+
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+ | Call | Draws |
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+ | ------------------------------------------------ | -------------------------------------------------- |
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+ | `screen.circle(x, y, radius, color)` | a filled circle centered on `x, y` |
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+ | `screen.rect(x, y, width, height, color)` | a filled rectangle whose top-left corner is `x, y` |
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+ | `screen.triangle(x1, y1, x2, y2, x3, y3, color)` | a filled triangle with those three corners |
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+ | `screen.line(x1, y1, x2, y2, color, width = 1)` | a line from `x1, y1` to `x2, y2`, `width` px thick |
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+ | `screen.text(text, x, y, color, size = 24)` | text whose top-left corner is `x, y`, `size` tall |
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+
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+ `color` is optional and defaults to `"white"`; it takes any of the
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+ [colors](#colors) below.
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+
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+ ```js
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+ function draw() {
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+ screen.clear();
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+ screen.rect(0, 220, 400, 80, "green");
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+ screen.circle(200, 150, 25, "gold");
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+ screen.triangle(160, 40, 120, 120, 200, 120);
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+ screen.line(20, 20, 200, 120, "white", 3);
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+ screen.text("Score: " + score, 20, 30);
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+ }
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+ ```
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+
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+ `screen.text` takes words in quotes or a number. To place text by its
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+ center, wrap it or give it an outline, use
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+ [`screen.draw.text`](#screendrawtexttext-pos-options--screendrawtexttext-options).
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+
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+ The short forms fill their shapes. The outline versions, and the versions
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+ that take `[x, y]` lists, stay under `screen.draw` below. Mind the names:
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+ **`screen.circle` fills, but `screen.draw.circle` draws only an outline**,
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+ and the same goes for `screen.rect` and `screen.draw.rect`.
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+
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+ A wrong call throws a `TypeError` that says what to change. A list, as in
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+ `screen.circle([200, 150], 25)`, points to the `screen.draw` method that
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+ takes lists (here `screen.draw.filledCircle`). A missing or non-number
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+ argument is named, and an extra one, such as an outline width, points to
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+ the outline method.
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+
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+ ## Colors
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+
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+ Every drawing method accepts a `Color`, which is either a CSS color string
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+ (`"white"`, `"#0f172a"`, `"rgb(20, 30, 40)"`) or an RGB/RGBA tuple of
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+ integers `0`–`255`: `[249, 115, 22]` or `[249, 115, 22, 128]` (the fourth
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+ value is alpha out of 255, not a `0`–`1` fraction). Passing anything else
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+ throws a `TypeError` that says what was wrong:
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+
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+ - A misspelled color name suggests the right one: `"lightblu"` fails with
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+ `Did you mean "lightblue"?`. (A canvas would otherwise ignore the color
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+ and keep drawing in the previous one.)
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+ - A hex code needs 3 or 6 hex digits (or 4 or 8, with alpha).
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+ - A fractional alpha such as `[255, 0, 0, 0.5]` fails with the 0–255 value
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+ to use instead (`128`).
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+
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+ Drawing options are checked the same way: an option a method doesn't have,
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+ such as `{ colour: "red" }`, throws and names the closest real option.
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+
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+ ### `rgb(red, green, blue, alpha?)`
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+
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+ Mixes a color from red, green and blue light, each `0`–`255`, with an
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+ optional alpha out of 255. It returns the matching list, so
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+ `rgb(255, 140, 105)` is `[255, 140, 105]` and works anywhere a color does.
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+ It's ready to use in a game file; in import mode, import it from
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+ `js-game-zero`.
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+
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+ ```js
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+ let coral = rgb(255, 140, 105);
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+ let glass = rgb(120, 200, 255, 128); // half see-through
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+ screen.circle(200, 150, 25, coral);
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+ ```
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+
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+ Its numbers are checked like a list's, with the same hints (a fractional
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+ alpha such as `0.5` names `128` instead), and a missing one is named:
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+ `rgb(255, 140)` fails with `rgb is missing blue`.
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+
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+ ## `screen.clear()`
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+
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+ Resets the whole canvas to opaque black.
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+
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+ ```js
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+ function draw() {
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+ screen.clear();
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+ }
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+ ```
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+
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+ ## `screen.fill(color, bottomColor?)`
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+
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+ Fills the canvas with a solid color, or a top-to-bottom gradient when a
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+ second color is given: `color` at the top fading to `bottomColor` at the
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+ bottom.
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+
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+ ```js
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+ screen.fill("#0f172a"); // solid
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+ screen.fill("#0f172a", "#164e63"); // gradient, dark at top to teal at bottom
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+ ```
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+
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+ ## `screen.draw.image(image, pos)` / `screen.blit(image, pos)`
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+
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+ `screen.draw.image` and `screen.blit` (Pygame Zero's name) do the same
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+ thing. Draws an already-loaded image (by asset name, or a `SurfaceLike` you already
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+ hold) at a position. `pos` is a `[x, y]` point for the image's top-left
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+ corner, or a rect-like value (its top-left corner is used; blit does not
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+ scale the image to the rect's size).
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+
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+ ```js
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+ screen.draw.image("player.svg", [40, 40]);
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+ ```
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+
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+ If the named image hasn't finished loading yet, nothing is drawn: it returns
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+ a `Promise` that resolves once the image has loaded, and the runtime holds
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+ the frames that follow until then, so the image shows from the next one.
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+ If it can't be loaded, the promise rejects and the run reports the missing
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+ image by name, so `draw()` needn't handle the promise itself.
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+ Images touched while the script starts up load before the first frame (see
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+ [`docs/reference/runtime.md`](runtime.md#preload-gate)).
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+ Prefer `Actor` for anything that moves or needs collision — drawing an image
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+ directly is for background art and tiles.
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+
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+ ## `screen.bounds()`
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+
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+ Returns a `ZRect` covering the whole canvas (`[0, 0, WIDTH, HEIGHT]`), handy
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+ for clamping or collision against the screen edge.
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+
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+ ```js
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+ if (!screen.bounds().contains(player.rect()))
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+ player.center = [WIDTH / 2, HEIGHT / 2];
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+ ```
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+
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+ ## `PIXEL_DENSITY` and `screen.density`
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+
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+ On a phone, one screen pixel covers several of the device's own pixels.
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+ The canvas has a pixel for each of them, so text, outlines and SVG pictures
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+ stay sharp. `screen.density` says how many canvas pixels make up one screen
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+ pixel along each side: between 2 and 3 on most phones and 1 on a computer
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+ monitor. Your game's numbers don't change with it: a game 360 pixels wide
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+ is 360 wide at any density.
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+
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+ Set `PIXEL_DENSITY` next to `WIDTH` and `HEIGHT` to choose the density
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+ yourself. Without it, the game uses the device's own, up to 3.
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+
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+ ```js
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+ WIDTH = 360;
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+ HEIGHT = 640;
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+ PIXEL_DENSITY = 1; // one canvas pixel per screen pixel, even on a phone
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+ ```
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+
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+ See [pixel density](runtime.md#pixel-density) for how hosts size and read
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+ the canvas.
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+
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+ ## `screen.draw.line(start, end, color, width = 1)`
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+
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+ ```js
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+ screen.draw.line([20, 20], [200, 120], "white", 3);
163
+ ```
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+
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+ ## `screen.draw.circle(pos, radius, color, width = 1)` / `filledCircle(pos, radius, color)`
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+
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+ `screen.draw.circle` draws an outline; `filledCircle` and the short form
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+ [`screen.circle`](#short-forms) fill.
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+
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+ ```js
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+ screen.draw.circle([160, 90], 40, "#38bdf8", 2); // outline
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+ screen.draw.filledCircle([160, 90], 40, "#38bdf8"); // filled
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+ ```
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+
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+ ## `screen.draw.rect(rect, color, width = 1)` / `filledRect(rect, color)`
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+
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+ `rect` accepts anything geometry accepts: a `Rect`, an `Actor` (via its
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+ `.rect()` duck type — see [`docs/reference/rect.md`](rect.md)), or a plain
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+ `[left, top, width, height]` tuple.
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+
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+ ```js
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+ screen.draw.filledRect([40, 40, 120, 60], "#f97316");
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+ screen.draw.rect(player.rect(), "yellow", 2); // highlight a hitbox
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+ ```
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+
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+ ## `screen.draw.polygon(points, color, width = 1)` / `filledPolygon(points, color)`
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+
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+ Needs at least three points.
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+
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+ ```js
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+ screen.draw.filledPolygon(
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+ [
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+ [238, 40],
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+ [292, 64],
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+ [270, 126],
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+ [214, 118],
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+ ],
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+ "#f8fafc",
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+ );
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+ ```
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+
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+ ## `screen.draw.text(text, pos?, options?)` / `screen.draw.text(text, options)`
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+
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+ Draws text with a large set of beginner-friendly options — this is a
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+ JavaScript-native reimplementation of pgzero's `ptext` module, including its
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+ word-wrapping algorithm and gradient/outline/shadow effects.
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+
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+ ```js
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+ screen.draw.text("Score: 12", [16, 16], {
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+ size: 24,
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+ color: "white",
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+ });
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+ ```
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+
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+ When the options say where the text goes (`center`, `topRight`, ...), pass
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+ them second, in place of the position:
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+
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+ ```js
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+ screen.draw.text("Game Over", { center: [WIDTH / 2, HEIGHT / 2], size: 40 });
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+ ```
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+
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+ Several options have two names: a readable one, and the shorter one Pygame
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+ Zero uses. Either works, but not both at once:
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+
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+ | Readable name | Pygame Zero name |
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+ | --------------- | ---------------- |
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+ | `size` | `fontsize` |
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+ | `outline` | `owidth` |
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+ | `outlineColor` | `ocolor` |
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+ | `shadowColor` | `scolor` |
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+ | `gradientColor` | `gcolor` |
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+
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+ ### Position options
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+
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+ Give **exactly one** of the following ways to position the text (mixing
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+ them throws a `TypeError`):
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+
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+ - `pos` (or the second positional argument) — a `[x, y]` point. Combined
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+ with `anchor` (default `"topLeft"`) to decide which part of the text box
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+ sits at that point.
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+ - A named anchor point directly: `topLeft`, `topRight`, `bottomLeft`,
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+ `bottomRight`, `midTop`, `midLeft`, `midRight`, `midBottom`, `center` —
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+ each takes a `[x, y]` point for that corner/edge/center of the text.
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+ - Scalar axis keywords, combined per-axis: `left`/`centerX`/`right` for the
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+ horizontal position, `top`/`centerY`/`bottom` for the vertical position.
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+ You can mix one horizontal and one vertical scalar (`{ right: 300, top: 10
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+ }`), or use just one axis and fall back to `pos` for the other.
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+
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+ ```js
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+ screen.draw.text("Game Over", {
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+ center: [WIDTH / 2, HEIGHT / 2],
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+ size: 40,
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+ });
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+ screen.draw.text("HUD", { right: WIDTH - 10, top: 10 }); // top-right corner, 10px margin
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+ ```
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+
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+ ### Font options
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+
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+ - `size` / `fontsize` (default `24`)
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+ - `fontname` — the stem of a font asset under `fonts/` (e.g. `"pixel"` for
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+ `fonts/pixel.ttf`); loads asynchronously the first time it's used.
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+ - `sysfontname` — a literal CSS font family name instead (e.g. `"Georgia"`).
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+ Mutually exclusive with `fontname`.
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+ - `bold`, `italic`, `underline` — booleans.
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+ - `color` (default `"white"`), `background` (fills a box behind the text).
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+ - `gradientColor` / `gcolor` — a second color for a top-to-bottom gradient
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+ across the text.
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+
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+ ### Layout options
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+
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+ - `width` — wraps text to fit this many pixels; without it, text is only
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+ broken at explicit newlines (`\n`). Wrapping is greedy word-wrap: a single
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+ word longer than `width` is placed on its own (overflowing) line rather
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+ than being cut.
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+ - `widthem` — like `width`, but expressed as a multiple of `size`.
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+ - `lineheight` — pixels between lines (default `size * 1.2`).
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+ - `align` — `"left"` (default), `"center"`, or `"right"`, for multi-line text.
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+ A [`textbox`](#screendrawtextboxtext-rect-options) follows its `anchor`
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+ instead, so it centers by default.
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+ - `strip` — trims trailing spaces from each wrapped line (default `true`).
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+ - `anchor` — overrides which part of the text's bounding box sits at the
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+ resolved position; either one of the named anchor strings above, or a
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+ `[horizontal, vertical]` pair where each side is `"left"`/`"center"`/`"right"`,
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+ `"top"`/`"center"`/`"bottom"`, or a literal pixel-offset number.
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+ - `angle` — rotates the text counterclockwise around the anchor point, in
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+ degrees.
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+
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+ ### Effects
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+
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+ - `outline` / `owidth` + `outlineColor` / `ocolor` — an outline stroke
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+ around the glyphs, `outline` pixels thick.
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+ - `shadow` (a number or `[x, y]` offset) + `shadowColor` / `scolor`
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+ (default `"black"`) — a drop shadow.
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+ - `alpha` — overall opacity, `0`–`1` (default `1`).
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+
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+ ## `screen.draw.textbox(text, rect, options?)`
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+
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+ Like `draw.text`, but instead of a fixed `size` you give a rectangle and
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+ `textbox` picks the **largest font size that fits inside it** (shrinking
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+ down to `minSize`, default `4`, if necessary; `minFontsize` is another name
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+ for it, but not both at once). Text is centered in the rect by default.
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+ Pass `anchor` (e.g. `"topLeft"`) to place it elsewhere in the rect; its
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+ lines line up the same way (on the left for `"topLeft"`) unless you give
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+ `align`. The rect places the text, so `textbox` takes none of
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+ `draw.text`'s position options (`pos`, `center`, `topLeft`, `left`, ...)
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+ and no `width`; giving one throws a `TypeError` that says so.
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+
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+ ```js
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+ screen.draw.textbox("You win!", [40, 60, 240, 80], {
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+ color: "white",
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+ size: 48, // upper bound; shrinks to fit if "You win!" would overflow
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+ });
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+ ```
@@ -0,0 +1,90 @@
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+ # Storage
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+
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+ `storage` is a persistent, dictionary-like object for saving small amounts
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+ of data between play sessions — high scores, unlocked levels, settings.
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+
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+ ```js
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+ let highScore = storage.get("highScore") ?? 0;
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+
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+ function update() {
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+ if (score > highScore) {
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+ highScore = score;
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+ storage.set("highScore", highScore);
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+ }
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+ }
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+ ```
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+
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+ ## Auto-load and auto-save
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+
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+ You don't need to call `save()` or `load()` yourself in normal use:
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+
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+ - **Auto-load**: the default browser adapter has a synchronous `loadSync()`
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+ path, so a top-level read like `let score = storage.get("score") ?? 0`
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+ sees previously-saved data immediately. So does a custom adapter with a
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+ `loadSync()`, or whose `load()` returns its text rather than a Promise. A
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+ custom asynchronous adapter is loaded once during startup and delays
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+ frames/`handle.ready`, but cannot retroactively change values already
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+ copied into top-level variables, and what it loads replaces anything the
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+ top level stored before it arrived.
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+ - **Auto-save**: any mutation (`storage.set(...)`, `storage.score = 5`,
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+ `storage.delete(...)`, `storage.clear()`) schedules a save a fraction of a
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+ second later, and within a second even while the game keeps changing it
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+ every frame; rapid changes coalesce into one write instead of saving on
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+ every single mutation. Storage is also flushed immediately when the tab is
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+ hidden or closed, and when the game stops, so nothing is lost. A change
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+ inside a stored object or list, such as `storage.highScores.push(score)`,
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+ is saved too, with the next of those saves; set the key again
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+ (`storage.highScores = storage.highScores`) to save it sooner.
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+
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+ ## Reading and writing
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+
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+ Two equivalent styles work — plain method calls, or attribute-style access
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+ through a proxy (closer to pgzero's `storage` object):
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+
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+ ```js
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+ storage.set("score", 10);
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+ storage.get("score"); // 10
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+
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+ storage.score = 10; // same as storage.set("score", 10)
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+ storage.score; // 10
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+ ```
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+
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+ | Method | Behavior |
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+ | --------------------------------------- | -------------------------------------------------------------------------------------------------- |
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+ | `storage.get(key, defaultValue?)` | Returns the stored value, or `defaultValue` (`undefined` if omitted) if `key` isn't set. |
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+ | `storage.set(key, value)` | Stores `value` under `key`. |
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+ | `storage.setDefault(key, defaultValue)` | Sets `key` to `defaultValue` only if it isn't already set; returns the resulting value either way. |
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+ | `storage.has(key)` | `boolean`. |
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+ | `storage.delete(key)` | Removes `key`; also works as `delete storage.key`. Returns `true` if something was removed. |
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+ | `storage.clear()` | Removes everything. |
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+ | `storage.keys()` | Every stored key, alphabetically sorted. |
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+ | `storage.path` | The backing location: a scoped `localStorage` key in the browser, or a file path in the sandbox. |
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+
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+ Values must be JSON-serializable — plain objects, arrays, strings, numbers,
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+ booleans, and `null`. Storing anything else (a class instance, a function,
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+ `undefined`, `NaN`, `Infinity`, a circular reference), anywhere inside the
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+ value, throws a `JsonStorageError` naming the offending path, e.g.
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+ `NaN is not a JSON value at storage.highScores[2].score`, and stores nothing.
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+ A value changed inside a stored object or list after it was stored is only
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+ checked when storage saves: until it's a JSON value again, saving fails,
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+ with a warning naming its path, and nothing in storage is saved.
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+
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+ ## Gotchas
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+
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+ - **Don't shadow method names.** `storage.save`, `storage.load`, `storage.path`
75
+ and the other method names above are real properties on `storage` itself,
76
+ not just proxy-forwarded keys — writing `storage.save = 5` overwrites the
77
+ actual `save` method instead of storing a value, and another spelling of
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+ a method, such as `storage.setdefault`, throws naming the method. Pick key
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+ names that don't collide with the method list.
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+ - Storage is scoped per project: in the browser it's namespaced by project
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+ id (so two different games on the same site don't share data, as long as
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+ each has its own `projectId`; games run without one all share the id
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+ `default`); in the sandbox it's a JSON file inside that project's own
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+ directory.
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+
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+ ## Manual save/load
87
+
88
+ For advanced cases — forcing an immediate write instead of waiting for the
89
+ debounce, or working outside of `run()` — `storage.save()` and
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+ `storage.load()` are both available directly and return `Promise<void>`.
@@ -0,0 +1,188 @@
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+ import { type AssetLoader, type SurfaceLike } from "./assets.js";
2
+ import { type Color } from "./color.js";
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+ import { ZRect, type Point, type RectLike } from "./geometry.js";
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+ export { normalizeColor } from "./color.js";
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+ export type { Color } from "./color.js";
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+ export type CanvasLike = {
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+ readonly width: number;
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+ readonly height: number;
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+ getContext?: (contextId: "2d") => CanvasRenderingContext2D | null;
10
+ };
11
+ export type ScreenOptions = {
12
+ readonly imageLoader?: Pick<AssetLoader<SurfaceLike>, "load" | "get">;
13
+ };
14
+ export type TextAlignOption = "left" | "center" | "right";
15
+ export type TextAnchor = "topLeft" | "topRight" | "bottomLeft" | "bottomRight" | "midTop" | "midLeft" | "midRight" | "midBottom" | "center" | readonly [number | HorizontalAnchor, number | VerticalAnchor];
16
+ export type HorizontalAnchor = "left" | "center" | "middle" | "right";
17
+ export type VerticalAnchor = "top" | "center" | "middle" | "bottom";
18
+ export type TextOptions = {
19
+ readonly fontname?: string;
20
+ readonly sysfontname?: string;
21
+ readonly fontsize?: number;
22
+ /** Same as `fontsize`. */
23
+ readonly size?: number;
24
+ readonly bold?: boolean;
25
+ readonly italic?: boolean;
26
+ readonly underline?: boolean;
27
+ readonly color?: Color;
28
+ readonly background?: Color;
29
+ readonly pos?: Point;
30
+ readonly topLeft?: Point;
31
+ readonly topRight?: Point;
32
+ readonly bottomLeft?: Point;
33
+ readonly bottomRight?: Point;
34
+ readonly midTop?: Point;
35
+ readonly midLeft?: Point;
36
+ readonly midRight?: Point;
37
+ readonly midBottom?: Point;
38
+ readonly center?: Point;
39
+ readonly top?: number;
40
+ readonly left?: number;
41
+ readonly bottom?: number;
42
+ readonly right?: number;
43
+ readonly centerX?: number;
44
+ readonly centerY?: number;
45
+ readonly width?: number;
46
+ readonly widthem?: number;
47
+ readonly lineheight?: number;
48
+ readonly align?: TextAlignOption;
49
+ readonly strip?: boolean;
50
+ readonly owidth?: number;
51
+ /** Same as `owidth`. */
52
+ readonly outline?: number;
53
+ readonly ocolor?: Color;
54
+ /** Same as `ocolor`. */
55
+ readonly outlineColor?: Color;
56
+ readonly shadow?: number | Point;
57
+ readonly scolor?: Color;
58
+ /** Same as `scolor`. */
59
+ readonly shadowColor?: Color;
60
+ readonly gcolor?: Color;
61
+ /** Same as `gcolor`. */
62
+ readonly gradientColor?: Color;
63
+ readonly alpha?: number;
64
+ readonly anchor?: TextAnchor;
65
+ readonly angle?: number;
66
+ };
67
+ export type TextboxOptions = Omit<TextOptions, TextPositionKey | "width" | "widthem" | "top" | "left" | "bottom" | "right" | "centerX" | "centerY"> & {
68
+ readonly minFontsize?: number;
69
+ /** Same as `minFontsize`. */
70
+ readonly minSize?: number;
71
+ };
72
+ /**
73
+ * `screen.draw.text` takes its options either third, after a position, or
74
+ * second, in place of one: `text("Hi", [10, 10], { size: 20 })` and
75
+ * `text("Hi", { center: [160, 90], size: 20 })` both work.
76
+ */
77
+ export type DrawText = {
78
+ (text: string, options?: TextOptions): void;
79
+ (text: string, pos: Point | undefined, options?: TextOptions): void;
80
+ };
81
+ export type TextLayout = {
82
+ readonly lines: readonly string[];
83
+ readonly font: string;
84
+ readonly fontSize: number;
85
+ readonly lineHeight: number;
86
+ readonly boxWidth: number;
87
+ readonly boxHeight: number;
88
+ readonly textWidth: number;
89
+ readonly align: TextAlignOption;
90
+ readonly topLeft: Point;
91
+ readonly anchorOffset: Point;
92
+ readonly alpha: number;
93
+ };
94
+ type TextPositionKey = "pos" | "topLeft" | "topRight" | "bottomLeft" | "bottomRight" | "midTop" | "midLeft" | "midRight" | "midBottom" | "center";
95
+ /**
96
+ * Sizes the screen to `width` × `height` logical pixels with `density`
97
+ * canvas pixels each, and scales the context so every drawing call keeps
98
+ * working in logical pixels. A density change keeps what's on the canvas,
99
+ * rescaled; a new size starts blank, as setting a canvas's size does.
100
+ */
101
+ export declare function resizeScreen(screen: Screen, width: number, height: number, density?: number): void;
102
+ /**
103
+ * Restores the density scale if something reset the canvas since the last
104
+ * frame. Code outside the runtime that sets `canvas.width`/`height` means
105
+ * a logical size, so the screen adopts it at the same density.
106
+ */
107
+ export declare function syncScreen(screen: Screen): void;
108
+ /** A value a drawn thing reports, as JSON. */
109
+ type DrawnValue = string | number | boolean | readonly number[];
110
+ /**
111
+ * One thing a frame drew, as a host reads it through the inspector's
112
+ * `$drawn`: its kind (`fill`, `image`, `actor`, `circle`, `rect`, `polygon`,
113
+ * `line`, `text`, `clear`), and what it is and where, as the game gave them.
114
+ */
115
+ export type DrawnThing = {
116
+ readonly kind: string;
117
+ readonly [key: string]: DrawnValue;
118
+ };
119
+ /** Starts recording what `screen` draws, afresh: the runtime calls it before each `draw()`. */
120
+ export declare function beginDrawn(screen: Screen): void;
121
+ /** What `screen`'s last `draw()` drew, in order; empty before its first. */
122
+ export declare function drawnOn(screen: Screen): readonly DrawnThing[];
123
+ /** Records one thing drawn, when the screen is recording. */
124
+ export declare function recordDrawn(screen: Screen, thing: DrawnThing): void;
125
+ export declare class Screen {
126
+ readonly canvas: CanvasLike;
127
+ readonly context: CanvasRenderingContext2D;
128
+ readonly imageLoader: Pick<AssetLoader<SurfaceLike>, "load" | "get">;
129
+ readonly draw: {
130
+ line: (start: Point, end: Point, color: Color, width?: number) => void;
131
+ circle: (pos: Point, radius: number, color: Color, width?: number) => void;
132
+ filledCircle: (pos: Point, radius: number, color: Color) => void;
133
+ polygon: (points: Point[], color: Color, width?: number) => void;
134
+ filledPolygon: (points: Point[], color: Color) => void;
135
+ rect: (rect: RectLike, color: Color, width?: number) => void;
136
+ filledRect: (rect: RectLike, color: Color) => void;
137
+ text: DrawText;
138
+ textbox: (text: string, rect: RectLike, options?: TextboxOptions) => void;
139
+ /** Same as `screen.blit`: draws an image with its top-left at `pos`. */
140
+ image: (image: string | SurfaceLike, pos: Point | RectLike) => Promise<void> | void;
141
+ };
142
+ constructor(canvas: CanvasLike, context?: CanvasRenderingContext2D | null, options?: ScreenOptions);
143
+ /** The screen's width in logical pixels: the game's `WIDTH`. */
144
+ get width(): number;
145
+ /** The screen's height in logical pixels: the game's `HEIGHT`. */
146
+ get height(): number;
147
+ /** Canvas pixels per logical pixel along each side. */
148
+ get density(): number;
149
+ bounds(): ZRect;
150
+ clear(): void;
151
+ fill(color: Color, gcolor?: Color): void;
152
+ blit(image: string | SurfaceLike, pos: Point | RectLike): Promise<void> | void;
153
+ /**
154
+ * The short forms take positions as separate numbers rather than `[x, y]`
155
+ * lists, fill their shapes, and default to white, so
156
+ * `screen.circle(200, 150, 25, "gold")` fits a phone-width line where
157
+ * `screen.draw.filledCircle([200, 150], 25, "gold")` doesn't. The
158
+ * outline versions stay under `screen.draw`.
159
+ */
160
+ circle(x: number, y: number, radius: number, color?: Color): void;
161
+ /** A filled rectangle whose top-left corner is at `x, y`. */
162
+ rect(x: number, y: number, width: number, height: number, color?: Color): void;
163
+ triangle(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, color?: Color): void;
164
+ line(x1: number, y1: number, x2: number, y2: number, color?: Color, width?: number): void;
165
+ /**
166
+ * Text whose top-left corner is at `x, y`, `size` pixels tall, so a score
167
+ * fits one short line: `screen.text("Score: " + score, 20, 30)`. A number
168
+ * is drawn as it reads. Placing by its center or any other option stays
169
+ * under `screen.draw.text`.
170
+ */
171
+ text(text: string | number, x: number, y: number, color?: Color, size?: number): void;
172
+ private drawSurface;
173
+ private drawLine;
174
+ private drawCircle;
175
+ private drawPolygon;
176
+ private drawRect;
177
+ private drawText;
178
+ private drawTextbox;
179
+ }
180
+ export declare function setScreen(screen: Screen | null): Screen | null;
181
+ export declare function getScreen(): Screen;
182
+ export declare const screen: Screen;
183
+ export declare function layoutText(context: CanvasRenderingContext2D, text: string, pos: Point | undefined, options?: TextOptions): TextLayout;
184
+ export declare function fitTextboxFontSize(context: CanvasRenderingContext2D, text: string, rectLike: RectLike, options?: TextboxOptions): {
185
+ fontSize: number;
186
+ lineHeight: number;
187
+ lines: readonly string[];
188
+ };