like2d 2.11.0 → 2.12.0

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Files changed (73) hide show
  1. package/README.md +36 -6
  2. package/assets/logo-banner-optimized.svg +15 -27
  3. package/assets/logo-banner.svg +76 -132
  4. package/assets/logo-icon.svg +33 -23
  5. package/assets/logo.svg +78 -123
  6. package/dist/audio/index.d.ts +1 -1
  7. package/dist/engine.d.ts +5 -8
  8. package/dist/engine.js +37 -22
  9. package/dist/events.d.ts +19 -7
  10. package/dist/graphics/canvas.d.ts +23 -7
  11. package/dist/graphics/canvas.js +69 -68
  12. package/dist/graphics/graphics.d.ts +83 -55
  13. package/dist/graphics/graphics.js +128 -129
  14. package/dist/graphics/image.d.ts +22 -0
  15. package/dist/graphics/image.js +62 -0
  16. package/dist/graphics/index.d.ts +6 -4
  17. package/dist/graphics/index.js +2 -2
  18. package/dist/index.d.ts +6 -4
  19. package/dist/index.js +9 -2
  20. package/dist/input/controllerdb.json +1 -1
  21. package/dist/input/gamepad-mapping.d.ts +4 -4
  22. package/dist/input/gamepad-mapping.js +6 -5
  23. package/dist/input/gamepad.d.ts +11 -1
  24. package/dist/input/gamepad.js +11 -1
  25. package/dist/input/index.d.ts +13 -5
  26. package/dist/input/index.js +5 -1
  27. package/dist/input/input.d.ts +58 -7
  28. package/dist/input/input.js +63 -9
  29. package/dist/input/keyboard.d.ts +26 -3
  30. package/dist/input/keyboard.js +24 -0
  31. package/dist/input/mouse.d.ts +34 -6
  32. package/dist/input/mouse.js +31 -3
  33. package/dist/like.d.ts +41 -12
  34. package/dist/like.js +0 -4
  35. package/dist/math/index.d.ts +8 -9
  36. package/dist/math/index.js +8 -9
  37. package/dist/math/vector2.d.ts +2 -1
  38. package/dist/prefab-scenes/index.d.ts +5 -3
  39. package/dist/prefab-scenes/index.js +4 -2
  40. package/dist/prefab-scenes/mapGamepad.d.ts +14 -2
  41. package/dist/prefab-scenes/mapGamepad.js +29 -22
  42. package/dist/prefab-scenes/startScreen.d.ts +2 -3
  43. package/dist/prefab-scenes/startScreen.js +41 -12
  44. package/dist/scene.d.ts +48 -13
  45. package/dist/scene.js +0 -5
  46. package/package.json +2 -2
  47. package/dist/__benchmarks__/vector2.bench.d.ts +0 -2
  48. package/dist/__benchmarks__/vector2.bench.d.ts.map +0 -1
  49. package/dist/__benchmarks__/vector2.bench.js +0 -74
  50. package/dist/audio/audio.d.ts.map +0 -1
  51. package/dist/audio/index.d.ts.map +0 -1
  52. package/dist/engine.d.ts.map +0 -1
  53. package/dist/events.d.ts.map +0 -1
  54. package/dist/graphics/canvas.d.ts.map +0 -1
  55. package/dist/graphics/graphics.d.ts.map +0 -1
  56. package/dist/graphics/index.d.ts.map +0 -1
  57. package/dist/index.d.ts.map +0 -1
  58. package/dist/input/gamepad-mapping.d.ts.map +0 -1
  59. package/dist/input/gamepad.d.ts.map +0 -1
  60. package/dist/input/index.d.ts.map +0 -1
  61. package/dist/input/input.d.ts.map +0 -1
  62. package/dist/input/keyboard.d.ts.map +0 -1
  63. package/dist/input/mouse.d.ts.map +0 -1
  64. package/dist/like.d.ts.map +0 -1
  65. package/dist/math/index.d.ts.map +0 -1
  66. package/dist/math/rect.d.ts.map +0 -1
  67. package/dist/math/vector2.d.ts.map +0 -1
  68. package/dist/prefab-scenes/index.d.ts.map +0 -1
  69. package/dist/prefab-scenes/mapGamepad.d.ts.map +0 -1
  70. package/dist/prefab-scenes/startScreen.d.ts.map +0 -1
  71. package/dist/scene.d.ts.map +0 -1
  72. package/dist/timer/index.d.ts.map +0 -1
  73. package/dist/timer/timer.d.ts.map +0 -1
@@ -1,12 +1,9 @@
1
1
  /**
2
- * @module GamepadMapping
3
- *
4
2
  * A database, generated on module load,
5
3
  * which uses SDL's database to coerce
6
4
  * browser APIs into physical gamepad button
7
5
  * mappings.
8
6
  *
9
- *
10
7
  * Browser API shortcomings:
11
8
  * - [No standard way of exposing vendor/product, Safari doesn't even do it.](https://github.com/w3c/gamepad/issues/199)
12
9
  * - Vendor and product alone doesn't suffice for GUID -- Different controllers have the same, it's good-enough.
@@ -19,13 +16,14 @@
19
16
  */
20
17
  import type { Vector2 } from "../math";
21
18
  /**
19
+ * @private
22
20
  * ref: https://www.w3.org/TR/gamepad/#dfn-standard-gamepad
23
21
  * note: `num` is only the corresponding number on standard mapping above.
24
22
  *
25
23
  * The point of the mapping system is to apply that _or_ non-standard mappings,
26
24
  * Which are exceedingly common.
27
25
  */
28
- declare const buttonMap: readonly [{
26
+ export declare const buttonMap: readonly [{
29
27
  readonly like: "BBottom";
30
28
  readonly num: number;
31
29
  readonly name: "Bottom Face Button";
@@ -101,8 +99,10 @@ export type StickAxisMapping = {
101
99
  index: number;
102
100
  invert: boolean;
103
101
  };
102
+ /** @private Get an empty mapping for a gamepad. Good for binding from scratch. */
104
103
  export declare const defaultMapping: (stickCount: number) => GamepadMapping;
105
104
  export declare const standardButtonMapping: () => ButtonMapping;
105
+ /** @private */
106
106
  export declare const allButtons: Set<string>;
107
107
  export declare const fullButtonName: Map<"BBottom" | "BRight" | "BLeft" | "BTop" | "L1" | "R1" | "L2" | "R2" | "MenuLeft" | "MenuRight" | "LeftStick" | "RightStick" | "Up" | "Down" | "Left" | "Right", "Bottom Face Button" | "Right Face Button" | "Left Face Button" | "Top Face Button" | "Left shoulder (front)" | "Right shoulder (front)" | "Left shoulder (rear)" | "Right shoulder (rear)" | "Left Menu Button" | "Right Menu Button" | "Left Stick Button" | "Right Stick Button" | "D-Pad Up" | "D-Pad Down" | "D-Pad Left" | "D-Pad right">;
108
108
  export declare const mapStick: (gp: Gamepad, mapping: StickMapping) => Vector2;
@@ -1,12 +1,9 @@
1
1
  /**
2
- * @module GamepadMapping
3
- *
4
2
  * A database, generated on module load,
5
3
  * which uses SDL's database to coerce
6
4
  * browser APIs into physical gamepad button
7
5
  * mappings.
8
6
  *
9
- *
10
7
  * Browser API shortcomings:
11
8
  * - [No standard way of exposing vendor/product, Safari doesn't even do it.](https://github.com/w3c/gamepad/issues/199)
12
9
  * - Vendor and product alone doesn't suffice for GUID -- Different controllers have the same, it's good-enough.
@@ -18,13 +15,14 @@
18
15
  * - We go with best-match and always fall back on manual mapping.
19
16
  */
20
17
  /**
18
+ * @private
21
19
  * ref: https://www.w3.org/TR/gamepad/#dfn-standard-gamepad
22
20
  * note: `num` is only the corresponding number on standard mapping above.
23
21
  *
24
22
  * The point of the mapping system is to apply that _or_ non-standard mappings,
25
23
  * Which are exceedingly common.
26
24
  */
27
- const buttonMap = [
25
+ export const buttonMap = [
28
26
  { like: "BBottom", num: 0, name: "Bottom Face Button" },
29
27
  { like: "BRight", num: 1, name: "Right Face Button" },
30
28
  { like: "BLeft", num: 2, name: "Left Face Button" },
@@ -49,6 +47,7 @@ const detectedOs = ((s) => [
49
47
  ["Win", "Windows"],
50
48
  ["Mac", "Mac OS X"],
51
49
  ].find(([ss]) => s.includes(ss))?.[1] ?? "Linux")(navigator.userAgent);
50
+ /** @private Get an empty mapping for a gamepad. Good for binding from scratch. */
52
51
  export const defaultMapping = (stickCount) => ({
53
52
  buttons: {},
54
53
  sticks: Array(stickCount)
@@ -59,6 +58,8 @@ export const defaultMapping = (stickCount) => ({
59
58
  ]),
60
59
  });
61
60
  export const standardButtonMapping = () => Object.fromEntries(buttonMap.map(({ like, num }) => [num, like]));
61
+ const numToName = standardButtonMapping();
62
+ /** @private */
62
63
  export const allButtons = new Set(buttonMap.map(({ like }) => like));
63
64
  export const fullButtonName = new Map(buttonMap.map(({ like, name }) => [like, name]));
64
65
  export const mapStick = (gp, mapping) => {
@@ -70,7 +71,7 @@ const mappingDb = new Map(Object.entries(mappingDbRaw[detectedOs]).map(([k, v])
70
71
  Number(k),
71
72
  {
72
73
  ...v,
73
- mapping: Object.fromEntries(Object.entries(v.mapping).map(([k, v]) => [Number(k), v])),
74
+ mapping: Object.fromEntries(Object.entries(v.mapping).map(([k, v]) => [Number(k), numToName[Number(v)]])),
74
75
  },
75
76
  ]));
76
77
  export function getSdlMapping(gamepad) {
@@ -12,8 +12,18 @@ export type GamepadTarget = number | "any";
12
12
  *
13
13
  * If you're planning on supporting gamepads, please include a
14
14
  * way to generate {@link GamepadMapping} and set it with {@link Gamepad.setMapping}.
15
+ * Perhaps trigger it on {@link index.EventMap.gamepadconnected} events.
16
+ *
17
+ * If you don't want to make your own, take a look at {@link prefab-scenes.MapGamepad}
18
+ *
19
+ * ## When to use gamepad remapping
20
+ *
21
+ * For games with heavy and varied gamepad use, mapping buttons is essential.
22
+ *
23
+ * But if your game relies on a small set of logical actions like 'accept' or 'jump', don't hesitate to
24
+ * reach for {@link input} in order to map based on actions instead.
25
+ *
15
26
  *
16
- * If you don't want to make your own, take a look at `prefab-scenes/mapGamepad`.
17
27
  */
18
28
  export declare class Gamepad {
19
29
  private dispatch;
@@ -7,8 +7,18 @@ import { defaultMapping, fullButtonName, getSdlMapping, mapStick, standardButton
7
7
  *
8
8
  * If you're planning on supporting gamepads, please include a
9
9
  * way to generate {@link GamepadMapping} and set it with {@link Gamepad.setMapping}.
10
+ * Perhaps trigger it on {@link index.EventMap.gamepadconnected} events.
11
+ *
12
+ * If you don't want to make your own, take a look at {@link prefab-scenes.MapGamepad}
13
+ *
14
+ * ## When to use gamepad remapping
15
+ *
16
+ * For games with heavy and varied gamepad use, mapping buttons is essential.
17
+ *
18
+ * But if your game relies on a small set of logical actions like 'accept' or 'jump', don't hesitate to
19
+ * reach for {@link input} in order to map based on actions instead.
20
+ *
10
21
  *
11
- * If you don't want to make your own, take a look at `prefab-scenes/mapGamepad`.
12
22
  */
13
23
  export class Gamepad {
14
24
  constructor(props) {
@@ -1,6 +1,14 @@
1
- export type { Input, InputType, InputBinding, } from "./input";
2
- export type { GamepadTarget, Gamepad, } from "./gamepad";
3
- export type { LikeButton, GamepadMapping, StickMapping, StickAxisMapping, } from "./gamepad-mapping";
4
- export { defaultMapping, allButtons } from "./gamepad-mapping";
5
- export type { MouseSetMode, Mouse, } from "./mouse";
1
+ /**
2
+ * Where {@link Keyboard}, {@link Mouse}, {@link Gamepad}, and actions in {@link Input} reside.
3
+ * @module input
4
+ */
5
+ export type { Keyboard } from "./keyboard";
6
+ export type { Mouse } from "./mouse";
7
+ export type { Gamepad } from "./gamepad";
8
+ export type { Input } from "./input";
9
+ export type { MouseSetMode, MouseMode, MouseButton, } from "./mouse";
10
+ export type { GamepadTarget, } from "./gamepad";
11
+ export type { LikeButton, GamepadMapping, ButtonMapping, StickMapping, StickAxisMapping, } from "./gamepad-mapping";
12
+ export type { InputType, InputBinding, } from "./input";
13
+ export { defaultMapping, allButtons, buttonMap } from "./gamepad-mapping";
6
14
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1,5 @@
1
- export { defaultMapping, allButtons } from "./gamepad-mapping";
1
+ /**
2
+ * Where {@link Keyboard}, {@link Mouse}, {@link Gamepad}, and actions in {@link Input} reside.
3
+ * @module input
4
+ */
5
+ export { defaultMapping, allButtons, buttonMap } from "./gamepad-mapping";
@@ -1,8 +1,9 @@
1
1
  import type { Keyboard } from './keyboard';
2
- import type { Mouse } from './mouse';
2
+ import type { Mouse, MouseButton } from './mouse';
3
3
  import { Gamepad, GamepadTarget } from './gamepad';
4
4
  import { LikeButton } from './gamepad-mapping';
5
- import { MouseButton, Dispatcher } from '../events';
5
+ import { LikeActionEvent } from '../events';
6
+ import { EngineProps } from '../engine';
6
7
  export type InputType = InputBinding['type'];
7
8
  export type InputBinding = {
8
9
  type: 'keyboard';
@@ -15,15 +16,64 @@ export type InputBinding = {
15
16
  gamepad: GamepadTarget;
16
17
  button: LikeButton;
17
18
  };
19
+ /**
20
+ * Used to map inputs (from keyboard, mouse, or gamepad) into actions.
21
+ *
22
+ * {@link setAction} allows for set-and-forget mappings. Good for one-off games.
23
+ *
24
+ * Example:
25
+ * ```js
26
+ * // bind action jump
27
+ * like.load() {
28
+ * like.input.setAction('jump', ['KeyX', 'Space', 'ButtonBottom'])
29
+ * }
30
+ *
31
+ * like.actionpressed(action) {
32
+ * if (action == 'jump') {
33
+ * player.tryJumping();
34
+ * }
35
+ * }
36
+ * ```
37
+ *
38
+ * For more sophisticated games, see also:
39
+ * - {@link appendToAction}
40
+ * - {@link getActionMapping}
41
+ *
42
+ * These allow for programmatic binding based on events. For example:
43
+ * ```js
44
+ * let currentlyMapping = 'jump';
45
+ *
46
+ * // Watch for gamepad and keyboard events
47
+ * like.keypressed = (code) => {
48
+ * if (currentlyMapping) {
49
+ * like.input.appendToAction(currentlyMapping, code);
50
+ * }
51
+ * }
52
+ * like.gamepadpressed = (name) => {
53
+ * if (currentlyMapping) {
54
+ * like.input.appendToAction(currentlyMapping, name);
55
+ * }
56
+ * }
57
+ *
58
+ * // Print some info about the current mapping
59
+ * like.draw = () => {
60
+ * if (currentlyMapping) {
61
+ * myGame.statusLine =
62
+ * `Mapped ${like.input.getActionMapping(currentlyMapping)} to ${currentlyMapping}`
63
+ * }
64
+ * }
65
+ *
66
+ * ```
67
+ */
18
68
  export declare class Input {
19
- private dispatch;
20
69
  private currState;
21
70
  private prevState;
22
71
  private actionTable;
23
72
  private keyboard;
24
73
  private mouse;
25
74
  private gamepad;
26
- constructor(dispatch: Dispatcher<'actionpressed' | 'actionreleased'>, deps: {
75
+ private dispatch;
76
+ constructor(props: EngineProps<LikeActionEvent>, deps: {
27
77
  keyboard: Keyboard;
28
78
  mouse: Mouse;
29
79
  gamepad: Gamepad;
@@ -31,7 +81,7 @@ export declare class Input {
31
81
  /**
32
82
  * This is the easiest way to set-and-forget input => action mapping.
33
83
  *
34
- * Or, it's a helper to remove actions -- `setAction(action)`
84
+ * Or, it's a helper to remove actions -- `setAction(action, [])`
35
85
  * will simply clear the action away.
36
86
  *
37
87
  * For input strings:
@@ -42,6 +92,7 @@ export declare class Input {
42
92
  * - Numeric: `Digit0`, `Digit1`, ...
43
93
  * - `ArrowLeft`, `ArrowRight`, `ArrowUp`, `ArrowDown`
44
94
  * - `ShiftLeft`, `ShiftRight`
95
+ * - `Space`
45
96
  * - `Minus`
46
97
  * - `Equal` (also has a plus sign)
47
98
  * - `BracketLeft` and `BracketRight`
@@ -58,7 +109,7 @@ export declare class Input {
58
109
  * @param action
59
110
  * @param inputs
60
111
  */
61
- setAction(action: string, inputs?: (string | InputBinding)[]): void;
112
+ setAction(action: string, inputs: (string | InputBinding)[]): void;
62
113
  /**
63
114
  * Map a single input onto an action.
64
115
  */
@@ -70,7 +121,7 @@ export declare class Input {
70
121
  isDown(action: string): boolean;
71
122
  justPressed(action: string): boolean;
72
123
  justReleased(action: string): boolean;
73
- update(): void;
124
+ private update;
74
125
  private isBindingActive;
75
126
  }
76
127
  //# sourceMappingURL=input.d.ts.map
@@ -1,12 +1,55 @@
1
1
  import { allButtons } from './gamepad-mapping';
2
+ /**
3
+ * Used to map inputs (from keyboard, mouse, or gamepad) into actions.
4
+ *
5
+ * {@link setAction} allows for set-and-forget mappings. Good for one-off games.
6
+ *
7
+ * Example:
8
+ * ```js
9
+ * // bind action jump
10
+ * like.load() {
11
+ * like.input.setAction('jump', ['KeyX', 'Space', 'ButtonBottom'])
12
+ * }
13
+ *
14
+ * like.actionpressed(action) {
15
+ * if (action == 'jump') {
16
+ * player.tryJumping();
17
+ * }
18
+ * }
19
+ * ```
20
+ *
21
+ * For more sophisticated games, see also:
22
+ * - {@link appendToAction}
23
+ * - {@link getActionMapping}
24
+ *
25
+ * These allow for programmatic binding based on events. For example:
26
+ * ```js
27
+ * let currentlyMapping = 'jump';
28
+ *
29
+ * // Watch for gamepad and keyboard events
30
+ * like.keypressed = (code) => {
31
+ * if (currentlyMapping) {
32
+ * like.input.appendToAction(currentlyMapping, code);
33
+ * }
34
+ * }
35
+ * like.gamepadpressed = (name) => {
36
+ * if (currentlyMapping) {
37
+ * like.input.appendToAction(currentlyMapping, name);
38
+ * }
39
+ * }
40
+ *
41
+ * // Print some info about the current mapping
42
+ * like.draw = () => {
43
+ * if (currentlyMapping) {
44
+ * myGame.statusLine =
45
+ * `Mapped ${like.input.getActionMapping(currentlyMapping)} to ${currentlyMapping}`
46
+ * }
47
+ * }
48
+ *
49
+ * ```
50
+ */
2
51
  export class Input {
3
- constructor(dispatch, deps) {
4
- Object.defineProperty(this, "dispatch", {
5
- enumerable: true,
6
- configurable: true,
7
- writable: true,
8
- value: dispatch
9
- });
52
+ constructor(props, deps) {
10
53
  Object.defineProperty(this, "currState", {
11
54
  enumerable: true,
12
55
  configurable: true,
@@ -43,14 +86,24 @@ export class Input {
43
86
  writable: true,
44
87
  value: void 0
45
88
  });
89
+ Object.defineProperty(this, "dispatch", {
90
+ enumerable: true,
91
+ configurable: true,
92
+ writable: true,
93
+ value: void 0
94
+ });
46
95
  this.keyboard = deps.keyboard;
47
96
  this.mouse = deps.mouse;
48
97
  this.gamepad = deps.gamepad;
98
+ this.dispatch = props.dispatch;
99
+ props.canvas.addEventListener("like:update", () => this.update(), {
100
+ signal: props.abort,
101
+ });
49
102
  }
50
103
  /**
51
104
  * This is the easiest way to set-and-forget input => action mapping.
52
105
  *
53
- * Or, it's a helper to remove actions -- `setAction(action)`
106
+ * Or, it's a helper to remove actions -- `setAction(action, [])`
54
107
  * will simply clear the action away.
55
108
  *
56
109
  * For input strings:
@@ -61,6 +114,7 @@ export class Input {
61
114
  * - Numeric: `Digit0`, `Digit1`, ...
62
115
  * - `ArrowLeft`, `ArrowRight`, `ArrowUp`, `ArrowDown`
63
116
  * - `ShiftLeft`, `ShiftRight`
117
+ * - `Space`
64
118
  * - `Minus`
65
119
  * - `Equal` (also has a plus sign)
66
120
  * - `BracketLeft` and `BracketRight`
@@ -77,7 +131,7 @@ export class Input {
77
131
  * @param action
78
132
  * @param inputs
79
133
  */
80
- setAction(action, inputs = []) {
134
+ setAction(action, inputs) {
81
135
  if (inputs.length) {
82
136
  this.actionTable[action] = inputs.map(parseInput);
83
137
  }
@@ -1,15 +1,38 @@
1
1
  import { EngineProps } from "../engine";
2
- type KEvent = 'keypressed' | 'keyreleased';
2
+ import { type LikeKeyboardEvent } from "../events";
3
+ /**
4
+ * A basic wrapper around keyboard.
5
+ *
6
+ * Keyboard uses scancodes by default, which are based on physical key
7
+ * positions rather than the logical (letter) meaning of the key.
8
+ *
9
+ * ## When to use Keyboard
10
+ *
11
+ * Using keyboard directly is discouraged, but of course allowed.
12
+ * Take a look at the actions system in {@link input} for a better solution.
13
+ *
14
+ * Also where there's text input such as `enter your name`, use the key code.
15
+ * This allows the user to use their intended keyboard layout.
16
+ *
17
+ * ```
18
+ * like.keypressed = (_code, key) => {
19
+ * name += key;
20
+ * }
21
+ * ```
22
+ *
23
+ * Even if your game is heavily keyboard-reliant (like nethack), it is best to avoid mapping directly.
24
+ * Referring to action `drink` instead of code `KeyD` is also more programmer-ergonomic.
25
+ *
26
+ */
3
27
  export declare class Keyboard {
4
28
  private pressedScancodes;
5
29
  private canvas;
6
30
  private dispatch;
7
- constructor(props: EngineProps<KEvent>);
31
+ constructor(props: EngineProps<LikeKeyboardEvent>);
8
32
  private handleKeyDown;
9
33
  private handleKeyUp;
10
34
  private handleBlur;
11
35
  isDown(scancode: string): boolean;
12
36
  isAnyDown(...scancodes: string[]): boolean;
13
37
  }
14
- export {};
15
38
  //# sourceMappingURL=keyboard.d.ts.map
@@ -1,3 +1,27 @@
1
+ /**
2
+ * A basic wrapper around keyboard.
3
+ *
4
+ * Keyboard uses scancodes by default, which are based on physical key
5
+ * positions rather than the logical (letter) meaning of the key.
6
+ *
7
+ * ## When to use Keyboard
8
+ *
9
+ * Using keyboard directly is discouraged, but of course allowed.
10
+ * Take a look at the actions system in {@link input} for a better solution.
11
+ *
12
+ * Also where there's text input such as `enter your name`, use the key code.
13
+ * This allows the user to use their intended keyboard layout.
14
+ *
15
+ * ```
16
+ * like.keypressed = (_code, key) => {
17
+ * name += key;
18
+ * }
19
+ * ```
20
+ *
21
+ * Even if your game is heavily keyboard-reliant (like nethack), it is best to avoid mapping directly.
22
+ * Referring to action `drink` instead of code `KeyD` is also more programmer-ergonomic.
23
+ *
24
+ */
1
25
  export class Keyboard {
2
26
  constructor(props) {
3
27
  Object.defineProperty(this, "pressedScancodes", {
@@ -1,7 +1,8 @@
1
1
  import { type Vector2 } from '../math/vector2';
2
- import { type MouseButton, type LikeMouseEvent } from '../events';
2
+ import { type LikeMouseEvent } from '../events';
3
3
  import { EngineProps } from '../engine';
4
- type MouseMode = {
4
+ export type MouseButton = 'left' | 'middle' | 'right';
5
+ export type MouseMode = {
5
6
  lock: false;
6
7
  visible: boolean;
7
8
  scrollBlock: boolean;
@@ -13,7 +14,35 @@ export type MouseSetMode = Partial<MouseMode> & {
13
14
  lock: boolean;
14
15
  };
15
16
  /**
16
- * Mouse input handling. Bound to canvas. Emits relative movement when pointer locked.
17
+ * LIKE's mouse wrapper.
18
+ *
19
+ * Mouse coordinates are scaled for convenience. For example call:
20
+ * ```
21
+ * like.canvas.setMode([240, 160])
22
+ * ```
23
+ * and your game will now be 240x160 pixels.
24
+ *
25
+ * Your mouse coords will stay within the rectangle `[0, 0]` and `[240, 160]`.
26
+ *
27
+ * If you intend to allow scrolling on your page while the mouse is above the game, use:
28
+ * ```
29
+ * like.mouse.setMode({ lock: false, scrollBlock: false })
30
+ * ```
31
+ *
32
+ * ### Capture
33
+ *
34
+ * Some games benefit from capture aka pointer lock. Call
35
+ * ```ts
36
+ * like.mouse.setMode({ lock: true, speed: 1 })
37
+ * ```
38
+ * to use capture, and now the mouse is locked to the game.
39
+ *
40
+ * When you enter capture, the mouse `pos` becomes virtual, bounded to canvas edges, plus controlled via the speed setting and teleport-able via {@link setCapturedPos}.
41
+ *
42
+ * When you exit capture, the mouse will be in the same spot the capture was started in.
43
+ *
44
+ * Note that your mode settings from non-capture mode are preserved in capture mode and vice-versa.
45
+ *
17
46
  */
18
47
  export declare class Mouse {
19
48
  private dispatch;
@@ -58,7 +87,7 @@ export declare class Mouse {
58
87
  * In locked mode, the cursor cannot escape the canvas.
59
88
  * It also becomes invisible.
60
89
  * However, it can move infinitely, sensitivity can be controlled,
61
- * and the emulated cursor (in `pos` of {@link mousemoved}) can be freely repositioned.
90
+ * and the emulated cursor (in `pos` of {@link index.EventMap.mousemoved}) can be freely repositioned.
62
91
  *
63
92
  * ```ts
64
93
  * {
@@ -70,7 +99,7 @@ export declare class Mouse {
70
99
  * reset mode to default.
71
100
  *
72
101
  * ### Note on `pos` vs `delta`
73
- * Event {@link mousemoved} passes both `pos` and `delta` args.
102
+ * Event {@link index.EventMap.mousemoved} passes both `pos` and `delta` args.
74
103
  *
75
104
  * Though the emulated cursor in locked mode
76
105
  * (locked mode doesn't natively track absolute position)
@@ -104,5 +133,4 @@ export declare class Mouse {
104
133
  */
105
134
  setRelativeMode?: never;
106
135
  }
107
- export {};
108
136
  //# sourceMappingURL=mouse.d.ts.map
@@ -2,7 +2,35 @@ import { Vec2 } from '../math/vector2';
2
2
  const mouseButtons = ["left", "middle", "right"];
3
3
  const numToButton = (i) => mouseButtons[i];
4
4
  /**
5
- * Mouse input handling. Bound to canvas. Emits relative movement when pointer locked.
5
+ * LIKE's mouse wrapper.
6
+ *
7
+ * Mouse coordinates are scaled for convenience. For example call:
8
+ * ```
9
+ * like.canvas.setMode([240, 160])
10
+ * ```
11
+ * and your game will now be 240x160 pixels.
12
+ *
13
+ * Your mouse coords will stay within the rectangle `[0, 0]` and `[240, 160]`.
14
+ *
15
+ * If you intend to allow scrolling on your page while the mouse is above the game, use:
16
+ * ```
17
+ * like.mouse.setMode({ lock: false, scrollBlock: false })
18
+ * ```
19
+ *
20
+ * ### Capture
21
+ *
22
+ * Some games benefit from capture aka pointer lock. Call
23
+ * ```ts
24
+ * like.mouse.setMode({ lock: true, speed: 1 })
25
+ * ```
26
+ * to use capture, and now the mouse is locked to the game.
27
+ *
28
+ * When you enter capture, the mouse `pos` becomes virtual, bounded to canvas edges, plus controlled via the speed setting and teleport-able via {@link setCapturedPos}.
29
+ *
30
+ * When you exit capture, the mouse will be in the same spot the capture was started in.
31
+ *
32
+ * Note that your mode settings from non-capture mode are preserved in capture mode and vice-versa.
33
+ *
6
34
  */
7
35
  export class Mouse {
8
36
  constructor(props) {
@@ -161,7 +189,7 @@ export class Mouse {
161
189
  * In locked mode, the cursor cannot escape the canvas.
162
190
  * It also becomes invisible.
163
191
  * However, it can move infinitely, sensitivity can be controlled,
164
- * and the emulated cursor (in `pos` of {@link mousemoved}) can be freely repositioned.
192
+ * and the emulated cursor (in `pos` of {@link index.EventMap.mousemoved}) can be freely repositioned.
165
193
  *
166
194
  * ```ts
167
195
  * {
@@ -173,7 +201,7 @@ export class Mouse {
173
201
  * reset mode to default.
174
202
  *
175
203
  * ### Note on `pos` vs `delta`
176
- * Event {@link mousemoved} passes both `pos` and `delta` args.
204
+ * Event {@link index.EventMap.mousemoved} passes both `pos` and `delta` args.
177
205
  *
178
206
  * Though the emulated cursor in locked mode
179
207
  * (locked mode doesn't natively track absolute position)
package/dist/like.d.ts CHANGED
@@ -1,7 +1,3 @@
1
- /**
2
- * @module like
3
- * @description A catalogue of subsystems
4
- */
5
1
  import type { Audio } from './audio/index';
6
2
  import type { Timer } from './timer/index';
7
3
  import type { Input } from './input/index';
@@ -12,9 +8,12 @@ import type { Canvas } from './graphics/canvas';
12
8
  import type { Graphics } from './graphics/index';
13
9
  import { EventMap, EventType, LikeEvent } from './events';
14
10
  import { Scene } from './scene';
11
+ /** @private */
15
12
  export type TopLevelEventHandler = (event: LikeEvent) => void;
16
- type Callback<K extends EventType> = (...args: EventMap[K]) => void;
17
- type Callbacks = {
13
+ /** @private */
14
+ export type Callback<K extends EventType> = (...args: EventMap[K]) => void;
15
+ /** @private */
16
+ export type Callbacks = {
18
17
  [K in EventType]?: Callback<K>;
19
18
  };
20
19
  /**
@@ -54,21 +53,52 @@ export type Like = Callbacks & {
54
53
  */
55
54
  dispose(): void;
56
55
  /**
57
- * A simple way to set the current scene, which acts like a pluggable
58
- * set of callbacks.
56
+ * Push a scene to the scene stack.
57
+ *
58
+ * If the engine is running, this is the new running scene replacing the old one
59
+ * which can, in some cases, call out to the lower scene.
60
+ *
61
+ * @param overlay Set to true, and the current scene (before pushing) will stay loaded. Otherwise not.
62
+ */
63
+ pushScene(scene: Scene, overlay: boolean): void;
64
+ /**
65
+ * Pop the current scene off the stack.
66
+ *
67
+ * To clear the stack, just run:
68
+ * ```ts
69
+ * while (like.popScene());
70
+ * ```
71
+ */
72
+ popScene(): Scene | undefined;
73
+ /**
74
+ * Set the current scene at the top of the scene stack.
75
+ * If the stack is empty, push it onto the stack.
76
+ *
77
+ * Equivalent to `popScene` + `pushScene`.
78
+ *
79
+ * Use {@link popScene} to clear away the current scene,
80
+ * and to possibly revert to callback mode.
81
+ */
82
+ setScene(scene: Scene): void;
83
+ /**
84
+ * Get the current scene, or a specific index.
85
+ *
86
+ * Uses `Array.at` under the hood, so -1 is the
87
+ * top scene, -2 is the parent scene, etc.
59
88
  */
60
- setScene(scene?: Scene): void;
89
+ getScene(index?: number): Scene | undefined;
61
90
  /**
62
91
  * LIKE's runtime is built around calling handleEvent.
63
92
  *
64
93
  * This function recieves all events. If set to undefined,
65
- * `like.callOwnHandlers(ev)` is the default behavior.
94
+ * {@link callOwnHandlers} is the default behavior.
66
95
  *
67
96
  * Otherwise, you can really customize LIKE by setting this
68
97
  * to a custom handler.
69
98
  *
70
99
  * For example, the scene architecture is built around
71
- * setting this function.
100
+ * setting this function. Setting it to a custom
101
+ * function will disable the scene system.
72
102
  */
73
103
  handleEvent?: TopLevelEventHandler;
74
104
  /**
@@ -78,5 +108,4 @@ export type Like = Callbacks & {
78
108
  */
79
109
  callOwnHandlers(event: LikeEvent): void;
80
110
  };
81
- export {};
82
111
  //# sourceMappingURL=like.d.ts.map
package/dist/like.js CHANGED
@@ -1,5 +1 @@
1
- /**
2
- * @module like
3
- * @description A catalogue of subsystems
4
- */
5
1
  export {};