like2d 2.6.0 → 2.7.2

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Files changed (40) hide show
  1. package/README.md +51 -42
  2. package/dist/core/graphics.d.ts +10 -0
  3. package/dist/core/graphics.d.ts.map +1 -1
  4. package/dist/core/graphics.js +18 -0
  5. package/dist/core/like.d.ts +5 -0
  6. package/dist/core/like.d.ts.map +1 -1
  7. package/dist/engine.d.ts +4 -7
  8. package/dist/engine.d.ts.map +1 -1
  9. package/dist/engine.js +46 -50
  10. package/dist/gamecontrollerdb.txt +2 -0
  11. package/dist/index.d.ts +13 -33
  12. package/dist/index.d.ts.map +1 -1
  13. package/dist/index.js +15 -20
  14. package/dist/scene.d.ts +10 -0
  15. package/dist/scene.d.ts.map +1 -0
  16. package/dist/scenes/startup.d.ts +18 -0
  17. package/dist/scenes/startup.d.ts.map +1 -0
  18. package/dist/scenes/startup.js +48 -0
  19. package/package.json +13 -17
  20. package/dist/adapters/callback/index.d.ts +0 -23
  21. package/dist/adapters/callback/index.d.ts.map +0 -1
  22. package/dist/adapters/callback/index.js +0 -30
  23. package/dist/adapters/scene/index.d.ts +0 -18
  24. package/dist/adapters/scene/index.d.ts.map +0 -1
  25. package/dist/adapters/scene/index.js +0 -57
  26. package/dist/adapters/scene/scene.d.ts +0 -19
  27. package/dist/adapters/scene/scene.d.ts.map +0 -1
  28. package/dist/adapters/scene/startup-scene.d.ts +0 -18
  29. package/dist/adapters/scene/startup-scene.d.ts.map +0 -1
  30. package/dist/adapters/scene/startup-scene.js +0 -61
  31. package/dist/core/gamepad-button-map.d.ts +0 -5
  32. package/dist/core/gamepad-button-map.d.ts.map +0 -1
  33. package/dist/core/gamepad-button-map.js +0 -56
  34. package/dist/core/gamepad-db.d.ts +0 -49
  35. package/dist/core/gamepad-db.d.ts.map +0 -1
  36. package/dist/core/gamepad-db.js +0 -192
  37. package/dist/core/player-movement.d.ts +0 -16
  38. package/dist/core/player-movement.d.ts.map +0 -1
  39. package/dist/core/player-movement.js +0 -20
  40. /package/dist/{adapters/scene/scene.js → scene.js} +0 -0
package/README.md CHANGED
@@ -1,8 +1,35 @@
1
1
  # LÏKE2D
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2
 
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- <p align="center">
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- <img src="./assets/logo-banner.svg" alt="Like2D Logo" width="400">
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- </p>
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+ <svg width="300mm" height="105mm" version="1.1" viewBox="0 0 300 105" xmlns="http://www.w3.org/2000/svg">
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+ <rect x="10" y="11.23" width="280" height="83.544" fill="#e48080" stroke="#000" stroke-linejoin="round" stroke-width="2"/>
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+ <g fill="none" stroke="#000" stroke-linejoin="round">
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+ <rect x="97.484" y="11.23" width="52.516" height="46.237"/>
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+ <rect x="150" y="11.23" width="35.011" height="46.237"/>
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+ <rect x="185.01" y="11.23" width="52.516" height="46.237"/>
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+ <rect x="237.53" y="11.23" width="52.516" height="46.237"/>
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+ </g>
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+ <g>
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+ <rect x="132.49" y="11.23" width="17.505" height="27.461"/>
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+ <rect x="150" y="29.302" width="8.7527" height="18.776"/>
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+ <rect x="176.26" y="29.302" width="8.7527" height="18.776"/>
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+ </g>
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+ <rect x="150" y="11.23" width="17.505" height="8.6845" fill="none" stroke="#000" stroke-linejoin="round"/>
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+ <rect x="167.51" y="11.23" width="17.505" height="8.6845" fill="none" stroke="#000" stroke-linejoin="round"/>
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+ <g>
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+ <path d="m237.53 38.691-17.505-9.3882 17.505-18.073z"/>
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+ <rect x="202.88" y="48.079" width="16.772" height="9.3882"/>
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+ <rect x="272.54" y="20.266" width="16.772" height="9.3882"/>
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+ <rect x="272.54" y="38.691" width="16.772" height="9.3882"/>
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+ <path d="m202.52 29.302 0.36685-18.073h17.139z"/>
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+ </g>
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+ <path d="m64.078 1.0042-33.375 33.375-0.01743 0.0174a23.612 23.612 0 0 0 0 33.392 23.612 23.612 0 0 0 30.012 2.8022 23.612 23.612 0 0 1 7e-3 0.57034 23.612 23.612 0 0 1-23.612 23.612h53.97a23.612 23.612 0 0 1-23.611-23.612 23.612 23.612 0 0 1 7e-3 -0.57034 23.612 23.612 0 0 0 30.012-2.8029 23.612 23.612 0 0 0-6.88e-4 -33.392z" fill="#80c3e4" stroke="#000" stroke-linejoin="round"/>
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+ <g fill="none" stroke="#000" stroke-width=".5">
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+ <circle transform="rotate(135)" cx="-20.988" cy="-93.243" r="23.612"/>
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+ <circle transform="rotate(135)" cx="2.6238" cy="-69.632" r="23.612"/>
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+ <circle cx="91.062" cy="71.161" r="23.612"/>
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+ <circle cx="37.093" cy="71.161" r="23.612"/>
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+ </g>
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+ </svg>
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  A web-native 2D game framework inspired by [LÖVE](https://love2d.org/), built for simplicity and the modern web.
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@@ -36,14 +63,10 @@ pnpm add like2d
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63
 
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  [Like2D Starter Template](https://github.com/44100hertz/Like2D-starter)
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65
 
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- ## Usage Examples
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-
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- ### Callback Pattern (Love2D-style)
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-
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- Ideal for small games, jams, or prototyping.
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+ ## Usage Example
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  ```typescript
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- import { createLike } from 'like2d/callback';
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+ import { createLike } from 'like2d';
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  const like = createLike(document.body);
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@@ -67,44 +90,30 @@ like.draw = () => {
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  await like.start();
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  ```
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- ### Scene Pattern (Class-based)
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-
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- Ideal for larger projects with menus, levels, and explicit state management.
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-
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- ```typescript
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- import { SceneRunner, type Scene } from 'like2d/scene';
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- import type { Like } from 'like2d';
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-
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- class MyScene implements Scene {
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- load(like: Like) {
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- console.log('Scene loaded!');
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- }
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-
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- update(like: Like, dt: number) {
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- // update logic
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- }
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+ ## For Love2D Developers
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- draw(like: Like) {
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- like.gfx.clear([0.1, 0.1, 0.1, 1]);
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- like.gfx.print('white', 'Hello Like2D!', [20, 20]);
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- }
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- }
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+ LIKE's API is not the same as LOVE, but similar in spirit. Notable differences:
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+ - Graphics have less state, there is no setColor getColor etc.
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+ - Our APIs are, in general, a bit different. You'll have to learn some.
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+ - You manage your own state; like is not global, but you can share it around for similar results. This allows multiple LIKE instances per webpage.
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+ - We use Vector2 and Rect tuples (as in `[number, number]`) instead of loose coordinates.
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+ - Theres an actions system -- `input.map` / `actionpressed` and `actionreleased` callbacks.
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+ - Some things are missing either due to browser limitations or smaller scope.
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102
 
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- const runner = new SceneRunner(document.body);
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- await runner.start(new MyScene());
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- ```
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+ ## Feedback welcome
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104
 
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- ## Module Overview
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+ Before you report a bug:
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+ 1. Make sure you're on the latest release.
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+ 2. If the issue exists already, just comment on that one.
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+ 3. See if it happens in other web browsers.
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109
 
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- Pick your pattern, import what you need:
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-
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- ```typescript
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- import { createLike } from 'like2d/callback'; // Love2D-style
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- import { SceneRunner, type Scene } from 'like2d/scene'; // Class-based scenes
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- import { Vec2, Rect, type Like } from 'like2d'; // Core types and math
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- ```
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+ Before you request a feature:
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+ 1. ask: Would it make sense as a core feature, or should it be an external library?
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+ 2. See if the feature exists already.
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+ 3. Think about the demand for it overall. Make your case why game developers want it.
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+ 4. Consider just making a PR yourself, or sending a prompt/spec that an AI can hack on.
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115
 
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- See the [PHILOSOPHY.md](../../docs/PHILOSOPHY.md) for the principles behind the design.
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+ [Then, put your feedback on GitHub.](https://github.com/44100hertz/Like2D/issues)
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117
 
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  ## License
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119
 
@@ -59,6 +59,11 @@ export declare function setCanvas(s: GraphicsState, canvas?: Canvas | null): voi
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  export declare function clip(s: GraphicsState, rect?: Rect): void;
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  export declare function polygon(s: GraphicsState, mode: DrawMode, color: Color, points: Vector2[], props?: ShapeProps): void;
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  export declare function points(s: GraphicsState, color: Color, pts: Vector2[]): void;
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+ export declare function push(s: GraphicsState): void;
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+ export declare function pop(s: GraphicsState): void;
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+ export declare function translate(s: GraphicsState, offset: Vector2): void;
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+ export declare function rotate(s: GraphicsState, angle: number): void;
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+ export declare function scale(s: GraphicsState, factor: number | Vector2): void;
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  type Bind<F> = F extends (s: GraphicsState, ...args: infer A) => infer R ? (...args: A) => R : never;
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  export type BoundGraphics = {
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  [K in keyof typeof graphicsFns]: Bind<(typeof graphicsFns)[K]>;
@@ -77,6 +82,11 @@ declare const graphicsFns: {
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  readonly polygon: typeof polygon;
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  readonly points: typeof points;
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  readonly newImage: typeof newImage;
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+ readonly push: typeof push;
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+ readonly pop: typeof pop;
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+ readonly translate: typeof translate;
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+ readonly rotate: typeof rotate;
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+ readonly scale: typeof scale;
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  };
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  export declare function bindGraphics(s: GraphicsState): BoundGraphics;
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  //# sourceMappingURL=graphics.d.ts.map
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1
+ {"version":3,"file":"graphics.d.ts","sourceRoot":"","sources":["../../src/core/graphics.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACzC,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAEnC,KAAK,QAAQ,GAAG,MAAM,GAAG,MAAM,CAAC;AAEhC,MAAM,MAAM,KAAK,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC,GAAG,MAAM,CAAC;AAC/D,MAAM,MAAM,IAAI,GAAG,IAAI,CAAC;AAExB,YAAY,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;AAE9B,MAAM,MAAM,MAAM,GAAG;IACnB,IAAI,EAAE,OAAO,CAAC;IACd,OAAO,EAAE,iBAAiB,CAAC;IAC3B,GAAG,EAAE,wBAAwB,CAAC;CAC/B,CAAC;AAEF,MAAM,MAAM,UAAU,GAAG;IACvB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,OAAO,CAAC,EAAE,MAAM,GAAG,OAAO,GAAG,QAAQ,CAAC;IACtC,QAAQ,CAAC,EAAE,OAAO,GAAG,OAAO,GAAG,OAAO,CAAC;IACvC,UAAU,CAAC,EAAE,MAAM,CAAC;CACrB,CAAC;AAEF,MAAM,MAAM,SAAS,GAAG,UAAU,GAAG;IACnC,IAAI,CAAC,EAAE,IAAI,CAAC;IACZ,CAAC,CAAC,EAAE,MAAM,CAAC;IACX,KAAK,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC;IACzB,MAAM,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC;CAC3B,CAAC;AAEF,MAAM,MAAM,UAAU,GAAG;IACvB,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,KAAK,CAAC,EAAE,MAAM,GAAG,QAAQ,GAAG,OAAO,CAAC;CACrC,CAAC;AAEF,MAAM,MAAM,aAAa,GAAG;IAC1B,SAAS,EAAE,wBAAwB,CAAC;IACpC,UAAU,EAAE,wBAAwB,CAAC;IACrC,QAAQ,EAAE,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;CAC7B,CAAC;AAEF,qBAAa,WAAW;IACtB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,OAAO,CAAC,OAAO,CAAiC;IAChD,OAAO,CAAC,WAAW,CAAgB;IACnC,OAAO,CAAC,QAAQ,CAAS;gBAEb,IAAI,EAAE,MAAM;IAiBxB,OAAO,IAAI,OAAO;IAIlB,KAAK,IAAI,OAAO,CAAC,IAAI,CAAC;IAItB,IAAI,IAAI,IAAI,OAAO,CAElB;IAED,UAAU,IAAI,gBAAgB,GAAG,IAAI;CAGtC;AAmBD,wBAAgB,QAAQ,CAAC,GAAG,EAAE,wBAAwB,GAAG,aAAa,CAMrE;AAED,wBAAgB,KAAK,CAAC,CAAC,EAAE,aAAa,EAAE,KAAK,GAAE,KAAoB,GAAG,IAAI,CAIzE;AAED,wBAAgB,SAAS,CAAC,CAAC,EAAE,aAAa,EAAE,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,CAAC,EAAE,UAAU,GAAG,IAAI,CAY9G;AAED,wBAAgB,MAAM,CACpB,CAAC,EAAE,aAAa,EAChB,IAAI,EAAE,QAAQ,EACd,KAAK,EAAE,KAAK,EACZ,QAAQ,EAAE,OAAO,EACjB,KAAK,EAAE,MAAM,GAAG,OAAO,EACvB,KAAK,CAAC,EAAE,UAAU,GAAG;IAAE,KAAK,CAAC,EAAE,MAAM,CAAC;IAAC,GAAG,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;CAAE,GAC9D,IAAI,CAyBN;AAED,wBAAgB,IAAI,CAAC,CAAC,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,EAAE,KAAK,CAAC,EAAE,UAAU,GAAG,IAAI,CAUhG;AAED,wBAAgB,KAAK,CAAC,CAAC,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,UAAU,GAAG,IAAI,CAoB/G;AAwBD,wBAAgB,SAAS,CAAC,CAAC,EAAE,aAAa,EAAE,MAAM,EAAE,WAAW,EAAE,QAAQ,EAAE,OAAO,EAAE,KAAK,CAAC,EAAE,SAAS,GAAG,IAAI,CAsB3G;AAED,wBAAgB,aAAa,CAAC,CAAC,EAAE,aAAa,GAAG,OAAO,CAEvD;AAED,wBAAgB,QAAQ,CAAC,EAAE,EAAE,aAAa,EAAE,IAAI,EAAE,MAAM,GAAG,WAAW,CAErE;AAED,wBAAgB,SAAS,CAAC,CAAC,EAAE,aAAa,EAAE,IAAI,EAAE,OAAO,GAAG,MAAM,CAUjE;AAED,wBAAgB,SAAS,CAAC,CAAC,EAAE,aAAa,EAAE,MAAM,CAAC,EAAE,MAAM,GAAG,IAAI,GAAG,IAAI,CAExE;AAED,wBAAgB,IAAI,CAAC,CAAC,EAAE,aAAa,EAAE,IAAI,CAAC,EAAE,IAAI,GAAG,IAAI,CAUxD;AAED,wBAAgB,OAAO,CAAC,CAAC,EAAE,aAAa,EAAE,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,EAAE,KAAK,CAAC,EAAE,UAAU,GAAG,IAAI,CAiBnH;AAED,wBAAgB,MAAM,CAAC,CAAC,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,OAAO,EAAE,GAAG,IAAI,CAI3E;AAED,wBAAgB,IAAI,CAAC,CAAC,EAAE,aAAa,GAAG,IAAI,CAE3C;AAED,wBAAgB,GAAG,CAAC,CAAC,EAAE,aAAa,GAAG,IAAI,CAE1C;AAED,wBAAgB,SAAS,CAAC,CAAC,EAAE,aAAa,EAAE,MAAM,EAAE,OAAO,GAAG,IAAI,CAGjE;AAED,wBAAgB,MAAM,CAAC,CAAC,EAAE,aAAa,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI,CAE5D;AAED,wBAAgB,KAAK,CAAC,CAAC,EAAE,aAAa,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,GAAG,IAAI,CAGtE;AAID,KAAK,IAAI,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,aAAa,EAAE,GAAG,IAAI,EAAE,MAAM,CAAC,KAAK,MAAM,CAAC,GAAG,CAAC,GAAG,IAAI,EAAE,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC;AAErG,MAAM,MAAM,aAAa,GAAG;KACzB,CAAC,IAAI,MAAM,OAAO,WAAW,GAAG,IAAI,CAAC,CAAC,OAAO,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC;CAC/D,CAAC;AAEF,QAAA,MAAM,WAAW;;;;;;;;;;;;;;;;;;;CAKP,CAAC;AAEX,wBAAgB,YAAY,CAAC,CAAC,EAAE,aAAa,GAAG,aAAa,CAM5D"}
@@ -253,10 +253,28 @@ export function points(s, color, pts) {
253
253
  ctx.fillStyle = applyColor(color);
254
254
  pts.forEach(([x, y]) => ctx.fillRect(x, y, 1, 1));
255
255
  }
256
+ export function push(s) {
257
+ s.currentCtx.save();
258
+ }
259
+ export function pop(s) {
260
+ s.currentCtx.restore();
261
+ }
262
+ export function translate(s, offset) {
263
+ const [x, y] = offset;
264
+ s.currentCtx.translate(x, y);
265
+ }
266
+ export function rotate(s, angle) {
267
+ s.currentCtx.rotate(angle);
268
+ }
269
+ export function scale(s, factor) {
270
+ const [sx, sy] = typeof factor === 'number' ? [factor, factor] : factor;
271
+ s.currentCtx.scale(sx, sy);
272
+ }
256
273
  const graphicsFns = {
257
274
  clear, rectangle, circle, line, print,
258
275
  draw: drawImage, getCanvasSize, newCanvas, setCanvas,
259
276
  clip, polygon, points, newImage,
277
+ push, pop, translate, rotate, scale,
260
278
  };
261
279
  export function bindGraphics(s) {
262
280
  const bound = {};
@@ -7,6 +7,7 @@ import type { Gamepad } from './gamepad';
7
7
  import type { Vector2 } from './vector2';
8
8
  import type { CanvasMode, PartialCanvasMode } from './canvas-config';
9
9
  import type { BoundGraphics } from './graphics';
10
+ import type { Scene } from '../scene';
10
11
  /**
11
12
  * The Like interface provides access to all core systems and APIs
12
13
  * that are passed to game callbacks (load, update, draw, etc.).
@@ -43,6 +44,10 @@ export interface Like {
43
44
  * @returns The canvas size as a Vector2 [width, height]
44
45
  */
45
46
  getCanvasSize(): Vector2;
47
+ /**
48
+ * Set the active scene. Pass null to revert to global callbacks.
49
+ */
50
+ setScene(scene: Scene | null): void;
46
51
  }
47
52
  export type { Audio, Source, SourceOptions } from './audio';
48
53
  export type { Timer } from './timer';
@@ -1 +1 @@
1
- {"version":3,"file":"like.d.ts","sourceRoot":"","sources":["../../src/core/like.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAC3C,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACzC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACzC,OAAO,KAAK,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AACrE,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;AAEhD;;;;;GAKG;AACH,MAAM,WAAW,IAAI;IACnB,mDAAmD;IACnD,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IAEtB,qDAAqD;IACrD,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IAEtB,mDAAmD;IACnD,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IAEtB,8BAA8B;IAC9B,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC;IAE5B,2BAA2B;IAC3B,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IAEtB,6BAA6B;IAC7B,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAE1B,gDAAgD;IAChD,QAAQ,CAAC,GAAG,EAAE,aAAa,CAAC;IAE5B;;;OAGG;IACH,OAAO,CAAC,IAAI,EAAE,iBAAiB,GAAG,IAAI,CAAC;IAEvC;;;OAGG;IACH,OAAO,IAAI,UAAU,GAAG,SAAS,CAAC;IAElC;;;OAGG;IACH,aAAa,IAAI,OAAO,CAAC;CAC1B;AAGD,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,MAAM,SAAS,CAAC;AAC5D,YAAY,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,YAAY,EAAE,KAAK,EAAE,YAAY,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAC9D,YAAY,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAC3C,YAAY,EAAE,KAAK,EAAE,sBAAsB,EAAE,MAAM,SAAS,CAAC;AAC7D,YAAY,EAAE,OAAO,EAAE,aAAa,EAAE,cAAc,EAAE,MAAM,WAAW,CAAC;AACxE,YAAY,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC"}
1
+ {"version":3,"file":"like.d.ts","sourceRoot":"","sources":["../../src/core/like.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAC3C,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACzC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACzC,OAAO,KAAK,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AACrE,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,YAAY,CAAC;AAChD,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEtC;;;;;GAKG;AACH,MAAM,WAAW,IAAI;IACnB,mDAAmD;IACnD,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IAEtB,qDAAqD;IACrD,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IAEtB,mDAAmD;IACnD,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IAEtB,8BAA8B;IAC9B,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC;IAE5B,2BAA2B;IAC3B,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IAEtB,6BAA6B;IAC7B,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAE1B,gDAAgD;IAChD,QAAQ,CAAC,GAAG,EAAE,aAAa,CAAC;IAE5B;;;OAGG;IACH,OAAO,CAAC,IAAI,EAAE,iBAAiB,GAAG,IAAI,CAAC;IAEvC;;;OAGG;IACH,OAAO,IAAI,UAAU,GAAG,SAAS,CAAC;IAElC;;;OAGG;IACH,aAAa,IAAI,OAAO,CAAC;IAEzB;;OAEG;IACH,QAAQ,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI,GAAG,IAAI,CAAC;CACrC;AAGD,YAAY,EAAE,KAAK,EAAE,MAAM,EAAE,aAAa,EAAE,MAAM,SAAS,CAAC;AAC5D,YAAY,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,YAAY,EAAE,KAAK,EAAE,YAAY,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAC9D,YAAY,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAC3C,YAAY,EAAE,KAAK,EAAE,sBAAsB,EAAE,MAAM,SAAS,CAAC;AAC7D,YAAY,EAAE,OAAO,EAAE,aAAa,EAAE,cAAc,EAAE,MAAM,WAAW,CAAC;AACxE,YAAY,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,iBAAiB,CAAC"}
package/dist/engine.d.ts CHANGED
@@ -1,7 +1,6 @@
1
1
  import type { Like2DEvent } from './core/events';
2
2
  import type { PartialCanvasMode } from './core/canvas-config';
3
3
  import type { Like } from './core/like';
4
- export type { CanvasMode, PartialCanvasMode } from './core/canvas-config';
5
4
  export declare class Engine {
6
5
  private canvas;
7
6
  private ctx;
@@ -9,15 +8,13 @@ export declare class Engine {
9
8
  private lastTime;
10
9
  private container;
11
10
  private canvasManager;
12
- private onEvent;
11
+ private handleEvent;
12
+ private currentScene;
13
13
  readonly like: Like;
14
14
  constructor(container: HTMLElement);
15
- private handleFullscreenChange;
15
+ private dispatch;
16
16
  setMode(mode: PartialCanvasMode): void;
17
- private dispatchEvent;
18
- start(onEvent: (event: Like2DEvent) => void): Promise<void>;
19
- stop(): void;
17
+ start(handleEvent: (event: Like2DEvent) => void): Promise<void>;
20
18
  dispose(): void;
21
- getCanvasSize(): [number, number];
22
19
  }
23
20
  //# sourceMappingURL=engine.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"engine.d.ts","sourceRoot":"","sources":["../src/engine.ts"],"names":[],"mappings":"AAOA,OAAO,KAAK,EAAE,WAAW,EAAa,MAAM,eAAe,CAAC;AAC5D,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAC9D,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AAGxC,YAAY,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAE1E,qBAAa,MAAM;IACjB,OAAO,CAAC,MAAM,CAAoB;IAClC,OAAO,CAAC,GAAG,CAA2B;IACtC,OAAO,CAAC,SAAS,CAAS;IAC1B,OAAO,CAAC,QAAQ,CAAK;IACrB,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,OAAO,CAA+C;IAG9D,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC;gBAER,SAAS,EAAE,WAAW;IAgElC,OAAO,CAAC,sBAAsB;IAQ9B,OAAO,CAAC,IAAI,EAAE,iBAAiB,GAAG,IAAI;IAgBtC,OAAO,CAAC,aAAa;IAMf,KAAK,CAAC,OAAO,EAAE,CAAC,KAAK,EAAE,WAAW,KAAK,IAAI;IAgCjD,IAAI;IAIJ,OAAO,IAAI,IAAI;IAWf,aAAa,IAAI,CAAC,MAAM,EAAE,MAAM,CAAC;CAGlC"}
1
+ {"version":3,"file":"engine.d.ts","sourceRoot":"","sources":["../src/engine.ts"],"names":[],"mappings":"AAOA,OAAO,KAAK,EAAE,WAAW,EAAa,MAAM,eAAe,CAAC;AAC5D,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAC9D,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AAIxC,qBAAa,MAAM;IACjB,OAAO,CAAC,MAAM,CAAoB;IAClC,OAAO,CAAC,GAAG,CAA2B;IACtC,OAAO,CAAC,SAAS,CAAS;IAC1B,OAAO,CAAC,QAAQ,CAAK;IACrB,OAAO,CAAC,SAAS,CAAc;IAC/B,OAAO,CAAC,aAAa,CAAgB;IACrC,OAAO,CAAC,WAAW,CAA+C;IAClE,OAAO,CAAC,YAAY,CAAsB;IAE1C,QAAQ,CAAC,IAAI,EAAE,IAAI,CAAC;gBAER,SAAS,EAAE,WAAW;IAkElC,OAAO,CAAC,QAAQ;IAchB,OAAO,CAAC,IAAI,EAAE,iBAAiB,GAAG,IAAI;IAWhC,KAAK,CAAC,WAAW,EAAE,CAAC,KAAK,EAAE,WAAW,KAAK,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IA+BrE,OAAO,IAAI,IAAI;CAUhB"}
package/dist/engine.js CHANGED
@@ -44,13 +44,18 @@ export class Engine {
44
44
  writable: true,
45
45
  value: void 0
46
46
  });
47
- Object.defineProperty(this, "onEvent", {
47
+ Object.defineProperty(this, "handleEvent", {
48
+ enumerable: true,
49
+ configurable: true,
50
+ writable: true,
51
+ value: null
52
+ });
53
+ Object.defineProperty(this, "currentScene", {
48
54
  enumerable: true,
49
55
  configurable: true,
50
56
  writable: true,
51
57
  value: null
52
58
  });
53
- // Public Like object with all systems - initialized in constructor
54
59
  Object.defineProperty(this, "like", {
55
60
  enumerable: true,
56
61
  configurable: true,
@@ -67,17 +72,14 @@ export class Engine {
67
72
  this.container = container;
68
73
  this.container.appendChild(this.canvas);
69
74
  this.canvasManager = new CanvasManager(this.canvas, this.container, this.ctx, { pixelResolution: null, fullscreen: false });
70
- // Create graphics state and bind it
71
75
  const gfxState = newState(this.ctx);
72
76
  const gfx = bindGraphics(gfxState);
73
- // Create all subsystems
74
77
  const audio = new Audio();
75
78
  const timer = new Timer();
76
79
  const keyboard = new Keyboard();
77
80
  const mouse = new Mouse((cssX, cssY) => this.canvasManager.transformMousePosition(cssX, cssY));
78
81
  const gamepad = new Gamepad();
79
82
  const input = new Input({ keyboard, mouse, gamepad });
80
- // Create the Like object with all systems
81
83
  this.like = {
82
84
  audio,
83
85
  timer,
@@ -89,81 +91,78 @@ export class Engine {
89
91
  setMode: (m) => this.setMode(m),
90
92
  getMode: () => this.canvasManager.getMode(),
91
93
  getCanvasSize: () => [this.canvas.width, this.canvas.height],
94
+ setScene: (scene) => {
95
+ this.currentScene = scene;
96
+ scene?.load?.(this.like);
97
+ },
92
98
  };
93
- // Set up input event handlers
94
99
  keyboard.onKeyEvent = (scancode, keycode, type) => {
95
- this.dispatchEvent(type === 'keydown' ? 'keypressed' : 'keyreleased', [scancode, keycode]);
100
+ this.dispatch(type === 'keydown' ? 'keypressed' : 'keyreleased', [scancode, keycode]);
96
101
  };
97
102
  mouse.onMouseEvent = (clientX, clientY, button, type) => {
98
103
  const [x, y] = this.canvasManager.transformMousePosition(clientX, clientY);
99
- const b = (button ?? 0) + 1;
100
- this.dispatchEvent(type === 'mousedown' ? 'mousepressed' : 'mousereleased', [x, y, b]);
104
+ this.dispatch(type === 'mousedown' ? 'mousepressed' : 'mousereleased', [x, y, (button ?? 0) + 1]);
101
105
  };
102
106
  gamepad.onButtonEvent = (gpIndex, buttonIndex, buttonName, pressed) => {
103
- this.dispatchEvent(pressed ? 'gamepadpressed' : 'gamepadreleased', [gpIndex, buttonIndex, buttonName]);
107
+ this.dispatch(pressed ? 'gamepadpressed' : 'gamepadreleased', [gpIndex, buttonIndex, buttonName]);
104
108
  };
105
- // Internal listener to forward resize events
106
109
  this.canvasManager.onResize = (size, pixelSize, fullscreen) => {
107
- this.dispatchEvent('resize', [size, pixelSize, fullscreen]);
110
+ this.dispatch('resize', [size, pixelSize, fullscreen]);
108
111
  };
109
- // Listen for fullscreen changes to update mode
110
- document.addEventListener('fullscreenchange', () => this.handleFullscreenChange());
112
+ document.addEventListener('fullscreenchange', () => {
113
+ const mode = this.canvasManager.getMode();
114
+ const isFullscreen = !!document.fullscreenElement;
115
+ if (mode.fullscreen !== isFullscreen) {
116
+ this.canvasManager.setMode({ ...mode, fullscreen: isFullscreen });
117
+ }
118
+ });
111
119
  }
112
- handleFullscreenChange() {
113
- const mode = this.canvasManager.getMode();
114
- const isFullscreen = !!document.fullscreenElement;
115
- if (mode.fullscreen !== isFullscreen) {
116
- this.canvasManager.setMode({ ...mode, fullscreen: isFullscreen });
120
+ dispatch(type, args) {
121
+ if (!this.handleEvent)
122
+ return;
123
+ const event = { type, args, timestamp: performance.now() };
124
+ if (this.currentScene) {
125
+ this.currentScene.handleEvent?.(this.like, event);
126
+ const method = this.currentScene[event.type];
127
+ method?.call(this.currentScene, this.like, ...args);
128
+ }
129
+ else {
130
+ this.handleEvent(event);
117
131
  }
118
132
  }
119
133
  setMode(mode) {
120
134
  const currentMode = this.canvasManager.getMode();
121
135
  const mergedMode = { ...currentMode, ...mode };
122
- const needsFullscreenChange = mode.fullscreen !== undefined && mode.fullscreen !== currentMode.fullscreen;
123
- if (needsFullscreenChange) {
124
- if (mergedMode.fullscreen) {
125
- this.container.requestFullscreen().catch(console.error);
126
- }
127
- else {
128
- document.exitFullscreen();
129
- }
136
+ if (mode.fullscreen !== undefined && mode.fullscreen !== currentMode.fullscreen) {
137
+ mergedMode.fullscreen ? this.container.requestFullscreen().catch(console.error) : document.exitFullscreen();
130
138
  }
131
139
  this.canvasManager.setMode(mode);
132
140
  }
133
- dispatchEvent(type, args) {
134
- if (this.onEvent) {
135
- this.onEvent({ type, args, timestamp: performance.now() });
136
- }
137
- }
138
- async start(onEvent) {
139
- this.onEvent = onEvent;
141
+ async start(handleEvent) {
142
+ this.handleEvent = handleEvent;
140
143
  this.isRunning = true;
141
144
  this.lastTime = performance.now();
142
- // Initialize gamepad
143
145
  await this.like.gamepad.init();
144
146
  const loop = () => {
145
147
  if (!this.isRunning)
146
148
  return;
147
- const currentTime = performance.now();
148
- const dt = (currentTime - this.lastTime) / 1000;
149
- this.lastTime = currentTime;
149
+ const now = performance.now();
150
+ const dt = (now - this.lastTime) / 1000;
151
+ this.lastTime = now;
150
152
  if (!this.like.timer.isSleeping()) {
151
153
  this.like.timer.update(dt);
152
- const inputEvents = this.like.input.update();
153
- inputEvents.pressed.forEach(action => this.dispatchEvent('actionpressed', [action]));
154
- inputEvents.released.forEach(action => this.dispatchEvent('actionreleased', [action]));
155
- this.dispatchEvent('update', [dt]);
154
+ const { pressed, released } = this.like.input.update();
155
+ pressed.forEach(action => this.dispatch('actionpressed', [action]));
156
+ released.forEach(action => this.dispatch('actionreleased', [action]));
157
+ this.dispatch('update', [dt]);
156
158
  }
157
- this.dispatchEvent('draw', []);
159
+ this.dispatch('draw', []);
158
160
  this.canvasManager.present();
159
161
  requestAnimationFrame(loop);
160
162
  };
161
- this.dispatchEvent('load', []);
163
+ this.dispatch('load', []);
162
164
  requestAnimationFrame(loop);
163
165
  }
164
- stop() {
165
- this.isRunning = false;
166
- }
167
166
  dispose() {
168
167
  this.isRunning = false;
169
168
  this.like.keyboard.dispose();
@@ -174,7 +173,4 @@ export class Engine {
174
173
  this.container.removeChild(this.canvas);
175
174
  }
176
175
  }
177
- getCanvasSize() {
178
- return [this.canvas.width, this.canvas.height];
179
- }
180
176
  }
@@ -927,6 +927,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
927
927
  03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
928
928
  03000000050b00000579000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b42,paddle1:b9,paddle2:b11,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
929
929
  03000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b23,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
930
+ 030000006a0e00001140000001000000,Atari CX Wireless Controller,a:b0,leftx:a0,lefty:a1,platform:Mac OS X,
930
931
  03000000503200000110000045010000,Atari VCS Classic,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X,
931
932
  03000000503200000110000047010000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X,
932
933
  03000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Mac OS X,
@@ -1273,6 +1274,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
1273
1274
  05000000050b00000045000040000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux,
1274
1275
  03000000050b00000579000011010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b36,paddle1:b52,paddle2:b53,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
1275
1276
  05000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b21,paddle1:b22,paddle2:b23,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
1277
+ 030000006a0e00001140000010010000,Atari CX Wireless Controller,a:b0,leftx:a0,lefty:a1,platform:Linux,
1276
1278
  03000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux,
1277
1279
  03000000503200000110000011010000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux,
1278
1280
  05000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux,
package/dist/index.d.ts CHANGED
@@ -1,45 +1,25 @@
1
- /**
2
- * Main API interface containing all core systems.
3
- * Passed as first argument to all callbacks.
4
- */
1
+ import type { EventMap, EventType } from './core/events';
2
+ import type { Like } from './core/like';
5
3
  export type { Like } from './core/like';
6
- /**
7
- * 2D vector as a tuple: [x, y]
8
- */
9
4
  export type { Vector2 } from './core/vector2';
10
- /**
11
- * 2D vector math and utility functions
12
- */
13
5
  export { Vec2 } from './core/vector2';
14
- /**
15
- * Rectangle math and utility functions.
16
- * Rects are represented as [x, y, width, height] tuples.
17
- */
18
6
  export { Rect } from './core/rect';
19
- /**
20
- * Common event structure for all engine events.
21
- */
22
7
  export type { Like2DEvent, EventType, EventMap } from './core/events';
23
8
  export type { CanvasMode, PartialCanvasMode } from './core/canvas-config';
24
- /**
25
- * Graphics types for drawing operations.
26
- */
27
9
  export type { Color, Quad, ShapeProps, DrawProps, PrintProps } from './core/graphics';
28
- /**
29
- * Handle to an image asset that may be loading in the background.
30
- */
31
10
  export { ImageHandle } from './core/graphics';
32
- /**
33
- * Audio source types for sound playback.
34
- */
35
11
  export type { Source, SourceOptions } from './core/audio';
36
- /**
37
- * Core Scene interface for class-based game architecture.
38
- */
39
- export type { Scene } from './adapters/scene/scene';
40
- /**
41
- * Gamepad utility functions and types.
42
- */
12
+ export type { Scene } from './scene';
13
+ export { StartupScene } from './scenes/startup';
43
14
  export { getGPName, GP } from './core/gamepad';
44
15
  export type { StickPosition } from './core/gamepad';
16
+ type Callback<K extends EventType> = (...args: EventMap[K]) => void;
17
+ type Callbacks = {
18
+ [K in EventType]?: Callback<K>;
19
+ };
20
+ export type LikeWithCallbacks = Like & Callbacks & {
21
+ start(): Promise<void>;
22
+ dispose(): void;
23
+ };
24
+ export declare function createLike(container: HTMLElement): LikeWithCallbacks;
45
25
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAKA;;;GAGG;AACH,YAAY,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AAExC;;GAEG;AACH,YAAY,EAAE,OAAO,EAAE,MAAM,gBAAgB,CAAC;AAE9C;;GAEG;AACH,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AAEtC;;;GAGG;AACH,OAAO,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AAEnC;;GAEG;AACH,YAAY,EAAE,WAAW,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACtE,YAAY,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAE1E;;GAEG;AACH,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAEtF;;GAEG;AACH,OAAO,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAE9C;;GAEG;AACH,YAAY,EAAE,MAAM,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAE1D;;GAEG;AACH,YAAY,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAEpD;;GAEG;AACH,OAAO,EAAE,SAAS,EAAE,EAAE,EAAE,MAAM,gBAAgB,CAAC;AAC/C,YAAY,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC"}
1
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package/dist/index.js CHANGED
@@ -1,24 +1,19 @@
1
- // Like2D - Multi-adapter game framework
2
- // Use specific adapters for different patterns:
3
- // - import { createLike, graphics } from 'like2d/callback' (Love2D-style callbacks)
4
- // - import { SceneRunner, Scene } from 'like2d/scene' (Class-based scenes)
5
- /**
6
- * 2D vector math and utility functions
7
- */
1
+ import { Engine } from './engine';
8
2
  export { Vec2 } from './core/vector2';
9
- /**
10
- * Rectangle math and utility functions.
11
- * Rects are represented as [x, y, width, height] tuples.
12
- */
13
3
  export { Rect } from './core/rect';
14
- /**
15
- * Handle to an image asset that may be loading in the background.
16
- */
17
4
  export { ImageHandle } from './core/graphics';
18
- /**
19
- * Gamepad utility functions and types.
20
- */
5
+ export { StartupScene } from './scenes/startup';
21
6
  export { getGPName, GP } from './core/gamepad';
22
- // Note: For actual usage, import from specific adapters:
23
- // import { createLike, graphics } from 'like2d/callback';
24
- // import { SceneRunner, Scene } from 'like2d/scene';
7
+ export function createLike(container) {
8
+ const engine = new Engine(container);
9
+ const callbacks = {};
10
+ const handleEvent = (event) => {
11
+ const cb = callbacks[event.type];
12
+ if (cb)
13
+ cb(...event.args);
14
+ };
15
+ return Object.assign(engine.like, callbacks, {
16
+ start: () => engine.start(handleEvent),
17
+ dispose: () => engine.dispose(),
18
+ });
19
+ }
@@ -0,0 +1,10 @@
1
+ import type { Like2DEvent, EventMap, EventType } from './core/events';
2
+ import type { Like } from './core/like';
3
+ type EventHandler<K extends EventType> = (like: Like, ...args: EventMap[K]) => void;
4
+ export type Scene = {
5
+ [K in EventType]?: EventHandler<K>;
6
+ } & {
7
+ handleEvent?(like: Like, event: Like2DEvent): void;
8
+ };
9
+ export {};
10
+ //# sourceMappingURL=scene.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"scene.d.ts","sourceRoot":"","sources":["../src/scene.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,WAAW,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AACtE,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AAExC,KAAK,YAAY,CAAC,CAAC,SAAS,SAAS,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,GAAG,IAAI,EAAE,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC;AAEpF,MAAM,MAAM,KAAK,GAAG;KACjB,CAAC,IAAI,SAAS,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC;CACnC,GAAG;IACF,WAAW,CAAC,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,WAAW,GAAG,IAAI,CAAC;CACpD,CAAC"}
@@ -0,0 +1,18 @@
1
+ import type { Scene, Like } from '../index';
2
+ /**
3
+ * A simple startup scene that waits for a mouse click before advancing.
4
+ *
5
+ * This exists to work around browser autoplay restrictions - browsers require
6
+ * user interaction (like a click) before allowing audio playback. Show this
7
+ * scene first, then transition to your game scene on click.
8
+ */
9
+ export declare class StartupScene implements Scene {
10
+ private next;
11
+ private onDraw?;
12
+ private logo;
13
+ constructor(next: Scene, onDraw?: ((like: Like) => void) | undefined);
14
+ load(like: Like): void;
15
+ draw(like: Like): void;
16
+ mousepressed(like: Like): void;
17
+ }
18
+ //# sourceMappingURL=startup.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"startup.d.ts","sourceRoot":"","sources":["../../src/scenes/startup.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,UAAU,CAAC;AAM5C;;;;;;GAMG;AACH,qBAAa,YAAa,YAAW,KAAK;IAItC,OAAO,CAAC,IAAI;IACZ,OAAO,CAAC,MAAM,CAAC;IAJjB,OAAO,CAAC,IAAI,CAAe;gBAGjB,IAAI,EAAE,KAAK,EACX,MAAM,CAAC,GAAE,CAAC,IAAI,EAAE,IAAI,KAAK,IAAI,aAAA;IAGvC,IAAI,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAItB,IAAI,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAWtB,YAAY,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;CAG/B"}