like2d 2.7.4 → 2.9.0

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Files changed (77) hide show
  1. package/README.md +34 -35
  2. package/dist/core/audio.d.ts +12 -9
  3. package/dist/core/audio.d.ts.map +1 -1
  4. package/dist/core/audio.js +7 -4
  5. package/dist/core/canvas.d.ts +58 -0
  6. package/dist/core/canvas.d.ts.map +1 -0
  7. package/dist/core/canvas.js +209 -0
  8. package/dist/core/events.d.ts +92 -7
  9. package/dist/core/events.d.ts.map +1 -1
  10. package/dist/core/events.js +20 -0
  11. package/dist/core/gamepad-mapping.d.ts +57 -18
  12. package/dist/core/gamepad-mapping.d.ts.map +1 -1
  13. package/dist/core/gamepad-mapping.js +23 -223
  14. package/dist/core/gamepad.d.ts +34 -58
  15. package/dist/core/gamepad.d.ts.map +1 -1
  16. package/dist/core/gamepad.js +79 -213
  17. package/dist/core/graphics.d.ts +175 -64
  18. package/dist/core/graphics.d.ts.map +1 -1
  19. package/dist/core/graphics.js +294 -198
  20. package/dist/core/input-state.d.ts +2 -2
  21. package/dist/core/input-state.d.ts.map +1 -1
  22. package/dist/core/input.d.ts +22 -15
  23. package/dist/core/input.d.ts.map +1 -1
  24. package/dist/core/input.js +25 -37
  25. package/dist/core/keyboard.d.ts +7 -7
  26. package/dist/core/keyboard.d.ts.map +1 -1
  27. package/dist/core/keyboard.js +24 -31
  28. package/dist/core/like.d.ts +98 -44
  29. package/dist/core/like.d.ts.map +1 -1
  30. package/dist/core/like.js +8 -0
  31. package/dist/core/mouse.d.ts +45 -22
  32. package/dist/core/mouse.d.ts.map +1 -1
  33. package/dist/core/mouse.js +90 -78
  34. package/dist/core/timer.d.ts +2 -5
  35. package/dist/core/timer.d.ts.map +1 -1
  36. package/dist/core/timer.js +2 -14
  37. package/dist/engine.d.ts +61 -11
  38. package/dist/engine.d.ts.map +1 -1
  39. package/dist/engine.js +119 -102
  40. package/dist/index.d.ts +42 -21
  41. package/dist/index.d.ts.map +1 -1
  42. package/dist/index.js +35 -14
  43. package/dist/math/index.d.ts +2 -0
  44. package/dist/math/index.d.ts.map +1 -0
  45. package/dist/math/index.js +1 -0
  46. package/dist/math/rect.d.ts +71 -0
  47. package/dist/math/rect.d.ts.map +1 -0
  48. package/dist/{core → math}/rect.js +8 -0
  49. package/dist/math/vector2.d.ts +78 -0
  50. package/dist/math/vector2.d.ts.map +1 -0
  51. package/dist/{core → math}/vector2.js +24 -0
  52. package/dist/prefab-scenes/index.d.ts +7 -0
  53. package/dist/prefab-scenes/index.d.ts.map +1 -0
  54. package/dist/prefab-scenes/index.js +6 -0
  55. package/dist/prefab-scenes/startScreen.d.ts +59 -0
  56. package/dist/prefab-scenes/startScreen.d.ts.map +1 -0
  57. package/dist/{scenes/startup.js → prefab-scenes/startScreen.js} +47 -7
  58. package/dist/scene.d.ts +103 -5
  59. package/dist/scene.d.ts.map +1 -1
  60. package/dist/scene.js +28 -1
  61. package/package.json +18 -2
  62. package/dist/core/canvas-config.d.ts +0 -22
  63. package/dist/core/canvas-config.d.ts.map +0 -1
  64. package/dist/core/canvas-config.js +0 -14
  65. package/dist/core/canvas-manager.d.ts +0 -25
  66. package/dist/core/canvas-manager.d.ts.map +0 -1
  67. package/dist/core/canvas-manager.js +0 -178
  68. package/dist/core/gamepad-buttons.d.ts +0 -23
  69. package/dist/core/gamepad-buttons.d.ts.map +0 -1
  70. package/dist/core/gamepad-buttons.js +0 -36
  71. package/dist/core/rect.d.ts +0 -26
  72. package/dist/core/rect.d.ts.map +0 -1
  73. package/dist/core/vector2.d.ts +0 -26
  74. package/dist/core/vector2.d.ts.map +0 -1
  75. package/dist/gamecontrollerdb.txt +0 -2221
  76. package/dist/scenes/startup.d.ts +0 -18
  77. package/dist/scenes/startup.d.ts.map +0 -1
package/dist/index.d.ts CHANGED
@@ -1,25 +1,46 @@
1
- import type { EventMap, EventType } from './core/events';
1
+ /**
2
+ * @module like2d
3
+ * @description A cozy web-native 2D game framework.
4
+ *
5
+ * See main like/README.md file an for overview of Like2D.
6
+ */
7
+ import type { LikeEvent } from './core/events';
2
8
  import type { Like } from './core/like';
3
9
  export type { Like } from './core/like';
4
- export type { Vector2 } from './core/vector2';
5
- export { Vec2 } from './core/vector2';
6
- export { Rect } from './core/rect';
7
- export type { Like2DEvent, EventType, EventMap } from './core/events';
8
- export type { CanvasMode, PartialCanvasMode } from './core/canvas-config';
9
- export type { Color, Quad, ShapeProps, DrawProps, PrintProps } from './core/graphics';
10
+ export type { LikeEvent, EventType, EventMap } from './core/events';
11
+ export type { CanvasSize, CanvasModeOptions as CanvasModeFlags } from './core/canvas';
12
+ export type { Color, ShapeProps, DrawProps, PrintProps } from './core/graphics';
10
13
  export { ImageHandle } from './core/graphics';
11
- export type { Source, SourceOptions } from './core/audio';
12
- export type { Scene } from './scene';
13
- export { StartupScene } from './scenes/startup';
14
- export { getGPName, GP } from './core/gamepad';
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;
14
+ export type { AudioSource, AudioSourceOptions } from './core/audio';
15
+ export { type LikeButton } from './core/gamepad';
16
+ export type TopLevelEventHandler = (event: LikeEvent) => void;
17
+ /**
18
+ * Create a new Like2D game instance attached to a DOM container.
19
+ *
20
+ * This is the entry point for all Like2D games. It creates a canvas element,
21
+ * initializes all subsystems (graphics, audio, input), and returns an object
22
+ * where you can assign game callbacks.
23
+ *
24
+ * ### How to bind callbacks
25
+ *
26
+ * ```ts
27
+ * export const like = createLike();
28
+ *
29
+ * like.start();
30
+ *
31
+ * like.draw = () => { like.gfx.clear('yellow') }
32
+ *
33
+ * like.update = function (dt: number) {
34
+ * if (dt === Math.random()) {
35
+ * console.log("You just won the Powerball!")
36
+ * }
37
+ * }
38
+ * ```
39
+ *
40
+ * @param container - The HTML element to attach the game canvas to.
41
+ * Must be in the DOM.
42
+ * @returns A {@link Like} instance ready for callback assignment
43
+ *
44
+ */
45
+ export declare function createLike(container: HTMLElement): Like;
25
46
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAe,QAAQ,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AACtE,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AAExC,YAAY,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AACxC,YAAY,EAAE,OAAO,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AACtC,OAAO,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AACnC,YAAY,EAAE,WAAW,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACtE,YAAY,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAC1E,YAAY,EAAE,KAAK,EAAE,IAAI,EAAE,UAAU,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AACtF,OAAO,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAC9C,YAAY,EAAE,MAAM,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAC1D,YAAY,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,EAAE,EAAE,MAAM,gBAAgB,CAAC;AAC/C,YAAY,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAEpD,KAAK,QAAQ,CAAC,CAAC,SAAS,SAAS,IAAI,CAAC,GAAG,IAAI,EAAE,QAAQ,CAAC,CAAC,CAAC,KAAK,IAAI,CAAC;AAEpE,KAAK,SAAS,GAAG;KACd,CAAC,IAAI,SAAS,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC;CAC/B,CAAC;AAEF,MAAM,MAAM,iBAAiB,GAAG,IAAI,GAAG,SAAS,GAAG;IACjD,KAAK,IAAI,OAAO,CAAC,IAAI,CAAC,CAAC;IACvB,OAAO,IAAI,IAAI,CAAC;CACjB,CAAC;AAEF,wBAAgB,UAAU,CAAC,SAAS,EAAE,WAAW,GAAG,iBAAiB,CAapE"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAGH,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAC/C,OAAO,KAAK,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AAExC,YAAY,EAAE,IAAI,EAAE,MAAM,aAAa,CAAC;AACxC,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACpE,YAAY,EAAE,UAAU,EAAE,iBAAiB,IAAI,eAAe,EAAE,MAAM,eAAe,CAAC;AACtF,YAAY,EAAE,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAC9C,YAAY,EAAE,WAAW,EAAE,kBAAkB,EAAE,MAAM,cAAc,CAAC;AACpE,OAAO,EAAE,KAAK,UAAU,EAAE,MAAM,gBAAgB,CAAC;AAEjD,MAAM,MAAM,oBAAoB,GAAG,CAAC,KAAK,EAAE,SAAS,KAAK,IAAI,CAAC;AAE9D;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,wBAAgB,UAAU,CAAC,SAAS,EAAE,WAAW,GAAG,IAAI,CAGvD"}
package/dist/index.js CHANGED
@@ -1,19 +1,40 @@
1
+ /**
2
+ * @module like2d
3
+ * @description A cozy web-native 2D game framework.
4
+ *
5
+ * See main like/README.md file an for overview of Like2D.
6
+ */
1
7
  import { Engine } from './engine';
2
- export { Vec2 } from './core/vector2';
3
- export { Rect } from './core/rect';
4
8
  export { ImageHandle } from './core/graphics';
5
- export { StartupScene } from './scenes/startup';
6
- export { getGPName, GP } from './core/gamepad';
9
+ /**
10
+ * Create a new Like2D game instance attached to a DOM container.
11
+ *
12
+ * This is the entry point for all Like2D games. It creates a canvas element,
13
+ * initializes all subsystems (graphics, audio, input), and returns an object
14
+ * where you can assign game callbacks.
15
+ *
16
+ * ### How to bind callbacks
17
+ *
18
+ * ```ts
19
+ * export const like = createLike();
20
+ *
21
+ * like.start();
22
+ *
23
+ * like.draw = () => { like.gfx.clear('yellow') }
24
+ *
25
+ * like.update = function (dt: number) {
26
+ * if (dt === Math.random()) {
27
+ * console.log("You just won the Powerball!")
28
+ * }
29
+ * }
30
+ * ```
31
+ *
32
+ * @param container - The HTML element to attach the game canvas to.
33
+ * Must be in the DOM.
34
+ * @returns A {@link Like} instance ready for callback assignment
35
+ *
36
+ */
7
37
  export function createLike(container) {
8
38
  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
- });
39
+ return engine.like;
19
40
  }
@@ -0,0 +1,2 @@
1
+ export declare const mod: (a: number, b: number) => number;
2
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/math/index.ts"],"names":[],"mappings":"AAAA,eAAO,MAAM,GAAG,GAAI,GAAG,MAAM,EAAE,GAAG,MAAM,WAAsB,CAAC"}
@@ -0,0 +1 @@
1
+ export const mod = (a, b) => ((a % b) + b) % b;
@@ -0,0 +1,71 @@
1
+ import { type Vector2 } from '../math/vector2';
2
+ /**
3
+ * A four-coordinate type `[x, y, width, height]`.
4
+ * Full reference {@link Rect}.
5
+ *
6
+ * ## Examples
7
+ *
8
+ * ### Construct a rectangle
9
+ * ```ts
10
+ * const beastPen: Rectangle = [20, 25, 40, 50];
11
+ * ```
12
+ *
13
+ * ### Construct around a center point and size
14
+ * ```ts
15
+ * const beastPen: Rectangle = Rect.setCenter(
16
+ * [0, 0, ...penSize],
17
+ * beastPos
18
+ * );
19
+ * ```
20
+ * ### Deconstruct a rect
21
+ * ```ts
22
+ * [x, y, w, h] = beastPen;
23
+ * ```
24
+ * ### Deconstruct into points
25
+ * ```ts
26
+ * const penPos = Rect.position(beastPen);
27
+ * const penSize = Rect.size(beastPen);
28
+ * ```
29
+ *
30
+ * ### Check if beast is in his pen
31
+ * ```ts
32
+ * const isInPen = Rect.containsPoint(
33
+ * beastPen,
34
+ * beast.pos,
35
+ * )
36
+ * ```
37
+ * ### Put the beast back in his pen
38
+ * ```ts
39
+ * beast.pos = Rect.clampPoint(beast.pos, beastPen)
40
+ * ```
41
+ *
42
+ * */
43
+ export type Rectangle = [number, number, number, number];
44
+ /**
45
+ * A set of
46
+ */
47
+ export declare namespace Rect {
48
+ function fromPoints(a: Vector2, b: Vector2): Rectangle;
49
+ function fromCenter(center: Vector2, size: Vector2): Rectangle;
50
+ function position(r: Rectangle): Vector2;
51
+ function size(r: Rectangle): Vector2;
52
+ function center(r: Rectangle): Vector2;
53
+ function topLeft(r: Rectangle): Vector2;
54
+ function topRight(r: Rectangle): Vector2;
55
+ function bottomLeft(r: Rectangle): Vector2;
56
+ function bottomRight(r: Rectangle): Vector2;
57
+ function area(r: Rectangle): number;
58
+ function isEmpty(r: Rectangle): boolean;
59
+ function clampPoint(r: Rectangle, point: Vector2): Vector2;
60
+ function containsPoint(r: Rectangle, point: Vector2): boolean;
61
+ function containsRect(r: Rectangle, other: Rectangle): boolean;
62
+ function intersects(r: Rectangle, other: Rectangle): boolean;
63
+ function intersection(r: Rectangle, other: Rectangle): Rectangle;
64
+ function union(r: Rectangle, other: Rectangle): Rectangle;
65
+ function inflate(r: Rectangle, amount: number): Rectangle;
66
+ function offset(r: Rectangle, delta: Vector2): Rectangle;
67
+ function setPosition(r: Rectangle, pos: Vector2): Rectangle;
68
+ function setSize(r: Rectangle, size: Vector2): Rectangle;
69
+ function setCenter(r: Rectangle, center: Vector2): Rectangle;
70
+ }
71
+ //# sourceMappingURL=rect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"rect.d.ts","sourceRoot":"","sources":["../../src/math/rect.ts"],"names":[],"mappings":"AAAA,OAAO,EAAQ,KAAK,OAAO,EAAE,MAAM,iBAAiB,CAAC;AAErD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;KAwCK;AACL,MAAM,MAAM,SAAS,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AAEzD;;GAEG;AACH,yBAAiB,IAAI,CAAC;IACpB,SAAgB,UAAU,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,GAAG,SAAS,CAM5D;IAED,SAAgB,UAAU,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,GAAG,SAAS,CAOpE;IAED,SAAgB,QAAQ,CAAC,CAAC,EAAE,SAAS,GAAG,OAAO,CAE9C;IAED,SAAgB,IAAI,CAAC,CAAC,EAAE,SAAS,GAAG,OAAO,CAE1C;IAED,SAAgB,MAAM,CAAC,CAAC,EAAE,SAAS,GAAG,OAAO,CAE5C;IAED,SAAgB,OAAO,CAAC,CAAC,EAAE,SAAS,GAAG,OAAO,CAE7C;IAED,SAAgB,QAAQ,CAAC,CAAC,EAAE,SAAS,GAAG,OAAO,CAE9C;IAED,SAAgB,UAAU,CAAC,CAAC,EAAE,SAAS,GAAG,OAAO,CAEhD;IAED,SAAgB,WAAW,CAAC,CAAC,EAAE,SAAS,GAAG,OAAO,CAEjD;IAED,SAAgB,IAAI,CAAC,CAAC,EAAE,SAAS,GAAG,MAAM,CAEzC;IAED,SAAgB,OAAO,CAAC,CAAC,EAAE,SAAS,GAAG,OAAO,CAE7C;IAED,SAAgB,UAAU,CAAC,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,OAAO,GAAG,OAAO,CAEhE;IAED,SAAgB,aAAa,CAAC,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,OAAO,GAAG,OAAO,CAOnE;IAED,SAAgB,YAAY,CAAC,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,SAAS,GAAG,OAAO,CAOpE;IAED,SAAgB,UAAU,CAAC,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,SAAS,GAAG,OAAO,CAOlE;IAED,SAAgB,YAAY,CAAC,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,SAAS,GAAG,SAAS,CAWtE;IAED,SAAgB,KAAK,CAAC,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,SAAS,GAAG,SAAS,CAM/D;IAED,SAAgB,OAAO,CAAC,CAAC,EAAE,SAAS,EAAE,MAAM,EAAE,MAAM,GAAG,SAAS,CAO/D;IAED,SAAgB,MAAM,CAAC,CAAC,EAAE,SAAS,EAAE,KAAK,EAAE,OAAO,GAAG,SAAS,CAE9D;IAED,SAAgB,WAAW,CAAC,CAAC,EAAE,SAAS,EAAE,GAAG,EAAE,OAAO,GAAG,SAAS,CAEjE;IAED,SAAgB,OAAO,CAAC,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,GAAG,SAAS,CAE9D;IAED,SAAgB,SAAS,CAAC,CAAC,EAAE,SAAS,EAAE,MAAM,EAAE,OAAO,GAAG,SAAS,CAOlE;CACF"}
@@ -1,3 +1,7 @@
1
+ import { Vec2 } from '../math/vector2';
2
+ /**
3
+ * A set of
4
+ */
1
5
  export var Rect;
2
6
  (function (Rect) {
3
7
  function fromPoints(a, b) {
@@ -53,6 +57,10 @@ export var Rect;
53
57
  return r[2] <= 0 || r[3] <= 0;
54
58
  }
55
59
  Rect.isEmpty = isEmpty;
60
+ function clampPoint(r, point) {
61
+ return Vec2.clamp(point, Rect.position(r), Rect.bottomRight(r));
62
+ }
63
+ Rect.clampPoint = clampPoint;
56
64
  function containsPoint(r, point) {
57
65
  return (point[0] >= r[0] &&
58
66
  point[0] <= r[0] + r[2] &&
@@ -0,0 +1,78 @@
1
+ /** A pair of numbers `[x, y]`
2
+ * representing for example:
3
+ * - position in 2D space
4
+ * - width and height
5
+ * - velocity
6
+ *
7
+ * See {@link Vec2} for full library.
8
+ *
9
+ * ## Examples
10
+ *
11
+ * #### Constructing a Vector2
12
+ * ```ts
13
+ * const onionSize: Vector2 = [width, height];
14
+ * ```
15
+ *
16
+ * #### Deconstructing a Vector2
17
+ * ```ts
18
+ * const [width, height] = onionSize;
19
+ * ```
20
+ *
21
+ * #### Making math less repetitive.
22
+ * ```ts
23
+ * x += dx * speed;
24
+ * y += dy * speed;
25
+ * // becomes...
26
+ * pos = Vec2.add(pos, Vec2.mul(delta, speed))
27
+ * ```
28
+ *
29
+ * #### Summing an array of Vector2
30
+ * ```ts
31
+ * const nums: Vector2[] = [[50, 100], [-5, -5], [0, 99]];
32
+ * const sum = nums.reduce(Vec2.add);
33
+ * ```
34
+ *
35
+ * #### Using LIKE graphics API
36
+ * ```ts
37
+ * // Draw a circle in the center of the canvas.
38
+ * const pos = Vec2.div(
39
+ * like.canvas.getSize(),
40
+ * 2,
41
+ * )
42
+ * like.graphics.circle('fill', 'blue', pos, 20);
43
+ * ```
44
+ * */
45
+ export type Vector2 = [number, number];
46
+ /** Library of Vec2 functions. See {@link Vector2} for overview. */
47
+ export declare namespace Vec2 {
48
+ function add(a: Vector2, b: Vector2): Vector2;
49
+ function sub(a: Vector2, b: Vector2): Vector2;
50
+ function mul(v: Vector2, other: Vector2 | number): Vector2;
51
+ function div(v: Vector2, other: Vector2 | number): Vector2;
52
+ function mod(v: Vector2, other: Vector2 | number): Vector2;
53
+ function eq(v: Vector2, other: Vector2): boolean;
54
+ function dot(a: Vector2, b: Vector2): number;
55
+ function cross(a: Vector2, b: Vector2): number;
56
+ function lengthSq(v: Vector2): number;
57
+ function length(v: Vector2): number;
58
+ function normalize(v: Vector2): Vector2;
59
+ function distance(a: Vector2, b: Vector2): number;
60
+ function lerp(a: Vector2, b: Vector2, t: number): Vector2;
61
+ function toPolar(v: Vector2): {
62
+ r: number;
63
+ angle: number;
64
+ };
65
+ function fromPolar(r: number, angle: number): Vector2;
66
+ function angle(v: Vector2): number;
67
+ function rotate(v: Vector2, angle: number): Vector2;
68
+ function negate(v: Vector2): Vector2;
69
+ function floor(v: Vector2): Vector2;
70
+ function ceil(v: Vector2): Vector2;
71
+ function round(v: Vector2): Vector2;
72
+ function min(a: Vector2, b: Vector2): Vector2;
73
+ function max(a: Vector2, b: Vector2): Vector2;
74
+ function clamp(v: Vector2, min: Vector2, max: Vector2): Vector2;
75
+ function fromAngle(angle: number, len?: number): Vector2;
76
+ function zero(): Vector2;
77
+ }
78
+ //# sourceMappingURL=vector2.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vector2.d.ts","sourceRoot":"","sources":["../../src/math/vector2.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;KA2CK;AACL,MAAM,MAAM,OAAO,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;AAEvC,mEAAmE;AACnE,yBAAiB,IAAI,CAAC;IACpB,SAAgB,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,GAAG,OAAO,CAEnD;IAED,SAAgB,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,GAAG,OAAO,CAEnD;IAED,SAAgB,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,GAAG,MAAM,GAAG,OAAO,CAKhE;IAED,SAAgB,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,GAAG,MAAM,GAAG,OAAO,CAKhE;IAED,SAAgB,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,GAAG,MAAM,GAAG,OAAO,CAKhE;IAED,SAAgB,EAAE,CAAC,CAAC,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,GAAG,OAAO,CAEtD;IAED,SAAgB,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,GAAG,MAAM,CAElD;IAED,SAAgB,KAAK,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,GAAG,MAAM,CAEpD;IAED,SAAgB,QAAQ,CAAC,CAAC,EAAE,OAAO,GAAG,MAAM,CAE3C;IAED,SAAgB,MAAM,CAAC,CAAC,EAAE,OAAO,GAAG,MAAM,CAEzC;IAED,SAAgB,SAAS,CAAC,CAAC,EAAE,OAAO,GAAG,OAAO,CAI7C;IAED,SAAgB,QAAQ,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,GAAG,MAAM,CAEvD;IAED,SAAgB,IAAI,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAE/D;IAED,SAAgB,OAAO,CAAC,CAAC,EAAE,OAAO,GAAG;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,CAKhE;IAED,SAAgB,SAAS,CAAC,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,OAAO,CAE3D;IAED,SAAgB,KAAK,CAAC,CAAC,EAAE,OAAO,GAAG,MAAM,CAExC;IAED,SAAgB,MAAM,CAAC,CAAC,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG,OAAO,CAIzD;IAED,SAAgB,MAAM,CAAC,CAAC,EAAE,OAAO,GAAG,OAAO,CAE1C;IAED,SAAgB,KAAK,CAAC,CAAC,EAAE,OAAO,GAAG,OAAO,CAEzC;IAED,SAAgB,IAAI,CAAC,CAAC,EAAE,OAAO,GAAG,OAAO,CAExC;IAED,SAAgB,KAAK,CAAC,CAAC,EAAE,OAAO,GAAG,OAAO,CAEzC;IAED,SAAgB,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,GAAG,OAAO,CAEnD;IAED,SAAgB,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,GAAG,OAAO,CAEnD;IAED,SAAgB,KAAK,CAAC,CAAC,EAAE,OAAO,EAAE,GAAG,EAAE,OAAO,EAAE,GAAG,EAAE,OAAO,GAAG,OAAO,CAKrE;IAED,SAAgB,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,GAAE,MAAU,GAAG,OAAO,CAEjE;IAED,SAAgB,IAAI,IAAI,OAAO,CAE9B;CACF"}
@@ -1,3 +1,5 @@
1
+ import { mod as mmod } from ".";
2
+ /** Library of Vec2 functions. See {@link Vector2} for overview. */
1
3
  export var Vec2;
2
4
  (function (Vec2) {
3
5
  function add(a, b) {
@@ -22,6 +24,17 @@ export var Vec2;
22
24
  return [v[0] / other[0], v[1] / other[1]];
23
25
  }
24
26
  Vec2.div = div;
27
+ function mod(v, other) {
28
+ if (typeof other === 'number') {
29
+ return [mmod(v[0], other), mmod(v[1], other)];
30
+ }
31
+ return [mmod(v[0], other[0]), mmod(v[1], other[1])];
32
+ }
33
+ Vec2.mod = mod;
34
+ function eq(v, other) {
35
+ return v[0] == other[0] && v[1] == other[1];
36
+ }
37
+ Vec2.eq = eq;
25
38
  function dot(a, b) {
26
39
  return a[0] * b[0] + a[1] * b[1];
27
40
  }
@@ -53,6 +66,17 @@ export var Vec2;
53
66
  return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t];
54
67
  }
55
68
  Vec2.lerp = lerp;
69
+ function toPolar(v) {
70
+ return {
71
+ r: Vec2.length(v),
72
+ angle: Vec2.angle(v),
73
+ };
74
+ }
75
+ Vec2.toPolar = toPolar;
76
+ function fromPolar(r, angle) {
77
+ return [r * Math.cos(angle), r * Math.sin(angle)];
78
+ }
79
+ Vec2.fromPolar = fromPolar;
56
80
  function angle(v) {
57
81
  return Math.atan2(v[1], v[0]);
58
82
  }
@@ -0,0 +1,7 @@
1
+ /**
2
+ * @module prefab-scenes
3
+ *
4
+ * A set of built-in scenes to aid with game development.
5
+ */
6
+ export { StartScreen } from "./startScreen";
7
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/prefab-scenes/index.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC"}
@@ -0,0 +1,6 @@
1
+ /**
2
+ * @module prefab-scenes
3
+ *
4
+ * A set of built-in scenes to aid with game development.
5
+ */
6
+ export { StartScreen } from "./startScreen";
@@ -0,0 +1,59 @@
1
+ import { type Scene } from '../scene';
2
+ import { Like } from '..';
3
+ /**
4
+ * ## Why
5
+ *
6
+ * 1. Because the LIKE logo looks awesome.
7
+ * 2. Autoplay restriction, doesn't let you play audio until the page is clicked.
8
+ * 3. You have to click on the game in order to send inputs, anyway.
9
+ * 4. It's polite.
10
+ *
11
+ * ## Usage
12
+ *
13
+ * ```typescript
14
+ * import { createLike, StartScreen } from 'like';
15
+ * import { GameScene } from './game';
16
+ *
17
+ * const container = document.getElementById("myGame");
18
+ * const like = createLike(container);
19
+ *
20
+ * // these callbacks will be ignored until the scene is clicked
21
+ * like.update = function () { ... }
22
+ * like.draw = function () { ... }
23
+ *
24
+ * // Set up the start screen
25
+ * like.setScene(new StartScreen())
26
+ * like.start();
27
+ * ```
28
+ *
29
+ * Alternatively, copy-paste this code into your own project and modify it freely.
30
+ * Update imports:
31
+ *
32
+ * ```ts
33
+ * import { type Scene } from 'like/scene';
34
+ * import type { ImageHandle } from 'like/core/graphics';
35
+ * import { Vec2 } from 'like/math/vector2';
36
+ * import { Like } from 'like';
37
+ * ```
38
+ *
39
+ * ## Custom Rendering
40
+ *
41
+ * Pass a custom draw function to replace the default logo:
42
+ *
43
+ * ```typescript
44
+ * const startup = new StartupScene(gameScene, (like) => {
45
+ * like.gfx.clear([0, 0, 0, 1]);
46
+ * like.gfx.print([1, 1, 1], 'Click to Start', [100, 100]);
47
+ * });
48
+ * ```
49
+ */
50
+ export declare class StartScreen implements Scene {
51
+ private next;
52
+ private onDraw?;
53
+ private logo;
54
+ constructor(next: Scene, onDraw?: ((like: Like) => void) | undefined);
55
+ load(like: Like): void;
56
+ draw(like: Like): void;
57
+ mousepressed(like: Like): void;
58
+ }
59
+ //# sourceMappingURL=startScreen.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"startScreen.d.ts","sourceRoot":"","sources":["../../src/prefab-scenes/startScreen.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,KAAK,EAAE,MAAM,UAAU,CAAC;AAGtC,OAAO,EAAE,IAAI,EAAE,MAAM,IAAI,CAAC;AAI1B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AACH,qBAAa,WAAY,YAAW,KAAK;IAIrC,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"}
@@ -1,13 +1,53 @@
1
- import { Vec2 } from '../core/vector2';
1
+ import { Vec2 } from '../math/vector2';
2
2
  const LOGO = 'data:image/svg+xml;base64,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';
3
3
  /**
4
- * A simple startup scene that waits for a mouse click before advancing.
4
+ * ## Why
5
5
  *
6
- * This exists to work around browser autoplay restrictions - browsers require
7
- * user interaction (like a click) before allowing audio playback. Show this
8
- * scene first, then transition to your game scene on click.
6
+ * 1. Because the LIKE logo looks awesome.
7
+ * 2. Autoplay restriction, doesn't let you play audio until the page is clicked.
8
+ * 3. You have to click on the game in order to send inputs, anyway.
9
+ * 4. It's polite.
10
+ *
11
+ * ## Usage
12
+ *
13
+ * ```typescript
14
+ * import { createLike, StartScreen } from 'like';
15
+ * import { GameScene } from './game';
16
+ *
17
+ * const container = document.getElementById("myGame");
18
+ * const like = createLike(container);
19
+ *
20
+ * // these callbacks will be ignored until the scene is clicked
21
+ * like.update = function () { ... }
22
+ * like.draw = function () { ... }
23
+ *
24
+ * // Set up the start screen
25
+ * like.setScene(new StartScreen())
26
+ * like.start();
27
+ * ```
28
+ *
29
+ * Alternatively, copy-paste this code into your own project and modify it freely.
30
+ * Update imports:
31
+ *
32
+ * ```ts
33
+ * import { type Scene } from 'like/scene';
34
+ * import type { ImageHandle } from 'like/core/graphics';
35
+ * import { Vec2 } from 'like/math/vector2';
36
+ * import { Like } from 'like';
37
+ * ```
38
+ *
39
+ * ## Custom Rendering
40
+ *
41
+ * Pass a custom draw function to replace the default logo:
42
+ *
43
+ * ```typescript
44
+ * const startup = new StartupScene(gameScene, (like) => {
45
+ * like.gfx.clear([0, 0, 0, 1]);
46
+ * like.gfx.print([1, 1, 1], 'Click to Start', [100, 100]);
47
+ * });
48
+ * ```
9
49
  */
10
- export class StartupScene {
50
+ export class StartScreen {
11
51
  constructor(next, onDraw) {
12
52
  Object.defineProperty(this, "next", {
13
53
  enumerable: true,
@@ -37,7 +77,7 @@ export class StartupScene {
37
77
  }
38
78
  else if (this.logo.isReady()) {
39
79
  like.gfx.clear([0.05, 0.05, 0.08, 1]);
40
- const winSize = like.gfx.getCanvasSize();
80
+ const winSize = like.canvas.getSize();
41
81
  const scale = (winSize[0] * 0.5) / this.logo.size[0];
42
82
  like.gfx.draw(this.logo, Vec2.div(winSize, 2), { scale, origin: Vec2.div(this.logo.size, 2) });
43
83
  }
package/dist/scene.d.ts CHANGED
@@ -1,10 +1,108 @@
1
- import type { Like2DEvent, EventMap, EventType } from './core/events';
1
+ /**
2
+ * @module scene
3
+ * @description A helpful callback / state management layer, plus utility scenes.
4
+ *
5
+ */
6
+ import type { LikeEvent, EventMap } from './core/events';
2
7
  import type { Like } from './core/like';
3
- type EventHandler<K extends EventType> = (like: Like, ...args: EventMap[K]) => void;
8
+ /**
9
+ * An interface for creating scenes.
10
+ *
11
+ * ## Why Scenes?
12
+ *
13
+ * For any game with more than one scene, we have to either:
14
+ * - switch-case on game state in every single callback
15
+ * - rebind all of the callbacks ourselves
16
+ * - wrap handleEvent (hint: that's what this does)
17
+ *
18
+ * Also, some no need to pass around a `like` object.
19
+ * Here, `like` instead piggybacks on a closure that follows around
20
+ * your running scene and shows up as an additional first argument
21
+ * to every callback.
22
+ *
23
+ * ## Quick Start
24
+ *
25
+ * Have a scene handle all the callbacks, disabling global
26
+ * callbacks.
27
+ * ```typescript
28
+ * // set up a scene
29
+ * class MagicalGrowingRectangle extends Scene {
30
+ * rectangleSize = 10;
31
+ * constructor() {}
32
+ *
33
+ * keypressed(_like: Like) {
34
+ * this.rectangleSize += 10;
35
+ * }
36
+ *
37
+ * draw(like: Like) {
38
+ * like.gfx.rectangle('fill', 'green',
39
+ * [10, 10, this.rectangleSize, this.rectangleSize])
40
+ * }
41
+ * }
42
+ *
43
+ * like.setScene(new MagicalGrowingRectangle());
44
+ * ```
45
+ *
46
+ * To get back to global callbacks, just use `like.handleEvent = undefined`
47
+ *
48
+ * ## Scene Lifecycle
49
+ *
50
+ * Works a lot like global callbacks.
51
+ *
52
+ * 1. `like.setScene(scene)` is called
53
+ * 2. Scene's `load` callback fires immediately
54
+ * 3. `update` and `draw` begin on next frame
55
+ * 4. Scene receives input events as they occur
56
+ *
57
+ * ## Composing scenes
58
+ *
59
+ * Thought you'd never ask.
60
+ * Just like the `like` object, scenes have handleEvent on them.
61
+ * So, you could layer them like this, for example:
62
+ *
63
+ * ```typescript
64
+ * class UI implements Scene {
65
+ * constructor(public game: Game) {}
66
+ *
67
+ * handleEvent(like: Like, event: Like2DEvent) {
68
+ * // Block mouse events in order to create a top bar.
69
+ * const mouseY = like.mouse.getPosition()[1];
70
+ * if (!event.type.startsWith('mouse') || mouseY > 100) {
71
+ * sceneDispatch(this.game, like, event);
72
+ * }
73
+ *
74
+ * // Then, call my own callbacks.
75
+ * // By calling it here, the UI draws on top.
76
+ * callSceneHandlers(this, like, event);
77
+ * }
78
+ * ...
79
+ * }
80
+ *
81
+ * class Game implements Scene {
82
+ * ...
83
+ * }
84
+ *
85
+ * like.setScene(new UI(new Game()))
86
+ * ```
87
+ *
88
+ * Composing scenes lets you filter events, layer game elements,
89
+ * and more. Don't sleep on it.
90
+ */
4
91
  export type Scene = {
5
- [K in EventType]?: EventHandler<K>;
92
+ [K in keyof EventMap]?: (like: Like, ...args: EventMap[K]) => void;
6
93
  } & {
7
- handleEvent?(like: Like, event: Like2DEvent): void;
94
+ handleEvent?(like: Like, event: LikeEvent): void;
8
95
  };
9
- export {};
96
+ /**
97
+ * Used to call a scene's own handlers like `update` or `draw`,
98
+ * typically at the end of handleEvent
99
+ * after modifying the event stream or composing sub-scenes.
100
+ */
101
+ export declare const callSceneHandlers: (scene: Scene, like: Like, event: LikeEvent) => void;
102
+ /**
103
+ * Used to call sub scenes while respecting potential `handleEvent` within them.
104
+ * The main scene is similar to a sub-scene of the root (like) object in this
105
+ * regard.
106
+ */
107
+ export declare const sceneDispatch: (scene: Scene, like: Like, event: LikeEvent) => void;
10
108
  //# sourceMappingURL=scene.d.ts.map
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