minimojs 1.0.0-alpha.1

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 MinimoJS Contributors
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # MinimoJS v1
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+
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+ > Ultra-minimal, flat, deterministic 2D web game engine.
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+ > Emoji-only sprites · Degrees rotation · Milliseconds timing · rAF loop · TypeScript-first · LLM-friendly
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+
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+ ---
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+
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+ ## Install
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+
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+ ```bash
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+ npm install minimojs
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+ ```
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+
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+ Or build from source:
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+
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+ ```bash
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+ npm install
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+ npm run build
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+ ```
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+
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+ Output: `dist/minimo.js` + `dist/minimo.d.ts`
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+
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+ ---
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+
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+ ## Examples
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+
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+ - `examples/chickens-eggs-basket/` — Pollos lanzan huevos y una cesta los recoge.
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+ - `examples/run-dino-run/` — Classic endless runner: jump with the dino and avoid obstacles.
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+
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+ Run examples from project root with a static server:
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+
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+ ```bash
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+ npx serve .
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+ ```
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+
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+ Open:
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+
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+ `http://localhost:3000/examples/chickens-eggs-basket/`
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+
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+ `http://localhost:3000/examples/run-dino-run/`
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+
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+ ---
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+
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+ ## Quick Start
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+
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+ ```html
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+ <script type="module">
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+ import { Game, Sprite } from "./dist/minimo.js";
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+
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+ const game = new Game(800, 600);
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+ game.gravityY = 980;
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+
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+ const player = new Sprite("🐢");
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+ player.x = 400;
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+ player.y = 300;
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+ player.size = 48;
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+ player.gravityScale = 1;
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+ game.add(player);
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+
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+ game.onUpdate = (dt) => {
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+ if (game.isKeyDown("ArrowLeft")) player.vx = -200;
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+ else if (game.isKeyDown("ArrowRight")) player.vx = 200;
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+ else player.vx = 0;
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+
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+ if (game.isKeyPressed(" ") && player.y >= 550) player.vy = -600;
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+
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+ if (player.y > 700) game.reset();
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+
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+ game.drawText(`x: ${Math.round(player.x)}`, 10, 10, 16, "#ffffff");
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+ };
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+
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+ game.start();
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+ </script>
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+ ```
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+
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+ ---
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+
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+ ## Core Rules
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+
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+ | Rule | Value |
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+ |---|---|
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+ | All time parameters | **milliseconds** |
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+ | All rotations | **degrees** |
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+ | Game loop | **requestAnimationFrame only** |
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+ | Sprites | **emoji only** |
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+ | Canvas layout | **auto-centered + responsive scaling** |
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+ | Coordinate system | **center-based world space** |
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+ | Y-axis | **positive = down** |
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+
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+ ---
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+
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+ ## API Reference
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+
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+ ### `new Game(width?, height?)`
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+
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+ Creates the engine, creates its own canvas, and appends it to the page.
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+ Canvas is automatically centered and scaled to the maximum viewport space
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+ while keeping aspect ratio.
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+
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+ ```ts
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+ const game = new Game(800, 600);
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+ ```
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+
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+ ---
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+
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+ ### Sprite Management
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+
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+ | Method | Description |
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+ |---|---|
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+ | `game.add(sprite)` | Register a Sprite instance with the engine and return it |
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+ | `game.destroySprite(sprite)` | Remove a sprite from the engine |
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+ | `game.getSprites()` | Read-only snapshot of all sprites |
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+
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+ **Creating sprites** — instantiate `Sprite` directly or subclass it:
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+
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+ ```ts
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+ // Plain instantiation
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+ const coin = new Sprite("🪙");
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+ coin.x = 300; coin.y = 200; coin.size = 32;
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+ game.add(coin);
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+
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+ // Subclassing
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+ class Enemy extends Sprite {
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+ health = 3;
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+ constructor(x: number, y: number) {
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+ super("👾");
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+ this.x = x; this.y = y; this.size = 40; this.gravityScale = 1;
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+ }
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+ }
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+ const enemy = game.add(new Enemy(600, 100));
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+ ```
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+
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+ **Sprite properties and defaults:**
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+
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+ | Property | Type | Default | Description |
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+ |---|---|---|---|
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+ | `sprite` | `string` | — | **Required in constructor.** Single emoji |
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+ | `x` | `number` | `0` | World X (center), pixels |
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+ | `y` | `number` | `0` | World Y (center), pixels |
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+ | `size` | `number` | `32` | Bounding square size, pixels |
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+ | `rotation` | `number` | `0` | Degrees, clockwise |
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+ | `flipX` | `boolean` | `false` | Visual horizontal mirror |
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+ | `flipY` | `boolean` | `false` | Visual vertical mirror |
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+ | `ignoreScroll` | `boolean` | `false` | Render in screen space (ignore `scrollX`/`scrollY`) |
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+ | `alpha` | `number` | `1` | Opacity 0–1 |
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+ | `visible` | `boolean` | `true` | Render toggle |
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+ | `layer` | `number` | `0` | Render order (higher = on top) |
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+ | `vx` | `number` | `0` | Horizontal velocity, px/s |
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+ | `vy` | `number` | `0` | Vertical velocity, px/s |
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+ | `gravityScale` | `number` | `0` | Gravity multiplier |
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+
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+ ---
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+
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+ ### Public State
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+
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+ | Property | Type | Description |
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+ |---|---|---|
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+ | `game.gravityX` | `number` | Horizontal gravity acceleration, px/s² |
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+ | `game.gravityY` | `number` | Vertical gravity acceleration, px/s² |
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+ | `game.scrollX` | `number` | Camera scroll X offset, pixels |
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+ | `game.scrollY` | `number` | Camera scroll Y offset, pixels |
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+ | `game.background` | `string \| null` | Solid canvas background color |
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+ | `game.backgroundGradient` | `{ from: string; to: string } \| null` | Vertical canvas gradient (`from` top, `to` bottom) |
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+ | `game.pageBackground` | `string \| null` | Full page (`document.body`) background color |
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+ | `game.pointerX` | `number` | Pointer X in screen space, pixels (read-only) |
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+ | `game.pointerY` | `number` | Pointer Y in screen space, pixels (read-only) |
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+ | `game.width` | `number` | Canvas width, pixels (read-only) |
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+ | `game.height` | `number` | Canvas height, pixels (read-only) |
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+ | `game.onCreate` | `() => void` | Scene creation callback (start + reset) |
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+ | `game.onUpdate` | `(dt: number) => void` | Frame callback. `dt` = seconds |
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+
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+ ---
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+
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+ ### Background
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+
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+ ```ts
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+ game.background = "#92d7ff"; // solid canvas background
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+ game.backgroundGradient = { from: "#92d7ff", to: "#5ca44f" }; // vertical gradient
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+ game.pageBackground = "#f4e4bc"; // page background
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+ // If backgroundGradient is set, it takes priority over background.
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+ ```
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+
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+ ---
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+
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+ ### Collision (AABB, no resolution)
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+
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+ ```ts
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+ game.overlap(a, b) // → boolean
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+ game.overlapAny(listA, listB) // → [Sprite, Sprite] | null
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+ ```
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+
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+ Bounding box is a square centered at `(x, y)` with side `size`. Rotation ignored.
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+
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+ ---
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+
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+ ### Input
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+
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+ ```ts
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+ // Keyboard
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+ game.isKeyDown("ArrowRight") // true every frame while held
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+ game.isKeyPressed("ArrowRight") // true only on first frame of press
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+
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+ // Pointer (mouse / touch)
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+ game.isPointerDown() // true every frame while held
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+ game.isPointerPressed() // true only on first frame of press
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+ game.pointerX // screen space X
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+ game.pointerY // screen space Y
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+ ```
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+
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+ ---
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+
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+ ### Sound
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+
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+ ```ts
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+ game.sound(freq, durationMs)
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+ // Square wave only. freq in Hz. durationMs in milliseconds.
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+ game.sound(440, 100); // 440 Hz beep for 100ms
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+ ```
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+
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+ ---
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+
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+ ### Animation
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+
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+ ```ts
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+ game.animateAlpha(sprite, to, durationMs, onComplete?)
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+ game.animateRotation(sprite, toDegrees, durationMs, onComplete?)
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+ // Linear interpolation. durationMs in milliseconds.
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+ // New animation on same property replaces the current one immediately.
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+ ```
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+
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+ ---
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+
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+ ### Timers
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+
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+ ```ts
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+ const id = game.addTimer(delayMs, repeat, callback)
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+ game.clearTimer(id)
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+ // rAF-driven (no setTimeout). delayMs in milliseconds.
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+ // repeat=true fires every delayMs; repeat=false fires once then removes.
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+ // All timers cleared on game.reset().
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+ ```
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+
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+ ---
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+
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+ ### Text Overlay
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+
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+ ```ts
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+ game.drawText(text, x, y, fontSize, color?, centered?)
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+ // Screen space (ignores scroll). Must be called every frame.
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+ // Always renders on top of all sprites.
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+ // Font is always monospace (fixed by engine).
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+ // Default color: "#ffffff"
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+ // centered=true makes (x, y) the center anchor (both axes).
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+ ```
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+
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+ ---
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+
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+ ### Misc
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+
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+ ```ts
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+ game.isMobileDevice() // true on likely mobile/touch-first devices (heuristic)
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+ game.random() // Math.random() wrapper → [0, 1)
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+ game.reset() // Full state clear + calls onCreate() for scene rebuild
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+ game.start() // Start rAF loop
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+ game.stop() // Stop rAF loop
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+ ```
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+
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+ ---
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+
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+ ## Scene Creation and Reset
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+
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+ MinimoJS has no scene system. Use `onCreate()` to build scenes and `reset()` to rebuild:
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+
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+ ```ts
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+ game.onCreate = () => {
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+ // Scene init — called on start and after reset()
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+ const skull = new Sprite("💀");
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+ skull.x = 400; skull.y = 300; skull.size = 96;
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+ game.add(skull);
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+ };
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+
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+ function goToGameOver() {
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+ game.reset(); // clears everything, calls onCreate()
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+ }
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+ ```
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+
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+ ---
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+
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+ ## Forbidden Features
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+
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+ These do **not** exist in MinimoJS v1:
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+
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+ - Scene system / scene manager
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+ - Entity Component System (ECS)
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+ - Physics engine
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+ - Camera zoom
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+ - Nested APIs
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+ - Text input
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+ - Parallax
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+ - Multiple cameras
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+ - Collision resolution
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+ - Image sprites (PNG/SVG)
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+ - `setTimeout` / `setInterval`
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+
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+ ---
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+
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+ ## Build
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+
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+ ```bash
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+ npm run build # compile to dist/
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+ npm run clean # remove dist/
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+ npm run rebuild # clean + build
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+ npm run pack:check # preview npm package contents
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+ ```
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+
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+ TypeScript target: **ES2020**, module: **ES2020**, strict mode, declaration files enabled.
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+
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+ ---
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+
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+ ## NPM Publish Notes
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+
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+ - `prepack` runs `npm run build` automatically before packaging.
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+ - `files` whitelist includes only:
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+ - `dist/`
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+ - `README.md`
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+ - `LICENSE`
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+ - Example code under `examples/` is for repository usage and is excluded from the npm package.
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+
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+ ---
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+
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+ ## License
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+
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+ MIT