minimojs 1.0.0-alpha.1 → 1.0.0-alpha.11

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package/README.md CHANGED
@@ -1,333 +1,108 @@
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  # MinimoJS v1
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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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+ Ultra-minimal, deterministic 2D web game engine for browser games.
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- ---
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+ MinimoJS focuses on a flat API, direct game-loop control, and fast iteration for small games and agent-generated prototypes.
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- ## Install
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+ This README is intentionally high-level. It explains what the project is and how to use it quickly, without listing the full API surface.
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- ```bash
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- npm install minimojs
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- ```
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+ ## What MinimoJS Is
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- Or build from source:
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+ - ESM-only TypeScript-first engine
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+ - Single `Game` entry point
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+ - Emoji-based sprite rendering
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+ - rAF-driven loop (timers/animations/updates)
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+ - Responsive auto-centered canvas
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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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+ ## Core Conventions
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- ---
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+ - Time arguments are milliseconds (`ms`)
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+ - Rotation uses degrees
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+ - Runtime update delta (`dt`) is seconds
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+ - Coordinate system is center-based world space
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+ - Positive Y goes downward
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- ## Examples
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+ ## What It Intentionally Avoids
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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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+ - Heavy scene-manager/ECS architecture
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+ - Heavy physics engine features
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+ - Image spritesheets and asset pipelines
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+ - Nested subsystem APIs
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+ - `setTimeout` / `setInterval` game loops
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- Run examples from project root with a static server:
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+ ## Install
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  ```bash
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- npx serve .
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+ npm install minimojs
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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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- ```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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+ import { Game, Sprite, type IScene } from "minimojs";
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+
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  const game = new Game(800, 600);
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- ```
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+ game.gravityY = 980;
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- ---
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+ class DemoScene implements IScene {
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+ private player: Sprite | null = null;
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- ### Sprite Management
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+ onCreate() {
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+ this.player = game.add(new Sprite("🐢", 400, 300, 48));
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+ this.player.gravityScale = 1;
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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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+ onUpdate(dt: number) {
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+ if (!this.player) return;
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- **Creating sprites** instantiate `Sprite` directly or subclass it:
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+ if (game.isKeyDown("ArrowLeft")) this.player.vx = -200;
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+ else if (game.isKeyDown("ArrowRight")) this.player.vx = 200;
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+ else this.player.vx = 0;
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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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+ if (game.isKeyPressed(" ")) this.player.vy = -600;
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+ game.drawText("MinimoJS", 10, 10, 16);
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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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- ```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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+ game.start(new DemoScene());
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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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+ Note: `drawText()` uses `"Press Start 2P", monospace`. Load the font in your HTML if you want pixel-font styling.
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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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+ ## Examples
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- ## Scene Creation and Reset
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+ - `examples/chickens-eggs-basket/`
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+ - `examples/run-dino-run/`
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+ - `examples/space-invader/`
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+ - `examples/super-minimo-bros/`
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+ - `examples/scale-shift/`
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+ - `examples/background-desert/`
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+ - `examples/scene-lab/`
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+ - `examples/image-sprite-sad-plush/`
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+ - `examples/animations/`
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- MinimoJS has no scene system. Use `onCreate()` to build scenes and `reset()` to rebuild:
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+ Run locally from the `minimojs` directory:
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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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+ ```bash
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+ npx serve .
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  ```
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- ---
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-
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- ## Forbidden Features
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+ ## Full API Reference
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- These do **not** exist in MinimoJS v1:
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+ For complete API details, use source/docs generated from types:
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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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+ - `dist/minimo.d.ts`
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+ - `src/minimo.ts` (JSDoc)
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- ---
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-
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- ## Build
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+ ## Development
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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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+ npm run build
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+ npm run clean
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+ npm run rebuild
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+ npm run pack:check
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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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  MIT
@@ -0,0 +1 @@
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+ export {};