minimojs 1.0.0-alpha.23 → 1.0.0-alpha.25

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -87,7 +87,9 @@ class DemoScene implements IScene {
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  game.start(new DemoScene());
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  ```
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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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+ Note: text defaults to `monospace`, so a game that names no font downloads none. To use a web font, declare it in your HTML, register it with `game.requireFont(...)`, and set it as a `TextSprite`'s `fontFamily`.
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+
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+ Load images in `game.onPreload`, once, at boot. Only a game with many scenes that each carry many images of their own, such as one with many levels, should give scenes an `onPreload()` so each loads its images when the player reaches it; see `examples/level-loading/`.
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  ## Examples
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@@ -102,6 +104,7 @@ Note: `drawText()` uses `"Press Start 2P", monospace`. Load the font in your HTM
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  - `examples/draw-sprite/`
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  - `examples/pseudo-3d-racer/`
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  - `examples/animations/`
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+ - `examples/level-loading/`
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  Run locally from the `minimojs` directory:
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@@ -67,20 +67,52 @@ export class AssetSystem {
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  }
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  return total;
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  }
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+ /**
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+ * Loads every queued image that is not loaded yet, settling all of them
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+ * before returning instead of stopping at the first failure.
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+ *
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+ * Loaded images leave the queue; failed ones stay in it, so a retry loads
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+ * only them. Returns the keys that failed, empty when all loaded.
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+ */
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  async loadQueuedImages(onProgress) {
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  const entries = [...this._queuedImages.entries()].filter(([key]) => !this._loadedImages.has(key));
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  const total = entries.length;
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- let loaded = 0;
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+ let settled = 0;
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+ const failed = [];
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  onProgress?.(0, total, null);
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- if (total === 0)
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- return;
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+ if (total === 0) {
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+ this._queuedImages.clear();
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+ return failed;
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+ }
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  await Promise.all(entries.map(async ([key, src]) => {
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- const image = await this.loadImage(src);
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- this._loadedImages.set(key, image);
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- this.bumpImageVersion(key);
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- loaded += 1;
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- onProgress?.(loaded, total, key);
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+ try {
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+ const image = await this.loadImage(src);
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+ this._loadedImages.set(key, image);
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+ this.bumpImageVersion(key);
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+ this._queuedImages.delete(key);
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+ }
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+ catch {
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+ failed.push(key);
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+ }
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+ settled += 1;
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+ onProgress?.(settled, total, key);
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  }));
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+ for (const key of [...this._queuedImages.keys()]) {
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+ if (this._loadedImages.has(key)) {
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+ this._queuedImages.delete(key);
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+ }
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+ }
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+ return failed;
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+ }
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+ /** Returns the source registered for an image key, if any. */
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+ getImageSource(key) {
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+ return this._imageSources.get(key);
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+ }
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+ /**
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+ * Drops queued images that were not loaded, so a later load does not pick
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+ * them up. Their keys may be registered again.
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+ */
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+ discardQueuedImages() {
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  this._queuedImages.clear();
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  }
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  /** @internal */
@@ -6,6 +6,8 @@ export class RenderSystem {
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  /** @internal */
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  this._lastAppliedPageBackground = undefined;
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  /** @internal */
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+ this._bootInk = null;
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+ /** @internal */
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  this._transitionScratchCanvas = null;
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  /** @internal */
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  this._transitionScratchContext = null;
@@ -199,7 +201,7 @@ export class RenderSystem {
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  }
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  for (const entry of options.textEntries) {
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  ctx.save();
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- ctx.font = `${entry.fontSize}px "Press Start 2P", monospace`;
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+ ctx.font = `${entry.fontSize}px monospace`;
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  ctx.fillStyle = entry.color;
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  ctx.textAlign = entry.centered ? "center" : "left";
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  ctx.textBaseline = entry.centered ? "middle" : "top";
@@ -263,35 +265,140 @@ export class RenderSystem {
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  }
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  ctx.restore();
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  }
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+ /**
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+ * Draws the boot loading screen: the game's background and one thin
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+ * progress line across its middle, with no text, so it needs no font.
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+ */
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  renderLoadingScreen(options) {
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  const ctx = options.context;
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  const W = options.canvas.width;
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  const H = options.canvas.height;
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- const safeTotal = Math.max(0, options.total);
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- const safeLoaded = Math.max(0, Math.min(options.loaded, safeTotal));
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- const progress = safeTotal === 0 ? 1 : safeLoaded / safeTotal;
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- const barWidth = Math.min(420, Math.max(220, Math.floor(W * 0.46)));
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- const barHeight = 18;
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- const barX = Math.round((W - barWidth) / 2);
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- const barY = Math.round(H / 2 + 24);
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+ const progress = this.clampProgress(options.progress);
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  this.applyPageBackground(options.pageBackground);
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  this.paintCanvasBackground(ctx, W, H, options.background ?? "#101820", options.backgroundGradient);
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+ // The line is redrawn on every settled image; read the background once.
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+ const inkKey = `${options.background}|${options.backgroundGradient?.from}|${options.backgroundGradient?.to}`;
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+ if (this._bootInk === null || this._bootInk.key !== inkKey) {
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+ this._bootInk = { key: inkKey, ink: this.pickLoadingInk(options.canvas) };
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+ }
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+ const ink = this._bootInk.ink;
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+ const lineWidth = Math.round(Math.min(320, Math.max(160, W * 0.4)));
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+ const x = Math.round((W - lineWidth) / 2);
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+ const y = Math.round(H / 2);
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  ctx.save();
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- ctx.fillStyle = "rgba(8, 18, 28, 0.76)";
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- ctx.fillRect(0, 0, W, H);
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- ctx.font = `26px "Press Start 2P", monospace`;
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- ctx.textAlign = "center";
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- ctx.textBaseline = "middle";
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- ctx.fillStyle = "#ffffff";
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- ctx.fillText("Loading...", W / 2, H / 2 - 28);
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- ctx.fillStyle = "rgba(255, 255, 255, 0.16)";
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- ctx.fillRect(barX, barY, barWidth, barHeight);
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- ctx.fillStyle = "#f7fbff";
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- ctx.fillRect(barX, barY, Math.round(barWidth * progress), barHeight);
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- ctx.strokeStyle = "rgba(255, 255, 255, 0.35)";
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- ctx.strokeRect(barX, barY, barWidth, barHeight);
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+ ctx.lineWidth = RenderSystem.LOADING_STROKE;
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+ ctx.lineCap = "round";
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+ ctx.strokeStyle = ink;
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+ ctx.globalAlpha = 0.22;
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+ ctx.beginPath();
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+ ctx.moveTo(x, y);
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+ ctx.lineTo(x + lineWidth, y);
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+ ctx.stroke();
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+ if (progress > 0) {
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+ ctx.globalAlpha = 1;
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+ ctx.beginPath();
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+ ctx.moveTo(x, y);
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+ ctx.lineTo(x + lineWidth * progress, y);
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+ ctx.stroke();
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+ }
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  ctx.restore();
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  }
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+ /**
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+ * Draws the frozen scene being left, dimmed so it reads as paused, and over
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+ * its center a ring whose outline fills with the share of images loaded.
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+ * The ring has no fill.
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+ */
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+ renderSceneLoading(options) {
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+ const ctx = options.context;
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+ const W = options.canvas.width;
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+ const H = options.canvas.height;
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+ const reveal = this.clampProgress(options.reveal);
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+ this.applyPageBackground(options.pageBackground);
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+ ctx.clearRect(0, 0, W, H);
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+ ctx.drawImage(options.snapshot, 0, 0, W, H);
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+ if (reveal === 0)
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+ return;
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+ this.dimScene(ctx, W, H, reveal);
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+ const progress = this.clampProgress(options.progress);
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+ const radius = Math.round(Math.min(44, Math.max(20, Math.min(W, H) * 0.06)));
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+ const start = -Math.PI / 2;
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+ const isDarkInk = options.ink !== "#ffffff";
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+ ctx.save();
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+ ctx.lineWidth = RenderSystem.LOADING_STROKE;
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+ ctx.lineCap = "round";
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+ ctx.strokeStyle = options.ink;
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+ // A soft halo in the opposite tone keeps the ring legible over busy art.
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+ ctx.shadowColor = isDarkInk ? "rgba(255, 255, 255, 0.5)" : "rgba(0, 0, 0, 0.5)";
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+ ctx.shadowBlur = 6;
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+ ctx.globalAlpha = 0.25 * reveal;
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+ ctx.beginPath();
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+ ctx.arc(W / 2, H / 2, radius, 0, Math.PI * 2);
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+ ctx.stroke();
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+ if (progress > 0) {
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+ ctx.globalAlpha = reveal;
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+ ctx.beginPath();
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+ ctx.arc(W / 2, H / 2, radius, start, start + Math.PI * 2 * progress);
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+ ctx.stroke();
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+ }
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+ ctx.restore();
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+ }
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+ /**
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+ * Chooses the ring's color against the frozen frame as it looks once fully
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+ * dimmed, since that is what the ring is drawn over.
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+ */
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+ pickSceneLoadingInk(snapshot) {
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+ const dimmed = document.createElement("canvas");
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+ dimmed.width = snapshot.width;
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+ dimmed.height = snapshot.height;
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+ const ctx = dimmed.getContext("2d");
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+ if (!ctx)
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+ return "#ffffff";
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+ ctx.drawImage(snapshot, 0, 0);
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+ this.dimScene(ctx, dimmed.width, dimmed.height, 1);
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+ return this.pickLoadingInk(dimmed);
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+ }
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+ /** @internal */
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+ dimScene(ctx, width, height, reveal) {
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+ ctx.save();
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+ ctx.globalAlpha = RenderSystem.SCENE_LOADING_DIM * reveal;
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+ ctx.fillStyle = "#000000";
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+ ctx.fillRect(0, 0, width, height);
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+ ctx.restore();
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+ }
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+ /**
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+ * Chooses white or near-black loading ink from the average brightness at the
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+ * center of `source`. Falls back to white when the pixels cannot be read,
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+ * which happens when a cross-origin image has tainted the canvas.
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+ */
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+ pickLoadingInk(source) {
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+ const size = Math.max(1, Math.min(96, source.width, source.height));
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+ const x = Math.floor((source.width - size) / 2);
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+ const y = Math.floor((source.height - size) / 2);
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+ try {
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+ const ctx = source.getContext("2d");
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+ if (!ctx)
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+ return "#ffffff";
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+ const data = ctx.getImageData(x, y, size, size).data;
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+ let luminance = 0;
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+ let weight = 0;
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+ for (let i = 0; i < data.length; i += 4) {
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+ const alpha = data[i + 3] / 255;
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+ luminance +=
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+ alpha * (0.2126 * data[i] + 0.7152 * data[i + 1] + 0.0722 * data[i + 2]);
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+ weight += alpha;
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+ }
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+ if (weight === 0)
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+ return "#ffffff";
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+ return luminance / weight / 255 > 0.6 ? "#101820" : "#ffffff";
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+ }
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+ catch {
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+ return "#ffffff";
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+ }
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+ }
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+ /** @internal */
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+ clampProgress(progress) {
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+ return Number.isFinite(progress) ? Math.max(0, Math.min(1, progress)) : 0;
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+ }
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  /** @internal */
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  drawFadeTransition(ctx, transition, width, height, progress) {
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  const firstHalf = progress < 0.5;
@@ -908,3 +1015,7 @@ export class RenderSystem {
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  }
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  /** @internal */
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  RenderSystem.MAX_SURFACE_CACHE_ENTRIES = 256;
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+ /** @internal Stroke of the boot line and the scene ring, which match. */
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+ RenderSystem.LOADING_STROKE = 3;
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+ /** @internal Opacity of the black veil over a scene that is loading the next one. */
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+ RenderSystem.SCENE_LOADING_DIM = 0.4;
package/dist/minimo.d.ts CHANGED
@@ -186,9 +186,45 @@ export type BackgroundFit = "none" | "stretch" | "contain" | "cover";
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  * scenes keep their expected `this` value.
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  */
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  export interface IScene {
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+ /**
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+ * Registers images this scene needs that the rest of the game does not.
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+ *
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+ * **Only for games with many scenes that each carry many assets of their
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+ * own**, such as a game with many levels, where a player does not reach
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+ * every scene in a session and loading all of them at boot would make the
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+ * first wait needlessly long. Every other game should load its images in
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+ * {@link Game.onPreload}, once, at boot.
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+ *
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+ * Called whenever the scene is entered — by {@link Game.start},
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+ * {@link Game.reset}, or {@link Game.transitionTo} — before
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+ * {@link IScene.onCreate}. Call {@link Game.loadImage} inside it, as inside
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+ * `game.onPreload`. Images that are already loaded are skipped, so replaying
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+ * a scene loads nothing.
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+ *
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+ * When images are pending, the scene being left freezes, dimmed, under a
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+ * progress ring until they load, and only then is this scene created.
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+ * Because of that, `reset()` and `transitionTo()` may return before this
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+ * scene exists: continue in `onCreate()`, not in the code after the call.
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+ *
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+ * @example
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+ * ```ts
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+ * class Level {
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+ * constructor(n) { this.n = n; }
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+ * onPreload() {
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+ * game.loadImage(`level-${this.n}-bg`, `assets/level-${this.n}-bg.png`);
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+ * }
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+ * onCreate() {
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+ * game.addBackground(new BackgroundLayer(`level-${this.n}-bg`));
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+ * }
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+ * }
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+ * ```
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+ */
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+ onPreload?(): void;
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  /**
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  * Called when the scene is created, before the first frame and again after
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- * each {@link Game.reset} that targets this scene.
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+ * each {@link Game.reset} that targets this scene. When the scene has an
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+ * {@link IScene.onPreload} with images still loading, it is called once they
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+ * have loaded.
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  */
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  onCreate?(): void;
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  /**
@@ -570,6 +606,10 @@ export declare class TextSprite extends Sprite {
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  anchorX: "left" | "center" | "right";
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  anchorY: "top" | "middle" | "bottom";
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  text: string;
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+ /**
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+ * CSS font family. Default: `monospace`, which needs no download. Name a web
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+ * font here, and register it with {@link Game.requireFont}, to use one.
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+ */
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  fontFamily: string;
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  fontSize: number;
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  fontWeight: string;
@@ -793,12 +833,12 @@ export interface CollisionInfo {
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  *
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  * ---
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  *
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- * ## Required Font Setup
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+ * ## Font Setup
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  *
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- * `drawText()` and `TextSprite` default to `"Press Start 2P", monospace`.
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- * MinimoJS automatically waits for that default family before the first frame.
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- * If you use additional families, register them with {@link Game.requireFont}
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- * before calling {@link Game.start}.
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+ * `drawText()` and `TextSprite` default to `monospace`, which every device
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+ * has, so a game that names no font downloads none and waits for none. To use
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+ * a web font, declare it in your page, register it with {@link Game.requireFont}
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+ * before calling {@link Game.start}, and name it in {@link TextSprite.fontFamily}.
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  *
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  * Prefer {@link TextSprite} for persistent UI text, interactive labels,
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  * buttons, fixed-size text boxes, and styled text elements. Keep
@@ -1018,6 +1058,15 @@ export interface CollisionInfo {
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  * Legacy `game.onCreate` / `game.onUpdate` callbacks still work when no active
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  * {@link IScene} is set.
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  *
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+ * ### Loading a Scene's Own Images
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+ *
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+ * Load images in {@link Game.onPreload}: once, at boot. Only a game with many
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+ * scenes that each carry many assets of their own — typically a game with many
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+ * levels, whose player does not reach every level in a session — should give
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+ * scenes an {@link IScene.onPreload}. Entering such a scene loads its images
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+ * first, with the scene being left frozen and dimmed under a progress ring, so `reset()`
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+ * and `transitionTo()` may return before the new scene's `onCreate()` runs.
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+ *
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  * ---
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  *
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  * ## EmojiSprite Lifecycle Ownership
@@ -1164,11 +1213,15 @@ export declare class Game {
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  /**
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  * Asset registration callback invoked once before the first scene is created.
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  *
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- * Use this to register images with {@link Game.loadImage}. The callback is
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- * synchronous: it should only queue assets, not await network work.
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+ * This is the normal place to load a game's images. Use it to register them
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+ * with {@link Game.loadImage}. The callback is synchronous: it should only
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+ * queue assets, not await network work.
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  *
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- * After `onPreload` returns, MinimoJS loads the queued images automatically
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- * and shows a default loading screen until they are ready.
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+ * After `onPreload` returns, MinimoJS loads the queued images, together with
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+ * those of the first scene's {@link IScene.onPreload} if it has one, and
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+ * shows a loading line until they are ready. If any image fails, it asks the
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+ * player with `window.confirm` whether to retry them; declining leaves the
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+ * game on the loading screen and reports the failed images on the console.
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  *
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  * @example
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  * ```ts
@@ -1223,6 +1276,13 @@ export declare class Game {
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1276
  * Returns `true` while a full-screen scene transition is playing.
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  */
1225
1278
  get isTransitioning(): boolean;
1279
+ /**
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+ * Returns `true` while images are loading: at boot, or while a scene with
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+ * pending images in its {@link IScene.onPreload} is being entered. While a
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+ * scene loads, the scene being left is frozen and `reset()` and
1283
+ * `transitionTo()` are ignored.
1284
+ */
1285
+ get isLoading(): boolean;
1226
1286
  /**
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  * Creates a new MinimoJS game instance.
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  *
@@ -1369,7 +1429,8 @@ export declare class Game {
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  * This method registers the asset only. The actual network/image fetch begins
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1430
  * after `onPreload` returns and is managed automatically by the engine.
1371
1431
  *
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- * `loadImage` may only be called from within {@link Game.onPreload}.
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+ * `loadImage` may only be called from within {@link Game.onPreload} or a
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+ * scene's {@link IScene.onPreload}.
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  *
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  * @param key - Stable key used later by {@link BackgroundLayer.imageKey} or {@link Game.getImage}.
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  * @param src - Image URL or relative path.
@@ -2122,14 +2183,8 @@ export declare class Game {
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  * The text overlay list is cleared after each render. Call this inside `onUpdate`.
2123
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  *
2124
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  * **Layer:** Text is always drawn on top of all sprites.
2125
- * **Font:** Text uses `"Press Start 2P", monospace` by default.
2126
- * You MUST declare that font yourself in `index.html` (for example via Google
2127
- * Fonts) before calling {@link Game.start}. MinimoJS does NOT inject or
2128
- * download external fonts for you.
2129
- *
2130
- * `Game.start()` waits for the default font and for any extra families you
2131
- * registered with {@link Game.requireFont}. If a font is unavailable, the
2132
- * browser falls back to `monospace`.
2186
+ * **Font:** Text always uses `monospace`. Use {@link TextSprite} for any
2187
+ * other family.
2133
2188
  *
2134
2189
  * Prefer {@link TextSprite} for UI buttons or labels that need persistent
2135
2190
  * bounds, hit testing, fixed sizes, backgrounds, borders, or text stroke.
@@ -2236,6 +2291,12 @@ export declare class Game {
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2291
  * `onCreate()` (or legacy {@link Game.onCreate} if no scene is active) so it
2237
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  * can rebuild synchronously.
2238
2293
  *
2294
+ * The exception is a scene whose {@link IScene.onPreload} registers images
2295
+ * that are not loaded yet. Then the current scene freezes and dims under a progress
2296
+ * ring, nothing is cleared until the images load, and `reset()` returns
2297
+ * before the scene is rebuilt; its `onCreate()` runs once they have loaded.
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+ * A `reset()` called while a scene is loading is ignored.
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+ *
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  * @param scene - Optional new scene to make active before rebuilding.
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2301
  *
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  * @example
@@ -2263,7 +2324,17 @@ export declare class Game {
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  *
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  * While the transition is active, gameplay updates are paused.
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  *
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- * If the game loop is not running yet, this falls back to an immediate
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+ * If the target scene's {@link IScene.onPreload} registers images that are
2328
+ * not loaded yet, the current scene first freezes and dims under a progress ring
2329
+ * until they load, and the transition plays after that. `transitionTo()`
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+ * then returns before the target scene exists; continue in its
2331
+ * `onCreate()` or in `onComplete`. If the player declines to retry failed
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+ * images, the game stays on the current scene and `onComplete` is not
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+ * called.
2334
+ *
2335
+ * A call made while a transition plays or a scene loads is ignored.
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+ *
2337
+ * If the game loop is not running yet, this falls back to
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2338
  * {@link Game.reset}.
2268
2339
  *
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  * @param scene - Target scene to make active.
@@ -2274,12 +2345,11 @@ export declare class Game {
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2345
  /**
2275
2346
  * Starts the `requestAnimationFrame` game loop.
2276
2347
  * Safe to call multiple times — does nothing if already running.
2277
- * On the first start, if {@link Game.onPreload} is set, MinimoJS first runs
2278
- * asset registration, loads queued images, waits for all fonts registered via
2279
- * {@link Game.requireFont}, and only then, if images were queued, shows a
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- * default loading screen while those image assets are still loading.
2281
- * After preload completes, the active scene's `onCreate()` is called before
2282
- * the first frame.
2348
+ * On the first start, MinimoJS runs {@link Game.onPreload} and the active
2349
+ * scene's {@link IScene.onPreload}, loads the images they queued while
2350
+ * showing a thin loading line, and waits for all fonts registered via
2351
+ * {@link Game.requireFont}. After that, the active scene's `onCreate()` is
2352
+ * called before the first frame.
2283
2353
  *
2284
2354
  * The loop calls the active scene's `onUpdate(dt)` (or legacy
2285
2355
  * {@link Game.onUpdate}) once per frame, then renders all sprites and text
package/dist/minimo.js CHANGED
@@ -22,6 +22,10 @@ import { TextSystem } from "./internal/TextSystem.js";
22
22
  import { TrailSystem } from "./internal/TrailSystem.js";
23
23
  import { TransitionSystem } from "./internal/TransitionSystem.js";
24
24
  import { TimerSystem } from "./internal/TimerSystem.js";
25
+ /** How long a scene may load before it dims and its progress ring appears, so a fast load shows neither. */
26
+ const SCENE_LOADING_INDICATOR_DELAY_MS = 250;
27
+ /** How long the dimming and the ring take to fade in once they appear. */
28
+ const SCENE_LOADING_FADE_MS = 200;
25
29
  // ---------------------------------------------------------------------------
26
30
  // EmojiSprite
27
31
  // ---------------------------------------------------------------------------
@@ -535,7 +539,11 @@ export class TextSprite extends Sprite {
535
539
  super();
536
540
  this.anchorX = "center";
537
541
  this.anchorY = "middle";
538
- this.fontFamily = '"Press Start 2P", monospace';
542
+ /**
543
+ * CSS font family. Default: `monospace`, which needs no download. Name a web
544
+ * font here, and register it with {@link Game.requireFont}, to use one.
545
+ */
546
+ this.fontFamily = "monospace";
539
547
  this.fontWeight = "400";
540
548
  this.lineHeight = 1.2;
541
549
  this.maxWidth = 0;
@@ -866,12 +874,12 @@ export class BackgroundLayer {
866
874
  *
867
875
  * ---
868
876
  *
869
- * ## Required Font Setup
877
+ * ## Font Setup
870
878
  *
871
- * `drawText()` and `TextSprite` default to `"Press Start 2P", monospace`.
872
- * MinimoJS automatically waits for that default family before the first frame.
873
- * If you use additional families, register them with {@link Game.requireFont}
874
- * before calling {@link Game.start}.
879
+ * `drawText()` and `TextSprite` default to `monospace`, which every device
880
+ * has, so a game that names no font downloads none and waits for none. To use
881
+ * a web font, declare it in your page, register it with {@link Game.requireFont}
882
+ * before calling {@link Game.start}, and name it in {@link TextSprite.fontFamily}.
875
883
  *
876
884
  * Prefer {@link TextSprite} for persistent UI text, interactive labels,
877
885
  * buttons, fixed-size text boxes, and styled text elements. Keep
@@ -1091,6 +1099,15 @@ export class BackgroundLayer {
1091
1099
  * Legacy `game.onCreate` / `game.onUpdate` callbacks still work when no active
1092
1100
  * {@link IScene} is set.
1093
1101
  *
1102
+ * ### Loading a Scene's Own Images
1103
+ *
1104
+ * Load images in {@link Game.onPreload}: once, at boot. Only a game with many
1105
+ * scenes that each carry many assets of their own — typically a game with many
1106
+ * levels, whose player does not reach every level in a session — should give
1107
+ * scenes an {@link IScene.onPreload}. Entering such a scene loads its images
1108
+ * first, with the scene being left frozen and dimmed under a progress ring, so `reset()`
1109
+ * and `transitionTo()` may return before the new scene's `onCreate()` runs.
1110
+ *
1094
1111
  * ---
1095
1112
  *
1096
1113
  * ## EmojiSprite Lifecycle Ownership
@@ -1210,6 +1227,15 @@ export class Game {
1210
1227
  get isTransitioning() {
1211
1228
  return this._transitionSystem.isActive;
1212
1229
  }
1230
+ /**
1231
+ * Returns `true` while images are loading: at boot, or while a scene with
1232
+ * pending images in its {@link IScene.onPreload} is being entered. While a
1233
+ * scene loads, the scene being left is frozen and `reset()` and
1234
+ * `transitionTo()` are ignored.
1235
+ */
1236
+ get isLoading() {
1237
+ return this._preloadPromise !== null || this._sceneLoad !== null;
1238
+ }
1213
1239
  // -------------------------------------------------------------------------
1214
1240
  // Constructor
1215
1241
  // -------------------------------------------------------------------------
@@ -1238,6 +1264,7 @@ export class Game {
1238
1264
  /** @internal */ this._isRegisteringPreloadAssets = false;
1239
1265
  /** @internal */ this._hasCompletedPreload = false;
1240
1266
  /** @internal */ this._preloadPromise = null;
1267
+ /** @internal */ this._sceneLoad = null;
1241
1268
  /** @internal */ this._onCreate = null;
1242
1269
  /** @internal */ this._currentScene = null;
1243
1270
  /**
@@ -1313,11 +1340,15 @@ export class Game {
1313
1340
  /**
1314
1341
  * Asset registration callback invoked once before the first scene is created.
1315
1342
  *
1316
- * Use this to register images with {@link Game.loadImage}. The callback is
1317
- * synchronous: it should only queue assets, not await network work.
1343
+ * This is the normal place to load a game's images. Use it to register them
1344
+ * with {@link Game.loadImage}. The callback is synchronous: it should only
1345
+ * queue assets, not await network work.
1318
1346
  *
1319
- * After `onPreload` returns, MinimoJS loads the queued images automatically
1320
- * and shows a default loading screen until they are ready.
1347
+ * After `onPreload` returns, MinimoJS loads the queued images, together with
1348
+ * those of the first scene's {@link IScene.onPreload} if it has one, and
1349
+ * shows a loading line until they are ready. If any image fails, it asks the
1350
+ * player with `window.confirm` whether to retry them; declining leaves the
1351
+ * game on the loading screen and reports the failed images on the console.
1321
1352
  *
1322
1353
  * @example
1323
1354
  * ```ts
@@ -1376,9 +1407,6 @@ export class Game {
1376
1407
  this._loopSystem = new LoopSystem(this._onLoopFrameCallback.bind(this));
1377
1408
  this._loopSystem.onCreate = this._invokeCreate.bind(this);
1378
1409
  this._inputSystem.bindInputEvents();
1379
- this.requireFont('"Press Start 2P"', {
1380
- sampleText: "Loading... SCORE LIVES GAME OVER YOU WIN",
1381
- });
1382
1410
  this.applyGlobalFontRequirements();
1383
1411
  }
1384
1412
  // -------------------------------------------------------------------------
@@ -1537,7 +1565,8 @@ export class Game {
1537
1565
  * This method registers the asset only. The actual network/image fetch begins
1538
1566
  * after `onPreload` returns and is managed automatically by the engine.
1539
1567
  *
1540
- * `loadImage` may only be called from within {@link Game.onPreload}.
1568
+ * `loadImage` may only be called from within {@link Game.onPreload} or a
1569
+ * scene's {@link IScene.onPreload}.
1541
1570
  *
1542
1571
  * @param key - Stable key used later by {@link BackgroundLayer.imageKey} or {@link Game.getImage}.
1543
1572
  * @param src - Image URL or relative path.
@@ -1551,7 +1580,7 @@ export class Game {
1551
1580
  */
1552
1581
  loadImage(key, src) {
1553
1582
  if (!this._isRegisteringPreloadAssets) {
1554
- throw new Error("MinimoJS: loadImage() may only be called inside game.onPreload.");
1583
+ throw new Error("MinimoJS: loadImage() may only be called inside game.onPreload or a scene's onPreload().");
1555
1584
  }
1556
1585
  this._assetSystem.queueImage(key, src);
1557
1586
  }
@@ -2415,14 +2444,8 @@ export class Game {
2415
2444
  * The text overlay list is cleared after each render. Call this inside `onUpdate`.
2416
2445
  *
2417
2446
  * **Layer:** Text is always drawn on top of all sprites.
2418
- * **Font:** Text uses `"Press Start 2P", monospace` by default.
2419
- * You MUST declare that font yourself in `index.html` (for example via Google
2420
- * Fonts) before calling {@link Game.start}. MinimoJS does NOT inject or
2421
- * download external fonts for you.
2422
- *
2423
- * `Game.start()` waits for the default font and for any extra families you
2424
- * registered with {@link Game.requireFont}. If a font is unavailable, the
2425
- * browser falls back to `monospace`.
2447
+ * **Font:** Text always uses `monospace`. Use {@link TextSprite} for any
2448
+ * other family.
2426
2449
  *
2427
2450
  * Prefer {@link TextSprite} for UI buttons or labels that need persistent
2428
2451
  * bounds, hit testing, fixed sizes, backgrounds, borders, or text stroke.
@@ -2558,6 +2581,12 @@ export class Game {
2558
2581
  * `onCreate()` (or legacy {@link Game.onCreate} if no scene is active) so it
2559
2582
  * can rebuild synchronously.
2560
2583
  *
2584
+ * The exception is a scene whose {@link IScene.onPreload} registers images
2585
+ * that are not loaded yet. Then the current scene freezes and dims under a progress
2586
+ * ring, nothing is cleared until the images load, and `reset()` returns
2587
+ * before the scene is rebuilt; its `onCreate()` runs once they have loaded.
2588
+ * A `reset()` called while a scene is loading is ignored.
2589
+ *
2561
2590
  * @param scene - Optional new scene to make active before rebuilding.
2562
2591
  *
2563
2592
  * @example
@@ -2574,6 +2603,31 @@ export class Game {
2574
2603
  * ```
2575
2604
  */
2576
2605
  reset(scene) {
2606
+ if (this._sceneLoad !== null) {
2607
+ return;
2608
+ }
2609
+ if (!this._hasCompletedPreload) {
2610
+ if (scene !== undefined) {
2611
+ this._currentScene = scene;
2612
+ }
2613
+ // Boot builds the active scene once its images load, so a scene chosen
2614
+ // now is only recorded. Before start(), a scene with images of its own
2615
+ // waits for start() to load them.
2616
+ if (this._preloadPromise !== null || this._currentScene?.onPreload) {
2617
+ return;
2618
+ }
2619
+ this._resetNow();
2620
+ return;
2621
+ }
2622
+ this._registerSceneAssets(scene ?? this._currentScene);
2623
+ if (this._assetSystem.getQueuedImageCount() === 0) {
2624
+ this._resetNow(scene);
2625
+ return;
2626
+ }
2627
+ this._beginSceneLoad(() => this._resetNow(scene));
2628
+ }
2629
+ /** @internal */
2630
+ _resetNow(scene) {
2577
2631
  if (scene !== undefined) {
2578
2632
  this._currentScene = scene;
2579
2633
  }
@@ -2601,7 +2655,17 @@ export class Game {
2601
2655
  *
2602
2656
  * While the transition is active, gameplay updates are paused.
2603
2657
  *
2604
- * If the game loop is not running yet, this falls back to an immediate
2658
+ * If the target scene's {@link IScene.onPreload} registers images that are
2659
+ * not loaded yet, the current scene first freezes and dims under a progress ring
2660
+ * until they load, and the transition plays after that. `transitionTo()`
2661
+ * then returns before the target scene exists; continue in its
2662
+ * `onCreate()` or in `onComplete`. If the player declines to retry failed
2663
+ * images, the game stays on the current scene and `onComplete` is not
2664
+ * called.
2665
+ *
2666
+ * A call made while a transition plays or a scene loads is ignored.
2667
+ *
2668
+ * If the game loop is not running yet, this falls back to
2605
2669
  * {@link Game.reset}.
2606
2670
  *
2607
2671
  * @param scene - Target scene to make active.
@@ -2614,11 +2678,20 @@ export class Game {
2614
2678
  onComplete?.();
2615
2679
  return;
2616
2680
  }
2617
- if (this._transitionSystem.isActive) {
2681
+ if (this._transitionSystem.isActive || this._sceneLoad !== null) {
2618
2682
  return;
2619
2683
  }
2684
+ this._registerSceneAssets(scene);
2685
+ if (this._assetSystem.getQueuedImageCount() === 0) {
2686
+ this._transitionNow(scene, options, onComplete);
2687
+ return;
2688
+ }
2689
+ this._beginSceneLoad(() => this._transitionNow(scene, options, onComplete));
2690
+ }
2691
+ /** @internal */
2692
+ _transitionNow(scene, options, onComplete) {
2620
2693
  const fromCanvas = this._captureFrameSnapshot();
2621
- this.reset(scene);
2694
+ this._resetNow(scene);
2622
2695
  const toCanvas = this._captureFrameSnapshot();
2623
2696
  this._transitionSystem.start(fromCanvas, toCanvas, this.width, this.height, options, onComplete);
2624
2697
  }
@@ -2628,12 +2701,11 @@ export class Game {
2628
2701
  /**
2629
2702
  * Starts the `requestAnimationFrame` game loop.
2630
2703
  * Safe to call multiple times — does nothing if already running.
2631
- * On the first start, if {@link Game.onPreload} is set, MinimoJS first runs
2632
- * asset registration, loads queued images, waits for all fonts registered via
2633
- * {@link Game.requireFont}, and only then, if images were queued, shows a
2634
- * default loading screen while those image assets are still loading.
2635
- * After preload completes, the active scene's `onCreate()` is called before
2636
- * the first frame.
2704
+ * On the first start, MinimoJS runs {@link Game.onPreload} and the active
2705
+ * scene's {@link IScene.onPreload}, loads the images they queued while
2706
+ * showing a thin loading line, and waits for all fonts registered via
2707
+ * {@link Game.requireFont}. After that, the active scene's `onCreate()` is
2708
+ * called before the first frame.
2637
2709
  *
2638
2710
  * The loop calls the active scene's `onUpdate(dt)` (or legacy
2639
2711
  * {@link Game.onUpdate}) once per frame, then renders all sprites and text
@@ -2680,51 +2752,57 @@ export class Game {
2680
2752
  this._isRegisteringPreloadAssets = false;
2681
2753
  }
2682
2754
  }
2683
- const totalAssets = this._assetSystem.getQueuedImageCount();
2684
- let fontsReady = false;
2685
- let loadingLoaded = 0;
2686
- let loadingCurrentKey = null;
2687
- const renderLoadingProgress = () => {
2688
- if (!fontsReady || totalAssets === 0) {
2755
+ const preloadPromise = Promise.all([
2756
+ this._loadBootImages(),
2757
+ this.waitForDocumentFonts(),
2758
+ ]).then(([loaded]) => {
2759
+ if (this._preloadPromise !== preloadPromise)
2689
2760
  return;
2690
- }
2691
- this._renderLoadingScreen(loadingLoaded, totalAssets, loadingCurrentKey);
2692
- };
2693
- const fontReadyPromise = this.waitForDocumentFonts().then(() => {
2694
- fontsReady = true;
2695
- renderLoadingProgress();
2696
- });
2697
- if (totalAssets === 0) {
2698
- this._preloadPromise = fontReadyPromise
2699
- .then(() => {
2700
- this._hasCompletedPreload = true;
2701
- this._preloadPromise = null;
2702
- this._loopSystem.start();
2703
- })
2704
- .catch((error) => {
2705
- this._preloadPromise = null;
2706
- throw error;
2707
- });
2708
- return;
2709
- }
2710
- const assetPromise = this._assetSystem.loadQueuedImages((loaded, total, currentKey) => {
2711
- loadingLoaded = loaded;
2712
- loadingCurrentKey = currentKey;
2713
- if (!fontsReady)
2761
+ this._preloadPromise = null;
2762
+ if (!loaded)
2714
2763
  return;
2715
- this._renderLoadingScreen(loaded, total, currentKey);
2716
- });
2717
- this._preloadPromise = Promise.all([assetPromise, fontReadyPromise])
2718
- .then(() => {
2719
2764
  this._hasCompletedPreload = true;
2720
- this._preloadPromise = null;
2721
2765
  this._loopSystem.start();
2722
- })
2723
- .catch((error) => {
2724
- this._preloadPromise = null;
2766
+ });
2767
+ this._preloadPromise = preloadPromise;
2768
+ preloadPromise.catch((error) => {
2769
+ if (this._preloadPromise === preloadPromise) {
2770
+ this._preloadPromise = null;
2771
+ }
2725
2772
  throw error;
2726
2773
  });
2727
2774
  }
2775
+ /**
2776
+ * Loads the boot images, then those of any scene made active while they
2777
+ * loaded, retrying failures while the player agrees. Resolves `false` when
2778
+ * the player declines, which leaves the game on the loading screen.
2779
+ *
2780
+ * @internal
2781
+ */
2782
+ async _loadBootImages() {
2783
+ let registeredScene = undefined;
2784
+ for (;;) {
2785
+ if (registeredScene !== this._currentScene) {
2786
+ registeredScene = this._currentScene;
2787
+ this._registerSceneAssets(registeredScene);
2788
+ }
2789
+ const failed = await this._assetSystem.loadQueuedImages((settled, total) => {
2790
+ if (total > 0)
2791
+ this._renderLoadingScreen(settled / total);
2792
+ });
2793
+ if (failed.length > 0) {
2794
+ this._reportFailedImages(failed);
2795
+ if (!this._confirmImageRetry(failed.length)) {
2796
+ this._assetSystem.discardQueuedImages();
2797
+ return false;
2798
+ }
2799
+ continue;
2800
+ }
2801
+ if (registeredScene === this._currentScene) {
2802
+ return true;
2803
+ }
2804
+ }
2805
+ }
2728
2806
  /**
2729
2807
  * Stops the game loop. The canvas retains its last rendered frame.
2730
2808
  * Call {@link Game.start} to resume.
@@ -2737,6 +2815,10 @@ export class Game {
2737
2815
  // -------------------------------------------------------------------------
2738
2816
  /** @internal */ _onLoopFrameCallback(dt, dtMs) {
2739
2817
  this._renderSystem.beginDynamicSurfacePass();
2818
+ if (this._sceneLoad !== null) {
2819
+ this._renderInterruption();
2820
+ return;
2821
+ }
2740
2822
  if (this._transitionSystem.isActive) {
2741
2823
  this._transitionSystem.update(dtMs);
2742
2824
  if (this._transitionSystem.isActive) {
@@ -2750,29 +2832,23 @@ export class Game {
2750
2832
  return;
2751
2833
  }
2752
2834
  this._timerSystem.update(dtMs);
2753
- if (this._transitionSystem.isActive) {
2754
- this._renderTransition();
2755
- this._inputSystem.clearFramePressedState();
2756
- this._textSystem.clear();
2835
+ if (this._isSceneChangeInterrupting()) {
2836
+ this._renderInterruption();
2757
2837
  return;
2758
2838
  }
2759
2839
  this._animationSystem.update(dtMs);
2760
2840
  this._explosionSystem.update(dt, dtMs);
2761
2841
  this._physicsSystem.update(this._spriteSystem.getMutableSprites(), dt);
2762
- if (this._transitionSystem.isActive) {
2763
- this._renderTransition();
2764
- this._inputSystem.clearFramePressedState();
2765
- this._textSystem.clear();
2842
+ if (this._isSceneChangeInterrupting()) {
2843
+ this._renderInterruption();
2766
2844
  return;
2767
2845
  }
2768
2846
  if (this._currentScene?.onUpdate)
2769
2847
  this._currentScene.onUpdate(dt);
2770
2848
  else if (this.onUpdate)
2771
2849
  this.onUpdate(dt);
2772
- if (this._transitionSystem.isActive) {
2773
- this._renderTransition();
2774
- this._inputSystem.clearFramePressedState();
2775
- this._textSystem.clear();
2850
+ if (this._isSceneChangeInterrupting()) {
2851
+ this._renderInterruption();
2776
2852
  return;
2777
2853
  }
2778
2854
  this._trailSystem.update(dtMs, this._renderSystem.getSpriteRenderSnapshot.bind(this._renderSystem));
@@ -2781,6 +2857,119 @@ export class Game {
2781
2857
  this._textSystem.clear();
2782
2858
  }
2783
2859
  /** @internal */
2860
+ _isSceneChangeInterrupting() {
2861
+ return this._transitionSystem.isActive || this._sceneLoad !== null;
2862
+ }
2863
+ /**
2864
+ * Draws a frame in which gameplay does not advance: a loading scene under
2865
+ * its ring, or a transition.
2866
+ *
2867
+ * @internal
2868
+ */
2869
+ _renderInterruption() {
2870
+ const load = this._sceneLoad;
2871
+ if (load !== null) {
2872
+ this._renderSystem.renderSceneLoading({
2873
+ canvas: this._canvas,
2874
+ context: this._ctx,
2875
+ pageBackground: this.pageBackground,
2876
+ snapshot: load.snapshot,
2877
+ progress: load.progress,
2878
+ reveal: (performance.now() - load.startedAt - SCENE_LOADING_INDICATOR_DELAY_MS) /
2879
+ SCENE_LOADING_FADE_MS,
2880
+ ink: load.ink,
2881
+ });
2882
+ }
2883
+ else {
2884
+ this._renderTransition();
2885
+ }
2886
+ this._inputSystem.clearFramePressedState();
2887
+ this._textSystem.clear();
2888
+ }
2889
+ /**
2890
+ * Runs a scene's `onPreload()`, if it has one, with image registration
2891
+ * allowed.
2892
+ *
2893
+ * @internal
2894
+ */
2895
+ _registerSceneAssets(scene) {
2896
+ if (!scene?.onPreload)
2897
+ return;
2898
+ this._isRegisteringPreloadAssets = true;
2899
+ try {
2900
+ scene.onPreload();
2901
+ }
2902
+ finally {
2903
+ this._isRegisteringPreloadAssets = false;
2904
+ }
2905
+ }
2906
+ /**
2907
+ * Freezes the current scene under a progress ring while the queued images
2908
+ * load, then calls `finish` to enter the next scene. If images fail and the
2909
+ * player declines to retry, the current scene resumes instead.
2910
+ *
2911
+ * @internal
2912
+ */
2913
+ _beginSceneLoad(finish) {
2914
+ this._transitionSystem.clear();
2915
+ const snapshot = document.createElement("canvas");
2916
+ snapshot.width = this._canvas.width;
2917
+ snapshot.height = this._canvas.height;
2918
+ snapshot.getContext("2d")?.drawImage(this._canvas, 0, 0);
2919
+ const load = {
2920
+ snapshot,
2921
+ ink: this._renderSystem.pickSceneLoadingInk(snapshot),
2922
+ progress: 0,
2923
+ startedAt: performance.now(),
2924
+ };
2925
+ this._sceneLoad = load;
2926
+ void this._loadSceneImages(load, finish);
2927
+ }
2928
+ /** @internal */
2929
+ async _loadSceneImages(load, finish) {
2930
+ for (;;) {
2931
+ const failed = await this._assetSystem.loadQueuedImages((settled, total) => {
2932
+ load.progress = total === 0 ? 1 : settled / total;
2933
+ });
2934
+ if (failed.length === 0)
2935
+ break;
2936
+ this._reportFailedImages(failed);
2937
+ if (!this._confirmImageRetry(failed.length)) {
2938
+ this._assetSystem.discardQueuedImages();
2939
+ this._sceneLoad = null;
2940
+ return;
2941
+ }
2942
+ load.progress = 0;
2943
+ }
2944
+ this._sceneLoad = null;
2945
+ finish();
2946
+ }
2947
+ /** @internal */
2948
+ _reportFailedImages(keys) {
2949
+ const list = keys
2950
+ .map((key) => `"${key}" (${this._assetSystem.getImageSource(key) ?? "no source"})`)
2951
+ .join(", ");
2952
+ console.error(`MinimoJS: ${keys.length} image${keys.length === 1 ? "" : "s"} failed to load: ${list}.`);
2953
+ }
2954
+ /**
2955
+ * Asks the player whether to retry failed images, with the browser's own
2956
+ * confirmation dialog. Returns `false` where no dialog can be shown.
2957
+ *
2958
+ * @internal
2959
+ */
2960
+ _confirmImageRetry(failedCount) {
2961
+ if (typeof window === "undefined" || typeof window.confirm !== "function") {
2962
+ return false;
2963
+ }
2964
+ const noun = failedCount === 1 ? "image" : "images";
2965
+ try {
2966
+ return window.confirm(`${failedCount} ${noun} could not be loaded. Try again?`);
2967
+ }
2968
+ catch {
2969
+ return false;
2970
+ }
2971
+ }
2972
+ /** @internal */
2784
2973
  _invokeCreate() {
2785
2974
  if (this._currentScene?.onCreate)
2786
2975
  this._currentScene.onCreate();
@@ -2902,16 +3091,14 @@ export class Game {
2902
3091
  });
2903
3092
  }
2904
3093
  /** @internal */
2905
- _renderLoadingScreen(loaded, total, currentKey) {
3094
+ _renderLoadingScreen(progress) {
2906
3095
  this._renderSystem.renderLoadingScreen({
2907
3096
  canvas: this._canvas,
2908
3097
  context: this._ctx,
2909
3098
  pageBackground: this.pageBackground,
2910
3099
  background: this.background,
2911
3100
  backgroundGradient: this.backgroundGradient,
2912
- loaded,
2913
- total,
2914
- currentKey,
3101
+ progress,
2915
3102
  });
2916
3103
  }
2917
3104
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "minimojs",
3
- "version": "1.0.0-alpha.23",
3
+ "version": "1.0.0-alpha.25",
4
4
  "description": "MinimoJS v1 — ultra-minimal, flat, deterministic 2D web game engine. Image-first sprites with emoji as a zero-asset alternative, rAF loop, TypeScript-first, LLM-friendly.",
5
5
  "type": "module",
6
6
  "main": "dist/minimo.js",