minimojs 1.0.0-alpha.26 → 1.0.0-alpha.27

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@@ -242,6 +242,10 @@ export declare class CardPile {
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  *
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  * Call {@link update} once per frame.
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  *
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+ * Piles and cards live in world space and scroll with the game. The table
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+ * reads the pointer itself and adds `game.scrollX` and `game.scrollY`, so a
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+ * scrolled board needs no conversion from the game.
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+ *
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  * @example
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  * ```ts
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  * const table = new CardTable(game, {
@@ -187,6 +187,10 @@ let nextTableId = 1;
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  *
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  * Call {@link update} once per frame.
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  *
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+ * Piles and cards live in world space and scroll with the game. The table
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+ * reads the pointer itself and adds `game.scrollX` and `game.scrollY`, so a
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+ * scrolled board needs no conversion from the game.
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+ *
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  * @example
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  * ```ts
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  * const table = new CardTable(game, {
@@ -638,12 +642,15 @@ export class CardTable {
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  this.cancelDrag();
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  return;
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  }
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+ // The pointer is in screen space and the piles and cards are in world space.
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  const x = game.pointerX;
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  const y = game.pointerY;
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+ const worldX = x + game.scrollX;
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+ const worldY = y + game.scrollY;
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  if (game.isPointerPressed()) {
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  this.cancelDrag();
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- const hit = this.hitTest(x, y);
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- this._press = hit ? { x, y, card: hit.card, pile: hit.pile, dragTried: false } : null;
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+ const hit = this.hitTest(worldX, worldY);
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+ this._press = hit ? { x, y, worldX, worldY, card: hit.card, pile: hit.pile, dragTried: false } : null;
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  return;
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  }
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  const press = this._press;
@@ -654,7 +661,7 @@ export class CardTable {
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  this.startDrag(press);
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  }
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  if (this._drag)
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- this.followPointer(x, y);
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+ this.followPointer(worldX, worldY);
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  return;
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  }
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  this._press = null;
@@ -718,8 +725,8 @@ export class CardTable {
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  view.moving = false;
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  view.waitMs = 0;
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  view.dragging = true;
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- view.grabX = press.x - view.sprite.x;
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- view.grabY = press.y - view.sprite.y;
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+ view.grabX = press.worldX - view.sprite.x;
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+ view.grabY = press.worldY - view.sprite.y;
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  view.sprite.layer = this.layer + 1000 + i * 0.01;
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  this.applyScale(view);
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  });
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "minimojs",
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- "version": "1.0.0-alpha.26",
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+ "version": "1.0.0-alpha.27",
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  "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.",
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  "type": "module",
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  "main": "dist/minimo.js",