minimojs 1.0.0-alpha.3 → 1.0.0-alpha.30

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Files changed (63) hide show
  1. package/README.md +85 -285
  2. package/dist/internal/AnimationSystem.js +345 -0
  3. package/dist/internal/AssetSystem.d.ts +1 -0
  4. package/dist/internal/AssetSystem.js +186 -0
  5. package/dist/internal/BackgroundSystem.d.ts +1 -0
  6. package/dist/internal/BackgroundSystem.js +26 -0
  7. package/dist/internal/CanvasSystem.d.ts +1 -0
  8. package/dist/internal/CanvasSystem.js +51 -0
  9. package/dist/internal/DesignNamingCheck.d.ts +1 -0
  10. package/dist/internal/DesignNamingCheck.js +7 -0
  11. package/dist/internal/ExplosionSystem.d.ts +1 -0
  12. package/dist/internal/ExplosionSystem.js +540 -0
  13. package/dist/internal/InputSystem.d.ts +1 -0
  14. package/dist/internal/InputSystem.js +292 -0
  15. package/dist/internal/LoopSystem.d.ts +1 -0
  16. package/dist/internal/LoopSystem.js +61 -0
  17. package/dist/internal/PhysicsSystem.d.ts +1 -0
  18. package/dist/internal/PhysicsSystem.js +174 -0
  19. package/dist/internal/RenderSystem.d.ts +1 -0
  20. package/dist/internal/RenderSystem.js +1021 -0
  21. package/dist/internal/SoundSystem.d.ts +1 -0
  22. package/dist/internal/SoundSystem.js +55 -0
  23. package/dist/internal/SpriteSystem.d.ts +1 -0
  24. package/dist/internal/SpriteSystem.js +32 -0
  25. package/dist/internal/TextSystem.d.ts +1 -0
  26. package/dist/internal/TextSystem.js +16 -0
  27. package/dist/internal/TimerSystem.d.ts +1 -0
  28. package/dist/internal/TimerSystem.js +43 -0
  29. package/dist/internal/TrailSystem.d.ts +1 -0
  30. package/dist/internal/TrailSystem.js +116 -0
  31. package/dist/internal/TransitionSystem.d.ts +1 -0
  32. package/dist/internal/TransitionSystem.js +74 -0
  33. package/dist/internal/arcade-racer/ArcadeRacerCollisionSystem.d.ts +1 -0
  34. package/dist/internal/arcade-racer/ArcadeRacerCollisionSystem.js +198 -0
  35. package/dist/internal/arcade-racer/ArcadeRacerLaneSystem.d.ts +1 -0
  36. package/dist/internal/arcade-racer/ArcadeRacerLaneSystem.js +120 -0
  37. package/dist/internal/arcade-racer/ArcadeRacerRenderSystem.d.ts +1 -0
  38. package/dist/internal/arcade-racer/ArcadeRacerRenderSystem.js +599 -0
  39. package/dist/internal/arcade-racer/ArcadeRacerRoadSprite.d.ts +1 -0
  40. package/dist/internal/arcade-racer/ArcadeRacerRoadSprite.js +13 -0
  41. package/dist/internal/arcade-racer/ArcadeRacerTrackSystem.d.ts +1 -0
  42. package/dist/internal/arcade-racer/ArcadeRacerTrackSystem.js +447 -0
  43. package/dist/minimo-ambient.d.ts +299 -0
  44. package/dist/minimo-ambient.js +1445 -0
  45. package/dist/minimo-arcaderacer.d.ts +1431 -0
  46. package/dist/minimo-arcaderacer.js +2060 -0
  47. package/dist/minimo-cards.d.ts +359 -0
  48. package/dist/minimo-cards.js +819 -0
  49. package/dist/minimo-format.d.ts +407 -0
  50. package/dist/minimo-format.js +446 -0
  51. package/dist/minimo.d.ts +1754 -225
  52. package/dist/minimo.js +2551 -761
  53. package/package.json +10 -3
  54. package/dist/animations.js +0 -30
  55. package/dist/audio.js +0 -17
  56. package/dist/game.js +0 -1105
  57. package/dist/input.js +0 -185
  58. package/dist/internal-types.js +0 -4
  59. package/dist/physics.js +0 -10
  60. package/dist/render.js +0 -75
  61. package/dist/sprite.js +0 -149
  62. package/dist/timers.js +0 -23
  63. /package/dist/{pointer-info.js → internal/AnimationSystem.d.ts} +0 -0
package/dist/minimo.js CHANGED
@@ -7,69 +7,39 @@
7
7
  * ALL ROTATIONS ARE IN DEGREES.
8
8
  * THE ENGINE LOOP USES requestAnimationFrame ONLY.
9
9
  */
10
+ import { AnimationSystem } from "./internal/AnimationSystem.js";
11
+ import { AssetSystem } from "./internal/AssetSystem.js";
12
+ import { BackgroundSystem } from "./internal/BackgroundSystem.js";
13
+ import { CanvasSystem } from "./internal/CanvasSystem.js";
14
+ import { ExplosionSystem } from "./internal/ExplosionSystem.js";
15
+ import { InputSystem } from "./internal/InputSystem.js";
16
+ import { LoopSystem } from "./internal/LoopSystem.js";
17
+ import { PhysicsSystem } from "./internal/PhysicsSystem.js";
18
+ import { RenderSystem } from "./internal/RenderSystem.js";
19
+ import { SoundSystem } from "./internal/SoundSystem.js";
20
+ import { SpriteSystem } from "./internal/SpriteSystem.js";
21
+ import { TextSystem } from "./internal/TextSystem.js";
22
+ import { TrailSystem } from "./internal/TrailSystem.js";
23
+ import { TransitionSystem } from "./internal/TransitionSystem.js";
24
+ import { TimerSystem } from "./internal/TimerSystem.js";
25
+ import { Design, findFirst, parseAssetFile, parseDesignObject } from "./minimo-format.js";
26
+ export { Design, parseAssetFile } from "./minimo-format.js";
27
+ /** How long a scene may load before it dims and its progress ring appears, so a fast load shows neither. */
28
+ const SCENE_LOADING_INDICATOR_DELAY_MS = 250;
29
+ /** How long the dimming and the ring take to fade in once they appear. */
30
+ const SCENE_LOADING_FADE_MS = 200;
10
31
  // ---------------------------------------------------------------------------
11
- // Sprite
32
+ // EmojiSprite
12
33
  // ---------------------------------------------------------------------------
13
34
  /**
14
- * A 2D game object rendered as an emoji on the canvas.
15
- *
16
- * Instantiate directly or extend to create custom sprite types.
17
- * Register with the engine by passing the instance to {@link Game.add}.
18
- *
19
- * **Coordinate system:** center-based world space. `(x, y)` is the center of
20
- * the sprite. Positive X = right, positive Y = down.
21
- *
22
- * **Lifecycle:** A sprite exists until {@link Game.destroySprite} is called or
23
- * {@link Game.reset} is invoked. After destruction, do not read or write its fields.
24
- *
25
- * @example
26
- * ```ts
27
- * // Direct instantiation
28
- * const coin = new Sprite("🪙");
29
- * coin.x = 300;
30
- * coin.y = 200;
31
- * coin.size = 32;
32
- * game.add(coin);
33
- * ```
34
- *
35
- * @example
36
- * ```ts
37
- * // Subclassing for custom game objects
38
- * class Player extends Sprite {
39
- * health = 3;
40
- *
41
- * constructor(x: number, y: number) {
42
- * super("🐢");
43
- * this.x = x;
44
- * this.y = y;
45
- * this.size = 48;
46
- * this.gravityScale = 1;
47
- * }
48
- * }
35
+ * Base class for all renderable MinimoJS actors.
49
36
  *
50
- * const player = new Player(400, 300);
51
- * game.add(player);
52
- * ```
37
+ * Concrete subclasses provide their own visual content while inheriting the
38
+ * shared transform, visibility, physics, and animation state required by the
39
+ * engine.
53
40
  */
54
41
  export class Sprite {
55
- /**
56
- * Creates a new Sprite with the given emoji and optional position.
57
- * All other properties use their defaults and can be set after construction.
58
- *
59
- * @param sprite - The emoji character to render. Must be a single emoji.
60
- * Image sprites are NOT supported — emoji only.
61
- * @example "🔥", "⭐", "🐢", "💣", "👾"
62
- * @param x - Initial X position in world space (center), in pixels. Default: `0`.
63
- * @param y - Initial Y position in world space (center), in pixels. Default: `0`.
64
- *
65
- * @example
66
- * ```ts
67
- * const enemy = new Sprite("👾", 200, 100);
68
- * enemy.size = 40;
69
- * game.add(enemy);
70
- * ```
71
- */
72
- constructor(sprite, x = 0, y = 0) {
42
+ constructor(game = null) {
73
43
  /**
74
44
  * X position in world space (horizontal center of the sprite), in pixels.
75
45
  * Positive X points right. Updated each frame by: `x += vx * dt`.
@@ -83,10 +53,42 @@ export class Sprite {
83
53
  */
84
54
  this.y = 0;
85
55
  /**
86
- * Width and height of the sprite's bounding square, in pixels.
87
- * Used for both canvas rendering (font size) and AABB collision detection.
56
+ * Visual scale multiplier applied to this sprite's logical width/height.
57
+ * Default: `1`.
88
58
  */
89
- this.size = 32;
59
+ this.scale = 1;
60
+ /** @internal */
61
+ this._renderData = null;
62
+ /**
63
+ * Optional logical body width used by physics helpers and collision checks.
64
+ *
65
+ * When `null` (default), MinimoJS uses the sprite's visual {@link Sprite.width}.
66
+ * When set, this value is scaled by {@link Sprite.scale} the same way as the
67
+ * visual sprite size.
68
+ */
69
+ this.bodyWidth = null;
70
+ /**
71
+ * Optional logical body height used by physics helpers and collision checks.
72
+ *
73
+ * When `null` (default), MinimoJS uses the sprite's visual {@link Sprite.height}.
74
+ * When set, this value is scaled by {@link Sprite.scale} the same way as the
75
+ * visual sprite size.
76
+ */
77
+ this.bodyHeight = null;
78
+ /**
79
+ * Horizontal body offset, in local sprite pixels before scale is applied.
80
+ *
81
+ * Positive values move the collision body to the right of the sprite's rendered center.
82
+ * Negative values move it to the left.
83
+ */
84
+ this.bodyOffsetX = 0;
85
+ /**
86
+ * Vertical body offset, in local sprite pixels before scale is applied.
87
+ *
88
+ * Positive values move the collision body downward relative to the sprite's
89
+ * rendered center. Negative values move it upward.
90
+ */
91
+ this.bodyOffsetY = 0;
90
92
  /**
91
93
  * CSS text color used when rendering this sprite.
92
94
  *
@@ -95,6 +97,19 @@ export class Sprite {
95
97
  * depending on browser behavior.
96
98
  */
97
99
  this.color = "#000000";
100
+ /**
101
+ * Physics body type flag.
102
+ *
103
+ * - `false` (default): the sprite is dynamic and can be moved by velocity,
104
+ * gravity, and explicit collision resolution.
105
+ * - `true`: the sprite is static and is not moved by the engine's built-in
106
+ * velocity/gravity integration. Static sprites act as stable obstacles for
107
+ * simple platform collisions.
108
+ *
109
+ * Static sprites can still be repositioned manually by setting `x` and `y`
110
+ * directly in your own game code.
111
+ */
112
+ this.isStatic = false;
98
113
  /**
99
114
  * Visual rotation of the sprite in degrees.
100
115
  * `0` = upright. Positive values rotate clockwise.
@@ -159,11 +174,772 @@ export class Sprite {
159
174
  * Values > 1 amplify gravity; negative values invert it.
160
175
  */
161
176
  this.gravityScale = 0;
177
+ /**
178
+ * Optional name, so code can ask an object what it is. Names may repeat,
179
+ * like a `name` attribute in the DOM. The engine never reads it.
180
+ * A sprite created from a design file takes the object's `name`.
181
+ *
182
+ * @example
183
+ * ```ts
184
+ * if (other.name === "door") openDoor();
185
+ * ```
186
+ */
187
+ this.name = undefined;
188
+ /**
189
+ * Tags for grouping, like CSS classes in the DOM. Empty by default. The
190
+ * engine never reads them. A sprite created from a design file takes the
191
+ * object's `tags`, which {@link Game.registerBuilderByTag} also matches.
192
+ *
193
+ * @example
194
+ * ```ts
195
+ * if (other.tags.includes("coin")) collect(other);
196
+ * ```
197
+ */
198
+ this.tags = [];
199
+ /**
200
+ * The game's own values for this object, such as a button's action or an
201
+ * enemy's speed. An empty object by default, so `sprite.data.hp = 3` needs
202
+ * no check. The engine never reads it. A sprite created from a design file
203
+ * takes a copy of the object's `data`.
204
+ */
205
+ this.data = {};
206
+ // `abstract` and `protected` are erased by the TypeScript compiler, and games
207
+ // are written in JavaScript, so nothing but this check stops old code from
208
+ // calling `new Sprite(glyph, x, y, size)`. Without it the glyph would be
209
+ // stored as this sprite's game reference, the position and size would be
210
+ // discarded, and the failure would surface one call later inside `Game.add`
211
+ // as an unrelated "attached to multiple Game instances" error.
212
+ if (new.target === Sprite) {
213
+ throw new Error("MinimoJS: Sprite is an abstract type and cannot be constructed directly. " +
214
+ "Use EmojiSprite for an emoji, ImageSprite for a preloaded image, " +
215
+ "TextSprite for text, or DrawSprite for procedural drawing.");
216
+ }
217
+ this._game = game;
218
+ }
219
+ /**
220
+ * Game instance associated with this sprite, if any.
221
+ */
222
+ get game() {
223
+ return this._game;
224
+ }
225
+ /** @internal */
226
+ _setGame(game) {
227
+ if (this._game !== null && this._game !== game) {
228
+ throw new Error("MinimoJS: A sprite cannot be attached to multiple Game instances.");
229
+ }
230
+ this._game = game;
231
+ }
232
+ /**
233
+ * Resolved center X used internally by rendering, hit testing, and collisions.
234
+ */
235
+ get renderX() {
236
+ return this.x + this.getAnchorOffsetX();
237
+ }
238
+ /**
239
+ * Resolved center Y used internally by rendering, hit testing, and collisions.
240
+ */
241
+ get renderY() {
242
+ return this.y + this.getAnchorOffsetY();
243
+ }
244
+ /**
245
+ * Effective rendered/collision width in pixels.
246
+ */
247
+ get displayWidth() {
248
+ const safeScale = Number.isFinite(this.scale) ? this.scale : 1;
249
+ return this.width * Math.max(0, safeScale);
250
+ }
251
+ /**
252
+ * Effective rendered/collision height in pixels.
253
+ */
254
+ get displayHeight() {
255
+ const safeScale = Number.isFinite(this.scale) ? this.scale : 1;
256
+ return this.height * Math.max(0, safeScale);
257
+ }
258
+ /**
259
+ * Effective collision-body width in pixels after applying {@link Sprite.scale}.
260
+ */
261
+ get bodyDisplayWidth() {
262
+ const safeScale = Number.isFinite(this.scale) ? this.scale : 1;
263
+ const baseWidth = typeof this.bodyWidth === "number" &&
264
+ Number.isFinite(this.bodyWidth) &&
265
+ this.bodyWidth > 0
266
+ ? this.bodyWidth
267
+ : this.width;
268
+ return baseWidth * Math.max(0, safeScale);
269
+ }
270
+ /**
271
+ * Effective collision-body height in pixels after applying {@link Sprite.scale}.
272
+ */
273
+ get bodyDisplayHeight() {
274
+ const safeScale = Number.isFinite(this.scale) ? this.scale : 1;
275
+ const baseHeight = typeof this.bodyHeight === "number" &&
276
+ Number.isFinite(this.bodyHeight) &&
277
+ this.bodyHeight > 0
278
+ ? this.bodyHeight
279
+ : this.height;
280
+ return baseHeight * Math.max(0, safeScale);
281
+ }
282
+ /**
283
+ * Resolved body center X used internally by physics helpers and collision checks.
284
+ */
285
+ get bodyCenterX() {
286
+ const safeScale = Number.isFinite(this.scale) ? this.scale : 1;
287
+ return this.renderX + this.bodyOffsetX * Math.max(0, safeScale);
288
+ }
289
+ /**
290
+ * Resolved body center Y used internally by physics helpers and collision checks.
291
+ */
292
+ get bodyCenterY() {
293
+ const safeScale = Number.isFinite(this.scale) ? this.scale : 1;
294
+ return this.renderY + this.bodyOffsetY * Math.max(0, safeScale);
295
+ }
296
+ getAnchorOffsetX() {
297
+ return 0;
298
+ }
299
+ getAnchorOffsetY() {
300
+ return 0;
301
+ }
302
+ }
303
+ /**
304
+ * A 2D game object rendered as an emoji on the canvas.
305
+ *
306
+ * Instantiate directly or extend to create custom sprite types.
307
+ * Register with the engine by passing the instance to {@link Game.add}.
308
+ *
309
+ * **Coordinate system:** center-based world space. `(x, y)` is the center of
310
+ * the sprite. Positive X = right, positive Y = down.
311
+ *
312
+ * **Lifecycle:** A sprite exists until {@link Game.destroySprite} is called or
313
+ * {@link Game.reset} is invoked. After destruction, do not read or write its fields.
314
+ *
315
+ * @example
316
+ * ```ts
317
+ * const coin = new EmojiSprite("🪙", 300, 200, 32);
318
+ * game.add(coin);
319
+ * ```
320
+ */
321
+ export class EmojiSprite extends Sprite {
322
+ get size() {
323
+ return this._size;
324
+ }
325
+ get width() {
326
+ return this._size;
327
+ }
328
+ get height() {
329
+ return this._size;
330
+ }
331
+ get displaySize() {
332
+ return this.displayWidth;
333
+ }
334
+ /**
335
+ * Creates a new EmojiSprite with the given emoji, optional position, and base size.
336
+ * All other properties use their defaults and can be set after construction.
337
+ *
338
+ * @param sprite - The emoji character to render. Must be a single emoji.
339
+ * Use {@link ImageSprite} for preloaded bitmap textures.
340
+ * @example "🔥", "⭐", "🐢", "💣", "👾"
341
+ * @param x - Initial X position in world space (center), in pixels. Default: `0`.
342
+ * @param y - Initial Y position in world space (center), in pixels. Default: `0`.
343
+ * @param size - Base sprite size in pixels. Default: `32`.
344
+ *
345
+ * @example
346
+ * ```ts
347
+ * const enemy = new EmojiSprite("👾", 200, 100, 40);
348
+ * game.add(enemy);
349
+ * ```
350
+ */
351
+ constructor(sprite, x = 0, y = 0, size = 32) {
352
+ super();
162
353
  this.sprite = sprite;
163
354
  this.x = x;
164
355
  this.y = y;
356
+ const safeSize = Number.isFinite(size) ? size : 32;
357
+ this._size = Math.max(1, safeSize);
358
+ }
359
+ getRenderCacheKey() {
360
+ return `emoji:${this.sprite}|size:${this._size}|color:${this.color}`;
361
+ }
362
+ }
363
+ /**
364
+ * A renderable sprite backed by a preloaded image asset.
365
+ *
366
+ * Width and height are always resolved from the current texture. To resize the
367
+ * sprite visually, use {@link Sprite.scale}.
368
+ */
369
+ export class ImageSprite extends Sprite {
370
+ get imageKey() {
371
+ return this._imageKey;
372
+ }
373
+ get width() {
374
+ const image = this.getResolvedImage();
375
+ return image instanceof HTMLImageElement
376
+ ? image.naturalWidth || image.width
377
+ : image.width;
378
+ }
379
+ get height() {
380
+ const image = this.getResolvedImage();
381
+ return image instanceof HTMLImageElement
382
+ ? image.naturalHeight || image.height
383
+ : image.height;
384
+ }
385
+ /**
386
+ * Creates a new image-backed sprite.
387
+ *
388
+ * @param game - Game instance used to resolve the texture key.
389
+ * @param imageKey - Texture key previously registered with {@link Game.loadImage} or {@link Game.createTexture}.
390
+ * @param x - Initial X position in world space (center), in pixels. Default: `0`.
391
+ * @param y - Initial Y position in world space (center), in pixels. Default: `0`.
392
+ */
393
+ constructor(game, imageKey, x = 0, y = 0) {
394
+ super(game);
395
+ this._imageKey = imageKey;
396
+ this.x = x;
397
+ this.y = y;
398
+ }
399
+ /**
400
+ * Replaces the current texture with another preloaded image.
401
+ *
402
+ * @param imageKey - New texture key to render.
403
+ */
404
+ setTexture(imageKey) {
405
+ if (imageKey === this._imageKey)
406
+ return;
407
+ this.assertTextureAvailable(imageKey);
408
+ this._imageKey = imageKey;
409
+ }
410
+ getRenderCacheKey() {
411
+ const image = this.getResolvedImage();
412
+ const width = image instanceof HTMLImageElement ? image.naturalWidth || image.width : image.width;
413
+ const height = image instanceof HTMLImageElement ? image.naturalHeight || image.height : image.height;
414
+ return [
415
+ "image",
416
+ this._imageKey,
417
+ this.game?.getImageVersion(this._imageKey) ?? 0,
418
+ width,
419
+ height,
420
+ ].join("|");
421
+ }
422
+ /** @internal */
423
+ getResolvedImage() {
424
+ this.assertTextureAvailable(this._imageKey);
425
+ const image = this.game?.getImage(this._imageKey);
426
+ if (!image) {
427
+ throw new Error(`MinimoJS: Image '${this._imageKey}' is not loaded.`);
428
+ }
429
+ return image;
430
+ }
431
+ /** @internal */
432
+ assertTextureAvailable(imageKey) {
433
+ if (!this.game) {
434
+ throw new Error("MinimoJS: ImageSprite requires an associated Game instance.");
435
+ }
436
+ if (!this.game.hasImage(imageKey)) {
437
+ throw new Error(`MinimoJS: Image '${imageKey}' is not loaded.`);
438
+ }
439
+ }
440
+ }
441
+ /**
442
+ * A renderable sprite backed by a per-instance canvas that is repainted on demand.
443
+ *
444
+ * `DrawSprite` is useful for procedural shapes, gauges, charts, minimaps, and
445
+ * HUD widgets whose appearance changes often and is easier to express with
446
+ * Canvas 2D drawing commands than with emoji, text, or image swaps.
447
+ *
448
+ * Treat `DrawSprite` as a specialized tool, not the default sprite type.
449
+ * Because it may execute custom Canvas 2D drawing code repeatedly, overusing it
450
+ * can affect game performance much more than regular {@link EmojiSprite},
451
+ * {@link ImageSprite}, or {@link TextSprite} instances.
452
+ *
453
+ * Prefer the other sprite types whenever they can express the same result more
454
+ * simply. Reach for `DrawSprite` only when you truly need procedural drawing or
455
+ * custom per-sprite canvas rendering that the built-in sprite types cannot
456
+ * provide cleanly.
457
+ *
458
+ * MinimoJS creates and owns an internal canvas for each `DrawSprite` instance.
459
+ * Before every engine render that needs this sprite's surface, the engine:
460
+ *
461
+ * 1. Resolves the sprite's internal canvas size
462
+ * 2. Optionally clears and repaints that internal canvas
463
+ * 3. Draws the resulting canvas like any other sprite surface
464
+ *
465
+ * By default, `DrawSprite` is live-rendered: the engine clears the internal
466
+ * canvas and calls {@link DrawSprite.redraw} every frame.
467
+ *
468
+ * Set {@link DrawSprite.frozen} to `true` if you want to keep and reuse the
469
+ * last rendered canvas contents without repainting on each frame. This is
470
+ * useful for shapes or procedural art that you only want to draw once.
471
+ *
472
+ * While `frozen` is `true`, MinimoJS reuses the existing surface exactly as-is:
473
+ * it does not clear the canvas and does not call {@link DrawSprite.redraw}
474
+ * again, unless the surface does not exist yet or its size had to be rebuilt.
475
+ *
476
+ * This means freezing is a rendering optimization and content-preservation
477
+ * flag, not a separate caching system. You can switch `frozen` on or off at
478
+ * runtime whenever it makes sense for your sprite.
479
+ *
480
+ * The local drawing coordinate system uses the sprite surface itself:
481
+ * - `(0, 0)` is the top-left corner of the internal canvas
482
+ * - `width` / `height` match the sprite's logical size before `scale`
483
+ * - draw centered content yourself if you want the visual origin in the middle
484
+ *
485
+ * Override {@link DrawSprite.redraw} in a subclass, or assign your own method
486
+ * on an instance if you prefer an inline style in JavaScript.
487
+ */
488
+ export class DrawSprite extends Sprite {
489
+ get width() {
490
+ return this._width;
491
+ }
492
+ get height() {
493
+ return this._height;
494
+ }
495
+ /**
496
+ * Creates a new dynamic canvas-backed sprite.
497
+ *
498
+ * @param width - Internal canvas width in pixels. Minimum `1`.
499
+ * @param height - Internal canvas height in pixels. Minimum `1`.
500
+ * @param x - Initial X position in world space (center), in pixels. Default: `0`.
501
+ * @param y - Initial Y position in world space (center), in pixels. Default: `0`.
502
+ */
503
+ constructor(width, height, x = 0, y = 0) {
504
+ super();
505
+ /** @internal */
506
+ this._surface = null;
507
+ /** @internal */
508
+ this._surfaceCtx = null;
509
+ /** @internal */
510
+ this._lastRedrawPassId = -1;
511
+ /**
512
+ * When `false` (default), MinimoJS clears this sprite's internal canvas and
513
+ * calls {@link DrawSprite.redraw} on every render pass.
514
+ *
515
+ * When `true`, MinimoJS keeps and reuses the existing canvas contents without
516
+ * clearing or repainting them again, unless the internal surface does not yet
517
+ * exist or had to be resized.
518
+ *
519
+ * Use this when your procedural drawing becomes static after its first paint,
520
+ * or when you want explicit manual control over when the sprite is redrawn by
521
+ * toggling `frozen` at runtime.
522
+ */
523
+ this.frozen = false;
524
+ this._surfaceId = DrawSprite._nextSurfaceId++;
525
+ this._width = Math.max(1, Math.round(Number.isFinite(width) ? width : 1));
526
+ this._height = Math.max(1, Math.round(Number.isFinite(height) ? height : 1));
527
+ this.x = x;
528
+ this.y = y;
529
+ }
530
+ /**
531
+ * Called by the engine whenever the sprite's internal surface must be repainted.
532
+ *
533
+ * The provided context is already cleared and reset to the default 2D canvas
534
+ * state for the current surface size. MinimoJS repaints each `DrawSprite` at
535
+ * most once per render pass while it is not {@link DrawSprite.frozen}, so
536
+ * repeated snapshot reads during the same frame reuse the already-redrawn
537
+ * surface.
538
+ *
539
+ * @param ctx - The sprite's internal 2D drawing context.
540
+ */
541
+ redraw(_ctx) { }
542
+ getRenderCacheKey() {
543
+ return `draw:${this._surfaceId}`;
544
+ }
545
+ }
546
+ /** @internal */
547
+ DrawSprite._nextSurfaceId = 1;
548
+ /**
549
+ * A renderable text actor that participates in the same animation/effects
550
+ * pipeline as regular sprites.
551
+ *
552
+ * Use `TextSprite` when the content is primarily text, or when you need text
553
+ * layout features such as wrapping, fixed button sizes, background/border, or
554
+ * text stroke.
555
+ *
556
+ * For controls that are only a single emoji, prefer {@link EmojiSprite}. Emoji-only
557
+ * buttons usually behave better as sprites because they do not need text
558
+ * padding/layout and their bounds match the rendered emoji more directly.
559
+ */
560
+ export class TextSprite extends Sprite {
561
+ get width() {
562
+ this.ensureMeasured();
563
+ return this._measuredWidth;
564
+ }
565
+ get height() {
566
+ this.ensureMeasured();
567
+ return this._measuredHeight;
568
+ }
569
+ constructor(text, x = 0, y = 0, fontSizeOrConfig = 16, config = {}) {
570
+ super();
571
+ this.anchorX = "center";
572
+ this.anchorY = "middle";
573
+ /**
574
+ * CSS font family. Default: `monospace`, which needs no download. Name a web
575
+ * font here, and register it with {@link Game.requireFont}, to use one.
576
+ */
577
+ this.fontFamily = "monospace";
578
+ this.fontWeight = "400";
579
+ this.lineHeight = 1.2;
580
+ this.maxWidth = 0;
581
+ this.fixedWidth = 0;
582
+ this.fixedHeight = 0;
583
+ this.paddingX = 2;
584
+ this.paddingY = 2;
585
+ this.backgroundColor = null;
586
+ this.borderColor = null;
587
+ this.borderWidth = 0;
588
+ this.cornerRadius = 0;
589
+ this.strokeColor = null;
590
+ this.strokeWidth = 0;
591
+ this.textAlign = "center";
592
+ /** @internal */
593
+ this._measuredWidth = 1;
594
+ /** @internal */
595
+ this._measuredHeight = 1;
596
+ /** @internal */
597
+ this._measurementCacheKey = "";
598
+ this.text = text;
599
+ this.x = x;
600
+ this.y = y;
601
+ this.fontSize =
602
+ typeof fontSizeOrConfig === "number" ? fontSizeOrConfig : 16;
603
+ this.color = "#ffffff";
604
+ if (typeof fontSizeOrConfig === "number") {
605
+ this.applyConfig(config);
606
+ }
607
+ else {
608
+ this.applyConfig(fontSizeOrConfig);
609
+ }
610
+ }
611
+ getRenderCacheKey() {
612
+ return [
613
+ "text",
614
+ this.text,
615
+ this.anchorX,
616
+ this.anchorY,
617
+ this.fontFamily,
618
+ this.fontSize,
619
+ this.fontWeight,
620
+ this.lineHeight,
621
+ this.maxWidth,
622
+ this.fixedWidth,
623
+ this.fixedHeight,
624
+ this.color,
625
+ this.textAlign,
626
+ this.paddingX,
627
+ this.paddingY,
628
+ this.backgroundColor ?? "",
629
+ this.borderColor ?? "",
630
+ this.borderWidth,
631
+ this.cornerRadius,
632
+ this.strokeColor ?? "",
633
+ this.strokeWidth,
634
+ ].join("|");
635
+ }
636
+ get align() {
637
+ return this.textAlign;
638
+ }
639
+ set align(value) {
640
+ this.textAlign = value;
641
+ }
642
+ getAnchorOffsetX() {
643
+ if (this.anchorX === "left") {
644
+ return this.displayWidth / 2;
645
+ }
646
+ if (this.anchorX === "right") {
647
+ return -this.displayWidth / 2;
648
+ }
649
+ return 0;
650
+ }
651
+ getAnchorOffsetY() {
652
+ if (this.anchorY === "top") {
653
+ return this.displayHeight / 2;
654
+ }
655
+ if (this.anchorY === "bottom") {
656
+ return -this.displayHeight / 2;
657
+ }
658
+ return 0;
659
+ }
660
+ /** @internal */
661
+ applyConfig(config) {
662
+ if (config.anchorX !== undefined)
663
+ this.anchorX = config.anchorX;
664
+ if (config.anchorY !== undefined)
665
+ this.anchorY = config.anchorY;
666
+ if (config.fontFamily !== undefined)
667
+ this.fontFamily = config.fontFamily;
668
+ if (config.fontSize !== undefined)
669
+ this.fontSize = config.fontSize;
670
+ if (config.fontWeight !== undefined)
671
+ this.fontWeight = config.fontWeight;
672
+ if (config.lineHeight !== undefined)
673
+ this.lineHeight = config.lineHeight;
674
+ if (config.maxWidth !== undefined)
675
+ this.maxWidth = config.maxWidth;
676
+ if (config.fixedWidth !== undefined)
677
+ this.fixedWidth = config.fixedWidth;
678
+ if (config.fixedHeight !== undefined)
679
+ this.fixedHeight = config.fixedHeight;
680
+ if (config.paddingX !== undefined)
681
+ this.paddingX = config.paddingX;
682
+ if (config.paddingY !== undefined)
683
+ this.paddingY = config.paddingY;
684
+ if (config.backgroundColor !== undefined)
685
+ this.backgroundColor = config.backgroundColor;
686
+ if (config.borderColor !== undefined)
687
+ this.borderColor = config.borderColor;
688
+ if (config.borderWidth !== undefined)
689
+ this.borderWidth = config.borderWidth;
690
+ if (config.cornerRadius !== undefined)
691
+ this.cornerRadius = config.cornerRadius;
692
+ if (config.strokeColor !== undefined)
693
+ this.strokeColor = config.strokeColor;
694
+ if (config.strokeWidth !== undefined)
695
+ this.strokeWidth = config.strokeWidth;
696
+ if (config.textAlign !== undefined)
697
+ this.textAlign = config.textAlign;
698
+ if (config.align !== undefined)
699
+ this.textAlign = config.align;
700
+ }
701
+ /** @internal */
702
+ ensureMeasured() {
703
+ const nextKey = [
704
+ this.text,
705
+ this.fontFamily,
706
+ this.fontSize,
707
+ this.fontWeight,
708
+ this.lineHeight,
709
+ this.maxWidth,
710
+ this.fixedWidth,
711
+ this.fixedHeight,
712
+ this.paddingX,
713
+ this.paddingY,
714
+ this.borderWidth,
715
+ this.strokeWidth,
716
+ ].join("|");
717
+ if (this._measurementCacheKey === nextKey) {
718
+ return;
719
+ }
720
+ if (typeof document === "undefined") {
721
+ this._measuredWidth = 1;
722
+ this._measuredHeight = 1;
723
+ this._measurementCacheKey = nextKey;
724
+ return;
725
+ }
726
+ if (TextSprite._measurementCanvas === null) {
727
+ TextSprite._measurementCanvas = document.createElement("canvas");
728
+ TextSprite._measurementContext =
729
+ TextSprite._measurementCanvas.getContext("2d");
730
+ }
731
+ const ctx = TextSprite._measurementContext;
732
+ if (!ctx) {
733
+ this._measuredWidth = 1;
734
+ this._measuredHeight = 1;
735
+ this._measurementCacheKey = nextKey;
736
+ return;
737
+ }
738
+ ctx.font = `${this.fontWeight} ${this.fontSize}px ${this.fontFamily}`;
739
+ const lines = this.layoutMeasuredLines(ctx);
740
+ const measuredWidth = Math.max(1, Math.ceil(lines.reduce((maxWidth, line) => Math.max(maxWidth, ctx.measureText(line).width), 0)));
741
+ const lineHeightPx = Math.max(1, Math.ceil(this.fontSize * this.lineHeight));
742
+ const contentHeight = Math.max(1, lineHeightPx * Math.max(lines.length, 1));
743
+ const borderPad = Math.max(0, this.borderWidth) * 2;
744
+ const strokePad = Math.max(0, this.strokeWidth) * 2;
745
+ this._measuredWidth = Math.max(1, Math.ceil(this.fixedWidth > 0
746
+ ? this.fixedWidth
747
+ : measuredWidth + this.paddingX * 2 + borderPad + strokePad));
748
+ this._measuredHeight = Math.max(1, Math.ceil(this.fixedHeight > 0
749
+ ? this.fixedHeight
750
+ : contentHeight + this.paddingY * 2 + borderPad + strokePad));
751
+ this._measurementCacheKey = nextKey;
752
+ }
753
+ /** @internal */
754
+ layoutMeasuredLines(ctx) {
755
+ const rawLines = this.text.split("\n");
756
+ const availableTextWidth = this.getAvailableTextWidth();
757
+ if (availableTextWidth <= 0) {
758
+ return rawLines.length > 0 ? rawLines : [""];
759
+ }
760
+ const wrappedLines = [];
761
+ for (const rawLine of rawLines) {
762
+ const words = rawLine.split(/\s+/).filter((word) => word.length > 0);
763
+ if (words.length === 0) {
764
+ wrappedLines.push("");
765
+ continue;
766
+ }
767
+ let currentLine = words[0];
768
+ for (let i = 1; i < words.length; i++) {
769
+ const candidate = `${currentLine} ${words[i]}`;
770
+ if (ctx.measureText(candidate).width <= availableTextWidth) {
771
+ currentLine = candidate;
772
+ }
773
+ else {
774
+ wrappedLines.push(currentLine);
775
+ currentLine = words[i];
776
+ }
777
+ }
778
+ wrappedLines.push(currentLine);
779
+ }
780
+ return wrappedLines.length > 0 ? wrappedLines : [""];
781
+ }
782
+ /** @internal */
783
+ getAvailableTextWidth() {
784
+ const borderPad = Math.max(0, this.borderWidth) * 2;
785
+ const strokePad = Math.max(0, this.strokeWidth) * 2;
786
+ const limits = [];
787
+ if (this.maxWidth > 0) {
788
+ limits.push(this.maxWidth - this.paddingX * 2 - borderPad - strokePad);
789
+ }
790
+ if (this.fixedWidth > 0) {
791
+ limits.push(this.fixedWidth - this.paddingX * 2 - borderPad - strokePad);
792
+ }
793
+ if (limits.length === 0) {
794
+ return 0;
795
+ }
796
+ return Math.max(1, Math.floor(Math.min(...limits)));
797
+ }
798
+ }
799
+ /** @internal */
800
+ TextSprite._measurementCanvas = null;
801
+ /** @internal */
802
+ TextSprite._measurementContext = null;
803
+ /**
804
+ * A static image-based background layer rendered behind all sprites.
805
+ *
806
+ * Background layers are visual-only: they do not participate in physics,
807
+ * collisions, input hit-testing, or sprite queries.
808
+ *
809
+ * `x` / `y` use **top-left screen-space coordinates**, unlike {@link Sprite},
810
+ * which uses center-based world space.
811
+ *
812
+ * The texture referenced by {@link BackgroundLayer.imageKey} must be registered
813
+ * with {@link Game.loadImage} during {@link Game.onPreload}, or created
814
+ * dynamically with {@link Game.createTexture}.
815
+ *
816
+ * @example
817
+ * ```ts
818
+ * game.onPreload = () => {
819
+ * game.loadImage("sky", "assets/sky.png");
820
+ * };
821
+ *
822
+ * game.onCreate = () => {
823
+ * const bg = game.addBackground(new BackgroundLayer("sky"));
824
+ * bg.fit = "cover";
825
+ * };
826
+ * ```
827
+ */
828
+ export class BackgroundLayer {
829
+ /**
830
+ * Creates a new background layer.
831
+ *
832
+ * @param imageKey - Preloaded image key previously registered with {@link Game.loadImage}.
833
+ * @param x - Destination rectangle left edge in screen space. Default: `0`.
834
+ * @param y - Destination rectangle top edge in screen space. Default: `0`.
835
+ * @param width - Destination rectangle width. `0` means canvas width. Default: `0`.
836
+ * @param height - Destination rectangle height. `0` means canvas height. Default: `0`.
837
+ */
838
+ constructor(imageKey, x = 0, y = 0, width = 0, height = 0) {
839
+ /**
840
+ * Opacity of the layer in range `[0, 1]`.
841
+ */
842
+ this.alpha = 1;
843
+ /**
844
+ * Controls whether the layer is drawn.
845
+ */
846
+ this.visible = true;
847
+ /**
848
+ * Orders background layers relative to each other.
849
+ * Higher values render on top of lower background layers, but still behind sprites.
850
+ */
851
+ this.layer = 0;
852
+ /**
853
+ * How the image is fit inside the destination rectangle.
854
+ * Default: `"cover"`.
855
+ */
856
+ this.fit = "cover";
857
+ /**
858
+ * Optional name, so code can ask a layer what it is. Names may repeat. The
859
+ * engine never reads it. See {@link Sprite.name}.
860
+ */
861
+ this.name = undefined;
862
+ /**
863
+ * Tags for grouping. Empty by default. The engine never reads them. See
864
+ * {@link Sprite.tags}.
865
+ */
866
+ this.tags = [];
867
+ /**
868
+ * The game's own values for this layer. An empty object by default. The
869
+ * engine never reads it. See {@link Sprite.data}.
870
+ */
871
+ this.data = {};
872
+ this.imageKey = imageKey;
873
+ this.x = x;
874
+ this.y = y;
875
+ this.width = width;
876
+ this.height = height;
877
+ }
878
+ }
879
+ /**
880
+ * The objects {@link Game.createObjectList} created, in the order of their
881
+ * data, and searches on them.
882
+ *
883
+ * An `ObjectList` only holds and finds its objects; it never changes them.
884
+ * Remove them through the game, as any other object:
885
+ *
886
+ * ```ts
887
+ * for (const obj of ui.objects) {
888
+ * if (obj instanceof BackgroundLayer) game.destroyBackgroundLayer(obj);
889
+ * else game.destroySprite(obj);
890
+ * }
891
+ * ```
892
+ *
893
+ * Searches read each object's current {@link Sprite.name} and
894
+ * {@link Sprite.tags}. In TypeScript, name the type you expect:
895
+ * `ui.findByName<ImageSprite>("play")`.
896
+ */
897
+ export class ObjectList {
898
+ /** @internal */
899
+ constructor(objects) {
900
+ this.objects = Object.freeze([...objects]);
901
+ }
902
+ /**
903
+ * Returns the first object whose `name` is `name`, in order.
904
+ * Throws an error naming `name` when there is none.
905
+ *
906
+ * @example
907
+ * ```ts
908
+ * const play = ui.findByName("play");
909
+ * ```
910
+ */
911
+ findByName(name) {
912
+ return findFirst(this.objects, (obj) => obj.name === name, `named "${name}"`, "the object list");
913
+ }
914
+ /** Returns every object whose `name` is `name`, in order; an empty list when there is none. */
915
+ findAllByName(name) {
916
+ return this.objects.filter((obj) => obj.name === name);
917
+ }
918
+ /**
919
+ * Returns the first object whose `tags` include `tag`, in order.
920
+ * Throws an error naming `tag` when there is none.
921
+ */
922
+ findByTag(tag) {
923
+ return findFirst(this.objects, (obj) => obj.tags.includes(tag), `tagged "${tag}"`, "the object list");
924
+ }
925
+ /** Returns every object whose `tags` include `tag`, in order; an empty list when there is none. */
926
+ findAllByTag(tag) {
927
+ return this.objects.filter((obj) => obj.tags.includes(tag));
165
928
  }
166
929
  }
930
+ /** The runtime class of each type of design object. */
931
+ const DESIGN_OBJECT_CLASSES = {
932
+ image: ImageSprite,
933
+ emoji: EmojiSprite,
934
+ text: TextSprite,
935
+ background: BackgroundLayer,
936
+ };
937
+ function describeDesignObject(obj) {
938
+ return obj.name === undefined ? `the object ${obj.id}` : `the object "${obj.name}" (${obj.id})`;
939
+ }
940
+ // ---------------------------------------------------------------------------
941
+ // Internal types (not part of the public API declarations)
942
+ // ---------------------------------------------------------------------------
167
943
  // ---------------------------------------------------------------------------
168
944
  // Game
169
945
  // ---------------------------------------------------------------------------
@@ -176,18 +952,88 @@ export class Sprite {
176
952
  *
177
953
  * ---
178
954
  *
955
+ * ## ES Module Only
956
+ *
957
+ * MinimoJS is an **ES module only** package.
958
+ * You must import it with standard ESM syntax such as:
959
+ *
960
+ * ```ts
961
+ * import { Game, EmojiSprite } from "minimojs";
962
+ * ```
963
+ *
964
+ * In the browser, use it from a module script:
965
+ *
966
+ * ```html
967
+ * <script type="module">
968
+ * import { Game, EmojiSprite } from "./dist/minimo.js";
969
+ * </script>
970
+ * ```
971
+ *
972
+ * Or from a CDN:
973
+ *
974
+ * ```ts
975
+ * import { Game, EmojiSprite } from "https://cdn.jsdelivr.net/npm/minimojs@<version>/dist/minimo.js";
976
+ * ```
977
+ *
978
+ * Do NOT use a classic `<script>` tag without `type="module"`.
979
+ * Do NOT expect a global `window.MinimoJS`.
980
+ * Do NOT use `require("minimojs")` (CommonJS is not supported).
981
+ *
982
+ * ---
983
+ *
984
+ * ## Font Setup
985
+ *
986
+ * `drawText()` and `TextSprite` default to `monospace`, which every device
987
+ * has, so a game that names no font downloads none and waits for none. To use
988
+ * a web font, declare it in your page, register it with {@link Game.requireFont}
989
+ * before calling {@link Game.start}, and name it in {@link TextSprite.fontFamily}.
990
+ *
991
+ * Prefer {@link TextSprite} for persistent UI text, interactive labels,
992
+ * buttons, fixed-size text boxes, and styled text elements. Keep
993
+ * `drawText()` for simple screen-space overlays such as HUD counters, debug
994
+ * text, or other text that is redrawn every frame.
995
+ *
996
+ * You MUST still declare the fonts yourself in your `index.html`. MinimoJS
997
+ * does NOT download, inject, or manage web fonts for you. If a font is missing,
998
+ * the browser falls back to `monospace`.
999
+ *
1000
+ * Example `index.html` `<head>` setup:
1001
+ *
1002
+ * ```html
1003
+ * <link rel="preconnect" href="https://fonts.googleapis.com" />
1004
+ * <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
1005
+ * <link
1006
+ * href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap"
1007
+ * rel="stylesheet"
1008
+ * />
1009
+ * ```
1010
+ *
1011
+ * Example custom font registration:
1012
+ *
1013
+ * ```ts
1014
+ * const game = new Game(720, 1280);
1015
+ * game.requireFont('"Bangers"', { weight: "400" });
1016
+ * game.start();
1017
+ * ```
1018
+ *
1019
+ * ---
1020
+ *
179
1021
  * ## Quick Start
180
1022
  *
181
1023
  * ```ts
182
- * import { Game, Sprite } from "https://cdn.jsdelivr.net/npm/minimojs@<version>/dist/minimo.js";
1024
+ * import { Game, ImageSprite } from "https://cdn.jsdelivr.net/npm/minimojs@<version>/dist/minimo.js";
1025
+ *
1026
+ * const game = new Game(720, 1280);
1027
+ *
1028
+ * game.onPreload = () => {
1029
+ * game.loadImage("player", "assets/player.png");
1030
+ * };
183
1031
  *
184
- * const game = new Game(800, 600);
1032
+ * let player: ImageSprite;
185
1033
  *
186
- * const player = new Sprite("🐢");
187
- * player.x = 400;
188
- * player.y = 500;
189
- * player.size = 48;
190
- * game.add(player);
1034
+ * game.onCreate = () => {
1035
+ * player = game.add(new ImageSprite(game, "player", 400, 500));
1036
+ * };
191
1037
  *
192
1038
  * game.onUpdate = (dt) => {
193
1039
  * if (game.isKeyDown("ArrowLeft")) player.vx = -200;
@@ -200,6 +1046,13 @@ export class Sprite {
200
1046
  * game.start();
201
1047
  * ```
202
1048
  *
1049
+ * Prototyping, and have no art yet? Swap the texture for an emoji and drop the
1050
+ * preload entirely — everything else stays the same:
1051
+ *
1052
+ * ```ts
1053
+ * const player = game.add(new EmojiSprite("🐢", 400, 500, 48));
1054
+ * ```
1055
+ *
203
1056
  * ---
204
1057
  *
205
1058
  * ## Engine Philosophy
@@ -213,7 +1066,8 @@ export class Sprite {
213
1066
  * ## Flat API
214
1067
  *
215
1068
  * ALL engine functionality is on the `game` object.
216
- * Do not look for sub-objects like `game.physics`, `game.input`, etc. They do not exist.
1069
+ * Do not look for nested subsystem objects like `game.input.keyboard`,
1070
+ * `game.physics.world`, etc. They do not exist in MinimoJS v1.
217
1071
  *
218
1072
  * ---
219
1073
  *
@@ -224,13 +1078,28 @@ export class Sprite {
224
1078
  *
225
1079
  * ---
226
1080
  *
227
- * ## Emoji-Only Sprites
228
- *
229
- * Every sprite MUST use a single emoji character as its visual representation.
230
- * PNG, SVG, spritesheet, and image sprites are NOT supported.
231
- * Use Unicode emoji: `"🔥"`, `"⭐"`, `"💣"`, `"🐢"`, `"👾"`, `"🧱"`, etc.
232
- * AI agents can also use text-like emojis (regional indicators, symbols, letters)
233
- * to build fun title art, HUD labels, and expressive in-game text.
1081
+ * ## Choosing a Visual Source
1082
+ *
1083
+ * A sprite's look comes from one of four concrete types, all of which extend the
1084
+ * shared abstract {@link Sprite} type. Use `Sprite` as the type in your own
1085
+ * signatures; never construct it directly.
1086
+ *
1087
+ * 1. {@link ImageSprite} — the game's own images, and the first option to reach
1088
+ * for. Register a texture with {@link Game.loadImage} inside
1089
+ * {@link Game.onPreload}, or build one at runtime with
1090
+ * {@link Game.createTexture}, then render it with
1091
+ * `new ImageSprite(game, key, x, y)`. An image looks identical on every
1092
+ * device and belongs to the game.
1093
+ * 2. {@link EmojiSprite} — a single Unicode emoji, and the shortest path to a
1094
+ * first prototype: `new EmojiSprite("🐢", x, y, size)`. Note that an
1095
+ * emoji is drawn with the player's own system emoji font, so the same game
1096
+ * looks different across iOS, Android, and Windows, and a glyph the platform
1097
+ * lacks renders as an empty box. Prefer an image whenever the look matters.
1098
+ * 3. {@link TextSprite} — text, labels, and buttons.
1099
+ * 4. {@link DrawSprite} — procedural Canvas 2D drawing, for shapes and gauges
1100
+ * the other three cannot express cleanly.
1101
+ *
1102
+ * Emoji and images mix freely in one game.
234
1103
  *
235
1104
  * ---
236
1105
  *
@@ -246,7 +1115,7 @@ export class Sprite {
246
1115
  *
247
1116
  * ALL time parameters to engine methods are in **milliseconds (ms)**.
248
1117
  * This includes: {@link Game.addTimer}, {@link Game.animateAlpha},
249
- * {@link Game.animateRotation}, and {@link Game.sound}.
1118
+ * {@link Game.animateRotation}, {@link Game.animateDeform}, and {@link Game.sound}.
250
1119
  *
251
1120
  * The `dt` parameter in {@link Game.onUpdate} is an exception — it is in
252
1121
  * **seconds** for convenient velocity math (`position += velocity * dt`).
@@ -298,10 +1167,10 @@ export class Sprite {
298
1167
  *
299
1168
  * ---
300
1169
  *
301
- * ## Scene Initialization with `onCreate`
1170
+ * ## Scene Initialization with `IScene`
302
1171
  *
303
- * MinimoJS has NO scene system. Use {@link Game.onCreate} to build a scene.
304
- * The engine calls `onCreate`:
1172
+ * MinimoJS supports simple scene objects via {@link IScene}. The engine calls
1173
+ * a scene's `onCreate()`:
305
1174
  * - Once before the first frame (when {@link Game.start} is called).
306
1175
  * - Again after each {@link Game.reset}.
307
1176
  *
@@ -313,29 +1182,42 @@ export class Sprite {
313
1182
  * - Scroll position (scrollX and scrollY reset to 0)
314
1183
  * - Per-frame input state (pressed keys/pointer)
315
1184
  *
316
- * After clearing, `reset()` calls `onCreate()` so your callback can rebuild the
317
- * new scene immediately. Simply re-add sprites and re-register timers.
1185
+ * After clearing, `reset()` calls the active scene's `onCreate()` so it can
1186
+ * rebuild immediately. Simply re-add sprites and re-register timers.
318
1187
  *
319
1188
  * ```ts
320
- * game.onCreate = () => {
321
- * // scene init: add sprites, setup timers
322
- * const skull = new Sprite("💀");
323
- * skull.x = 400; skull.y = 300; skull.size = 96;
324
- * game.add(skull);
325
- * };
1189
+ * class SkullScene implements IScene {
1190
+ * onCreate() {
1191
+ * const skull = new EmojiSprite("💀", 400, 300, 96);
1192
+ * game.add(skull);
1193
+ * }
326
1194
  *
327
- * game.onUpdate = (dt) => {
328
- * // normal per-frame update
329
- * };
1195
+ * onUpdate(dt: number) {
1196
+ * // normal per-frame update
1197
+ * }
1198
+ * }
330
1199
  *
331
- * game.start(); // calls onCreate() once before first frame
1200
+ * const scene = new SkullScene();
1201
+ * game.start(scene); // calls onCreate() once before first frame
332
1202
  * // later:
333
1203
  * game.reset(); // clears + calls onCreate() again
334
1204
  * ```
335
1205
  *
1206
+ * Legacy `game.onCreate` / `game.onUpdate` callbacks still work when no active
1207
+ * {@link IScene} is set.
1208
+ *
1209
+ * ### Loading a Scene's Own Images
1210
+ *
1211
+ * Load images in {@link Game.onPreload}: once, at boot. Only a game with many
1212
+ * scenes that each carry many assets of their own — typically a game with many
1213
+ * levels, whose player does not reach every level in a session — should give
1214
+ * scenes an {@link IScene.onPreload}. Entering such a scene loads its images
1215
+ * first, with the scene being left frozen and dimmed under a progress ring, so `reset()`
1216
+ * and `transitionTo()` may return before the new scene's `onCreate()` runs.
1217
+ *
336
1218
  * ---
337
1219
  *
338
- * ## Sprite Lifecycle Ownership
1220
+ * ## EmojiSprite Lifecycle Ownership
339
1221
  *
340
1222
  * The `Game` instance owns all sprites.
341
1223
  * - Create sprites with {@link Game.add}.
@@ -349,7 +1231,7 @@ export class Sprite {
349
1231
  * ## Forbidden Features
350
1232
  *
351
1233
  * The following do NOT exist in MinimoJS v1. Do NOT attempt to use them:
352
- * - Scene system or scene manager
1234
+ * - Full scene manager architecture (scene stacks, transitions, loaders, etc.)
353
1235
  * - Entity Component System (ECS)
354
1236
  * - Physics engine (no Box2D, Matter.js, etc.)
355
1237
  * - Camera zoom or scale
@@ -357,11 +1239,110 @@ export class Sprite {
357
1239
  * - Text input / HTML form elements
358
1240
  * - Parallax layers
359
1241
  * - Multiple cameras
360
- * - Collision resolution (only detection is supported)
361
- * - Image sprites (PNG, SVG, canvas, etc.)
1242
+ * - Full physics engine (only basic explicit AABB collision helpers are provided)
362
1243
  * - `setTimeout` or `setInterval`
363
1244
  */
364
1245
  export class Game {
1246
+ // -------------------------------------------------------------------------
1247
+ // Public state
1248
+ // -------------------------------------------------------------------------
1249
+ /**
1250
+ * Horizontal gravity acceleration in pixels per second².
1251
+ * Applied to every sprite whose {@link Sprite.gravityScale} is non-zero.
1252
+ * Positive = accelerates right. Typical value for sideways wind: `200`.
1253
+ * Default: `0`.
1254
+ *
1255
+ * @example
1256
+ * ```ts
1257
+ * game.gravityX = 0; // no horizontal gravity
1258
+ * ```
1259
+ */
1260
+ get gravityX() {
1261
+ return this._physicsSystem.gravityX;
1262
+ }
1263
+ set gravityX(value) {
1264
+ this._physicsSystem.gravityX = value;
1265
+ }
1266
+ /**
1267
+ * Vertical gravity acceleration in pixels per second².
1268
+ * Applied to every sprite whose {@link Sprite.gravityScale} is non-zero.
1269
+ * Positive = accelerates downward (canvas Y-axis points down).
1270
+ * Typical value for platformers: `980` (approximately Earth gravity in px/s²).
1271
+ * Default: `0`.
1272
+ *
1273
+ * @example
1274
+ * ```ts
1275
+ * game.gravityY = 980; // standard downward gravity
1276
+ * ```
1277
+ */
1278
+ get gravityY() {
1279
+ return this._physicsSystem.gravityY;
1280
+ }
1281
+ set gravityY(value) {
1282
+ this._physicsSystem.gravityY = value;
1283
+ }
1284
+ /**
1285
+ * Enables the basic collision-resolution helpers (`collide` / `collideAny`).
1286
+ *
1287
+ * When `false` (default), overlap detection still works, but collision
1288
+ * resolution helpers are unavailable.
1289
+ *
1290
+ * Set this to `true` for simple platformer-style collision handling.
1291
+ *
1292
+ * @example
1293
+ * ```ts
1294
+ * game.physics = true;
1295
+ * ```
1296
+ */
1297
+ get physics() {
1298
+ return this._physicsSystem.enabled;
1299
+ }
1300
+ set physics(value) {
1301
+ this._physicsSystem.enabled = value;
1302
+ }
1303
+ /**
1304
+ * Legacy scene creation callback.
1305
+ *
1306
+ * Called once before the first frame on {@link Game.start}, and again after
1307
+ * each {@link Game.reset} when no active {@link IScene} is set.
1308
+ *
1309
+ * @example
1310
+ * ```ts
1311
+ * game.onCreate = () => {
1312
+ * const player = new EmojiSprite("🐢");
1313
+ * player.x = 200;
1314
+ * player.y = 300;
1315
+ * game.add(player);
1316
+ * };
1317
+ * ```
1318
+ */
1319
+ get onCreate() {
1320
+ return this._onCreate;
1321
+ }
1322
+ set onCreate(callback) {
1323
+ this._onCreate = callback;
1324
+ }
1325
+ /**
1326
+ * Currently active scene object, if any.
1327
+ */
1328
+ get currentScene() {
1329
+ return this._currentScene;
1330
+ }
1331
+ /**
1332
+ * Returns `true` while a full-screen scene transition is playing.
1333
+ */
1334
+ get isTransitioning() {
1335
+ return this._transitionSystem.isActive;
1336
+ }
1337
+ /**
1338
+ * Returns `true` while images are loading: at boot, or while a scene with
1339
+ * pending images in its {@link IScene.onPreload} is being entered. While a
1340
+ * scene loads, the scene being left is frozen and `reset()` and
1341
+ * `transitionTo()` are ignored.
1342
+ */
1343
+ get isLoading() {
1344
+ return this._preloadPromise !== null || this._sceneLoad !== null;
1345
+ }
365
1346
  // -------------------------------------------------------------------------
366
1347
  // Constructor
367
1348
  // -------------------------------------------------------------------------
@@ -371,71 +1352,29 @@ export class Game {
371
1352
  * The engine creates its own `<canvas>`, sets its dimensions, and appends it
372
1353
  * to `document.body`. The canvas is automatically centered and responsively
373
1354
  * scaled to use the maximum available viewport space while preserving aspect ratio.
1355
+ * For new mobile-first Minimo Games, prefer a portrait canvas such as `720x1280`.
374
1356
  *
375
- * @param width - Canvas width in pixels. Default: `800`.
376
- * @param height - Canvas height in pixels. Default: `600`.
1357
+ * @param width - Canvas width in pixels. Default: `720`.
1358
+ * @param height - Canvas height in pixels. Default: `1280`.
377
1359
  *
378
1360
  * @throws Error if a 2D context cannot be obtained.
379
1361
  *
380
1362
  * @example
381
1363
  * ```ts
382
- * const game = new Game(800, 600);
1364
+ * const game = new Game(720, 1280);
1365
+ * game.physics = true;
383
1366
  * ```
384
1367
  */
385
- constructor(width = 800, height = 600) {
386
- /** @internal */ this._sprites = [];
387
- /** @internal */ this._timers = [];
388
- /** @internal */ this._animations = [];
389
- /** @internal */ this._textOverlays = [];
390
- /** @internal */ this._timerIdCounter = 0;
391
- /** @internal */ this._keysDown = new Set();
392
- /** @internal */ this._keysPressed = new Set();
393
- /** @internal */ this._pointerDown = false;
394
- /** @internal */ this._pointerPressed = false;
395
- /** @internal */ this._pointerX = 0;
396
- /** @internal */ this._pointerY = 0;
397
- /** @internal */ this._mouseDown = false;
398
- /** @internal */ this._mousePressed = false;
399
- /** @internal */ this._mouseX = 0;
400
- /** @internal */ this._mouseY = 0;
401
- /** @internal */ this._touchPointers = new Map();
402
- /** @internal */ this._primaryTouchId = null;
403
- /** @internal */ this._rafId = null;
404
- /** @internal */ this._lastTimestamp = null;
405
- /** @internal */ this._running = false;
406
- /** @internal */ this._hasCreated = false;
407
- /** @internal */ this._onResize = () => this._applyResponsiveCanvasLayout();
408
- /** @internal */ this._audioCtx = null;
409
- /** @internal */ this._spriteGlyphCache = new Map();
410
- /** @internal */ this._lastAppliedPageBackground = undefined;
411
- // -------------------------------------------------------------------------
412
- // Public state
413
- // -------------------------------------------------------------------------
414
- /**
415
- * Horizontal gravity acceleration in pixels per second².
416
- * Applied to every sprite whose {@link Sprite.gravityScale} is non-zero.
417
- * Positive = accelerates right. Typical value for sideways wind: `200`.
418
- * Default: `0`.
419
- *
420
- * @example
421
- * ```ts
422
- * game.gravityX = 0; // no horizontal gravity
423
- * ```
424
- */
425
- this.gravityX = 0;
426
- /**
427
- * Vertical gravity acceleration in pixels per second².
428
- * Applied to every sprite whose {@link Sprite.gravityScale} is non-zero.
429
- * Positive = accelerates downward (canvas Y-axis points down).
430
- * Typical value for platformers: `980` (approximately Earth gravity in px/s²).
431
- * Default: `0`.
432
- *
433
- * @example
434
- * ```ts
435
- * game.gravityY = 980; // standard downward gravity
436
- * ```
437
- */
438
- this.gravityY = 0;
1368
+ constructor(width = 720, height = 1280) {
1369
+ /** @internal */ this._requiredFonts = new Map();
1370
+ /** @internal */ this._hasAppliedGlobalFontRequirements = false;
1371
+ /** @internal */ this._isRegisteringPreloadAssets = false;
1372
+ /** @internal */ this._hasCompletedPreload = false;
1373
+ /** @internal */ this._preloadPromise = null;
1374
+ /** @internal */ this._sceneLoad = null;
1375
+ /** @internal */ this._onCreate = null;
1376
+ /** @internal */ this._currentScene = null;
1377
+ /** @internal */ this._buildersByTag = new Map();
439
1378
  /**
440
1379
  * Horizontal scroll offset of the world camera, in pixels.
441
1380
  * The canvas viewport is shifted left by `scrollX` — sprites with higher `x`
@@ -480,6 +1419,20 @@ export class Game {
480
1419
  * ```
481
1420
  */
482
1421
  this.backgroundGradient = null;
1422
+ /**
1423
+ * When `true`, MinimoJS draws every sprite's collision body as an overlay.
1424
+ *
1425
+ * This is a runtime debugging aid only. It does not change collisions,
1426
+ * input, rendering order, or physics behavior.
1427
+ */
1428
+ this.debugBodies = false;
1429
+ /**
1430
+ * When `true`, MinimoJS draws every sprite's input area as an overlay.
1431
+ *
1432
+ * This is a runtime debugging aid only. It does not change input behavior,
1433
+ * physics, or rendering.
1434
+ */
1435
+ this.debugInputAreas = false;
483
1436
  /**
484
1437
  * Background color for the full web page (`document.body`).
485
1438
  * Set to any valid CSS color string. Default: `null` (engine leaves page background unchanged).
@@ -493,24 +1446,31 @@ export class Game {
493
1446
  */
494
1447
  this.pageBackground = null;
495
1448
  /**
496
- * Scene creation callback.
1449
+ * Asset registration callback invoked once before the first scene is created.
497
1450
  *
498
- * Called once before the first frame on {@link Game.start}, and again after
499
- * each {@link Game.reset}. Use this to create sprites and timers for a scene.
1451
+ * This is the normal place to load a game's images. Use it to register them
1452
+ * with {@link Game.loadAssets} or {@link Game.loadImage}. The callback is synchronous: it should only
1453
+ * queue assets, not await network work.
1454
+ *
1455
+ * After `onPreload` returns, MinimoJS loads the queued images, together with
1456
+ * those of the first scene's {@link IScene.onPreload} if it has one, and
1457
+ * shows a loading line until they are ready. If any image fails, it asks the
1458
+ * player with `window.confirm` whether to retry them; declining leaves the
1459
+ * game on the loading screen and reports the failed images on the console.
500
1460
  *
501
1461
  * @example
502
1462
  * ```ts
503
- * game.onCreate = () => {
504
- * const player = new Sprite("🐢");
505
- * player.x = 200;
506
- * player.y = 300;
507
- * game.add(player);
1463
+ * game.onPreload = () => {
1464
+ * game.loadImage("sky", "assets/sky.png");
1465
+ * game.loadImage("land", "assets/land.png");
508
1466
  * };
509
1467
  * ```
510
1468
  */
511
- this.onCreate = null;
1469
+ this.onPreload = null;
512
1470
  /**
513
- * Callback invoked once per frame after physics and timer updates.
1471
+ * Legacy per-frame callback invoked after physics and timer updates.
1472
+ *
1473
+ * This is used only when no active {@link IScene} is set.
514
1474
  *
515
1475
  * @param dt - Delta time in **seconds** since the last frame.
516
1476
  * Use this for velocity-based movement: `sprite.x += speed * dt`.
@@ -532,25 +1492,30 @@ export class Game {
532
1492
  this._canvas.style.touchAction = "none";
533
1493
  this._canvas.style.width = `${width}px`;
534
1494
  this._canvas.style.height = `${height}px`;
535
- const mountCanvas = () => {
536
- if (document.body && !this._canvas.isConnected) {
537
- document.body.appendChild(this._canvas);
538
- }
539
- this._applyResponsiveCanvasLayout();
540
- };
541
- if (document.body) {
542
- mountCanvas();
543
- }
544
- else {
545
- window.addEventListener("DOMContentLoaded", mountCanvas, { once: true });
546
- }
547
- window.addEventListener("resize", this._onResize);
1495
+ this._canvasSystem = new CanvasSystem(this._canvas);
1496
+ this._canvasSystem.initialize();
548
1497
  const ctx = this._canvas.getContext("2d");
549
1498
  if (!ctx) {
550
1499
  throw new Error("MinimoJS: Could not acquire a 2D rendering context.");
551
1500
  }
552
1501
  this._ctx = ctx;
553
- this._bindInputEvents();
1502
+ this._timerSystem = new TimerSystem();
1503
+ this._animationSystem = new AnimationSystem();
1504
+ this._physicsSystem = new PhysicsSystem();
1505
+ this._spriteSystem = new SpriteSystem(this._animationSystem, this);
1506
+ this._backgroundSystem = new BackgroundSystem();
1507
+ this._assetSystem = new AssetSystem();
1508
+ this._inputSystem = new InputSystem(this, this._canvas);
1509
+ this._soundSystem = new SoundSystem();
1510
+ this._textSystem = new TextSystem();
1511
+ this._renderSystem = new RenderSystem();
1512
+ this._explosionSystem = new ExplosionSystem();
1513
+ this._trailSystem = new TrailSystem();
1514
+ this._transitionSystem = new TransitionSystem();
1515
+ this._loopSystem = new LoopSystem(this._onLoopFrameCallback.bind(this));
1516
+ this._loopSystem.onCreate = this._invokeCreate.bind(this);
1517
+ this._inputSystem.bindInputEvents();
1518
+ this.applyGlobalFontRequirements();
554
1519
  }
555
1520
  // -------------------------------------------------------------------------
556
1521
  // Canvas dimensions (read-only)
@@ -572,9 +1537,14 @@ export class Game {
572
1537
  * in pixels. Updated every `mousemove` / `touchmove` event.
573
1538
  * `(0, 0)` is the top-left corner of the canvas.
574
1539
  * To convert to world space: `worldX = game.pointerX + game.scrollX`.
1540
+ *
1541
+ * On a touch screen the pointer is one finger: the first to touch while no
1542
+ * finger is followed. Other fingers never move it, and when the followed
1543
+ * finger lifts, the pointer stays where it left the screen even if others
1544
+ * are still down. Use {@link Game.getPointers} to follow several fingers.
575
1545
  */
576
1546
  get pointerX() {
577
- return this._pointerX;
1547
+ return this._inputSystem.pointerX;
578
1548
  }
579
1549
  /**
580
1550
  * Current pointer (mouse or touch) Y position in **canvas/screen space**,
@@ -583,21 +1553,23 @@ export class Game {
583
1553
  * To convert to world space: `worldY = game.pointerY + game.scrollY`.
584
1554
  */
585
1555
  get pointerY() {
586
- return this._pointerY;
1556
+ return this._inputSystem.pointerY;
587
1557
  }
588
1558
  // -------------------------------------------------------------------------
589
- // Sprite management
1559
+ // EmojiSprite management
590
1560
  // -------------------------------------------------------------------------
591
1561
  /**
592
1562
  * Registers a {@link Sprite} (or subclass instance) with the engine.
593
- * After calling `add`, the sprite is rendered and receives physics updates
594
- * every frame until {@link Game.destroySprite} or {@link Game.reset} is called.
1563
+ *
1564
+ * After calling `add`, the sprite is rendered and, if dynamic
1565
+ * (`isStatic = false`), receives built-in velocity/gravity integration every
1566
+ * frame until {@link Game.destroySprite} or {@link Game.reset} is called.
595
1567
  *
596
1568
  * **Ownership:** The game instance takes ownership of the sprite from this
597
1569
  * point forward. It will appear in {@link Game.getSprites} on the same frame.
598
1570
  *
599
1571
  * **Subclasses:** Any class that extends {@link Sprite} can be passed here.
600
- * The engine stores and processes it as a `Sprite`; your custom properties
1572
+ * The engine stores and processes it as a live sprite; your custom properties
601
1573
  * are preserved on the instance.
602
1574
  *
603
1575
  * @param sprite - A {@link Sprite} instance (or subclass) to add.
@@ -606,24 +1578,39 @@ export class Game {
606
1578
  * @example
607
1579
  * ```ts
608
1580
  * // Plain sprite
609
- * const coin = new Sprite("🪙");
610
- * coin.x = 300; coin.y = 200; coin.size = 32;
1581
+ * const coin = new EmojiSprite("🪙", 300, 200, 32);
611
1582
  * game.add(coin);
612
1583
  *
613
1584
  * // Custom subclass
614
- * class Enemy extends Sprite {
1585
+ * class Enemy extends EmojiSprite {
615
1586
  * speed = 150;
616
1587
  * constructor(x: number, y: number) {
617
- * super("👾");
618
- * this.x = x; this.y = y; this.size = 40;
1588
+ * super("👾", x, y, 40);
1589
+ * }
619
1590
  * }
620
- * }
621
1591
  * const enemy = game.add(new Enemy(600, 100));
622
1592
  * ```
623
1593
  */
624
1594
  add(sprite) {
625
- this._sprites.push(sprite);
626
- return sprite;
1595
+ return this._spriteSystem.add(sprite);
1596
+ }
1597
+ /**
1598
+ * Registers a {@link BackgroundLayer} with the engine.
1599
+ *
1600
+ * Background layers are rendered behind all sprites and are not affected by
1601
+ * physics, collisions, or sprite queries.
1602
+ *
1603
+ * @param layer - The background layer to add.
1604
+ * @returns The same background layer instance.
1605
+ *
1606
+ * @example
1607
+ * ```ts
1608
+ * const sky = game.addBackground(new BackgroundLayer("sky"));
1609
+ * sky.fit = "cover";
1610
+ * ```
1611
+ */
1612
+ addBackground(layer) {
1613
+ return this._backgroundSystem.add(layer);
627
1614
  }
628
1615
  /**
629
1616
  * Removes a sprite from the engine, stopping its rendering and physics updates.
@@ -643,10 +1630,18 @@ export class Game {
643
1630
  * ```
644
1631
  */
645
1632
  destroySprite(sprite) {
646
- const idx = this._sprites.indexOf(sprite);
647
- if (idx !== -1)
648
- this._sprites.splice(idx, 1);
649
- this._animations = this._animations.filter((a) => a.sprite !== sprite);
1633
+ this._trailSystem.clearSpriteTrails(sprite);
1634
+ this._spriteSystem.destroySprite(sprite);
1635
+ }
1636
+ /**
1637
+ * Removes a background layer from the engine.
1638
+ *
1639
+ * If the layer is not currently registered, this is a safe no-op.
1640
+ *
1641
+ * @param layer - The background layer to remove.
1642
+ */
1643
+ destroyBackgroundLayer(layer) {
1644
+ this._backgroundSystem.destroyLayer(layer);
650
1645
  }
651
1646
  /**
652
1647
  * Returns a **read-only snapshot** of all currently active sprites.
@@ -664,7 +1659,327 @@ export class Game {
664
1659
  * ```
665
1660
  */
666
1661
  getSprites() {
667
- return [...this._sprites];
1662
+ return this._spriteSystem.getSprites();
1663
+ }
1664
+ /**
1665
+ * Returns a read-only snapshot of all active background layers.
1666
+ *
1667
+ * Background layers are returned in creation order within each layer value.
1668
+ */
1669
+ getBackgroundLayers() {
1670
+ return this._backgroundSystem.getLayers();
1671
+ }
1672
+ // -------------------------------------------------------------------------
1673
+ // Assets
1674
+ // -------------------------------------------------------------------------
1675
+ /**
1676
+ * Queues an image to be loaded during {@link Game.onPreload}.
1677
+ *
1678
+ * This method registers the asset only. The actual network/image fetch begins
1679
+ * after `onPreload` returns and is managed automatically by the engine.
1680
+ *
1681
+ * `loadImage` may only be called from within {@link Game.onPreload} or a
1682
+ * scene's {@link IScene.onPreload}.
1683
+ *
1684
+ * @param key - Stable key used later by {@link BackgroundLayer.imageKey} or {@link Game.getImage}.
1685
+ * @param src - Image URL or relative path.
1686
+ *
1687
+ * @example
1688
+ * ```ts
1689
+ * game.onPreload = () => {
1690
+ * game.loadImage("sky", "assets/sky.png");
1691
+ * };
1692
+ * ```
1693
+ */
1694
+ loadImage(key, src) {
1695
+ if (!this._isRegisteringPreloadAssets) {
1696
+ throw new Error("MinimoJS: loadImage() may only be called inside game.onPreload or a scene's onPreload().");
1697
+ }
1698
+ this._assetSystem.queueImage(key, src);
1699
+ }
1700
+ /**
1701
+ * Queues every asset an asset file declares, as one {@link Game.loadImage}
1702
+ * call per `image` entry would.
1703
+ *
1704
+ * Pass the content of a `*.assets.json` file, obtained by JSON import. The
1705
+ * file is checked with {@link parseAssetFile}, and an invalid one throws an
1706
+ * error naming what is wrong. Like `loadImage`, `loadAssets` may only be
1707
+ * called from within {@link Game.onPreload} or a scene's
1708
+ * {@link IScene.onPreload}.
1709
+ *
1710
+ * - Keys are unique in the whole game. A key that another asset file
1711
+ * declares, or that {@link Game.loadImage} or {@link Game.createTexture}
1712
+ * registered, throws an error naming it, and so does a later
1713
+ * `loadImage` or `createTexture` of a key an asset file declares.
1714
+ * - Loading the same file again, as a scene's `onPreload()` does each time
1715
+ * the scene is entered, queues only its images that are not loaded.
1716
+ * - An entry of a type this engine does not support is skipped, with a
1717
+ * console warning naming it, so the game still loads every asset it can.
1718
+ *
1719
+ * @param assets - The content of a `*.assets.json` file. See {@link AssetFile}.
1720
+ *
1721
+ * @example
1722
+ * ```ts
1723
+ * import common from "./common.assets.json" with { type: "json" };
1724
+ *
1725
+ * game.onPreload = () => game.loadAssets(common);
1726
+ * ```
1727
+ */
1728
+ loadAssets(assets) {
1729
+ if (!this._isRegisteringPreloadAssets) {
1730
+ throw new Error("MinimoJS: loadAssets() may only be called inside game.onPreload or a scene's onPreload().");
1731
+ }
1732
+ const file = parseAssetFile(assets);
1733
+ const isFirstLoad = this._assetSystem.registerAssetFile(file, assets);
1734
+ if (!isFirstLoad)
1735
+ return;
1736
+ for (const entry of file.assets) {
1737
+ if (entry.type !== "image") {
1738
+ console.warn(`MinimoJS: Skipped the asset "${entry.key}", whose type "${entry.type}" this version of MinimoJS does not support.`);
1739
+ }
1740
+ }
1741
+ }
1742
+ /**
1743
+ * Creates a dynamic texture immediately and registers it under a stable key.
1744
+ *
1745
+ * Unlike {@link Game.loadImage}, this does not require {@link Game.onPreload}.
1746
+ * The `painter` callback receives a fresh offscreen canvas and should draw the
1747
+ * full texture contents into it.
1748
+ *
1749
+ * The resulting texture can be used anywhere a normal image key is accepted,
1750
+ * including {@link ImageSprite}, background layers, and optional modules.
1751
+ *
1752
+ * @param key - Stable texture key used later by sprites and render helpers.
1753
+ * @param width - Texture width in pixels. Minimum `1`.
1754
+ * @param height - Texture height in pixels. Minimum `1`.
1755
+ * @param painter - Function that paints into the offscreen texture canvas.
1756
+ *
1757
+ * @example
1758
+ * ```ts
1759
+ * game.createTexture("checkpoint", 128, 64, (ctx, canvas) => {
1760
+ * ctx.fillStyle = "#101820";
1761
+ * ctx.fillRect(0, 0, canvas.width, canvas.height);
1762
+ * ctx.fillStyle = "#ffd54f";
1763
+ * ctx.fillRect(8, 8, canvas.width - 16, canvas.height - 16);
1764
+ * });
1765
+ * ```
1766
+ */
1767
+ createTexture(key, width, height, painter) {
1768
+ return this._assetSystem.createTexture(key, width, height, painter);
1769
+ }
1770
+ /**
1771
+ * Returns a loaded image or created texture previously registered with
1772
+ * {@link Game.loadImage} or {@link Game.createTexture}, or `undefined` if it
1773
+ * is not available.
1774
+ */
1775
+ getImage(key) {
1776
+ return this._assetSystem.getImage(key);
1777
+ }
1778
+ /** @internal */
1779
+ getImageVersion(key) {
1780
+ return this._assetSystem.getImageVersion(key);
1781
+ }
1782
+ /**
1783
+ * Returns `true` if a texture key is available.
1784
+ */
1785
+ hasImage(key) {
1786
+ return this._assetSystem.hasImage(key);
1787
+ }
1788
+ // -------------------------------------------------------------------------
1789
+ // Designs
1790
+ // -------------------------------------------------------------------------
1791
+ /**
1792
+ * Creates one runtime object from object data, such as a template found in
1793
+ * a {@link Design}, and adds it to the game.
1794
+ *
1795
+ * The object is built through the same public constructors and
1796
+ * {@link Game.add} or {@link Game.addBackground} that code uses, so it
1797
+ * behaves as the equivalent code. Its type picks its class: `image` builds
1798
+ * an {@link ImageSprite}, `emoji` an {@link EmojiSprite}, `text` a
1799
+ * {@link TextSprite}, and `background` a {@link BackgroundLayer}, unless a
1800
+ * builder registered with {@link Game.registerBuilderByTag} matches one of
1801
+ * its tags. Then every property the data holds is applied, including
1802
+ * `name`, `tags`, and a copy of `data`.
1803
+ *
1804
+ * Each call creates a new object, so one template can be created any number
1805
+ * of times. Set its position afterwards to place it; the object is never
1806
+ * drawn at the template's position.
1807
+ *
1808
+ * Throws an error naming what is wrong when the data is not a valid design
1809
+ * object, or naming the key when it uses an image key that is not loaded.
1810
+ *
1811
+ * @param data - One design object, such as `design.findByName("player")`. Not a `Design`.
1812
+ * @param options - `add: false` creates the object without adding it to the game. Default: added.
1813
+ * @returns The created object. In TypeScript, name its type: `game.createObject<ImageSprite>(data)`.
1814
+ *
1815
+ * @example
1816
+ * ```ts
1817
+ * import charactersJson from "./characters.design.json" with { type: "json" };
1818
+ * const characters = new Design(charactersJson);
1819
+ *
1820
+ * const bat = game.createObject(characters.findByName("bat"));
1821
+ * bat.x = spawn.x;
1822
+ * bat.y = spawn.y;
1823
+ * ```
1824
+ */
1825
+ createObject(data, options = {}) {
1826
+ if (data instanceof Design) {
1827
+ throw new Error("MinimoJS: createObject() takes one object's data, not a Design. Pass a search's result, such as design.findByName(\"player\"), or use createObjectList(design.objects).");
1828
+ }
1829
+ const obj = parseDesignObject(data, "the object", "design object");
1830
+ this._assertDesignImageLoaded(obj);
1831
+ const created = this._buildDesignObject(obj);
1832
+ if (options.add !== false)
1833
+ this._addDesignObject(created);
1834
+ return created;
1835
+ }
1836
+ /**
1837
+ * Creates a runtime object from each object data, in order, and adds them
1838
+ * to the game, as {@link Game.createObject} does for one. Objects in the
1839
+ * same layer draw in the order of the data.
1840
+ *
1841
+ * Every object is checked before any is created, so invalid data or an
1842
+ * image key that is not loaded creates nothing.
1843
+ *
1844
+ * @param objects - Object data, such as `design.objects` or `design.findAllByTag("enemy")`. Not a `Design`.
1845
+ * @param options - `add: false` creates the objects without adding them to the game. Default: added.
1846
+ * @returns An {@link ObjectList} of the created objects, to find them by name or tag.
1847
+ *
1848
+ * @example
1849
+ * ```ts
1850
+ * import menuJson from "./menu.design.json" with { type: "json" };
1851
+ * const menu = new Design(menuJson);
1852
+ *
1853
+ * class MenuScene {
1854
+ * onCreate() {
1855
+ * const ui = game.createObjectList(menu.objects);
1856
+ * this.play = ui.findByName("play");
1857
+ * }
1858
+ * onUpdate() {
1859
+ * if (game.isPointerPressedOverSprite(this.play)) start(this.play.data.action);
1860
+ * }
1861
+ * }
1862
+ * ```
1863
+ */
1864
+ createObjectList(objects, options = {}) {
1865
+ if (!Array.isArray(objects)) {
1866
+ throw new Error("MinimoJS: createObjectList() takes a list of object data, such as design.objects or design.findAllByTag(\"enemy\").");
1867
+ }
1868
+ const parsed = objects.map((data, index) => parseDesignObject(data, `objects[${index}]`, "design object"));
1869
+ for (const obj of parsed)
1870
+ this._assertDesignImageLoaded(obj);
1871
+ const created = parsed.map((obj) => this._buildDesignObject(obj));
1872
+ if (options.add !== false) {
1873
+ for (const obj of created)
1874
+ this._addDesignObject(obj);
1875
+ }
1876
+ return new ObjectList(created);
1877
+ }
1878
+ /**
1879
+ * Makes {@link Game.createObject} and {@link Game.createObjectList} build
1880
+ * the design objects tagged `tag` with `builder`, such as an `Enemy` class
1881
+ * of the game's own.
1882
+ *
1883
+ * - The builder returns an instance of the object's type class or a
1884
+ * subclass of it: {@link ImageSprite} for `image`, {@link EmojiSprite} for
1885
+ * `emoji`, {@link TextSprite} for `text`, and {@link BackgroundLayer} for
1886
+ * `background`. Anything else throws an error naming the object.
1887
+ * - The engine then applies every property the data holds, so the file wins
1888
+ * over the constructor. Properties the data omits keep what the builder set.
1889
+ * An `emoji` object's `size` cannot be changed after construction, so a
1890
+ * builder must pass it on, or the creation throws.
1891
+ * - An object matching the builders of two of its tags throws an error
1892
+ * naming the object and both tags.
1893
+ * - Builders are scene state: {@link Game.reset} clears them, as it clears
1894
+ * timers, so each scene registers its own in `onCreate()`.
1895
+ *
1896
+ * @param tag - The tag whose objects the builder builds.
1897
+ * @param builder - Receives the object's data and the game, and returns the object, not yet added.
1898
+ *
1899
+ * @example
1900
+ * ```ts
1901
+ * class Enemy extends ImageSprite {
1902
+ * update(dt) { this.x += this.data.speed * dt; }
1903
+ * }
1904
+ *
1905
+ * class Level1Scene {
1906
+ * onCreate() {
1907
+ * game.registerBuilderByTag("enemy", (obj, game) => new Enemy(game, obj.imageKey));
1908
+ * this.enemies = game.createObjectList(level1.findAllByTag("enemy")).objects;
1909
+ * }
1910
+ * }
1911
+ * ```
1912
+ */
1913
+ registerBuilderByTag(tag, builder) {
1914
+ if (typeof tag !== "string" || tag.length === 0) {
1915
+ throw new Error("MinimoJS: registerBuilderByTag() requires a non-empty tag.");
1916
+ }
1917
+ if (typeof builder !== "function") {
1918
+ throw new Error(`MinimoJS: registerBuilderByTag("${tag}") requires a builder function.`);
1919
+ }
1920
+ if (this._buildersByTag.has(tag)) {
1921
+ throw new Error(`MinimoJS: A builder is already registered for the tag "${tag}". game.reset() clears builders, so register each in a scene's onCreate().`);
1922
+ }
1923
+ this._buildersByTag.set(tag, builder);
1924
+ }
1925
+ /** @internal */
1926
+ _assertDesignImageLoaded(obj) {
1927
+ if ((obj.type === "image" || obj.type === "background") && !this.hasImage(obj.imageKey)) {
1928
+ throw new Error(`MinimoJS: ${describeDesignObject(obj)} uses the image key "${obj.imageKey}", which is not loaded. Declare it in an asset file and load that file with game.loadAssets() in an onPreload hook.`);
1929
+ }
1930
+ }
1931
+ /** @internal */
1932
+ _buildDesignObject(obj) {
1933
+ const matchingTags = [...new Set(obj.tags ?? [])].filter((tag) => this._buildersByTag.has(tag));
1934
+ if (matchingTags.length > 1) {
1935
+ throw new Error(`MinimoJS: ${describeDesignObject(obj)} matches the builders of two of its tags, "${matchingTags[0]}" and "${matchingTags[1]}". An object may match at most one builder.`);
1936
+ }
1937
+ const tag = matchingTags[0];
1938
+ const builder = tag === undefined ? undefined : this._buildersByTag.get(tag);
1939
+ let created;
1940
+ if (builder === undefined) {
1941
+ created =
1942
+ obj.type === "image"
1943
+ ? new ImageSprite(this, obj.imageKey)
1944
+ : obj.type === "emoji"
1945
+ ? new EmojiSprite(obj.sprite, 0, 0, obj.size)
1946
+ : obj.type === "text"
1947
+ ? new TextSprite(obj.text, 0, 0, obj.fontSize)
1948
+ : new BackgroundLayer(obj.imageKey);
1949
+ }
1950
+ else {
1951
+ created = builder(obj, this);
1952
+ const expected = DESIGN_OBJECT_CLASSES[obj.type];
1953
+ if (!(created instanceof expected)) {
1954
+ throw new Error(`MinimoJS: The builder for the tag "${tag}" did not return an instance of ${expected.name} or of a subclass of it for ${describeDesignObject(obj)}, whose type is "${obj.type}".`);
1955
+ }
1956
+ if (obj.type === "emoji" && obj.size !== undefined && created.size !== obj.size) {
1957
+ throw new Error(`MinimoJS: The builder for the tag "${tag}" built ${describeDesignObject(obj)} with the size ${created.size}, but its data says ${obj.size}. An EmojiSprite's size is set only by its constructor, so pass obj.size to it.`);
1958
+ }
1959
+ }
1960
+ const target = created;
1961
+ for (const [field, value] of Object.entries(obj)) {
1962
+ if (field === "id" || field === "type")
1963
+ continue;
1964
+ if (field === "size" && created instanceof EmojiSprite)
1965
+ continue;
1966
+ if (field === "imageKey" && created instanceof ImageSprite) {
1967
+ created.setTexture(value);
1968
+ continue;
1969
+ }
1970
+ target[field] = value;
1971
+ }
1972
+ return created;
1973
+ }
1974
+ /** @internal */
1975
+ _addDesignObject(obj) {
1976
+ if (obj instanceof BackgroundLayer) {
1977
+ if (!this._backgroundSystem.getMutableLayers().includes(obj))
1978
+ this.addBackground(obj);
1979
+ }
1980
+ else if (!this._spriteSystem.getMutableSprites().includes(obj)) {
1981
+ this.add(obj);
1982
+ }
668
1983
  }
669
1984
  // -------------------------------------------------------------------------
670
1985
  // Collision
@@ -674,10 +1989,10 @@ export class Game {
674
1989
  * collision detection.
675
1990
  *
676
1991
  * Each sprite's bounding box is a square centered at `(x, y)` with side
677
- * length `size`. Rotation is **ignored** — the box is always axis-aligned.
1992
+ * length `displaySize`. Rotation is **ignored** — the box is always axis-aligned.
678
1993
  *
679
1994
  * **No collision resolution is performed.** This method is detection-only.
680
- * If you need bounce or push-apart behavior, implement it in `onUpdate`.
1995
+ * Use {@link Game.collide} for the engine's basic explicit push-out helper.
681
1996
  *
682
1997
  * @param a - First sprite.
683
1998
  * @param b - Second sprite.
@@ -691,10 +2006,7 @@ export class Game {
691
2006
  * ```
692
2007
  */
693
2008
  overlap(a, b) {
694
- const halfA = a.size / 2;
695
- const halfB = b.size / 2;
696
- return (Math.abs(a.x - b.x) < halfA + halfB &&
697
- Math.abs(a.y - b.y) < halfA + halfB);
2009
+ return this._physicsSystem.overlap(a, b);
698
2010
  }
699
2011
  /**
700
2012
  * Tests for any overlap between two groups of sprites.
@@ -706,7 +2018,7 @@ export class Game {
706
2018
  *
707
2019
  * @param listA - First group of sprites.
708
2020
  * @param listB - Second group of sprites. May share sprites with `listA`.
709
- * @returns A `[Sprite, Sprite]` tuple of the first overlapping pair,
2021
+ * @returns A `[EmojiSprite, EmojiSprite]` tuple of the first overlapping pair,
710
2022
  * or `null` if no pair overlaps.
711
2023
  *
712
2024
  * @example
@@ -720,13 +2032,62 @@ export class Game {
720
2032
  * ```
721
2033
  */
722
2034
  overlapAny(listA, listB) {
723
- for (const a of listA) {
724
- for (const b of listB) {
725
- if (this.overlap(a, b))
726
- return [a, b];
727
- }
728
- }
729
- return null;
2035
+ return this._physicsSystem.overlapAny(listA, listB);
2036
+ }
2037
+ /**
2038
+ * Tests and resolves a basic AABB collision between two sprites.
2039
+ *
2040
+ * This helper is intended for simple platformer-style collision response.
2041
+ * It uses the same axis-aligned square bounds as {@link Game.overlap}, but
2042
+ * additionally pushes one sprite out of the collision and zeroes velocity on
2043
+ * the resolved axis.
2044
+ *
2045
+ * **Resolution rules:**
2046
+ * - If the first sprite is dynamic (`isStatic = false`), the first sprite is resolved.
2047
+ * - Otherwise, if the second sprite is dynamic, the second sprite is resolved.
2048
+ * - If both sprites are static, collision is reported but no movement occurs.
2049
+ *
2050
+ * The returned flags are always reported relative to the **first** sprite.
2051
+ *
2052
+ * @param a - First sprite. Usually the moving actor (for example, the player).
2053
+ * @param b - Second sprite. Usually a static obstacle or platform.
2054
+ * @returns Collision details, or `null` if the sprites do not overlap.
2055
+ * @throws Error if the game's physics helpers are not enabled.
2056
+ *
2057
+ * @example
2058
+ * ```ts
2059
+ * const hit = game.collide(player, floorTile);
2060
+ * if (hit?.grounded) {
2061
+ * canJump = true;
2062
+ * }
2063
+ * ```
2064
+ */
2065
+ collide(a, b) {
2066
+ return this._physicsSystem.collide(a, b);
2067
+ }
2068
+ /**
2069
+ * Tests and resolves the first collision found between two groups of sprites.
2070
+ *
2071
+ * This behaves like {@link Game.overlapAny}, but uses the explicit collision
2072
+ * rules from {@link Game.collide} and returns the collision details as the
2073
+ * third tuple item.
2074
+ *
2075
+ * @param listA - First group of sprites.
2076
+ * @param listB - Second group of sprites.
2077
+ * @returns A `[EmojiSprite, EmojiSprite, CollisionInfo]` tuple for the first collision found,
2078
+ * or `null` if no pair overlaps.
2079
+ * @throws Error if the game's physics helpers are not enabled.
2080
+ *
2081
+ * @example
2082
+ * ```ts
2083
+ * const hit = game.collideAny([player], floorTiles);
2084
+ * if (hit?.[2].grounded) {
2085
+ * canJump = true;
2086
+ * }
2087
+ * ```
2088
+ */
2089
+ collideAny(listA, listB) {
2090
+ return this._physicsSystem.collideAny(listA, listB);
730
2091
  }
731
2092
  // -------------------------------------------------------------------------
732
2093
  // Input — Keyboard
@@ -750,7 +2111,7 @@ export class Game {
750
2111
  * ```
751
2112
  */
752
2113
  isKeyDown(key) {
753
- return this._keysDown.has(key);
2114
+ return this._inputSystem.isKeyDown(key);
754
2115
  }
755
2116
  /**
756
2117
  * Returns `true` only on the **single frame** the key was first pressed.
@@ -768,7 +2129,7 @@ export class Game {
768
2129
  * ```
769
2130
  */
770
2131
  isKeyPressed(key) {
771
- return this._keysPressed.has(key);
2132
+ return this._inputSystem.isKeyPressed(key);
772
2133
  }
773
2134
  // -------------------------------------------------------------------------
774
2135
  // Input — Pointer (mouse / touch)
@@ -778,6 +2139,8 @@ export class Game {
778
2139
  * Use this for continuous pointer actions.
779
2140
  *
780
2141
  * **Hold behavior:** returns `true` every frame from press until release.
2142
+ * On a touch screen it follows one finger, as {@link Game.pointerX} does,
2143
+ * so it turns `false` when that finger lifts, even if another is down.
781
2144
  *
782
2145
  * @returns `true` if the pointer is currently pressed.
783
2146
  *
@@ -787,7 +2150,7 @@ export class Game {
787
2150
  * ```
788
2151
  */
789
2152
  isPointerDown() {
790
- return this._pointerDown;
2153
+ return this._inputSystem.isPointerDown();
791
2154
  }
792
2155
  /**
793
2156
  * Returns `true` only on the **single frame** the pointer was first pressed.
@@ -804,82 +2167,68 @@ export class Game {
804
2167
  * ```
805
2168
  */
806
2169
  isPointerPressed() {
807
- return this._pointerPressed;
2170
+ return this._inputSystem.isPointerPressed();
2171
+ }
2172
+ /**
2173
+ * True on the frame the primary touch ended in a `touchcancel` rather than
2174
+ * lifting, so a module can drop the gesture instead of reading it as a tap.
2175
+ *
2176
+ * @internal
2177
+ */
2178
+ isPointerCancelled() {
2179
+ return this._inputSystem.isPointerCancelled();
808
2180
  }
809
2181
  /**
810
2182
  * Returns `true` while any active pointer is held down over the target sprite.
811
2183
  * Works with both mouse input and multiple simultaneous touches.
812
2184
  *
813
- * Pointer hit testing uses a circular area centered on the sprite. The radius
814
- * is `sprite.size * radiusScale`. World-space sprites are tested against the
815
- * current camera scroll. HUD sprites with `ignoreScroll = true` are tested in
816
- * screen space.
2185
+ * Pointer hit testing uses the sprite's exact displayed rectangular bounds.
2186
+ * World-space sprites are tested against the current camera scroll. HUD
2187
+ * sprites with `ignoreScroll = true` are tested in screen space. For
2188
+ * anchored {@link TextSprite} instances, the engine first resolves
2189
+ * `anchorX` / `anchorY` into the final rendered center, then tests against
2190
+ * that rectangle.
817
2191
  *
818
2192
  * Use this for continuous virtual buttons such as touch movement controls.
819
2193
  *
820
2194
  * @param sprite - Target sprite to test. If `null` / `undefined`, returns `false`.
821
- * @param radiusScale - Multiplier applied to `sprite.size` to define the hit radius.
822
- * Default: `0.5`.
823
2195
  * @returns `true` if any currently held pointer overlaps the sprite hit area.
824
2196
  *
825
2197
  * @example
826
2198
  * ```ts
827
- * if (game.isPointerDownOverSprite(leftButton, 0.72)) {
2199
+ * if (game.isPointerDownOverSprite(leftButton)) {
828
2200
  * player.x -= 200 * dt;
829
2201
  * }
830
2202
  * ```
831
2203
  */
832
- isPointerDownOverSprite(sprite, radiusScale = 0.5) {
833
- if (!sprite)
834
- return false;
835
- if (this._mouseDown &&
836
- this._isScreenPointOverSprite(this._mouseX, this._mouseY, sprite, radiusScale)) {
837
- return true;
838
- }
839
- for (const pointer of this._touchPointers.values()) {
840
- if (this._isScreenPointOverSprite(pointer.x, pointer.y, sprite, radiusScale)) {
841
- return true;
842
- }
843
- }
844
- return false;
2204
+ isPointerDownOverSprite(sprite) {
2205
+ return this._inputSystem.isPointerDownOverSprite(sprite);
845
2206
  }
846
2207
  /**
847
2208
  * Returns `true` only on the frame any pointer first pressed over the target
848
2209
  * sprite. Works with both mouse input and multiple simultaneous touches.
849
2210
  *
850
- * Pointer hit testing uses a circular area centered on the sprite. The radius
851
- * is `sprite.size * radiusScale`. World-space sprites are tested against the
852
- * current camera scroll. HUD sprites with `ignoreScroll = true` are tested in
853
- * screen space.
2211
+ * Pointer hit testing uses the sprite's exact displayed rectangular bounds.
2212
+ * World-space sprites are tested against the current camera scroll. HUD
2213
+ * sprites with `ignoreScroll = true` are tested in screen space. For
2214
+ * anchored {@link TextSprite} instances, the engine first resolves
2215
+ * `anchorX` / `anchorY` into the final rendered center, then tests against
2216
+ * that rectangle.
854
2217
  *
855
2218
  * Use this for one-shot virtual buttons such as menu taps.
856
2219
  *
857
2220
  * @param sprite - Target sprite to test. If `null` / `undefined`, returns `false`.
858
- * @param radiusScale - Multiplier applied to `sprite.size` to define the hit radius.
859
- * Default: `0.5`.
860
2221
  * @returns `true` if any pointer began pressing this frame over the sprite hit area.
861
2222
  *
862
2223
  * @example
863
2224
  * ```ts
864
- * if (game.isPointerPressedOverSprite(startButton, 0.8)) {
2225
+ * if (game.isPointerPressedOverSprite(startButton)) {
865
2226
  * startGame();
866
2227
  * }
867
2228
  * ```
868
2229
  */
869
- isPointerPressedOverSprite(sprite, radiusScale = 0.5) {
870
- if (!sprite)
871
- return false;
872
- if (this._mousePressed &&
873
- this._isScreenPointOverSprite(this._mouseX, this._mouseY, sprite, radiusScale)) {
874
- return true;
875
- }
876
- for (const pointer of this._touchPointers.values()) {
877
- if (pointer.pressed &&
878
- this._isScreenPointOverSprite(pointer.x, pointer.y, sprite, radiusScale)) {
879
- return true;
880
- }
881
- }
882
- return false;
2230
+ isPointerPressedOverSprite(sprite) {
2231
+ return this._inputSystem.isPointerPressedOverSprite(sprite);
883
2232
  }
884
2233
  /**
885
2234
  * Returns a read-only snapshot of all currently active pointers.
@@ -898,189 +2247,498 @@ export class Game {
898
2247
  * const pointers = game.getPointers();
899
2248
  * if (pointers.length > 0) {
900
2249
  * const first = pointers[0];
901
- * game.text(`Pointer: ${first.x}, ${first.y}`, 10, 10);
2250
+ * game.drawText(`Pointer: ${first.x}, ${first.y}`, 10, 10, 14);
902
2251
  * }
903
2252
  * ```
904
2253
  */
905
2254
  getPointers() {
906
- return this._collectPointers();
2255
+ return this._inputSystem.getPointers();
907
2256
  }
908
2257
  /**
909
2258
  * Returns a read-only snapshot of all active pointers currently overlapping
910
2259
  * the target sprite.
911
2260
  *
912
- * Pointer hit testing uses a circular area centered on the sprite. The radius
913
- * is `sprite.size * radiusScale`. World-space sprites are tested against the
914
- * current camera scroll. HUD sprites with `ignoreScroll = true` are tested in
915
- * screen space.
2261
+ * Pointer hit testing uses the sprite's exact displayed rectangular bounds.
2262
+ * World-space sprites are tested against the current camera scroll. HUD
2263
+ * sprites with `ignoreScroll = true` are tested in screen space. For
2264
+ * anchored {@link TextSprite} instances, the engine first resolves
2265
+ * `anchorX` / `anchorY` into the final rendered center, then tests against
2266
+ * that rectangle.
916
2267
  *
917
2268
  * Use this when you need more than a boolean result, such as reading the exact
918
2269
  * pointer position over a virtual joystick or draggable control.
919
2270
  *
920
2271
  * @param sprite - Target sprite to test. If `null` / `undefined`, returns an empty array.
921
- * @param radiusScale - Multiplier applied to `sprite.size` to define the hit radius.
922
- * Default: `0.5`.
923
2272
  * @returns A read-only array of active pointer snapshots currently over the sprite.
924
2273
  *
925
2274
  * @example
926
2275
  * ```ts
927
- * const touches = game.getPointersOverSprite(joystickBase, 1.0);
2276
+ * const touches = game.getPointersOverSprite(joystickBase);
928
2277
  * if (touches.length > 0) {
929
2278
  * const p = touches[0];
930
2279
  * const dx = p.x - joystickBase.x;
931
2280
  * }
932
2281
  * ```
933
2282
  */
934
- getPointersOverSprite(sprite, radiusScale = 0.5) {
935
- if (!sprite)
936
- return [];
937
- return this._collectPointers().filter((pointer) => this._isScreenPointOverSprite(pointer.x, pointer.y, sprite, radiusScale));
2283
+ getPointersOverSprite(sprite) {
2284
+ return this._inputSystem.getPointersOverSprite(sprite);
2285
+ }
2286
+ /**
2287
+ * Returns `true` when the current device appears to be mobile/touch-first.
2288
+ *
2289
+ * This is a heuristic helper intended for gameplay UI decisions (for example,
2290
+ * showing on-screen touch controls). It checks user-agent/platform hints and
2291
+ * coarse-pointer/touch capabilities.
2292
+ *
2293
+ * @returns `true` if the runtime likely corresponds to a mobile device.
2294
+ *
2295
+ * @example
2296
+ * ```ts
2297
+ * if (game.isMobileDevice()) {
2298
+ * // Show touch buttons
2299
+ * } else {
2300
+ * // Show keyboard hints
2301
+ * }
2302
+ * ```
2303
+ */
2304
+ isMobileDevice() {
2305
+ return this._inputSystem.isMobileDevice();
2306
+ }
2307
+ // -------------------------------------------------------------------------
2308
+ // Sound
2309
+ // -------------------------------------------------------------------------
2310
+ /**
2311
+ * Plays a square-wave beep using the Web Audio API.
2312
+ *
2313
+ * **Square wave only.** MinimoJS does not support audio files, samples,
2314
+ * or other waveforms. Only procedural square-wave tones.
2315
+ *
2316
+ * The AudioContext is created lazily on first call. Browsers require a user
2317
+ * gesture (click, keypress) before audio can play — always call `sound()` in
2318
+ * response to user input or a game event triggered by input.
2319
+ *
2320
+ * If you need a melody/sequence, use {@link Game.soundSequence} instead of
2321
+ * multiple `sound()` calls in the same frame.
2322
+ *
2323
+ * The tone fades out exponentially over `durationMs` to avoid clicks.
2324
+ *
2325
+ * @param freq - Frequency in Hz. Middle C = 261.6. Typical range: 100–4000 Hz.
2326
+ * @param durationMs - Duration of the sound in **milliseconds**.
2327
+ *
2328
+ * @example
2329
+ * ```ts
2330
+ * game.sound(440, 100); // 440 Hz beep for 100ms
2331
+ * game.sound(261, 500); // middle C for 500ms
2332
+ * game.sound(880, 50); // high beep for 50ms (jump sound)
2333
+ * ```
2334
+ */
2335
+ sound(freq, durationMs) {
2336
+ this._soundSystem.sound(freq, durationMs);
2337
+ }
2338
+ /**
2339
+ * Plays multiple square-wave tones in strict sequence.
2340
+ *
2341
+ * Each tuple is `[frequencyHz, durationMs]`. The next tone starts when the
2342
+ * previous one ends.
2343
+ *
2344
+ * @param tones - Tone tuples in playback order.
2345
+ *
2346
+ * @example
2347
+ * ```ts
2348
+ * game.soundSequence([660, 80], [820, 90], [980, 110], [1180, 150]);
2349
+ * ```
2350
+ */
2351
+ soundSequence(...tones) {
2352
+ this._soundSystem.soundSequence(...tones);
2353
+ }
2354
+ // -------------------------------------------------------------------------
2355
+ // Animations
2356
+ // -------------------------------------------------------------------------
2357
+ /**
2358
+ * Animates a sprite's {@link Sprite.alpha} from its current value to `to`
2359
+ * over `durationMs` milliseconds using **linear interpolation**.
2360
+ *
2361
+ * If an alpha animation is already running on this sprite, it is replaced
2362
+ * by the new one immediately (no queuing).
2363
+ *
2364
+ * **Timing:** driven by the rAF loop, not `setTimeout`. Duration is in ms.
2365
+ *
2366
+ * @param sprite - The sprite to animate.
2367
+ * @param to - Target alpha value (0 = transparent, 1 = opaque).
2368
+ * @param durationMs - Duration of the animation in **milliseconds**.
2369
+ * @param onComplete - Optional callback invoked when the animation finishes.
2370
+ *
2371
+ * @example
2372
+ * ```ts
2373
+ * // Fade out a sprite over 1 second, then destroy it
2374
+ * game.animateAlpha(coin, 0, 1000, () => game.destroySprite(coin));
2375
+ * ```
2376
+ */
2377
+ animateAlpha(sprite, to, durationMs, onComplete) {
2378
+ this._animationSystem.animateAlpha(sprite, to, durationMs, onComplete);
2379
+ }
2380
+ /**
2381
+ * Animates a sprite's {@link Sprite.rotation} from its current value to `to`
2382
+ * (in degrees) over `durationMs` milliseconds using **linear interpolation**.
2383
+ *
2384
+ * If a rotation animation is already running on this sprite, it is replaced
2385
+ * immediately (no queuing).
2386
+ *
2387
+ * **Timing:** driven by the rAF loop, not `setTimeout`. Duration is in ms.
2388
+ * **Units:** `to` is in **degrees**.
2389
+ *
2390
+ * @param sprite - The sprite to animate.
2391
+ * @param to - Target rotation in **degrees**.
2392
+ * @param durationMs - Duration of the animation in **milliseconds**.
2393
+ * @param onComplete - Optional callback invoked when the animation finishes.
2394
+ *
2395
+ * @example
2396
+ * ```ts
2397
+ * // Spin a sprite 360° over 2 seconds
2398
+ * game.animateRotation(star, 360, 2000);
2399
+ *
2400
+ * // Tilt on hit, then straighten
2401
+ * game.animateRotation(player, 45, 200, () => {
2402
+ * game.animateRotation(player, 0, 200);
2403
+ * });
2404
+ * ```
2405
+ */
2406
+ animateRotation(sprite, to, durationMs, onComplete) {
2407
+ this._animationSystem.animateRotation(sprite, to, durationMs, onComplete);
2408
+ }
2409
+ /**
2410
+ * Animates a sprite's visual deformation using non-uniform scaling around a
2411
+ * normalized pivot point.
2412
+ *
2413
+ * This affects rendering only. Physics and collision bounds continue to use
2414
+ * {@link EmojiSprite.displaySize} and ignore the deform result.
2415
+ *
2416
+ * `pivotX` / `pivotY` are normalized anchors in the sprite's square display box:
2417
+ * - `0` = left/top
2418
+ * - `0.5` = center
2419
+ * - `1` = right/bottom
2420
+ *
2421
+ * For example, `pivotY = 1` keeps the bottom visually pinned while squashing
2422
+ * or stretching, which is useful for floor-contact animation.
2423
+ *
2424
+ * Like other MinimoJS animations, this animates from the sprite's current
2425
+ * deform state to the requested target and leaves the final result applied.
2426
+ *
2427
+ * @param sprite - The sprite to deform.
2428
+ * @param toScaleX - Target horizontal deform scale. `1` = unchanged.
2429
+ * @param toScaleY - Target vertical deform scale. `1` = unchanged.
2430
+ * @param pivotX - Horizontal pivot in normalized `[0, 1]` sprite space.
2431
+ * @param pivotY - Vertical pivot in normalized `[0, 1]` sprite space.
2432
+ * @param durationMs - Duration of the animation in **milliseconds**.
2433
+ * @param onComplete - Optional callback invoked when the animation finishes.
2434
+ *
2435
+ * @example
2436
+ * ```ts
2437
+ * game.animateDeform(player, 1.18, 0.85, 0.5, 1, 90, () => {
2438
+ * game.animateDeform(player, 1, 1, 0.5, 1, 120);
2439
+ * });
2440
+ * ```
2441
+ */
2442
+ animateDeform(sprite, toScaleX, toScaleY, pivotX, pivotY, durationMs, onComplete) {
2443
+ this._animationSystem.animateDeform(sprite, toScaleX, toScaleY, pivotX, pivotY, durationMs, onComplete);
2444
+ }
2445
+ /**
2446
+ * Convenience helper that squashes a sprite around its horizontal center.
2447
+ *
2448
+ * This is equivalent to animating toward a wider, shorter visual pose using
2449
+ * {@link Game.animateDeform}. `pivotY = 1` is the common floor-anchored case.
2450
+ *
2451
+ * @param sprite - The sprite to squash.
2452
+ * @param pivotY - Vertical pivot in normalized `[0, 1]` sprite space.
2453
+ * @param durationMs - Duration of the animation in **milliseconds**.
2454
+ * @param onComplete - Optional callback invoked when the animation finishes.
2455
+ */
2456
+ animateSquash(sprite, pivotY, durationMs, onComplete) {
2457
+ this._animationSystem.animateDeform(sprite, 1.18, 0.85, 0.5, pivotY, durationMs, onComplete);
2458
+ }
2459
+ /**
2460
+ * Convenience helper that stretches a sprite around its horizontal center.
2461
+ *
2462
+ * This is equivalent to animating toward a narrower, taller visual pose using
2463
+ * {@link Game.animateDeform}. `pivotY = 1` is the common floor-anchored case.
2464
+ *
2465
+ * @param sprite - The sprite to stretch.
2466
+ * @param pivotY - Vertical pivot in normalized `[0, 1]` sprite space.
2467
+ * @param durationMs - Duration of the animation in **milliseconds**.
2468
+ * @param onComplete - Optional callback invoked when the animation finishes.
2469
+ */
2470
+ animateStretch(sprite, pivotY, durationMs, onComplete) {
2471
+ this._animationSystem.animateDeform(sprite, 0.85, 1.18, 0.5, pivotY, durationMs, onComplete);
2472
+ }
2473
+ /**
2474
+ * Convenience helper that applies a centered uniform scale pulse and then
2475
+ * returns the sprite to its neutral shape.
2476
+ *
2477
+ * Internally this runs two deform animations back-to-back using
2478
+ * {@link Game.animateDeform}.
2479
+ *
2480
+ * @param sprite - The sprite to pulse.
2481
+ * @param scale - Peak uniform scale reached midway through the pulse. `1` leaves the sprite unchanged.
2482
+ * @param durationMs - Total pulse duration in **milliseconds**.
2483
+ * @param onComplete - Optional callback invoked after the sprite returns to neutral.
2484
+ *
2485
+ * @example
2486
+ * ```ts
2487
+ * game.animatePulse(coin, 1.25, 220);
2488
+ * ```
2489
+ */
2490
+ animatePulse(sprite, scale, durationMs, onComplete) {
2491
+ const target = Number.isFinite(scale) ? Math.max(0, scale) : 1;
2492
+ const firstHalf = Math.max(1, Math.round(durationMs / 2));
2493
+ const secondHalf = Math.max(1, durationMs - firstHalf);
2494
+ this._animationSystem.animateDeform(sprite, target, target, 0.5, 0.5, firstHalf, () => {
2495
+ this._animationSystem.animateDeform(sprite, 1, 1, 0.5, 0.5, secondHalf, onComplete);
2496
+ });
2497
+ }
2498
+ /**
2499
+ * Applies a decaying screen-space shake to a sprite without changing its
2500
+ * logical position.
2501
+ *
2502
+ * This is a render-only effect. Physics, collisions, and the sprite's
2503
+ * `x` / `y` values are not modified.
2504
+ *
2505
+ * @param sprite - The sprite to shake.
2506
+ * @param intensity - Maximum shake offset in pixels.
2507
+ * @param durationMs - Duration of the shake in **milliseconds**.
2508
+ * @param onComplete - Optional callback invoked when the shake ends.
2509
+ *
2510
+ * @example
2511
+ * ```ts
2512
+ * game.animateShake(player, 18, 300);
2513
+ * ```
2514
+ */
2515
+ animateShake(sprite, intensity, durationMs, onComplete) {
2516
+ this._animationSystem.animateShake(sprite, intensity, durationMs, onComplete);
2517
+ }
2518
+ /**
2519
+ * Moves a sprite upward and back down to its starting position along a simple
2520
+ * parabolic arc.
2521
+ *
2522
+ * This animation writes directly to {@link Sprite.x} / {@link Sprite.y} while
2523
+ * it is active.
2524
+ *
2525
+ * @param sprite - The sprite to bounce.
2526
+ * @param height - Peak bounce height in pixels.
2527
+ * @param durationMs - Total bounce duration in **milliseconds**.
2528
+ * @param onComplete - Optional callback invoked when the bounce ends.
2529
+ *
2530
+ * @example
2531
+ * ```ts
2532
+ * game.animateBounce(ball, 120, 600);
2533
+ * ```
2534
+ */
2535
+ animateBounce(sprite, height, durationMs, onComplete) {
2536
+ this._animationSystem.animateBounce(sprite, height, durationMs, onComplete);
2537
+ }
2538
+ /**
2539
+ * Moves a sprite upward and back down with a smooth sine-shaped float motion.
2540
+ *
2541
+ * This animation writes directly to {@link Sprite.x} / {@link Sprite.y} while
2542
+ * it is active.
2543
+ *
2544
+ * @param sprite - The sprite to float.
2545
+ * @param distance - Maximum upward travel in pixels.
2546
+ * @param durationMs - Total float duration in **milliseconds**.
2547
+ * @param onComplete - Optional callback invoked when the float ends.
2548
+ *
2549
+ * @example
2550
+ * ```ts
2551
+ * game.animateFloat(balloon, 90, 1200);
2552
+ * ```
2553
+ */
2554
+ animateFloat(sprite, distance, durationMs, onComplete) {
2555
+ this._animationSystem.animateFloat(sprite, distance, durationMs, onComplete);
2556
+ }
2557
+ /**
2558
+ * Toggles a sprite's rendered opacity on and off a fixed number of times.
2559
+ *
2560
+ * This is a render-only effect. The sprite remains present in the world and
2561
+ * keeps receiving physics updates while blinking.
2562
+ *
2563
+ * @param sprite - The sprite to blink.
2564
+ * @param times - Number of visible/invisible toggle cycles.
2565
+ * @param durationMs - Total blink duration in **milliseconds**.
2566
+ * @param onComplete - Optional callback invoked when blinking ends.
2567
+ *
2568
+ * @example
2569
+ * ```ts
2570
+ * game.animateBlink(player, 4, 700);
2571
+ * ```
2572
+ */
2573
+ animateBlink(sprite, times, durationMs, onComplete) {
2574
+ this._animationSystem.animateBlink(sprite, times, durationMs, onComplete);
2575
+ }
2576
+ /**
2577
+ * Applies a rapid irregular alpha variation to create a damaged, unstable, or
2578
+ * ghost-like flicker.
2579
+ *
2580
+ * This is a render-only effect and does not change the sprite's logical
2581
+ * position or collision state.
2582
+ *
2583
+ * @param sprite - The sprite to flicker.
2584
+ * @param durationMs - Total flicker duration in **milliseconds**.
2585
+ * @param onComplete - Optional callback invoked when the flicker ends.
2586
+ *
2587
+ * @example
2588
+ * ```ts
2589
+ * game.animateFlicker(ghost, 900);
2590
+ * ```
2591
+ */
2592
+ animateFlicker(sprite, durationMs, onComplete) {
2593
+ this._animationSystem.animateFlicker(sprite, durationMs, onComplete);
2594
+ }
2595
+ /**
2596
+ * Moves a sprite from its current position to a target position along a
2597
+ * parabolic arc.
2598
+ *
2599
+ * This animation writes directly to {@link Sprite.x} / {@link Sprite.y} while
2600
+ * it is active.
2601
+ *
2602
+ * @param sprite - The sprite to move.
2603
+ * @param toX - Destination X position in world space.
2604
+ * @param toY - Destination Y position in world space.
2605
+ * @param arcHeight - Maximum height of the arc above the linear path, in pixels.
2606
+ * @param durationMs - Total arc duration in **milliseconds**.
2607
+ * @param onComplete - Optional callback invoked when the arc ends.
2608
+ *
2609
+ * @example
2610
+ * ```ts
2611
+ * game.animateArc(coin, player.x, player.y, 80, 420);
2612
+ * ```
2613
+ */
2614
+ animateArc(sprite, toX, toY, arcHeight, durationMs, onComplete) {
2615
+ this._animationSystem.animateArc(sprite, toX, toY, arcHeight, durationMs, onComplete);
938
2616
  }
939
2617
  /**
940
- * Returns `true` when the current device appears to be mobile/touch-first.
2618
+ * Emits temporary afterimages from a sprite to create a motion trail.
941
2619
  *
942
- * This is a heuristic helper intended for gameplay UI decisions (for example,
943
- * showing on-screen touch controls). It checks user-agent/platform hints and
944
- * coarse-pointer/touch capabilities.
2620
+ * This is a render-only effect. Trail ghosts are not real sprites and do not
2621
+ * appear in {@link Game.getSprites}, collide, or receive physics.
945
2622
  *
946
- * @returns `true` if the runtime likely corresponds to a mobile device.
2623
+ * @param sprite - The sprite to sample for trail ghosts.
2624
+ * @param options - Optional trail tuning values.
2625
+ * @param onComplete - Optional callback invoked when the emitter stops spawning ghosts.
947
2626
  *
948
2627
  * @example
949
2628
  * ```ts
950
- * if (game.isMobileDevice()) {
951
- * // Show touch buttons
952
- * } else {
953
- * // Show keyboard hints
954
- * }
2629
+ * game.animateTrail(player, { durationMs: 300, spacingMs: 30, fadeMs: 180 });
955
2630
  * ```
956
2631
  */
957
- isMobileDevice() {
958
- if (typeof navigator === "undefined")
959
- return false;
960
- const ua = navigator.userAgent ?? "";
961
- const mobileUA = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini|Mobile/i.test(ua);
962
- const iPadOS = navigator.platform === "MacIntel" && navigator.maxTouchPoints > 1;
963
- const coarsePointer = typeof window !== "undefined" &&
964
- typeof window.matchMedia === "function" &&
965
- window.matchMedia("(pointer: coarse)").matches;
966
- return mobileUA || iPadOS || coarsePointer;
2632
+ animateTrail(sprite, options, onComplete) {
2633
+ this._trailSystem.animateTrail(sprite, options, onComplete);
967
2634
  }
968
- // -------------------------------------------------------------------------
969
- // Sound
970
- // -------------------------------------------------------------------------
971
2635
  /**
972
- * Plays a square-wave beep using the Web Audio API.
973
- *
974
- * **Square wave only.** MinimoJS does not support audio files, samples,
975
- * or other waveforms. Only procedural square-wave tones.
2636
+ * Breaks a sprite into visual pieces that burst outward from its current
2637
+ * rendered appearance.
976
2638
  *
977
- * The AudioContext is created lazily on first call. Browsers require a user
978
- * gesture (click, keypress) before audio can play — always call `sound()` in
979
- * response to user input or a game event triggered by input.
2639
+ * This is a render-only effect. The spawned pieces are not real sprites and do
2640
+ * not appear in {@link Game.getSprites}, receive physics, or collide.
980
2641
  *
981
- * The tone fades out exponentially over `durationMs` to avoid clicks.
2642
+ * By default, the original sprite is destroyed immediately after the explosion
2643
+ * effect is spawned. Set `destroySprite: false` to hide the sprite during the
2644
+ * effect and restore it when the explosion ends.
982
2645
  *
983
- * @param freq - Frequency in Hz. Middle C = 261.6. Typical range: 100–4000 Hz.
984
- * @param durationMs - Duration of the sound in **milliseconds**.
2646
+ * @param sprite - The sprite to explode.
2647
+ * @param options - Optional explosion tuning values.
2648
+ * @param onComplete - Optional callback invoked when the effect finishes.
985
2649
  *
986
2650
  * @example
987
2651
  * ```ts
988
- * game.sound(440, 100); // 440 Hz beep for 100ms
989
- * game.sound(261, 500); // middle C for 500ms
990
- * game.sound(880, 50); // high beep for 50ms (jump sound)
2652
+ * game.animateExplode(enemy, { rows: 4, cols: 4, durationMs: 650, speed: 320 });
991
2653
  * ```
992
2654
  */
993
- sound(freq, durationMs) {
994
- if (!this._audioCtx) {
995
- this._audioCtx = new AudioContext();
996
- }
997
- const ctx = this._audioCtx;
998
- if (ctx.state === "suspended") {
999
- ctx.resume();
1000
- }
1001
- const oscillator = ctx.createOscillator();
1002
- const gain = ctx.createGain();
1003
- oscillator.type = "square";
1004
- oscillator.frequency.setValueAtTime(freq, ctx.currentTime);
1005
- gain.gain.setValueAtTime(0.08, ctx.currentTime);
1006
- gain.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + durationMs / 1000);
1007
- oscillator.connect(gain);
1008
- gain.connect(ctx.destination);
1009
- oscillator.start(ctx.currentTime);
1010
- oscillator.stop(ctx.currentTime + durationMs / 1000);
2655
+ animateExplode(sprite, options, onComplete) {
2656
+ const glyphCanvas = this._renderSystem.getSpriteGlyphCanvasForEffects(sprite);
2657
+ this._explosionSystem.animateExplode(sprite, glyphCanvas, options, onComplete);
2658
+ if (options?.destroySprite !== false) {
2659
+ this.destroySprite(sprite);
2660
+ }
1011
2661
  }
1012
- // -------------------------------------------------------------------------
1013
- // Animations
1014
- // -------------------------------------------------------------------------
1015
2662
  /**
1016
- * Animates a sprite's {@link Sprite.alpha} from its current value to `to`
1017
- * over `durationMs` milliseconds using **linear interpolation**.
2663
+ * Spawns visual pieces around a sprite and converges them back into its
2664
+ * current rendered appearance.
1018
2665
  *
1019
- * If an alpha animation is already running on this sprite, it is replaced
1020
- * by the new one immediately (no queuing).
2666
+ * This is a render-only effect. The spawned pieces are not real sprites and
2667
+ * do not appear in {@link Game.getSprites}, receive physics, or collide.
1021
2668
  *
1022
- * **Timing:** driven by the rAF loop, not `setTimeout`. Duration is in ms.
2669
+ * The original sprite is hidden while the assembly plays and is restored when
2670
+ * the effect finishes.
1023
2671
  *
1024
- * @param sprite - The sprite to animate.
1025
- * @param to - Target alpha value (0 = transparent, 1 = opaque).
1026
- * @param durationMs - Duration of the animation in **milliseconds**.
1027
- * @param onComplete - Optional callback invoked when the animation finishes.
2672
+ * @param sprite - The sprite to assemble.
2673
+ * @param options - Optional assembly tuning values.
2674
+ * @param onComplete - Optional callback invoked when the effect finishes.
2675
+ */
2676
+ animateAssemble(sprite, options, onComplete) {
2677
+ const glyphCanvas = this._renderSystem.getSpriteGlyphCanvasForEffects(sprite);
2678
+ this._explosionSystem.animateAssemble(sprite, glyphCanvas, options, onComplete);
2679
+ }
2680
+ /**
2681
+ * Breaks a sprite apart locally inside its own bounds using a directional
2682
+ * dissolve sweep.
1028
2683
  *
1029
- * @example
1030
- * ```ts
1031
- * // Fade out a sprite over 1 second, then destroy it
1032
- * game.animateAlpha(coin, 0, 1000, () => game.destroySprite(coin));
1033
- * ```
2684
+ * This is a render-only effect. The spawned pieces are not real sprites and
2685
+ * do not appear in {@link Game.getSprites}, receive physics, or collide.
2686
+ *
2687
+ * By default, the original sprite is destroyed immediately after the effect
2688
+ * is spawned. Set `destroySprite: false` to leave the sprite hidden instead.
2689
+ *
2690
+ * @param sprite - The sprite to disintegrate.
2691
+ * @param options - Optional disintegration tuning values.
2692
+ * @param onComplete - Optional callback invoked when the effect finishes.
1034
2693
  */
1035
- animateAlpha(sprite, to, durationMs, onComplete) {
1036
- this._animations = this._animations.filter((a) => !(a.sprite === sprite && a.property === "alpha"));
1037
- this._animations.push({
1038
- sprite,
1039
- property: "alpha",
1040
- from: sprite.alpha,
1041
- to,
1042
- durationMs,
1043
- elapsed: 0,
1044
- onComplete,
1045
- });
2694
+ animateDisintegrate(sprite, options, onComplete) {
2695
+ const glyphCanvas = this._renderSystem.getSpriteGlyphCanvasForEffects(sprite);
2696
+ this._explosionSystem.animateDisintegrate(sprite, glyphCanvas, options, onComplete);
2697
+ if (options?.destroySprite !== false) {
2698
+ this.destroySprite(sprite);
2699
+ }
1046
2700
  }
1047
2701
  /**
1048
- * Animates a sprite's {@link Sprite.rotation} from its current value to `to`
1049
- * (in degrees) over `durationMs` milliseconds using **linear interpolation**.
2702
+ * Reconstructs a sprite locally inside its own bounds using a directional
2703
+ * integration sweep.
1050
2704
  *
1051
- * If a rotation animation is already running on this sprite, it is replaced
1052
- * immediately (no queuing).
2705
+ * This is a render-only effect. The spawned pieces are not real sprites and
2706
+ * do not appear in {@link Game.getSprites}, receive physics, or collide.
1053
2707
  *
1054
- * **Timing:** driven by the rAF loop, not `setTimeout`. Duration is in ms.
1055
- * **Units:** `to` is in **degrees**.
2708
+ * The original sprite is hidden while the integration plays and is restored
2709
+ * when the effect finishes.
1056
2710
  *
1057
- * @param sprite - The sprite to animate.
1058
- * @param to - Target rotation in **degrees**.
1059
- * @param durationMs - Duration of the animation in **milliseconds**.
1060
- * @param onComplete - Optional callback invoked when the animation finishes.
2711
+ * @param sprite - The sprite to integrate.
2712
+ * @param options - Optional integration tuning values.
2713
+ * @param onComplete - Optional callback invoked when the effect finishes.
2714
+ */
2715
+ animateIntegrate(sprite, options, onComplete) {
2716
+ const glyphCanvas = this._renderSystem.getSpriteGlyphCanvasForEffects(sprite);
2717
+ this._explosionSystem.animateIntegrate(sprite, glyphCanvas, options, onComplete);
2718
+ }
2719
+ /**
2720
+ * Reveals or covers a sprite with a directional wipe mask.
1061
2721
  *
1062
- * @example
1063
- * ```ts
1064
- * // Spin a sprite 360° over 2 seconds
1065
- * game.animateRotation(star, 360, 2000);
2722
+ * This is a render-only effect that captures the sprite's current appearance
2723
+ * and animates a clipping region over that snapshot.
1066
2724
  *
1067
- * // Tilt on hit, then straighten
1068
- * game.animateRotation(player, 45, 200, () => {
1069
- * game.animateRotation(player, 0, 200);
1070
- * });
1071
- * ```
2725
+ * For `mode: "reveal"`, the original sprite is hidden during the wipe and is
2726
+ * restored when the effect finishes.
2727
+ *
2728
+ * For `mode: "cover"`, the effect hides the sprite over time. If
2729
+ * `destroySprite` is omitted or `true`, the sprite is destroyed immediately
2730
+ * after the wipe starts and only the wipe snapshot remains visible.
2731
+ *
2732
+ * @param sprite - The sprite to wipe.
2733
+ * @param options - Optional wipe tuning values.
2734
+ * @param onComplete - Optional callback invoked when the effect finishes.
1072
2735
  */
1073
- animateRotation(sprite, to, durationMs, onComplete) {
1074
- this._animations = this._animations.filter((a) => !(a.sprite === sprite && a.property === "rotation"));
1075
- this._animations.push({
1076
- sprite,
1077
- property: "rotation",
1078
- from: sprite.rotation,
1079
- to,
1080
- durationMs,
1081
- elapsed: 0,
1082
- onComplete,
1083
- });
2736
+ animateWipe(sprite, options, onComplete) {
2737
+ const snapshot = this._renderSystem.getSpriteRenderSnapshot(sprite);
2738
+ this._explosionSystem.animateWipe(sprite, snapshot, options, onComplete);
2739
+ if ((options?.mode ?? "reveal") === "cover" && options?.destroySprite !== false) {
2740
+ this.destroySprite(sprite);
2741
+ }
1084
2742
  }
1085
2743
  // -------------------------------------------------------------------------
1086
2744
  // Timers
@@ -1115,9 +2773,7 @@ export class Game {
1115
2773
  * ```
1116
2774
  */
1117
2775
  addTimer(delayMs, repeat, callback) {
1118
- const id = ++this._timerIdCounter;
1119
- this._timers.push({ id, delayMs, elapsed: 0, repeat, callback });
1120
- return id;
2776
+ return this._timerSystem.addTimer(delayMs, repeat, callback);
1121
2777
  }
1122
2778
  /**
1123
2779
  * Cancels a timer previously created with {@link Game.addTimer}.
@@ -1134,24 +2790,32 @@ export class Game {
1134
2790
  * ```
1135
2791
  */
1136
2792
  clearTimer(id) {
1137
- this._timers = this._timers.filter((t) => t.id !== id);
2793
+ this._timerSystem.clearTimer(id);
1138
2794
  }
1139
2795
  // -------------------------------------------------------------------------
1140
2796
  // Text
1141
2797
  // -------------------------------------------------------------------------
1142
2798
  /**
1143
- * Draws text on screen as a **screen-space overlay** this frame.
2799
+ * Draws text on screen as a **simple screen-space overlay** this frame.
1144
2800
  *
1145
2801
  * **Overlay behavior:** Text is drawn in canvas/screen space — it ignores
1146
2802
  * `scrollX` / `scrollY`. Position `(0, 0)` is always the top-left of the canvas.
1147
- * Use this for HUD elements: score, lives, timer, debug info.
2803
+ * Use this for lightweight HUD elements: score, lives, timer, debug info.
1148
2804
  *
1149
2805
  * **Per-frame:** `drawText` must be called every frame to keep text visible.
1150
2806
  * The text overlay list is cleared after each render. Call this inside `onUpdate`.
1151
2807
  *
1152
2808
  * **Layer:** Text is always drawn on top of all sprites.
1153
- * **Font:** Text always uses a fixed `monospace` font family.
1154
- * Font family cannot be customized in MinimoJS v1.
2809
+ * **Font:** Text always uses `monospace`. Use {@link TextSprite} for any
2810
+ * other family.
2811
+ *
2812
+ * Prefer {@link TextSprite} for UI buttons or labels that need persistent
2813
+ * bounds, hit testing, fixed sizes, backgrounds, borders, or text stroke.
2814
+ * `drawText()` is the lightweight overlay API, not the primary UI API.
2815
+ *
2816
+ * For controls that are only a single emoji, prefer {@link EmojiSprite} over
2817
+ * {@link TextSprite}. Emoji-only buttons do not benefit from text padding and
2818
+ * usually fit more naturally in the sprite pipeline.
1155
2819
  *
1156
2820
  * @param text - The string to render. Supports emoji and Unicode.
1157
2821
  * @param x - X position in **screen space** (pixels from canvas left edge).
@@ -1172,7 +2836,7 @@ export class Game {
1172
2836
  * ```
1173
2837
  */
1174
2838
  drawText(text, x, y, fontSize, color = "#ffffff", centered = false) {
1175
- this._textOverlays.push({ text, x, y, fontSize, color, centered });
2839
+ this._textSystem.drawText(text, x, y, fontSize, color, centered);
1176
2840
  }
1177
2841
  // -------------------------------------------------------------------------
1178
2842
  // Misc
@@ -1193,7 +2857,46 @@ export class Game {
1193
2857
  * ```
1194
2858
  */
1195
2859
  clearSpriteCache() {
1196
- this._spriteGlyphCache.clear();
2860
+ this._renderSystem.clearSpriteCache();
2861
+ }
2862
+ /**
2863
+ * Registers a web font family that must be loaded before the first frame.
2864
+ *
2865
+ * Call this before {@link Game.start}, typically right after constructing the
2866
+ * game or inside {@link Game.onPreload}. MinimoJS waits for every registered
2867
+ * font via `document.fonts.load(...)` before rendering anything. Host
2868
+ * environments may also pre-register fonts by setting
2869
+ * `globalThis.__MINIMO_WEB_FONT_REQUIREMENTS__` before your game code runs.
2870
+ *
2871
+ * The font itself must still be declared by your page (for example with a
2872
+ * `<link rel="stylesheet">` in `index.html`). MinimoJS only waits for it.
2873
+ *
2874
+ * @example
2875
+ * ```ts
2876
+ * game.requireFont('"Press Start 2P"');
2877
+ * game.requireFont('"Bangers"', { weight: "700" });
2878
+ * ```
2879
+ */
2880
+ requireFont(family, options = {}) {
2881
+ const normalizedFamily = family.trim();
2882
+ if (normalizedFamily.length === 0) {
2883
+ return;
2884
+ }
2885
+ const requirement = {
2886
+ family: normalizedFamily,
2887
+ weight: options.weight ?? "400",
2888
+ style: options.style ?? "normal",
2889
+ size: Number.isFinite(options.size) ? Math.max(1, options.size) : 16,
2890
+ sampleText: options.sampleText ?? "",
2891
+ };
2892
+ const key = [
2893
+ requirement.family,
2894
+ requirement.weight,
2895
+ requirement.style,
2896
+ requirement.size,
2897
+ requirement.sampleText,
2898
+ ].join("|");
2899
+ this._requiredFonts.set(key, requirement);
1197
2900
  }
1198
2901
  /**
1199
2902
  * Returns a pseudo-random floating-point number in the range `[0, 1)`.
@@ -1218,9 +2921,12 @@ export class Game {
1218
2921
  * Performs a full engine state reset to enable scene switching.
1219
2922
  *
1220
2923
  * **Cleared by reset:**
2924
+ * - All background layers
1221
2925
  * - All sprites (equivalent to calling {@link Game.destroySprite} on every sprite)
1222
2926
  * - All timers (regardless of repeat state)
1223
2927
  * - All running animations
2928
+ * - All active explosion effects
2929
+ * - All active trail effects
1224
2930
  * - All pending text overlays
1225
2931
  * - Scroll position (`scrollX = 0`, `scrollY = 0`)
1226
2932
  * - Per-frame input state (pressed keys, pressed pointer)
@@ -1233,39 +2939,124 @@ export class Game {
1233
2939
  * - Canvas dimensions
1234
2940
  * - AudioContext
1235
2941
  *
1236
- * After clearing, `reset()` immediately calls `onCreate()` so your callback
1237
- * can rebuild the new scene synchronously.
2942
+ * After clearing, `reset()` immediately calls the active scene's
2943
+ * `onCreate()` (or legacy {@link Game.onCreate} if no scene is active) so it
2944
+ * can rebuild synchronously.
2945
+ *
2946
+ * The exception is a scene whose {@link IScene.onPreload} registers images
2947
+ * that are not loaded yet. Then the current scene freezes and dims under a progress
2948
+ * ring, nothing is cleared until the images load, and `reset()` returns
2949
+ * before the scene is rebuilt; its `onCreate()` runs once they have loaded.
2950
+ * A `reset()` called while a scene is loading is ignored.
2951
+ *
2952
+ * @param scene - Optional new scene to make active before rebuilding.
1238
2953
  *
1239
2954
  * @example
1240
2955
  * ```ts
1241
- * // Switch from gameplay to game-over screen
1242
- * function gameOver() {
1243
- * game.reset(); // onCreate() is called here, rebuild inside it
1244
- * }
1245
- *
1246
- * game.onCreate = () => {
1247
- * // Scene init
1248
- * const skull = new Sprite("💀");
1249
- * skull.x = 400; skull.y = 300; skull.size = 96;
1250
- * game.add(skull);
1251
- * game.addTimer(3000, false, () => game.reset()); // auto-restart
1252
- * };
2956
+ * class GameOverScene {
2957
+ * onCreate() {
2958
+ * const skull = new EmojiSprite("💀", 400, 300, 96);
2959
+ * game.add(skull);
2960
+ * game.addTimer(3000, false, () => game.reset());
2961
+ * }
2962
+ * }
2963
+ *
2964
+ * game.reset(new GameOverScene());
1253
2965
  * ```
1254
2966
  */
1255
- reset() {
1256
- this._sprites = [];
1257
- this._timers = [];
1258
- this._animations = [];
1259
- this._textOverlays = [];
1260
- this._keysPressed.clear();
1261
- this._mousePressed = false;
1262
- for (const pointer of this._touchPointers.values()) {
1263
- pointer.pressed = false;
1264
- }
1265
- this._syncPrimaryPointer();
2967
+ reset(scene) {
2968
+ if (this._sceneLoad !== null) {
2969
+ return;
2970
+ }
2971
+ if (!this._hasCompletedPreload) {
2972
+ if (scene !== undefined) {
2973
+ this._currentScene = scene;
2974
+ }
2975
+ // Boot builds the active scene once its images load, so a scene chosen
2976
+ // now is only recorded. Before start(), a scene with images of its own
2977
+ // waits for start() to load them.
2978
+ if (this._preloadPromise !== null || this._currentScene?.onPreload) {
2979
+ return;
2980
+ }
2981
+ this._resetNow();
2982
+ return;
2983
+ }
2984
+ this._registerSceneAssets(scene ?? this._currentScene);
2985
+ if (this._assetSystem.getQueuedImageCount() === 0) {
2986
+ this._resetNow(scene);
2987
+ return;
2988
+ }
2989
+ this._beginSceneLoad(() => this._resetNow(scene));
2990
+ }
2991
+ /** @internal */
2992
+ _resetNow(scene) {
2993
+ if (scene !== undefined) {
2994
+ this._currentScene = scene;
2995
+ }
2996
+ this._transitionSystem.clear();
2997
+ this._backgroundSystem.clearAll();
2998
+ this._spriteSystem.clearAll();
2999
+ this._timerSystem.clearAll();
3000
+ this._animationSystem.clearAll();
3001
+ this._explosionSystem.clearAll();
3002
+ this._trailSystem.clearAll();
3003
+ this._textSystem.clear();
3004
+ this._inputSystem.resetPressedState();
3005
+ this._buildersByTag.clear();
1266
3006
  this.scrollX = 0;
1267
3007
  this.scrollY = 0;
1268
- this._invokeCreate();
3008
+ this._loopSystem.invokeCreate();
3009
+ }
3010
+ /**
3011
+ * Changes to a new scene using a full-screen transition between frozen scene
3012
+ * snapshots.
3013
+ *
3014
+ * `transitionTo()` does not change the behavior of {@link Game.reset}. It
3015
+ * captures the current scene as a snapshot, rebuilds the target scene
3016
+ * immediately, captures the new scene as another snapshot, and then animates
3017
+ * between those two images for the requested duration.
3018
+ *
3019
+ * While the transition is active, gameplay updates are paused.
3020
+ *
3021
+ * If the target scene's {@link IScene.onPreload} registers images that are
3022
+ * not loaded yet, the current scene first freezes and dims under a progress ring
3023
+ * until they load, and the transition plays after that. `transitionTo()`
3024
+ * then returns before the target scene exists; continue in its
3025
+ * `onCreate()` or in `onComplete`. If the player declines to retry failed
3026
+ * images, the game stays on the current scene and `onComplete` is not
3027
+ * called.
3028
+ *
3029
+ * A call made while a transition plays or a scene loads is ignored.
3030
+ *
3031
+ * If the game loop is not running yet, this falls back to
3032
+ * {@link Game.reset}.
3033
+ *
3034
+ * @param scene - Target scene to make active.
3035
+ * @param options - Transition style and optional tuning values.
3036
+ * @param onComplete - Optional callback invoked when the transition finishes.
3037
+ */
3038
+ transitionTo(scene, options, onComplete) {
3039
+ if (!this._loopSystem.isRunning || !this._hasCompletedPreload) {
3040
+ this.reset(scene);
3041
+ onComplete?.();
3042
+ return;
3043
+ }
3044
+ if (this._transitionSystem.isActive || this._sceneLoad !== null) {
3045
+ return;
3046
+ }
3047
+ this._registerSceneAssets(scene);
3048
+ if (this._assetSystem.getQueuedImageCount() === 0) {
3049
+ this._transitionNow(scene, options, onComplete);
3050
+ return;
3051
+ }
3052
+ this._beginSceneLoad(() => this._transitionNow(scene, options, onComplete));
3053
+ }
3054
+ /** @internal */
3055
+ _transitionNow(scene, options, onComplete) {
3056
+ const fromCanvas = this._captureFrameSnapshot();
3057
+ this._resetNow(scene);
3058
+ const toCanvas = this._captureFrameSnapshot();
3059
+ this._transitionSystem.start(fromCanvas, toCanvas, this.width, this.height, options, onComplete);
1269
3060
  }
1270
3061
  // -------------------------------------------------------------------------
1271
3062
  // Loop control
@@ -1273,405 +3064,404 @@ export class Game {
1273
3064
  /**
1274
3065
  * Starts the `requestAnimationFrame` game loop.
1275
3066
  * Safe to call multiple times — does nothing if already running.
1276
- * If this is the first start (or after a reset), `onCreate()` is called
1277
- * before the first frame.
1278
- *
1279
- * The loop calls `onUpdate` once per frame, then renders all sprites and
1280
- * text overlays. Order per frame:
3067
+ * On the first start, MinimoJS runs {@link Game.onPreload} and the active
3068
+ * scene's {@link IScene.onPreload}, loads the images they queued while
3069
+ * showing a thin loading line, and waits for all fonts registered via
3070
+ * {@link Game.requireFont}. After that, the active scene's `onCreate()` is
3071
+ * called before the first frame.
3072
+ *
3073
+ * The loop calls the active scene's `onUpdate(dt)` (or legacy
3074
+ * {@link Game.onUpdate}) once per frame, then renders all sprites and text
3075
+ * overlays. Order per frame:
1281
3076
  * 1. Accumulate timer elapsed time; fire ready callbacks.
1282
3077
  * 2. Advance animations (linear interpolation).
1283
- * 3. Apply gravity to sprite velocities.
1284
- * 4. Apply velocities to sprite positions.
1285
- * 5. Call `onUpdate(dt)`.
1286
- * 6. Render sprites (sorted by layer) with scroll offset.
1287
- * 7. Render text overlays (screen space, on top of sprites).
1288
- * 8. Clear per-frame input state.
3078
+ * 3. Advance active piece and wipe effects.
3079
+ * 4. Apply gravity to sprite velocities.
3080
+ * 5. Apply velocities to sprite positions.
3081
+ * 6. Call `onUpdate(dt)`.
3082
+ * 7. Advance active trail effects.
3083
+ * 8. Render sprites/effects (with scroll offset).
3084
+ * 9. Render text overlays (screen space, on top of sprites).
3085
+ * 10. Clear per-frame input state.
1289
3086
  *
1290
3087
  * @example
1291
3088
  * ```ts
1292
- * game.onUpdate = (dt) => { ... };
1293
- * game.start();
3089
+ * class DemoScene {
3090
+ * onCreate() {}
3091
+ * onUpdate(dt: number) {}
3092
+ * }
3093
+ *
3094
+ * game.start(new DemoScene());
1294
3095
  * ```
1295
3096
  */
1296
- start() {
1297
- if (this._running)
3097
+ start(scene) {
3098
+ if (scene !== undefined) {
3099
+ this._currentScene = scene;
3100
+ }
3101
+ this.applyGlobalFontRequirements();
3102
+ if (this._hasCompletedPreload) {
3103
+ this._loopSystem.start();
3104
+ return;
3105
+ }
3106
+ if (this._preloadPromise !== null) {
1298
3107
  return;
1299
- if (!this._hasCreated)
1300
- this._invokeCreate();
1301
- this._running = true;
1302
- this._lastTimestamp = null;
1303
- this._rafId = requestAnimationFrame(this._loop.bind(this));
3108
+ }
3109
+ if (this.onPreload !== null) {
3110
+ this._isRegisteringPreloadAssets = true;
3111
+ try {
3112
+ this.onPreload();
3113
+ }
3114
+ finally {
3115
+ this._isRegisteringPreloadAssets = false;
3116
+ }
3117
+ }
3118
+ const preloadPromise = Promise.all([
3119
+ this._loadBootImages(),
3120
+ this.waitForDocumentFonts(),
3121
+ ]).then(([loaded]) => {
3122
+ if (this._preloadPromise !== preloadPromise)
3123
+ return;
3124
+ this._preloadPromise = null;
3125
+ if (!loaded)
3126
+ return;
3127
+ this._hasCompletedPreload = true;
3128
+ this._loopSystem.start();
3129
+ });
3130
+ this._preloadPromise = preloadPromise;
3131
+ preloadPromise.catch((error) => {
3132
+ if (this._preloadPromise === preloadPromise) {
3133
+ this._preloadPromise = null;
3134
+ }
3135
+ throw error;
3136
+ });
3137
+ }
3138
+ /**
3139
+ * Loads the boot images, then those of any scene made active while they
3140
+ * loaded, retrying failures while the player agrees. Resolves `false` when
3141
+ * the player declines, which leaves the game on the loading screen.
3142
+ *
3143
+ * @internal
3144
+ */
3145
+ async _loadBootImages() {
3146
+ let registeredScene = undefined;
3147
+ for (;;) {
3148
+ if (registeredScene !== this._currentScene) {
3149
+ registeredScene = this._currentScene;
3150
+ this._registerSceneAssets(registeredScene);
3151
+ }
3152
+ const failed = await this._assetSystem.loadQueuedImages((settled, total) => {
3153
+ if (total > 0)
3154
+ this._renderLoadingScreen(settled / total);
3155
+ });
3156
+ if (failed.length > 0) {
3157
+ this._reportFailedImages(failed);
3158
+ if (!this._confirmImageRetry(failed.length)) {
3159
+ this._assetSystem.discardQueuedImages();
3160
+ return false;
3161
+ }
3162
+ continue;
3163
+ }
3164
+ if (registeredScene === this._currentScene) {
3165
+ return true;
3166
+ }
3167
+ }
1304
3168
  }
1305
3169
  /**
1306
3170
  * Stops the game loop. The canvas retains its last rendered frame.
1307
3171
  * Call {@link Game.start} to resume.
1308
3172
  */
1309
3173
  stop() {
1310
- this._running = false;
1311
- if (this._rafId !== null) {
1312
- cancelAnimationFrame(this._rafId);
1313
- this._rafId = null;
1314
- }
1315
- this._lastTimestamp = null;
3174
+ this._loopSystem.stop();
1316
3175
  }
1317
3176
  // -------------------------------------------------------------------------
1318
- // Private — input binding
3177
+ // Private — rendering
1319
3178
  // -------------------------------------------------------------------------
1320
- /** @internal */
1321
- _bindInputEvents() {
1322
- window.addEventListener("keydown", (e) => {
1323
- if (!this._keysDown.has(e.key)) {
1324
- this._keysPressed.add(e.key);
1325
- }
1326
- this._keysDown.add(e.key);
1327
- });
1328
- window.addEventListener("keyup", (e) => {
1329
- this._keysDown.delete(e.key);
1330
- });
1331
- const getCanvasPoint = (clientX, clientY) => {
1332
- const rect = this._canvas.getBoundingClientRect();
1333
- const scaleX = this._canvas.width / rect.width;
1334
- const scaleY = this._canvas.height / rect.height;
1335
- return {
1336
- x: (clientX - rect.left) * scaleX,
1337
- y: (clientY - rect.top) * scaleY,
1338
- };
1339
- };
1340
- this._canvas.addEventListener("mousedown", (e) => {
1341
- const p = getCanvasPoint(e.clientX, e.clientY);
1342
- this._mouseX = p.x;
1343
- this._mouseY = p.y;
1344
- this._mouseDown = true;
1345
- this._mousePressed = true;
1346
- this._syncPrimaryPointer();
1347
- });
1348
- this._canvas.addEventListener("mouseup", () => {
1349
- this._mouseDown = false;
1350
- this._syncPrimaryPointer();
1351
- });
1352
- this._canvas.addEventListener("mousemove", (e) => {
1353
- const p = getCanvasPoint(e.clientX, e.clientY);
1354
- this._mouseX = p.x;
1355
- this._mouseY = p.y;
1356
- this._syncPrimaryPointer();
1357
- });
1358
- this._canvas.addEventListener("touchstart", (e) => {
1359
- for (const touch of Array.from(e.changedTouches)) {
1360
- const p = getCanvasPoint(touch.clientX, touch.clientY);
1361
- this._touchPointers.set(touch.identifier, {
1362
- x: p.x,
1363
- y: p.y,
1364
- pressed: true,
1365
- });
1366
- if (this._primaryTouchId === null) {
1367
- this._primaryTouchId = touch.identifier;
1368
- }
1369
- }
1370
- this._syncPrimaryPointer();
1371
- e.preventDefault();
1372
- }, { passive: false });
1373
- this._canvas.addEventListener("touchend", (e) => {
1374
- for (const touch of Array.from(e.changedTouches)) {
1375
- this._touchPointers.delete(touch.identifier);
1376
- if (this._primaryTouchId === touch.identifier) {
1377
- this._primaryTouchId = null;
1378
- }
1379
- }
1380
- this._syncPrimaryPointer();
1381
- e.preventDefault();
1382
- }, { passive: false });
1383
- this._canvas.addEventListener("touchcancel", (e) => {
1384
- for (const touch of Array.from(e.changedTouches)) {
1385
- this._touchPointers.delete(touch.identifier);
1386
- if (this._primaryTouchId === touch.identifier) {
1387
- this._primaryTouchId = null;
1388
- }
3179
+ /** @internal */ _onLoopFrameCallback(dt, dtMs) {
3180
+ this._renderSystem.beginDynamicSurfacePass();
3181
+ if (this._sceneLoad !== null) {
3182
+ this._renderInterruption();
3183
+ return;
3184
+ }
3185
+ if (this._transitionSystem.isActive) {
3186
+ this._transitionSystem.update(dtMs);
3187
+ if (this._transitionSystem.isActive) {
3188
+ this._renderTransition();
1389
3189
  }
1390
- this._syncPrimaryPointer();
1391
- e.preventDefault();
1392
- }, { passive: false });
1393
- this._canvas.addEventListener("touchmove", (e) => {
1394
- for (const touch of Array.from(e.changedTouches)) {
1395
- const p = getCanvasPoint(touch.clientX, touch.clientY);
1396
- const existing = this._touchPointers.get(touch.identifier);
1397
- if (existing) {
1398
- existing.x = p.x;
1399
- existing.y = p.y;
1400
- }
1401
- else {
1402
- this._touchPointers.set(touch.identifier, {
1403
- x: p.x,
1404
- y: p.y,
1405
- pressed: false,
1406
- });
1407
- }
3190
+ else {
3191
+ this._render();
1408
3192
  }
1409
- this._syncPrimaryPointer();
1410
- e.preventDefault();
1411
- }, { passive: false });
3193
+ this._inputSystem.clearFramePressedState();
3194
+ this._textSystem.clear();
3195
+ return;
3196
+ }
3197
+ this._timerSystem.update(dtMs);
3198
+ if (this._isSceneChangeInterrupting()) {
3199
+ this._renderInterruption();
3200
+ return;
3201
+ }
3202
+ this._animationSystem.update(dtMs);
3203
+ this._explosionSystem.update(dt, dtMs);
3204
+ this._physicsSystem.update(this._spriteSystem.getMutableSprites(), dt);
3205
+ if (this._isSceneChangeInterrupting()) {
3206
+ this._renderInterruption();
3207
+ return;
3208
+ }
3209
+ if (this._currentScene?.onUpdate)
3210
+ this._currentScene.onUpdate(dt);
3211
+ else if (this.onUpdate)
3212
+ this.onUpdate(dt);
3213
+ if (this._isSceneChangeInterrupting()) {
3214
+ this._renderInterruption();
3215
+ return;
3216
+ }
3217
+ this._trailSystem.update(dtMs, this._renderSystem.getSpriteRenderSnapshot.bind(this._renderSystem));
3218
+ this._render();
3219
+ this._inputSystem.clearFramePressedState();
3220
+ this._textSystem.clear();
1412
3221
  }
1413
3222
  /** @internal */
1414
- _isScreenPointOverSprite(x, y, sprite, radiusScale) {
1415
- const safeScale = Math.max(0, radiusScale);
1416
- const radius = sprite.size * safeScale;
1417
- const drawX = sprite.ignoreScroll ? sprite.x : sprite.x - this.scrollX;
1418
- const drawY = sprite.ignoreScroll ? sprite.y : sprite.y - this.scrollY;
1419
- const dx = x - drawX;
1420
- const dy = y - drawY;
1421
- return dx * dx + dy * dy <= radius * radius;
3223
+ _isSceneChangeInterrupting() {
3224
+ return this._transitionSystem.isActive || this._sceneLoad !== null;
1422
3225
  }
1423
- /** @internal */
1424
- _collectPointers() {
1425
- const pointers = [];
1426
- if (this._mouseDown) {
1427
- pointers.push({
1428
- id: "mouse",
1429
- kind: "mouse",
1430
- x: this._mouseX,
1431
- y: this._mouseY,
1432
- pressed: this._mousePressed,
3226
+ /**
3227
+ * Draws a frame in which gameplay does not advance: a loading scene under
3228
+ * its ring, or a transition.
3229
+ *
3230
+ * @internal
3231
+ */
3232
+ _renderInterruption() {
3233
+ const load = this._sceneLoad;
3234
+ if (load !== null) {
3235
+ this._renderSystem.renderSceneLoading({
3236
+ canvas: this._canvas,
3237
+ context: this._ctx,
3238
+ pageBackground: this.pageBackground,
3239
+ snapshot: load.snapshot,
3240
+ progress: load.progress,
3241
+ reveal: (performance.now() - load.startedAt - SCENE_LOADING_INDICATOR_DELAY_MS) /
3242
+ SCENE_LOADING_FADE_MS,
3243
+ ink: load.ink,
1433
3244
  });
1434
3245
  }
1435
- for (const [id, pointer] of this._touchPointers.entries()) {
1436
- pointers.push({
1437
- id,
1438
- kind: "touch",
1439
- x: pointer.x,
1440
- y: pointer.y,
1441
- pressed: pointer.pressed,
1442
- });
3246
+ else {
3247
+ this._renderTransition();
3248
+ }
3249
+ this._inputSystem.clearFramePressedState();
3250
+ this._textSystem.clear();
3251
+ }
3252
+ /**
3253
+ * Runs a scene's `onPreload()`, if it has one, with image registration
3254
+ * allowed.
3255
+ *
3256
+ * @internal
3257
+ */
3258
+ _registerSceneAssets(scene) {
3259
+ if (!scene?.onPreload)
3260
+ return;
3261
+ this._isRegisteringPreloadAssets = true;
3262
+ try {
3263
+ scene.onPreload();
1443
3264
  }
1444
- return pointers;
3265
+ finally {
3266
+ this._isRegisteringPreloadAssets = false;
3267
+ }
3268
+ }
3269
+ /**
3270
+ * Freezes the current scene under a progress ring while the queued images
3271
+ * load, then calls `finish` to enter the next scene. If images fail and the
3272
+ * player declines to retry, the current scene resumes instead.
3273
+ *
3274
+ * @internal
3275
+ */
3276
+ _beginSceneLoad(finish) {
3277
+ this._transitionSystem.clear();
3278
+ const snapshot = document.createElement("canvas");
3279
+ snapshot.width = this._canvas.width;
3280
+ snapshot.height = this._canvas.height;
3281
+ snapshot.getContext("2d")?.drawImage(this._canvas, 0, 0);
3282
+ const load = {
3283
+ snapshot,
3284
+ ink: this._renderSystem.pickSceneLoadingInk(snapshot),
3285
+ progress: 0,
3286
+ startedAt: performance.now(),
3287
+ };
3288
+ this._sceneLoad = load;
3289
+ void this._loadSceneImages(load, finish);
1445
3290
  }
1446
3291
  /** @internal */
1447
- _syncPrimaryPointer() {
1448
- if (this._primaryTouchId !== null) {
1449
- const primaryTouch = this._touchPointers.get(this._primaryTouchId);
1450
- if (primaryTouch) {
1451
- this._pointerX = primaryTouch.x;
1452
- this._pointerY = primaryTouch.y;
1453
- this._pointerDown = true;
1454
- this._pointerPressed = primaryTouch.pressed;
1455
- return;
1456
- }
1457
- this._primaryTouchId = null;
1458
- }
1459
- if (this._touchPointers.size > 0) {
1460
- const firstTouchEntry = this._touchPointers.entries().next().value;
1461
- if (firstTouchEntry) {
1462
- const [touchId, touch] = firstTouchEntry;
1463
- this._primaryTouchId = touchId;
1464
- this._pointerX = touch.x;
1465
- this._pointerY = touch.y;
1466
- this._pointerDown = true;
1467
- this._pointerPressed = touch.pressed;
3292
+ async _loadSceneImages(load, finish) {
3293
+ for (;;) {
3294
+ const failed = await this._assetSystem.loadQueuedImages((settled, total) => {
3295
+ load.progress = total === 0 ? 1 : settled / total;
3296
+ });
3297
+ if (failed.length === 0)
3298
+ break;
3299
+ this._reportFailedImages(failed);
3300
+ if (!this._confirmImageRetry(failed.length)) {
3301
+ this._assetSystem.discardQueuedImages();
3302
+ this._sceneLoad = null;
1468
3303
  return;
1469
3304
  }
3305
+ load.progress = 0;
1470
3306
  }
1471
- this._primaryTouchId = null;
1472
- this._pointerX = this._mouseX;
1473
- this._pointerY = this._mouseY;
1474
- this._pointerDown = this._mouseDown;
1475
- this._pointerPressed = this._mousePressed;
3307
+ this._sceneLoad = null;
3308
+ finish();
1476
3309
  }
1477
- // -------------------------------------------------------------------------
1478
- // Private — rAF loop
1479
- // -------------------------------------------------------------------------
1480
3310
  /** @internal */
1481
- _loop(timestamp) {
1482
- if (!this._running)
1483
- return;
1484
- if (this._lastTimestamp === null) {
1485
- this._lastTimestamp = timestamp;
1486
- }
1487
- let dt = (timestamp - this._lastTimestamp) / 1000;
1488
- this._lastTimestamp = timestamp;
1489
- if (dt > 0.1)
1490
- dt = 0.1;
1491
- const dtMs = dt * 1000;
1492
- this._updateTimers(dtMs);
1493
- this._updateAnimations(dtMs);
1494
- this._updatePhysics(dt);
1495
- if (this.onUpdate)
1496
- this.onUpdate(dt);
1497
- this._render();
1498
- this._keysPressed.clear();
1499
- this._mousePressed = false;
1500
- for (const pointer of this._touchPointers.values()) {
1501
- pointer.pressed = false;
1502
- }
1503
- this._syncPrimaryPointer();
1504
- this._textOverlays = [];
1505
- this._rafId = requestAnimationFrame(this._loop.bind(this));
3311
+ _reportFailedImages(keys) {
3312
+ const list = keys
3313
+ .map((key) => `"${key}" (${this._assetSystem.getImageSource(key) ?? "no source"})`)
3314
+ .join(", ");
3315
+ console.error(`MinimoJS: ${keys.length} image${keys.length === 1 ? "" : "s"} failed to load: ${list}.`);
1506
3316
  }
1507
- /** @internal */
1508
- _updateTimers(dtMs) {
1509
- const toRemove = [];
1510
- const toFire = [];
1511
- for (const timer of this._timers) {
1512
- timer.elapsed += dtMs;
1513
- if (timer.elapsed >= timer.delayMs) {
1514
- toFire.push(timer);
1515
- if (timer.repeat) {
1516
- timer.elapsed -= timer.delayMs;
1517
- }
1518
- else {
1519
- toRemove.push(timer.id);
1520
- }
1521
- }
3317
+ /**
3318
+ * Asks the player whether to retry failed images, with the browser's own
3319
+ * confirmation dialog. Returns `false` where no dialog can be shown.
3320
+ *
3321
+ * @internal
3322
+ */
3323
+ _confirmImageRetry(failedCount) {
3324
+ if (typeof window === "undefined" || typeof window.confirm !== "function") {
3325
+ return false;
1522
3326
  }
1523
- if (toRemove.length > 0) {
1524
- this._timers = this._timers.filter((t) => !toRemove.includes(t.id));
3327
+ const noun = failedCount === 1 ? "image" : "images";
3328
+ try {
3329
+ return window.confirm(`${failedCount} ${noun} could not be loaded. Try again?`);
1525
3330
  }
1526
- for (const timer of toFire) {
1527
- timer.callback();
3331
+ catch {
3332
+ return false;
1528
3333
  }
1529
3334
  }
1530
3335
  /** @internal */
1531
- _updateAnimations(dtMs) {
1532
- const toRemove = [];
1533
- for (let i = 0; i < this._animations.length; i++) {
1534
- const anim = this._animations[i];
1535
- anim.elapsed += dtMs;
1536
- const t = Math.min(anim.elapsed / anim.durationMs, 1);
1537
- anim.sprite[anim.property] = anim.from + (anim.to - anim.from) * t;
1538
- if (t >= 1) {
1539
- toRemove.push(i);
1540
- anim.onComplete?.();
1541
- }
1542
- }
1543
- for (let i = toRemove.length - 1; i >= 0; i--) {
1544
- this._animations.splice(toRemove[i], 1);
1545
- }
3336
+ _invokeCreate() {
3337
+ if (this._currentScene?.onCreate)
3338
+ this._currentScene.onCreate();
3339
+ else
3340
+ this._onCreate?.();
1546
3341
  }
1547
3342
  /** @internal */
1548
- _updatePhysics(dt) {
1549
- for (const sprite of this._sprites) {
1550
- if (sprite.gravityScale !== 0) {
1551
- sprite.vx += this.gravityX * sprite.gravityScale * dt;
1552
- sprite.vy += this.gravityY * sprite.gravityScale * dt;
3343
+ waitForDocumentFonts() {
3344
+ if (typeof document === "undefined") {
3345
+ return Promise.resolve();
3346
+ }
3347
+ const fontSet = document.fonts;
3348
+ if (!fontSet || typeof fontSet.ready?.then !== "function") {
3349
+ return Promise.resolve();
3350
+ }
3351
+ const fontLoads = [];
3352
+ if (typeof fontSet.load === "function") {
3353
+ for (const requirement of this._requiredFonts.values()) {
3354
+ const descriptor = `${requirement.style} ${requirement.weight} ${requirement.size}px ${requirement.family}`;
3355
+ fontLoads.push(fontSet.load(descriptor, requirement.sampleText).catch(() => []));
1553
3356
  }
1554
- sprite.x += sprite.vx * dt;
1555
- sprite.y += sprite.vy * dt;
1556
3357
  }
1557
- }
1558
- // -------------------------------------------------------------------------
1559
- // Private — rendering
1560
- // -------------------------------------------------------------------------
1561
- /** @internal */
1562
- _getSpriteGlyphCanvas(sprite) {
1563
- const size = Math.max(1, Math.round(sprite.size));
1564
- const color = sprite.color;
1565
- const cacheKey = `${sprite.sprite}::${size}::${color}`;
1566
- const cached = this._spriteGlyphCache.get(cacheKey);
1567
- if (cached)
1568
- return cached;
1569
- const glyphCanvas = document.createElement("canvas");
1570
- const boxSize = Math.max(2, Math.ceil(size * 2));
1571
- glyphCanvas.width = boxSize;
1572
- glyphCanvas.height = boxSize;
1573
- const glyphCtx = glyphCanvas.getContext("2d");
1574
- if (!glyphCtx) {
1575
- throw new Error("MinimoJS: Could not acquire a glyph rendering context.");
1576
- }
1577
- glyphCtx.clearRect(0, 0, boxSize, boxSize);
1578
- glyphCtx.shadowColor = "transparent";
1579
- glyphCtx.shadowBlur = 0;
1580
- glyphCtx.shadowOffsetX = 0;
1581
- glyphCtx.shadowOffsetY = 0;
1582
- glyphCtx.fillStyle = color;
1583
- glyphCtx.font = `${size}px "Apple Color Emoji", "Segoe UI Emoji", "Noto Color Emoji", sans-serif`;
1584
- glyphCtx.textAlign = "center";
1585
- glyphCtx.textBaseline = "middle";
1586
- glyphCtx.fillText(sprite.sprite, boxSize / 2, boxSize / 2);
1587
- this._spriteGlyphCache.set(cacheKey, glyphCanvas);
1588
- return glyphCanvas;
3358
+ fontLoads.push(fontSet.ready);
3359
+ return Promise.all(fontLoads).then(() => undefined);
1589
3360
  }
1590
3361
  /** @internal */
1591
- _render() {
1592
- const ctx = this._ctx;
1593
- const W = this._canvas.width;
1594
- const H = this._canvas.height;
1595
- this._applyPageBackground();
1596
- ctx.clearRect(0, 0, W, H);
1597
- if (this.backgroundGradient !== null) {
1598
- const gradient = ctx.createLinearGradient(0, 0, 0, H);
1599
- gradient.addColorStop(0, this.backgroundGradient.from);
1600
- gradient.addColorStop(1, this.backgroundGradient.to);
1601
- ctx.fillStyle = gradient;
1602
- ctx.fillRect(0, 0, W, H);
1603
- }
1604
- else if (this.background !== null) {
1605
- ctx.fillStyle = this.background;
1606
- ctx.fillRect(0, 0, W, H);
1607
- }
1608
- const sorted = [...this._sprites].sort((a, b) => a.layer - b.layer);
1609
- for (const sprite of sorted) {
1610
- if (!sprite.visible)
3362
+ applyGlobalFontRequirements() {
3363
+ if (this._hasAppliedGlobalFontRequirements) {
3364
+ return;
3365
+ }
3366
+ this._hasAppliedGlobalFontRequirements = true;
3367
+ const root = globalThis;
3368
+ const requirements = root.__MINIMO_WEB_FONT_REQUIREMENTS__;
3369
+ if (!Array.isArray(requirements)) {
3370
+ return;
3371
+ }
3372
+ for (const entry of requirements) {
3373
+ if (!entry || typeof entry !== "object") {
1611
3374
  continue;
1612
- ctx.save();
1613
- ctx.globalAlpha = Math.max(0, Math.min(1, sprite.alpha));
1614
- const drawX = Math.round(sprite.ignoreScroll ? sprite.x : sprite.x - this.scrollX);
1615
- const drawY = Math.round(sprite.ignoreScroll ? sprite.y : sprite.y - this.scrollY);
1616
- ctx.translate(drawX, drawY);
1617
- if (sprite.rotation !== 0) {
1618
- ctx.rotate((sprite.rotation * Math.PI) / 180);
1619
3375
  }
1620
- if (sprite.flipX || sprite.flipY) {
1621
- ctx.scale(sprite.flipX ? -1 : 1, sprite.flipY ? -1 : 1);
3376
+ const requirement = entry;
3377
+ const family = typeof requirement.family === "string" ? requirement.family.trim() : "";
3378
+ if (!family) {
3379
+ continue;
1622
3380
  }
1623
- ctx.shadowColor = "transparent";
1624
- ctx.shadowBlur = 0;
1625
- ctx.shadowOffsetX = 0;
1626
- ctx.shadowOffsetY = 0;
1627
- const glyphCanvas = this._getSpriteGlyphCanvas(sprite);
1628
- ctx.drawImage(glyphCanvas, -glyphCanvas.width / 2, -glyphCanvas.height / 2);
1629
- ctx.restore();
1630
- }
1631
- for (const entry of this._textOverlays) {
1632
- ctx.save();
1633
- ctx.font = `${entry.fontSize}px monospace`;
1634
- ctx.fillStyle = entry.color;
1635
- ctx.textAlign = entry.centered ? "center" : "left";
1636
- ctx.textBaseline = entry.centered ? "middle" : "top";
1637
- ctx.fillText(entry.text, entry.x, entry.y);
1638
- ctx.restore();
3381
+ const sampleText = typeof requirement.sample_text === "string"
3382
+ ? requirement.sample_text
3383
+ : typeof requirement.sampleText === "string"
3384
+ ? requirement.sampleText
3385
+ : "";
3386
+ this.requireFont(`"${family}"`, {
3387
+ weight: typeof requirement.weight === "string" && requirement.weight.trim()
3388
+ ? requirement.weight.trim()
3389
+ : undefined,
3390
+ style: requirement.style === "normal" ||
3391
+ requirement.style === "italic" ||
3392
+ requirement.style === "oblique"
3393
+ ? requirement.style
3394
+ : undefined,
3395
+ size: typeof requirement.size === "number" && Number.isFinite(requirement.size)
3396
+ ? requirement.size
3397
+ : undefined,
3398
+ sampleText,
3399
+ });
1639
3400
  }
1640
3401
  }
1641
- /** @internal */
1642
- _applyPageBackground() {
1643
- if (!document.body)
1644
- return;
1645
- if (this._lastAppliedPageBackground === this.pageBackground)
3402
+ /** @internal */ _render() {
3403
+ this._renderSystem.render({
3404
+ canvas: this._canvas,
3405
+ context: this._ctx,
3406
+ backgroundLayers: this._backgroundSystem.getMutableLayers(),
3407
+ resolveImage: this._assetSystem.getImage.bind(this._assetSystem),
3408
+ sprites: this._spriteSystem.getMutableSprites(),
3409
+ trails: this._trailSystem.getRenderEntries(),
3410
+ explosions: this._explosionSystem.getRenderEntries(),
3411
+ wipes: this._explosionSystem.getWipeEntries(),
3412
+ textEntries: this._textSystem.getEntries(),
3413
+ scrollX: this.scrollX,
3414
+ scrollY: this.scrollY,
3415
+ background: this.background,
3416
+ backgroundGradient: this.backgroundGradient,
3417
+ pageBackground: this.pageBackground,
3418
+ debugBodies: this.debugBodies,
3419
+ debugInputAreas: this.debugInputAreas,
3420
+ });
3421
+ }
3422
+ /** @internal */ _renderTransition() {
3423
+ const transition = this._transitionSystem.getRenderEntry();
3424
+ if (!transition) {
3425
+ this._render();
1646
3426
  return;
1647
- if (this.pageBackground === null) {
1648
- document.body.style.removeProperty("background");
1649
3427
  }
1650
- else {
1651
- document.body.style.background = this.pageBackground;
1652
- }
1653
- this._lastAppliedPageBackground = this.pageBackground;
3428
+ this._renderSystem.renderScreenTransition({
3429
+ canvas: this._canvas,
3430
+ context: this._ctx,
3431
+ pageBackground: this.pageBackground,
3432
+ transition,
3433
+ });
1654
3434
  }
1655
- /** @internal */
1656
- _applyResponsiveCanvasLayout() {
1657
- if (!document.body)
1658
- return;
1659
- document.body.style.margin = "0";
1660
- document.body.style.minHeight = "100vh";
1661
- document.body.style.display = "grid";
1662
- document.body.style.placeItems = "center";
1663
- document.body.style.touchAction = "manipulation";
1664
- const viewportW = Math.max(1, window.innerWidth);
1665
- const viewportH = Math.max(1, window.innerHeight);
1666
- const scale = Math.min(viewportW / this._canvas.width, viewportH / this._canvas.height);
1667
- const safeScale = Number.isFinite(scale) && scale > 0 ? scale : 1;
1668
- this._canvas.style.width = `${Math.floor(this._canvas.width * safeScale)}px`;
1669
- this._canvas.style.height = `${Math.floor(this._canvas.height * safeScale)}px`;
3435
+ /** @internal */ _captureFrameSnapshot() {
3436
+ this._renderSystem.beginDynamicSurfacePass();
3437
+ return this._renderSystem.captureFrame({
3438
+ canvas: this._canvas,
3439
+ context: this._ctx,
3440
+ backgroundLayers: this._backgroundSystem.getMutableLayers(),
3441
+ resolveImage: this._assetSystem.getImage.bind(this._assetSystem),
3442
+ sprites: this._spriteSystem.getMutableSprites(),
3443
+ trails: this._trailSystem.getRenderEntries(),
3444
+ explosions: this._explosionSystem.getRenderEntries(),
3445
+ wipes: this._explosionSystem.getWipeEntries(),
3446
+ textEntries: this._textSystem.getEntries(),
3447
+ scrollX: this.scrollX,
3448
+ scrollY: this.scrollY,
3449
+ background: this.background,
3450
+ backgroundGradient: this.backgroundGradient,
3451
+ pageBackground: this.pageBackground,
3452
+ debugBodies: this.debugBodies,
3453
+ debugInputAreas: this.debugInputAreas,
3454
+ });
1670
3455
  }
1671
3456
  /** @internal */
1672
- _invokeCreate() {
1673
- this._hasCreated = true;
1674
- if (this.onCreate)
1675
- this.onCreate();
3457
+ _renderLoadingScreen(progress) {
3458
+ this._renderSystem.renderLoadingScreen({
3459
+ canvas: this._canvas,
3460
+ context: this._ctx,
3461
+ pageBackground: this.pageBackground,
3462
+ background: this.background,
3463
+ backgroundGradient: this.backgroundGradient,
3464
+ progress,
3465
+ });
1676
3466
  }
1677
3467
  }