rapid-render 0.1.0 → 0.1.2-1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1,93 @@
1
+ import { Vec2 } from "./math";
2
+ import Rapid from "./render";
3
+ import { Entity } from "./game";
4
+ /**
5
+ * Manages user input for keyboard and mouse events.
6
+ * Tracks key and button states, including pressed/released states for the current and previous frames.
7
+ */
8
+ export declare class InputManager {
9
+ private rapid;
10
+ private canvas;
11
+ private mousePosition;
12
+ private keysDown;
13
+ private keysDownLastFrame;
14
+ private buttonsDown;
15
+ private buttonsDownLastFrame;
16
+ /**
17
+ * Creates an instance of InputManager.
18
+ * @param rapid - The Rapid instance for rendering and coordinate conversion.
19
+ */
20
+ constructor(rapid: Rapid);
21
+ /**
22
+ * Attaches all necessary event listeners for keyboard and mouse input.
23
+ * @private
24
+ */
25
+ private attachEventListeners;
26
+ /**
27
+ * Updates the state of keys and buttons for the next frame.
28
+ */
29
+ updateNextFrame(): void;
30
+ /**
31
+ * Checks if a key is currently pressed (continuous detection).
32
+ * @param key - The key code (e.g., "KeyW", "Space").
33
+ * @returns True if the key is pressed, false otherwise.
34
+ */
35
+ isKeyDown(key: string): boolean;
36
+ /**
37
+ * Checks if a key is currently released.
38
+ * @param key - The key code (e.g., "KeyW", "Space").
39
+ * @returns True if the key is released, false otherwise.
40
+ */
41
+ isKeyUp(key: string): boolean;
42
+ /**
43
+ * Checks if a key was pressed in the current frame (single trigger).
44
+ * @param key - The key code (e.g., "KeyW", "Space").
45
+ * @returns True if the key was just pressed, false otherwise.
46
+ */
47
+ wasKeyPressed(key: string): boolean;
48
+ /**
49
+ * Checks if a key was released in the current frame (single trigger).
50
+ * @param key - The key code (e.g., "KeyW", "Space").
51
+ * @returns True if the key was just released, false otherwise.
52
+ */
53
+ wasKeyReleased(key: string): boolean;
54
+ /**
55
+ * Checks if a mouse button is currently pressed (continuous detection).
56
+ * @param button - The mouse button number (0: left, 1: middle, 2: right).
57
+ * @returns True if the button is pressed, false otherwise.
58
+ */
59
+ isButtonDown(button: number): boolean;
60
+ /**
61
+ * Checks if a mouse button is currently released.
62
+ * @param button - The mouse button number (0: left, 1: middle, 2: right).
63
+ * @returns True if the button is released, false otherwise.
64
+ */
65
+ isButtonUp(button: number): boolean;
66
+ /**
67
+ * Checks if a mouse button was pressed in the current frame (single trigger).
68
+ * @param button - The mouse button number (0: left, 1: middle, 2: right).
69
+ * @returns True if the button was just pressed, false otherwise.
70
+ */
71
+ wasButtonPressed(button: number): boolean;
72
+ /**
73
+ * Checks if a mouse button was released in the current frame (single trigger).
74
+ * @param button - The mouse button number (0: left, 1: middle, 2: right).
75
+ * @returns True if the button was just released, false otherwise.
76
+ */
77
+ wasButtonReleased(button: number): boolean;
78
+ /**
79
+ * Converts the mouse position to local coordinates relative to an entity.
80
+ * @param entity - The entity to convert coordinates for.
81
+ * @returns The mouse position in the entity's local coordinate system.
82
+ */
83
+ getMouseLocal(entity: Entity): Vec2;
84
+ /**
85
+ * Removes all event listeners and cleans up resources.
86
+ */
87
+ destroy(): void;
88
+ private handleMouseMove;
89
+ private handleKeyDown;
90
+ private handleKeyUp;
91
+ private handleMouseDown;
92
+ private handleMouseUp;
93
+ }
@@ -1,12 +1,58 @@
1
+ import { AudioPlayer } from "./audio";
2
+ import { Entity } from "./game";
1
3
  import { Color, Vec2 } from "./math";
4
+ import { Texture } from "./texture";
5
+ import { TileSet } from "./tilemap";
2
6
  import GLShader from "./webgl/glshader";
7
+ import { Uniform } from "./webgl/uniform";
8
+ /**
9
+ * @ignore
10
+ */
3
11
  export type WebGLContext = WebGL2RenderingContext | WebGLRenderingContext;
4
- export interface IRapiadOptions {
12
+ /**
13
+ * Defines the required mathematical operations for an object to be tweenable.
14
+ */
15
+ export interface IMathObject<T> {
16
+ /**
17
+ * Creates a new object that is a copy of the current instance.
18
+ * @returns A new instance of the object.
19
+ */
20
+ clone(): IMathObject<T>;
21
+ /**
22
+ * Adds another object's values to this one.
23
+ * @param other - The object to add.
24
+ * @returns A new object with the result of the addition.
25
+ */
26
+ add(other: IMathObject<T>): IMathObject<T>;
27
+ /**
28
+ * Subtracts another object's values from this one.
29
+ * @param other - The object to subtract.
30
+ * @returns A new object with the result of the subtraction.
31
+ */
32
+ subtract(other: IMathObject<T>): IMathObject<T>;
33
+ /**
34
+ * Multiplies the object's values by a scalar.
35
+ * @param scalar - The number to multiply by.
36
+ * @returns A new object with the result of the multiplication.
37
+ */
38
+ multiply(scalar: number | IMathObject<T>): IMathObject<T>;
39
+ }
40
+ export declare enum ScaleRadio {
41
+ KEEP = "keep",
42
+ KEEP_H = "keep_h",
43
+ KEEP_W = "keep_w",
44
+ IGNORE = "ignore",
45
+ EXPAND = "expand"
46
+ }
47
+ export interface IRapidOptions {
5
48
  canvas: HTMLCanvasElement;
6
- pixelDensity?: number;
7
49
  width?: number;
8
50
  height?: number;
9
51
  backgroundColor?: Color;
52
+ antialias?: boolean;
53
+ devicePixelRatio?: number;
54
+ scaleEnable?: boolean;
55
+ scaleRadio?: ScaleRadio;
10
56
  }
11
57
  export interface IAttribute {
12
58
  name: string;
@@ -16,16 +62,44 @@ export interface IAttribute {
16
62
  stride: number;
17
63
  offset?: number;
18
64
  }
19
- export interface IRenderSpriteOptions {
65
+ export interface IEntityTransformOptions {
66
+ position?: Vec2;
67
+ scale?: Vec2 | number;
68
+ rotation?: number;
69
+ x?: number;
70
+ y?: number;
71
+ tags?: string[];
72
+ }
73
+ export interface ITilemapEntityOptions extends IEntityTransformOptions {
74
+ tileset: TileSet;
75
+ }
76
+ export interface ITransformOptions {
77
+ restoreTransform?: boolean;
78
+ saveTransform?: boolean;
79
+ position?: Vec2;
80
+ scale?: Vec2 | number;
81
+ rotation?: number;
82
+ x?: number;
83
+ y?: number;
84
+ offset?: Vec2;
85
+ offsetX?: number;
86
+ offsetY?: number;
87
+ origin?: Vec2 | number;
88
+ afterSave?(): unknown;
89
+ beforRestore?(): unknown;
90
+ }
91
+ export interface ISpriteRenderOptions extends ITransformOptions, IShaderRenderOptions {
20
92
  color?: Color;
21
- shader?: GLShader;
22
- uniforms?: UniformType;
93
+ texture?: Texture;
94
+ offset?: Vec2;
95
+ flipX?: boolean;
96
+ flipY?: boolean;
23
97
  }
24
- export interface ITextOptions {
98
+ export interface ITextTextureOptions {
25
99
  /**
26
100
  * The text string to be rendered.
27
101
  */
28
- text: string;
102
+ text?: string;
29
103
  /**
30
104
  * The font size for the text.
31
105
  * Default is 16.
@@ -53,36 +127,267 @@ export interface ITextOptions {
53
127
  * Default is 'top'.
54
128
  */
55
129
  textBaseline?: CanvasTextBaseline;
56
- /**
57
- * Whether to apply antialiasing to the texture.
58
- * Default is `false`.
59
- */
60
- antialias?: boolean;
61
130
  }
62
- export declare enum JoinTyps {
63
- BEVEL = 0,
64
- ROUND = 1,
65
- MITER = 2
131
+ export interface ILineStyleOptions extends IGraphicRenderOptions {
132
+ width?: number;
133
+ closed?: boolean;
134
+ roundCap?: boolean;
135
+ textureMode?: LineTextureMode;
136
+ points: Vec2[];
66
137
  }
67
- export declare enum CapTyps {
68
- BUTT = 0,
69
- ROUND = 1,
70
- SQUARE = 2
138
+ export declare enum LineTextureMode {
139
+ STRETCH = "stretch",
140
+ REPEAT = "repeat"
71
141
  }
72
- export interface ILineOptions {
73
- cap?: CapTyps;
74
- join?: JoinTyps;
75
- width?: number;
76
- miterLimit?: number;
142
+ export declare enum TextureWrapMode {
143
+ REPEAT = "repeat",
144
+ CLAMP = "clamp",
145
+ MIRROR = "mirror"
77
146
  }
78
- export interface IRenderLineOptions extends ILineOptions {
79
- points: Vec2[];
80
- color?: Color;
147
+ export interface IRenderLineOptions extends ILineStyleOptions, ITransformOptions {
81
148
  }
82
- export interface IGraphicOptions {
83
- points: Vec2[];
84
- color?: Color;
149
+ export interface IGraphicRenderOptions extends ITransformOptions, IShaderRenderOptions {
150
+ color?: Color | Color[];
85
151
  drawType?: number;
152
+ uv?: Vec2[];
153
+ texture?: Texture;
154
+ }
155
+ export interface IPolygonGraphicRenderOptions extends IGraphicRenderOptions {
156
+ points: Vec2[];
157
+ }
158
+ export interface ICircleRenderOptions extends IGraphicRenderOptions {
159
+ radius: number;
160
+ segments?: number;
161
+ }
162
+ export interface IRectRenderOptions extends IGraphicRenderOptions {
163
+ width: number;
164
+ height: number;
86
165
  }
87
- export type UniformType = Record<string, number | Array<any>>;
166
+ export declare enum MaskType {
167
+ Include = "normal",
168
+ Exclude = "inverse"
169
+ }
170
+ export type UniformType = Record<string, number | Array<any> | boolean | Texture>;
88
171
  export type Images = ImageBitmap | ImageData | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | OffscreenCanvas;
172
+ export interface IRegisterTileOptions extends ISpriteRenderOptions {
173
+ texture: Texture;
174
+ offsetX?: number;
175
+ offsetY?: number;
176
+ ySortOffset?: number;
177
+ }
178
+ export interface YSortCallback {
179
+ ySort: number;
180
+ render?: () => void;
181
+ entity?: Entity;
182
+ renderSprite?: ISpriteRenderOptions;
183
+ }
184
+ export interface IEntityTilemapLayerOptions extends ITilemapLayerOptions, IEntityTransformOptions {
185
+ }
186
+ export interface ITilemapLayerOptions {
187
+ error?: number | Vec2;
188
+ errorX?: number;
189
+ errorY?: number;
190
+ ySortCallback?: Array<YSortCallback>;
191
+ shape?: TilemapShape;
192
+ tileSet: TileSet;
193
+ eachTile?: (tileId: string | number, mapX: number, mapY: number) => ISpriteRenderOptions | undefined | void;
194
+ }
195
+ export interface ILayerRenderOptions extends ITransformOptions, ITilemapLayerOptions {
196
+ }
197
+ export interface IShaderRenderOptions {
198
+ shader?: GLShader;
199
+ uniforms?: Uniform;
200
+ }
201
+ export declare enum TilemapShape {
202
+ SQUARE = "square",
203
+ ISOMETRIC = "isometric"
204
+ }
205
+ export declare enum ShaderType {
206
+ SPRITE = "sprite",
207
+ GRAPHIC = "graphic"
208
+ }
209
+ export declare enum BlendMode {
210
+ Additive = "additive",
211
+ Subtractive = "subtractive",
212
+ Mix = "mix"
213
+ }
214
+ /**
215
+ * Interface for light rendering options
216
+ */
217
+ export interface ILightRenderOptions {
218
+ /** Position of the light source */
219
+ lightSource: Vec2;
220
+ /** Array of vertex arrays for occlusion objects, each occlusion object is defined by a set of vertices */
221
+ occlusion: Vec2[][];
222
+ /** Base projection length that controls shadow length */
223
+ baseProjectionLength?: number;
224
+ /** Type of mask to apply */
225
+ type?: MaskType;
226
+ }
227
+ export interface ICameraOptions extends ITransformOptions {
228
+ center?: boolean;
229
+ }
230
+ /**
231
+ * Defines particle emitter shape types
232
+ */
233
+ export declare enum ParticleShape {
234
+ /**
235
+ * Point emitter, emits particles from a single point
236
+ */
237
+ POINT = "point",
238
+ /**
239
+ * Circle emitter, emits particles randomly from a circular area
240
+ */
241
+ CIRCLE = "circle",
242
+ /**
243
+ * Rectangle emitter, emits particles randomly from a rectangular area
244
+ */
245
+ RECT = "rect"
246
+ }
247
+ /**
248
+ * Defines particle attribute animation
249
+ * @template T Attribute type, can be number, vector or color
250
+ */
251
+ export interface ParticleAttribute<T extends number | Vec2 | Color> {
252
+ /**
253
+ * Damping coefficient, controls attribute decay rate over time
254
+ */
255
+ damping?: number;
256
+ /**
257
+ * Initial attribute value
258
+ */
259
+ start: T;
260
+ /**
261
+ * Final attribute value, uses initial value if not specified
262
+ */
263
+ end?: T;
264
+ /**
265
+ * Attribute change rate, automatically calculated from start and end if not specified
266
+ */
267
+ delta?: T;
268
+ }
269
+ /**
270
+ * Particle system configuration options
271
+ */
272
+ export interface IParticleOptions extends ITransformOptions, IShaderRenderOptions {
273
+ /**
274
+ * Particle texture, can be a single texture, array of textures, or weighted texture array
275
+ */
276
+ texture: Texture | Texture[] | [Texture, number][];
277
+ /**
278
+ * Particle emission rate (particles per second)
279
+ */
280
+ emitRate?: number;
281
+ /**
282
+ * Emission time interval in seconds
283
+ */
284
+ emitTime?: number;
285
+ /**
286
+ * Maximum number of particles limit
287
+ */
288
+ maxParticles?: number;
289
+ /**
290
+ * Particle lifetime in seconds, can be fixed value or range
291
+ */
292
+ life?: number | [number, number];
293
+ /**
294
+ * Particle animation properties collection
295
+ */
296
+ animation: {
297
+ /**
298
+ * Velocity vector, controls particle movement direction and speed
299
+ */
300
+ velocity?: ParticleAttribute<Vec2>;
301
+ /**
302
+ * Acceleration vector, controls particle velocity changes
303
+ */
304
+ acceleration?: ParticleAttribute<Vec2>;
305
+ /**
306
+ * Speed scalar, used in combination with rotation direction
307
+ */
308
+ speed?: ParticleAttribute<number>;
309
+ /**
310
+ * Scale factor, controls particle size
311
+ */
312
+ scale?: ParticleAttribute<number>;
313
+ /**
314
+ * Rotation angle (in radians)
315
+ */
316
+ rotation?: ParticleAttribute<number>;
317
+ /**
318
+ * Color and transparency
319
+ */
320
+ color?: ParticleAttribute<Color>;
321
+ };
322
+ /**
323
+ * Emitter shape
324
+ */
325
+ emitShape?: ParticleShape;
326
+ /**
327
+ * Circular emitter radius
328
+ */
329
+ emitRadius?: number;
330
+ /**
331
+ * Rectangular emitter dimensions
332
+ */
333
+ emitRect?: {
334
+ width: number;
335
+ height: number;
336
+ };
337
+ /**
338
+ * Whether to use local coordinate system, true means particles are relative to emitter position,
339
+ * false means using global coordinates
340
+ */
341
+ localSpace?: boolean;
342
+ }
343
+ /**
344
+ * Particle attribute data types
345
+ */
346
+ export type ParticleAttributeTypes = number | Vec2 | Color;
347
+ /**
348
+ * Particle attribute runtime data
349
+ * @template T Attribute type
350
+ */
351
+ export type ParticleAttributeData<T extends ParticleAttributeTypes> = {
352
+ /**
353
+ * Attribute change rate per second
354
+ */
355
+ delta?: T;
356
+ /**
357
+ * Current attribute value
358
+ */
359
+ value: T;
360
+ /**
361
+ * Damping coefficient
362
+ */
363
+ damping?: number;
364
+ };
365
+ export interface IGameOptions extends IRapidOptions {
366
+ }
367
+ export interface ISound {
368
+ element: HTMLAudioElement;
369
+ source: MediaElementAudioSourceNode | null;
370
+ gainNode: GainNode;
371
+ }
372
+ /**
373
+ * Interface for an asset to be loaded.
374
+ */
375
+ export interface IAsset {
376
+ type: 'json' | 'audio' | 'image';
377
+ name: string;
378
+ url: string;
379
+ }
380
+ /**
381
+ * Interface for the assets storage structure.
382
+ */
383
+ export interface IAssets {
384
+ json: {
385
+ [key: string]: any;
386
+ };
387
+ audio: {
388
+ [key: string]: AudioPlayer;
389
+ };
390
+ images: {
391
+ [key: string]: Texture;
392
+ };
393
+ }
@@ -0,0 +1,7 @@
1
+ import { Vec2 } from "./math";
2
+ import Rapid from "./render";
3
+ export declare class LightManager {
4
+ render: Rapid;
5
+ constructor(render: Rapid);
6
+ createLightShadowMaskPolygon(occlusion: Vec2[][], lightSource: Vec2, baseProjectionLength?: number): Vec2[][];
7
+ }
package/dist/line.d.ts CHANGED
@@ -1,3 +1,16 @@
1
- import { ILineOptions } from "./interface";
1
+ import { ILineStyleOptions } from "./interface";
2
2
  import { Vec2 } from "./math";
3
- export declare const getStrokeGeometry: (points: Vec2[], attrs: ILineOptions) => Vec2[];
3
+ /**
4
+ * @ignore
5
+ */
6
+ export declare const getLineNormal: (points: Vec2[], closed?: boolean) => {
7
+ normals: {
8
+ normal: Vec2;
9
+ miters: number;
10
+ }[];
11
+ length: number;
12
+ };
13
+ export declare const getLineGeometry: (options: ILineStyleOptions) => {
14
+ vertices: Vec2[];
15
+ uv: Vec2[];
16
+ };
package/dist/log.d.ts ADDED
@@ -0,0 +1,2 @@
1
+ declare const warn: (text: string) => void;
2
+ export default warn;