tscratch 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENCE +21 -0
- package/README.md +91 -0
- package/dist/index.cjs +2 -0
- package/dist/index.cjs.map +1 -0
- package/dist/index.d.cts +53 -0
- package/dist/index.d.ts +53 -0
- package/dist/index.js +2 -0
- package/dist/index.js.map +1 -0
- package/package.json +33 -0
package/LICENCE
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MIT License
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Copyright (c) 2025 sebastian-goat
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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package/README.md
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# 🐱 tscratch
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A **Scratch-inspired 2D game engine** for **TypeScript**.
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Type-safe, lightweight, and fun — bring the simplicity of Scratch into real code.
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---
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## ✨ Features
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- 🎮 **Scratch-style API** — `goTo`, `setX`, `moveSteps`, etc.
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- ⚡ **TypeScript first** — full type safety & IntelliSense.
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- 🖼️ **Canvas rendering** — built on the HTML5 canvas.
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- 🧩 **Sprites system** — extend `Sprite` to create your own shapes.
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- 🛠️ **Lightweight** — no heavy dependencies, works in any TypeScript project.
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---
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## 📦 Installation
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```sh
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npm install tscratch
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```
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## 🚀 Quick Start
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```ts
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import { Engine, Rectangle } from 'tscratch';
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// Initialize engine
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const engine = Engine.init();
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// Create a rectangle sprite
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const rect = new Rectangle();
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rect.goTo(0, 0);
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// Add it to the engine
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engine.addSprite(rect);
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// Animate in the game loop
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engine.loop = () => {
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rect.setX(rect.x + 2); // move right every frame
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};
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```
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## 🎨 Example: Multiple Sprites
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```ts
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import { Engine, Rectangle } from 'tscratch';
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const engine = Engine.init();
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const redBox = new Rectangle();
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redBox.color = 'red';
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redBox.goTo(-100, 0);
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const blueBox = new Rectangle();
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blueBox.color = 'blue';
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blueBox.goTo(100, 0);
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engine.addSprite(redBox);
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engine.addSprite(blueBox);
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engine.loop = () => {
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redBox.setX(redBox.x + 1);
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blueBox.setX(blueBox.x - 1);
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};
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```
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## 🛠️ API Overview
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### Engine
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- `Engine.init()` → get the singleton instance
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- `engine.addSprite(sprite)` → add a sprite to the stage
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- `engine.loop = () => { ... }` → game loop logic
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- `engine.refreshAll()` → redraw all sprites
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### Sprite (abstract)
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- `goTo(x, y)` → move to coordinates
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- `setX(x)` / `setY(y)` → set position
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- `changeXBy(dx)` / `changeYBy(dy)` → relative movement
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- `show()` / `hide()` → toggle visibility
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### Rectangle (example sprite)
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- Has `width`, `height`, and `color` properties
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- Draws a rectangle centered on `(x, y)`
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## License
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MIT © 2025 sebastian-goat, see [LICENSE](./LICENSE)
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package/dist/index.cjs
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"use strict";var u=Object.defineProperty;var d=Object.getOwnPropertyDescriptor;var f=Object.getOwnPropertyNames;var x=Object.prototype.hasOwnProperty;var g=(e,t)=>{for(var s in t)u(e,s,{get:t[s],enumerable:!0})},w=(e,t,s,b)=>{if(t&&typeof t=="object"||typeof t=="function")for(let o of f(t))!x.call(e,o)&&o!==s&&u(e,o,{get:()=>t[o],enumerable:!(b=d(t,o))||b.enumerable});return e};var v=e=>w(u({},"__esModule",{value:!0}),e);var R={};g(R,{Engine:()=>h,Rectangle:()=>c,Sprite:()=>n,canvas:()=>i,ctx:()=>r,default:()=>y,setAspectRatio:()=>m,setScale:()=>p});module.exports=v(R);var i=document.getElementById("game-window"),r=i.getContext("2d"),l=16/9,a;function p(e){a=e,i.width=l*a,i.height=a}function m(e){l=e,i.width=l*a,i.height=a}p(500);var n=class{x=0;y=0;dir=90;refresh(){h.init().refresh()}toRadians(t){return t*Math.PI/180}toDegrees(t){return t*180/Math.PI}move(t){this.x+=t*Math.sin(this.toRadians(this.dir)),this.refresh()}turn(t){this.dir+=t,this.refresh()}pointInDirection(t){this.dir=t,this.refresh()}setX(t){this.x=t,this.refresh()}setY(t){this.y=t,this.refresh()}goTo(t,s){this.x=t,this.y=s,this.refresh()}changeX(t){this.x+=t,this.refresh()}changeY(t){this.y+=t,this.refresh()}async wait(t){return new Promise(s=>setTimeout(s,t))}};var h=class e{static instance;loop=()=>{};sprites=[];static init(){return this.instance||(this.instance=new e),this.instance}constructor(){setInterval(()=>this.loop(),1e3/8)}addSprite(t){this.sprites.push(t)}refresh(){r.fillStyle="white",r.fillRect(0,0,i.width,i.height),this.sprites.forEach(t=>t.draw())}};var c=class extends n{width=50;height=50;color="black";draw(){r.fillStyle=this.color,r.fillRect(this.x-this.width/2+i.width/2,this.y-this.height/2+i.height/2,this.width,this.height)}constructor(){super(),this.draw()}};var S={Engine:h,Sprite:n,Rectangle:c,setScale:p,setAspectRatio:m,canvas:i,ctx:r},y=S;0&&(module.exports={Engine,Rectangle,Sprite,canvas,ctx,setAspectRatio,setScale});
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//# sourceMappingURL=index.cjs.map
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{"version":3,"sources":["../src/index.ts","../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts"],"sourcesContent":["import Engine from './Engine.ts';\r\nimport Sprite from './Sprite.ts';\r\nimport Rectangle from './Rectangle.ts';\r\nimport { setScale, setAspectRatio, canvas, ctx } from './canvas.ts';\r\n\r\nconst TScratch = {\r\n // Main\r\n Engine,\r\n Sprite,\r\n\r\n // Sprites\r\n Rectangle,\r\n\r\n // Canvas\r\n setScale,\r\n setAspectRatio,\r\n canvas,\r\n ctx\r\n};\r\n\r\nexport default TScratch;\r\nexport {\r\n // Main\r\n Engine,\r\n Sprite,\r\n\r\n // Sprites\r\n Rectangle,\r\n\r\n // Canvas\r\n setScale,\r\n setAspectRatio,\r\n canvas,\r\n ctx\r\n};","export const canvas = document.getElementById('game-window') as HTMLCanvasElement;\r\nexport const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\r\n\r\nlet ratio: number = 16 / 9;\r\nlet scale: number;\r\n\r\nexport function setScale(newScale: number) {\r\n scale = newScale;\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n}\r\n\r\nexport function setAspectRatio(newAspectRatio: number) {\r\n ratio = newAspectRatio;\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n}\r\n\r\nsetScale(500);","import Engine from './Engine.ts';\r\n\r\nexport default abstract class Sprite {\r\n\r\n public x: number = 0;\r\n public y: number = 0;\r\n public dir: number = 90;\r\n\r\n // Rendering\r\n\r\n public abstract draw(): void;\r\n\r\n protected refresh() {\r\n Engine.init().refresh();\r\n }\r\n\r\n // Helpers\r\n\r\n protected toRadians(deg: number) {\r\n return deg * Math.PI / 180;\r\n }\r\n\r\n protected toDegrees(rad: number) {\r\n return rad * 180 / Math.PI;\r\n }\r\n\r\n // Methods\r\n\r\n // Motion\r\n public move(steps: number) {\r\n this.x += steps * Math.sin(this.toRadians(this.dir));\r\n this.refresh();\r\n }\r\n\r\n public turn(deg: number) {\r\n this.dir += deg;\r\n this.refresh();\r\n }\r\n\r\n public pointInDirection(dir: number) {\r\n this.dir = dir;\r\n this.refresh();\r\n }\r\n\r\n public setX(x: number) {\r\n this.x = x;\r\n this.refresh();\r\n }\r\n\r\n public setY(y: number) {\r\n this.y = y;\r\n this.refresh();\r\n }\r\n\r\n public goTo(x: number, y: number) {\r\n this.x = x;\r\n this.y = y;\r\n this.refresh();\r\n }\r\n\r\n public changeX(dX: number) {\r\n this.x += dX;\r\n this.refresh();\r\n }\r\n\r\n public changeY(dY: number) {\r\n this.y += dY;\r\n this.refresh();\r\n }\r\n\r\n // Control\r\n public async wait(ms: number): Promise<void> {\r\n return new Promise(resolve => setTimeout(resolve, ms));\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite from './Sprite.ts';\r\n\r\nexport default class Engine {\r\n\r\n private static instance: Engine;\r\n public loop: () => void = () => {};\r\n public sprites: Sprite[] = [];\r\n\r\n public static init() {\r\n if (!this.instance) {\r\n this.instance = new Engine();\r\n }\r\n return this.instance;\r\n }\r\n\r\n private constructor() {\r\n setInterval(() => this.loop(), 1000 / 8);\r\n }\r\n\r\n public addSprite(sprite: Sprite) {\r\n this.sprites.push(sprite);\r\n }\r\n\r\n public refresh() {\r\n ctx.fillStyle = 'white';\r\n ctx.fillRect(0, 0, canvas.width, canvas.height);\r\n\r\n this.sprites.forEach(sprite => sprite.draw());\r\n }\r\n\r\n}","import Sprite from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport default class Rectangle extends Sprite {\r\n\r\n public width: number = 50;\r\n public height: number = 50;\r\n public color: string = 'black';\r\n\r\n public draw(): void {\r\n ctx.fillStyle = this.color;\r\n ctx.fillRect(\r\n this.x - this.width / 2 + canvas.width / 2,\r\n this.y - this.height / 2 + canvas.height / 2,\r\n this.width,\r\n this.height\r\n );\r\n }\r\n\r\n constructor() {\r\n super();\r\n this.draw();\r\n }\r\n\r\n}"],"mappings":"yaAAA,IAAAA,EAAA,GAAAC,EAAAD,EAAA,YAAAE,EAAA,cAAAC,EAAA,WAAAC,EAAA,WAAAC,EAAA,QAAAC,EAAA,YAAAC,EAAA,mBAAAC,EAAA,aAAAC,IAAA,eAAAC,EAAAV,GCAO,IAAMW,EAAS,SAAS,eAAe,aAAa,EAC9CC,EAAMD,EAAO,WAAW,IAAI,EAErCE,EAAgB,GAAK,EACrBC,EAEG,SAASC,EAASC,EAAkB,CACvCF,EAAQE,EACRL,EAAO,MAAQE,EAAQC,EACvBH,EAAO,OAASG,CACpB,CAEO,SAASG,EAAeC,EAAwB,CACnDL,EAAQK,EACRP,EAAO,MAAQE,EAAQC,EACvBH,EAAO,OAASG,CACpB,CAEAC,EAAS,GAAG,EChBZ,IAA8BI,EAA9B,KAAqC,CAE1B,EAAY,EACZ,EAAY,EACZ,IAAc,GAMX,SAAU,CAChBC,EAAO,KAAK,EAAE,QAAQ,CAC1B,CAIU,UAAUC,EAAa,CAC7B,OAAOA,EAAM,KAAK,GAAK,GAC3B,CAEU,UAAUC,EAAa,CAC7B,OAAOA,EAAM,IAAM,KAAK,EAC5B,CAKO,KAAKC,EAAe,CACvB,KAAK,GAAKA,EAAQ,KAAK,IAAI,KAAK,UAAU,KAAK,GAAG,CAAC,EACnD,KAAK,QAAQ,CACjB,CAEO,KAAKF,EAAa,CACrB,KAAK,KAAOA,EACZ,KAAK,QAAQ,CACjB,CAEO,iBAAiBG,EAAa,CACjC,KAAK,IAAMA,EACX,KAAK,QAAQ,CACjB,CAEO,KAAKC,EAAW,CACnB,KAAK,EAAIA,EACT,KAAK,QAAQ,CACjB,CAEO,KAAKC,EAAW,CACnB,KAAK,EAAIA,EACT,KAAK,QAAQ,CACjB,CAEO,KAAKD,EAAWC,EAAW,CAC9B,KAAK,EAAID,EACT,KAAK,EAAIC,EACT,KAAK,QAAQ,CACjB,CAEO,QAAQC,EAAY,CACvB,KAAK,GAAKA,EACV,KAAK,QAAQ,CACjB,CAEO,QAAQC,EAAY,CACvB,KAAK,GAAKA,EACV,KAAK,QAAQ,CACjB,CAGA,MAAa,KAAKC,EAA2B,CACzC,OAAO,IAAI,QAAQC,GAAW,WAAWA,EAASD,CAAE,CAAC,CACzD,CAEJ,ECxEA,IAAqBE,EAArB,MAAqBC,CAAO,CAExB,OAAe,SACR,KAAmB,IAAM,CAAC,EAC1B,QAAoB,CAAC,EAE5B,OAAc,MAAO,CACjB,OAAK,KAAK,WACN,KAAK,SAAW,IAAIA,GAEjB,KAAK,QAChB,CAEQ,aAAc,CAClB,YAAY,IAAM,KAAK,KAAK,EAAG,IAAO,CAAC,CAC3C,CAEO,UAAUC,EAAgB,CAC7B,KAAK,QAAQ,KAAKA,CAAM,CAC5B,CAEO,SAAU,CACbC,EAAI,UAAY,QAChBA,EAAI,SAAS,EAAG,EAAGC,EAAO,MAAOA,EAAO,MAAM,EAE9C,KAAK,QAAQ,QAAQF,GAAUA,EAAO,KAAK,CAAC,CAChD,CAEJ,EC5BA,IAAqBG,EAArB,cAAuCC,CAAO,CAEnC,MAAgB,GAChB,OAAiB,GACjB,MAAgB,QAEhB,MAAa,CAChBC,EAAI,UAAY,KAAK,MACrBA,EAAI,SACA,KAAK,EAAI,KAAK,MAAQ,EAAIC,EAAO,MAAQ,EACzC,KAAK,EAAI,KAAK,OAAS,EAAIA,EAAO,OAAS,EAC3C,KAAK,MACL,KAAK,MACT,CACJ,CAEA,aAAc,CACV,MAAM,EACN,KAAK,KAAK,CACd,CAEJ,EJnBA,IAAMC,EAAW,CAEb,OAAAC,EACA,OAAAC,EAGA,UAAAC,EAGA,SAAAC,EACA,eAAAC,EACA,OAAAC,EACA,IAAAC,CACJ,EAEOC,EAAQR","names":["index_exports","__export","Engine","Rectangle","Sprite","canvas","ctx","index_default","setAspectRatio","setScale","__toCommonJS","canvas","ctx","ratio","scale","setScale","newScale","setAspectRatio","newAspectRatio","Sprite","Engine","deg","rad","steps","dir","x","y","dX","dY","ms","resolve","Engine","_Engine","sprite","ctx","canvas","Rectangle","Sprite","ctx","canvas","TScratch","Engine","Sprite","Rectangle","setScale","setAspectRatio","canvas","ctx","index_default"]}
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package/dist/index.d.cts
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declare abstract class Sprite {
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x: number;
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y: number;
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dir: number;
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abstract draw(): void;
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protected refresh(): void;
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protected toRadians(deg: number): number;
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protected toDegrees(rad: number): number;
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move(steps: number): void;
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turn(deg: number): void;
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pointInDirection(dir: number): void;
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setX(x: number): void;
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setY(y: number): void;
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goTo(x: number, y: number): void;
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changeX(dX: number): void;
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changeY(dY: number): void;
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wait(ms: number): Promise<void>;
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}
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declare class Engine {
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private static instance;
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loop: () => void;
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sprites: Sprite[];
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static init(): Engine;
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private constructor();
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addSprite(sprite: Sprite): void;
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refresh(): void;
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}
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declare class Rectangle extends Sprite {
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width: number;
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height: number;
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color: string;
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draw(): void;
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constructor();
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}
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declare const canvas: HTMLCanvasElement;
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declare const ctx: CanvasRenderingContext2D;
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declare function setScale(newScale: number): void;
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declare function setAspectRatio(newAspectRatio: number): void;
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declare const TScratch: {
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Engine: typeof Engine;
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Sprite: typeof Sprite;
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Rectangle: typeof Rectangle;
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setScale: typeof setScale;
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setAspectRatio: typeof setAspectRatio;
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canvas: HTMLCanvasElement;
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ctx: CanvasRenderingContext2D;
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};
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export { Engine, Rectangle, Sprite, canvas, ctx, TScratch as default, setAspectRatio, setScale };
|
package/dist/index.d.ts
ADDED
|
@@ -0,0 +1,53 @@
|
|
|
1
|
+
declare abstract class Sprite {
|
|
2
|
+
x: number;
|
|
3
|
+
y: number;
|
|
4
|
+
dir: number;
|
|
5
|
+
abstract draw(): void;
|
|
6
|
+
protected refresh(): void;
|
|
7
|
+
protected toRadians(deg: number): number;
|
|
8
|
+
protected toDegrees(rad: number): number;
|
|
9
|
+
move(steps: number): void;
|
|
10
|
+
turn(deg: number): void;
|
|
11
|
+
pointInDirection(dir: number): void;
|
|
12
|
+
setX(x: number): void;
|
|
13
|
+
setY(y: number): void;
|
|
14
|
+
goTo(x: number, y: number): void;
|
|
15
|
+
changeX(dX: number): void;
|
|
16
|
+
changeY(dY: number): void;
|
|
17
|
+
wait(ms: number): Promise<void>;
|
|
18
|
+
}
|
|
19
|
+
|
|
20
|
+
declare class Engine {
|
|
21
|
+
private static instance;
|
|
22
|
+
loop: () => void;
|
|
23
|
+
sprites: Sprite[];
|
|
24
|
+
static init(): Engine;
|
|
25
|
+
private constructor();
|
|
26
|
+
addSprite(sprite: Sprite): void;
|
|
27
|
+
refresh(): void;
|
|
28
|
+
}
|
|
29
|
+
|
|
30
|
+
declare class Rectangle extends Sprite {
|
|
31
|
+
width: number;
|
|
32
|
+
height: number;
|
|
33
|
+
color: string;
|
|
34
|
+
draw(): void;
|
|
35
|
+
constructor();
|
|
36
|
+
}
|
|
37
|
+
|
|
38
|
+
declare const canvas: HTMLCanvasElement;
|
|
39
|
+
declare const ctx: CanvasRenderingContext2D;
|
|
40
|
+
declare function setScale(newScale: number): void;
|
|
41
|
+
declare function setAspectRatio(newAspectRatio: number): void;
|
|
42
|
+
|
|
43
|
+
declare const TScratch: {
|
|
44
|
+
Engine: typeof Engine;
|
|
45
|
+
Sprite: typeof Sprite;
|
|
46
|
+
Rectangle: typeof Rectangle;
|
|
47
|
+
setScale: typeof setScale;
|
|
48
|
+
setAspectRatio: typeof setAspectRatio;
|
|
49
|
+
canvas: HTMLCanvasElement;
|
|
50
|
+
ctx: CanvasRenderingContext2D;
|
|
51
|
+
};
|
|
52
|
+
|
|
53
|
+
export { Engine, Rectangle, Sprite, canvas, ctx, TScratch as default, setAspectRatio, setScale };
|
package/dist/index.js
ADDED
|
@@ -0,0 +1,2 @@
|
|
|
1
|
+
var e=document.getElementById("game-window"),i=e.getContext("2d"),a=16/9,h;function p(r){h=r,e.width=a*h,e.height=h}function u(r){a=r,e.width=a*h,e.height=h}p(500);var s=class{x=0;y=0;dir=90;refresh(){n.init().refresh()}toRadians(t){return t*Math.PI/180}toDegrees(t){return t*180/Math.PI}move(t){this.x+=t*Math.sin(this.toRadians(this.dir)),this.refresh()}turn(t){this.dir+=t,this.refresh()}pointInDirection(t){this.dir=t,this.refresh()}setX(t){this.x=t,this.refresh()}setY(t){this.y=t,this.refresh()}goTo(t,o){this.x=t,this.y=o,this.refresh()}changeX(t){this.x+=t,this.refresh()}changeY(t){this.y+=t,this.refresh()}async wait(t){return new Promise(o=>setTimeout(o,t))}};var n=class r{static instance;loop=()=>{};sprites=[];static init(){return this.instance||(this.instance=new r),this.instance}constructor(){setInterval(()=>this.loop(),1e3/8)}addSprite(t){this.sprites.push(t)}refresh(){i.fillStyle="white",i.fillRect(0,0,e.width,e.height),this.sprites.forEach(t=>t.draw())}};var c=class extends s{width=50;height=50;color="black";draw(){i.fillStyle=this.color,i.fillRect(this.x-this.width/2+e.width/2,this.y-this.height/2+e.height/2,this.width,this.height)}constructor(){super(),this.draw()}};var l={Engine:n,Sprite:s,Rectangle:c,setScale:p,setAspectRatio:u,canvas:e,ctx:i},M=l;export{n as Engine,c as Rectangle,s as Sprite,e as canvas,i as ctx,M as default,u as setAspectRatio,p as setScale};
|
|
2
|
+
//# sourceMappingURL=index.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/index.ts"],"sourcesContent":["export const canvas = document.getElementById('game-window') as HTMLCanvasElement;\r\nexport const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;\r\n\r\nlet ratio: number = 16 / 9;\r\nlet scale: number;\r\n\r\nexport function setScale(newScale: number) {\r\n scale = newScale;\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n}\r\n\r\nexport function setAspectRatio(newAspectRatio: number) {\r\n ratio = newAspectRatio;\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n}\r\n\r\nsetScale(500);","import Engine from './Engine.ts';\r\n\r\nexport default abstract class Sprite {\r\n\r\n public x: number = 0;\r\n public y: number = 0;\r\n public dir: number = 90;\r\n\r\n // Rendering\r\n\r\n public abstract draw(): void;\r\n\r\n protected refresh() {\r\n Engine.init().refresh();\r\n }\r\n\r\n // Helpers\r\n\r\n protected toRadians(deg: number) {\r\n return deg * Math.PI / 180;\r\n }\r\n\r\n protected toDegrees(rad: number) {\r\n return rad * 180 / Math.PI;\r\n }\r\n\r\n // Methods\r\n\r\n // Motion\r\n public move(steps: number) {\r\n this.x += steps * Math.sin(this.toRadians(this.dir));\r\n this.refresh();\r\n }\r\n\r\n public turn(deg: number) {\r\n this.dir += deg;\r\n this.refresh();\r\n }\r\n\r\n public pointInDirection(dir: number) {\r\n this.dir = dir;\r\n this.refresh();\r\n }\r\n\r\n public setX(x: number) {\r\n this.x = x;\r\n this.refresh();\r\n }\r\n\r\n public setY(y: number) {\r\n this.y = y;\r\n this.refresh();\r\n }\r\n\r\n public goTo(x: number, y: number) {\r\n this.x = x;\r\n this.y = y;\r\n this.refresh();\r\n }\r\n\r\n public changeX(dX: number) {\r\n this.x += dX;\r\n this.refresh();\r\n }\r\n\r\n public changeY(dY: number) {\r\n this.y += dY;\r\n this.refresh();\r\n }\r\n\r\n // Control\r\n public async wait(ms: number): Promise<void> {\r\n return new Promise(resolve => setTimeout(resolve, ms));\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite from './Sprite.ts';\r\n\r\nexport default class Engine {\r\n\r\n private static instance: Engine;\r\n public loop: () => void = () => {};\r\n public sprites: Sprite[] = [];\r\n\r\n public static init() {\r\n if (!this.instance) {\r\n this.instance = new Engine();\r\n }\r\n return this.instance;\r\n }\r\n\r\n private constructor() {\r\n setInterval(() => this.loop(), 1000 / 8);\r\n }\r\n\r\n public addSprite(sprite: Sprite) {\r\n this.sprites.push(sprite);\r\n }\r\n\r\n public refresh() {\r\n ctx.fillStyle = 'white';\r\n ctx.fillRect(0, 0, canvas.width, canvas.height);\r\n\r\n this.sprites.forEach(sprite => sprite.draw());\r\n }\r\n\r\n}","import Sprite from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport default class Rectangle extends Sprite {\r\n\r\n public width: number = 50;\r\n public height: number = 50;\r\n public color: string = 'black';\r\n\r\n public draw(): void {\r\n ctx.fillStyle = this.color;\r\n ctx.fillRect(\r\n this.x - this.width / 2 + canvas.width / 2,\r\n this.y - this.height / 2 + canvas.height / 2,\r\n this.width,\r\n this.height\r\n );\r\n }\r\n\r\n constructor() {\r\n super();\r\n this.draw();\r\n }\r\n\r\n}","import Engine from './Engine.ts';\r\nimport Sprite from './Sprite.ts';\r\nimport Rectangle from './Rectangle.ts';\r\nimport { setScale, setAspectRatio, canvas, ctx } from './canvas.ts';\r\n\r\nconst TScratch = {\r\n // Main\r\n Engine,\r\n Sprite,\r\n\r\n // Sprites\r\n Rectangle,\r\n\r\n // Canvas\r\n setScale,\r\n setAspectRatio,\r\n canvas,\r\n ctx\r\n};\r\n\r\nexport default TScratch;\r\nexport {\r\n // Main\r\n Engine,\r\n Sprite,\r\n\r\n // Sprites\r\n Rectangle,\r\n\r\n // Canvas\r\n setScale,\r\n setAspectRatio,\r\n canvas,\r\n ctx\r\n};"],"mappings":"AAAO,IAAMA,EAAS,SAAS,eAAe,aAAa,EAC9CC,EAAMD,EAAO,WAAW,IAAI,EAErCE,EAAgB,GAAK,EACrBC,EAEG,SAASC,EAASC,EAAkB,CACvCF,EAAQE,EACRL,EAAO,MAAQE,EAAQC,EACvBH,EAAO,OAASG,CACpB,CAEO,SAASG,EAAeC,EAAwB,CACnDL,EAAQK,EACRP,EAAO,MAAQE,EAAQC,EACvBH,EAAO,OAASG,CACpB,CAEAC,EAAS,GAAG,EChBZ,IAA8BI,EAA9B,KAAqC,CAE1B,EAAY,EACZ,EAAY,EACZ,IAAc,GAMX,SAAU,CAChBC,EAAO,KAAK,EAAE,QAAQ,CAC1B,CAIU,UAAUC,EAAa,CAC7B,OAAOA,EAAM,KAAK,GAAK,GAC3B,CAEU,UAAUC,EAAa,CAC7B,OAAOA,EAAM,IAAM,KAAK,EAC5B,CAKO,KAAKC,EAAe,CACvB,KAAK,GAAKA,EAAQ,KAAK,IAAI,KAAK,UAAU,KAAK,GAAG,CAAC,EACnD,KAAK,QAAQ,CACjB,CAEO,KAAKF,EAAa,CACrB,KAAK,KAAOA,EACZ,KAAK,QAAQ,CACjB,CAEO,iBAAiBG,EAAa,CACjC,KAAK,IAAMA,EACX,KAAK,QAAQ,CACjB,CAEO,KAAKC,EAAW,CACnB,KAAK,EAAIA,EACT,KAAK,QAAQ,CACjB,CAEO,KAAKC,EAAW,CACnB,KAAK,EAAIA,EACT,KAAK,QAAQ,CACjB,CAEO,KAAKD,EAAWC,EAAW,CAC9B,KAAK,EAAID,EACT,KAAK,EAAIC,EACT,KAAK,QAAQ,CACjB,CAEO,QAAQC,EAAY,CACvB,KAAK,GAAKA,EACV,KAAK,QAAQ,CACjB,CAEO,QAAQC,EAAY,CACvB,KAAK,GAAKA,EACV,KAAK,QAAQ,CACjB,CAGA,MAAa,KAAKC,EAA2B,CACzC,OAAO,IAAI,QAAQC,GAAW,WAAWA,EAASD,CAAE,CAAC,CACzD,CAEJ,ECxEA,IAAqBE,EAArB,MAAqBC,CAAO,CAExB,OAAe,SACR,KAAmB,IAAM,CAAC,EAC1B,QAAoB,CAAC,EAE5B,OAAc,MAAO,CACjB,OAAK,KAAK,WACN,KAAK,SAAW,IAAIA,GAEjB,KAAK,QAChB,CAEQ,aAAc,CAClB,YAAY,IAAM,KAAK,KAAK,EAAG,IAAO,CAAC,CAC3C,CAEO,UAAUC,EAAgB,CAC7B,KAAK,QAAQ,KAAKA,CAAM,CAC5B,CAEO,SAAU,CACbC,EAAI,UAAY,QAChBA,EAAI,SAAS,EAAG,EAAGC,EAAO,MAAOA,EAAO,MAAM,EAE9C,KAAK,QAAQ,QAAQF,GAAUA,EAAO,KAAK,CAAC,CAChD,CAEJ,EC5BA,IAAqBG,EAArB,cAAuCC,CAAO,CAEnC,MAAgB,GAChB,OAAiB,GACjB,MAAgB,QAEhB,MAAa,CAChBC,EAAI,UAAY,KAAK,MACrBA,EAAI,SACA,KAAK,EAAI,KAAK,MAAQ,EAAIC,EAAO,MAAQ,EACzC,KAAK,EAAI,KAAK,OAAS,EAAIA,EAAO,OAAS,EAC3C,KAAK,MACL,KAAK,MACT,CACJ,CAEA,aAAc,CACV,MAAM,EACN,KAAK,KAAK,CACd,CAEJ,ECnBA,IAAMC,EAAW,CAEb,OAAAC,EACA,OAAAC,EAGA,UAAAC,EAGA,SAAAC,EACA,eAAAC,EACA,OAAAC,EACA,IAAAC,CACJ,EAEOC,EAAQR","names":["canvas","ctx","ratio","scale","setScale","newScale","setAspectRatio","newAspectRatio","Sprite","Engine","deg","rad","steps","dir","x","y","dX","dY","ms","resolve","Engine","_Engine","sprite","ctx","canvas","Rectangle","Sprite","ctx","canvas","TScratch","Engine","Sprite","Rectangle","setScale","setAspectRatio","canvas","ctx","index_default"]}
|
package/package.json
ADDED
|
@@ -0,0 +1,33 @@
|
|
|
1
|
+
{
|
|
2
|
+
"name": "tscratch",
|
|
3
|
+
"version": "0.1.0",
|
|
4
|
+
"description": "A Scratch-style game engine for TypeScript.",
|
|
5
|
+
"main": "dist/index.cjs",
|
|
6
|
+
"module": "dist/index.js",
|
|
7
|
+
"types": "dist/index.d.ts",
|
|
8
|
+
"scripts": {
|
|
9
|
+
"build": "tsup",
|
|
10
|
+
"prepublishOnly": "npm run build",
|
|
11
|
+
"test": "echo \"Error: no test specified\" && exit 1"
|
|
12
|
+
},
|
|
13
|
+
"keywords": [
|
|
14
|
+
"typescript",
|
|
15
|
+
"game",
|
|
16
|
+
"engine",
|
|
17
|
+
"scratch",
|
|
18
|
+
"sprites",
|
|
19
|
+
"canvas",
|
|
20
|
+
"tscratch",
|
|
21
|
+
"oop"
|
|
22
|
+
],
|
|
23
|
+
"files": [
|
|
24
|
+
"dist"
|
|
25
|
+
],
|
|
26
|
+
"author": "sebastian-goat",
|
|
27
|
+
"license": "MIT",
|
|
28
|
+
"type": "module",
|
|
29
|
+
"devDependencies": {
|
|
30
|
+
"tsup": "^8.5.0",
|
|
31
|
+
"typescript": "^5.9.2"
|
|
32
|
+
}
|
|
33
|
+
}
|