tscratch 0.1.2 → 0.1.3

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package/README.md CHANGED
@@ -1,17 +1,17 @@
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  # 🐱 tscratch
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- A **Scratch-inspired 2D game engine** for **TypeScript**.
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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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+ - 🎮 **Scratch-style API** — `goTo`, `setX`, `move`, 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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@@ -31,14 +31,15 @@ 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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-
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  // Add it to the engine
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- engine.addSprite(rect);
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+ engine.addSprites(rect);
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+
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+ // Move it to the center
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+ rect.goTo(0, 0);
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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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+ rect.changeX(2); // move right every frame
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  };
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  ```
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  ## 🎨 Example: Multiple Sprites
@@ -49,19 +50,20 @@ 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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+ engine.addSprite(redBox);
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+
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+ redBox.setColor('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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-
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- engine.addSprite(redBox);
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  engine.addSprite(blueBox);
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+ blueBox.setColor('blue');
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+ blueBox.goTo(100, 0);
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+
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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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+ redBox.changeX(1);
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+ blueBox.changeX(-1);
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  };
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  ```
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@@ -69,23 +71,31 @@ engine.loop = () => {
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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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+ - `Engine.init()` → get the singleton instance
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+ - `engine.addSprites(...sprites)` → add sprites to the stage
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+ - `engine.removeSprites(...sprites)` removes sprites from the stage
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+ - `engine.setFramesPerSecond(FPS)`→ sets the update time
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+ - `engine.loop = () => { ... }` → game loop logic
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+ - `engine.refresh()` → 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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+ - `goTo(x, y)` → move to coordinates
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+ - `setX(x)` / `setY(y)` → set position
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+ - `changeX(x)` / `changeY(y)` → change position
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+ - `turn(deg)` / `point(deg)` → change / set direction
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+ - `changeX(dX)` / `changeY(dY)` → relative movement
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  ### Rectangle (example sprite)
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- - Has `width`, `height`, and `color` properties
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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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+ ### Canvas
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+
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+ - `setScale` → sets the scale of the stage
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+ - `setAspectRatio` → sets the aspect ratio of the stage
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  ## License
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  MIT © 2025 sebastian-goat, see [LICENSE](./LICENSE)
package/dist/index.cjs CHANGED
@@ -1,2 +1,2 @@
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- "use strict";var b=Object.defineProperty;var y=Object.getOwnPropertyDescriptor;var v=Object.getOwnPropertyNames;var O=Object.prototype.hasOwnProperty;var R=(e,t)=>{for(var o in t)b(e,o,{get:t[o],enumerable:!0})},M=(e,t,o,u)=>{if(t&&typeof t=="object"||typeof t=="function")for(let n of v(t))!O.call(e,n)&&n!==o&&b(e,n,{get:()=>t[n],enumerable:!(u=y(t,n))||u.enumerable});return e};var P=e=>M(b({},"__esModule",{value:!0}),e);var B={};R(B,{Engine:()=>h,Oval:()=>a,Rectangle:()=>c,RegularShape:()=>p,Sprite:()=>s,canvas:()=>r,ctx:()=>i,default:()=>A,setAspectRatio:()=>x,setScale:()=>m});module.exports=P(B);var r=document.getElementById("game-window"),i=r.getContext("2d"),f=16/9,l;function m(e){l=e,r.width=f*l,r.height=l}function x(e){f=e,r.width=f*l,r.height=l}m(500);var s=class{x;y;dir;refresh(){h.init().refresh()}constructor(t){this.x=t?.x??0,this.y=t?.y??0,this.dir=t?.dir??90}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.y-=t*Math.cos(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 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(){i.fillStyle="white",i.fillRect(0,0,r.width,r.height),this.sprites.forEach(t=>t.draw())}};var c=class extends s{width;height;color;draw(){i.fillStyle=this.color,i.fillRect(this.x-this.width/2+r.width/2,this.y-this.height/2+r.height/2,this.width,this.height)}constructor(t){super(t),this.width=t?.width??50,this.height=t?.height??50,this.color=t?.color??"black",this.draw()}};var a=class extends s{radA;radB;color;draw(){i.fillStyle=this.color,i.beginPath(),i.ellipse(this.x,this.y,this.radA,this.radB,0,0,Math.PI*2),i.fill()}constructor(t){super(t),this.radA=t?.radA??25,this.radB=t?.radB??25,this.color=t?.color??"black",this.draw()}};var p=class extends s{sides;radius;color;draw(){let t=this.radius,o=Math.PI*2/this.sides,u=r.width/2,n=r.height/2;i.beginPath();for(let d=0;d<this.sides;d++){let g=d*o-Math.PI/2,w=u+this.x+t*Math.cos(g),S=n+this.y+t*Math.sin(g);d===0?i.moveTo(w,S):i.lineTo(w,S)}i.closePath(),i.fillStyle=this.color,i.fill()}constructor(t){super(t),this.sides=t?.sides??5,this.radius=t?.radius??5,this.color=t?.color??"black",this.draw()}};var I={Engine:h,Sprite:s,Rectangle:c,Oval:a,RegularShape:p,setScale:m,setAspectRatio:x,canvas:r,ctx:i},A=I;0&&(module.exports={Engine,Oval,Rectangle,RegularShape,Sprite,canvas,ctx,setAspectRatio,setScale});
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+ "use strict";var m=Object.defineProperty;var w=Object.getOwnPropertyDescriptor;var y=Object.getOwnPropertyNames;var O=Object.prototype.hasOwnProperty;var P=(i,t)=>{for(var s in t)m(i,s,{get:t[s],enumerable:!0})},R=(i,t,s,u)=>{if(t&&typeof t=="object"||typeof t=="function")for(let o of y(t))!O.call(i,o)&&o!==s&&m(i,o,{get:()=>t[o],enumerable:!(u=w(t,o))||u.enumerable});return i};var I=i=>R(m({},"__esModule",{value:!0}),i);var B={};P(B,{Engine:()=>n,Oval:()=>a,Rectangle:()=>c,RegularShape:()=>l,Sprite:()=>h,canvas:()=>r,ctx:()=>e,default:()=>A,setAspectRatio:()=>x,setScale:()=>b});module.exports=I(B);var r=document.getElementById("game-window"),e=r.getContext("2d"),f=16/9,p;function b(i){p=i,r.width=f*p,r.height=p}function x(i){f=i,r.width=f*p,r.height=p}b(500);var h=class{x;y;dir;refresh(){n.init().refresh()}constructor(t){this.x=t?.x??0,this.y=t?.y??0,this.dir=t?.dir??90}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.y-=t*Math.cos(this.toRadians(this.dir)),this.refresh()}turn(t){this.dir+=t,this.refresh()}point(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 n=class i{static instance;updateInterval;FPS=24;loop=()=>{};sprites=[];static init(){return this.instance||(this.instance=new i),this.instance}addSprites(...t){this.sprites.push(...t)}removeSprites(...t){this.sprites=this.sprites.filter(s=>!t.includes(s))}setFramesPerSecond(t){this.FPS=t,clearInterval(this.updateInterval),this.updateInterval=setInterval(()=>this.loop(),1e3/this.FPS)}refresh(){e.fillStyle="white",e.fillRect(0,0,r.width,r.height),this.sprites.forEach(t=>t.draw())}constructor(){this.setFramesPerSecond(24)}};var c=class extends h{width;height;color;draw(){e.fillStyle=this.color,e.fillRect(this.x-this.width/2+r.width/2,this.y-this.height/2+r.height/2,this.width,this.height)}setWidth(t){this.width=t,this.refresh()}setHeight(t){this.height=t,this.refresh()}setColor(t){this.color=t,this.refresh()}constructor(t){super(t),this.width=t?.width??50,this.height=t?.height??50,this.color=t?.color??"black",this.draw()}};var a=class extends h{radA;radB;color;draw(){e.fillStyle=this.color,e.beginPath(),e.ellipse(this.x,this.y,this.radA,this.radB,0,0,Math.PI*2),e.fill()}setRadA(t){this.radA=t,this.refresh()}setRadB(t){this.radB=t,this.refresh()}setColor(t){this.color=t,this.refresh()}constructor(t){super(t),this.radA=t?.radA??25,this.radB=t?.radB??25,this.color=t?.color??"black",this.draw()}};var l=class extends h{sides;radius;color;draw(){let t=this.radius,s=Math.PI*2/this.sides,u=r.width/2,o=r.height/2;e.beginPath();for(let d=0;d<this.sides;d++){let g=d*s-Math.PI/2,S=u+this.x+t*Math.cos(g),v=o+this.y+t*Math.sin(g);d===0?e.moveTo(S,v):e.lineTo(S,v)}e.closePath(),e.fillStyle=this.color,e.fill()}setRadius(t){this.radius=t,this.refresh()}setColor(t){this.color=t,this.refresh()}constructor(t){super(t),this.sides=t?.sides??5,this.radius=t?.radius??50,this.color=t?.color??"black",this.draw()}};var M={Engine:n,Sprite:h,Rectangle:c,Oval:a,RegularShape:l,setScale:b,setAspectRatio:x,canvas:r,ctx:e},A=M;0&&(module.exports={Engine,Oval,Rectangle,RegularShape,Sprite,canvas,ctx,setAspectRatio,setScale});
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  //# sourceMappingURL=index.cjs.map
@@ -1 +1 @@
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- {"version":3,"sources":["../src/index.ts","../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/Oval.ts","../src/RegularShape.ts"],"sourcesContent":["import Engine from './Engine.ts';\r\nimport Sprite from './Sprite.ts';\r\nimport Rectangle from './Rectangle.ts';\r\nimport Oval from './Oval.ts';\r\nimport RegularShape from './RegularShape.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 Oval,\r\n RegularShape,\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 Oval,\r\n RegularShape,\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 interface SpriteOptions {\r\n x?: number;\r\n y?: number;\r\n dir?: number;\r\n};\r\n\r\nexport default abstract class Sprite {\r\n\r\n public x: number;\r\n public y: number;\r\n public dir: number;\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 constructor(options?: SpriteOptions) {\r\n this.x = options?.x ?? 0;\r\n this.y = options?.y ?? 0;\r\n this.dir = options?.dir ?? 90;\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.y -= steps * Math.cos(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, { type SpriteOptions } from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport interface RectangleOptions extends SpriteOptions {\r\n width?: number;\r\n height?: number;\r\n color?: string;\r\n};\r\n\r\nexport default class Rectangle extends Sprite {\r\n\r\n public width: number;\r\n public height: number;\r\n public color: string;\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(options?: RectangleOptions) {\r\n super(options);\r\n this.width = options?.width ?? 50;\r\n this.height = options?.height ?? 50;\r\n this.color = options?.color ?? 'black';\r\n this.draw();\r\n }\r\n\r\n}","import Sprite, { type SpriteOptions } from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport interface OvalOptions extends SpriteOptions {\r\n radA?: number;\r\n radB?: number;\r\n color?: string;\r\n};\r\n\r\nexport default class Oval extends Sprite {\r\n\r\n public radA: number;\r\n public radB: number;\r\n public color: string;\r\n\r\n public draw(): void {\r\n ctx.fillStyle = this.color;\r\n ctx.beginPath()\r\n ctx.ellipse(this.x, this.y, this.radA, this.radB, 0, 0, Math.PI * 2);\r\n ctx.fill();\r\n }\r\n\r\n constructor(options?: OvalOptions) {\r\n super(options);\r\n this.radA = options?.radA ?? 25;\r\n this.radB = options?.radB ?? 25;\r\n this.color = options?.color ?? 'black';\r\n this.draw();\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\ninterface RegularShapeOptions extends SpriteOptions {\r\n sides?: number;\r\n radius?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class RegularShape extends Sprite {\r\n\r\n public sides: number;\r\n public radius: number;\r\n public color: string;\r\n\r\n public draw() {\r\n const r = this.radius;\r\n const step = (Math.PI * 2) / this.sides;\r\n const cx = canvas.width / 2;\r\n const cy = canvas.height / 2;\r\n\r\n ctx.beginPath();\r\n for (let i = 0; i < this.sides; i++) {\r\n const theta = i * step - Math.PI / 2;\r\n const px = cx + this.x + r * Math.cos(theta);\r\n const py = cy + this.y + r * Math.sin(theta);\r\n\r\n if (i === 0) ctx.moveTo(px, py);\r\n else ctx.lineTo(px, py);\r\n }\r\n ctx.closePath();\r\n\r\n ctx.fillStyle = this.color;\r\n ctx.fill();\r\n }\r\n\r\n constructor(options?: RegularShapeOptions) {\r\n super(options);\r\n this.sides = options?.sides ?? 5;\r\n this.radius = options?.radius ?? 5;\r\n this.color = options?.color ?? 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+ {"version":3,"sources":["../src/index.ts","../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/Oval.ts","../src/RegularShape.ts"],"sourcesContent":["import Engine from './Engine.ts';\r\nimport Sprite from './Sprite.ts';\r\nimport Rectangle from './Rectangle.ts';\r\nimport Oval from './Oval.ts';\r\nimport RegularShape from './RegularShape.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 Oval,\r\n RegularShape,\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 Oval,\r\n RegularShape,\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 interface SpriteOptions {\r\n x?: number;\r\n y?: number;\r\n dir?: number;\r\n};\r\n\r\nexport default abstract class Sprite {\r\n\r\n public x: number;\r\n public y: number;\r\n public dir: number;\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 constructor(options?: SpriteOptions) {\r\n this.x = options?.x ?? 0;\r\n this.y = options?.y ?? 0;\r\n this.dir = options?.dir ?? 90;\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.y -= steps * Math.cos(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 point(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 private updateInterval: number | undefined;\r\n private FPS: number = 24;\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 public addSprites(...sprites: Sprite[]) {\r\n this.sprites.push(...sprites);\r\n }\r\n\r\n public removeSprites(...sprites: Sprite[]) {\r\n this.sprites = this.sprites.filter(s => !sprites.includes(s));\r\n }\r\n\r\n public setFramesPerSecond(FPS: number) {\r\n this.FPS = FPS;\r\n clearInterval(this.updateInterval);\r\n this.updateInterval = setInterval(() => this.loop(), 1000 / this.FPS);\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 private constructor() {\r\n this.setFramesPerSecond(24);\r\n }\r\n\r\n}","import Sprite, { type SpriteOptions } from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport interface RectangleOptions extends SpriteOptions {\r\n width?: number;\r\n height?: number;\r\n color?: string;\r\n};\r\n\r\nexport default class Rectangle extends Sprite {\r\n\r\n public width: number;\r\n public height: number;\r\n public color: string;\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 public setWidth(width: number) {\r\n this.width = width;\r\n this.refresh();\r\n }\r\n\r\n public setHeight(height: number) {\r\n this.height = height;\r\n this.refresh();\r\n }\r\n\r\n public setColor(color: string) {\r\n this.color = color;\r\n this.refresh();\r\n }\r\n\r\n constructor(options?: RectangleOptions) {\r\n super(options);\r\n this.width = options?.width ?? 50;\r\n this.height = options?.height ?? 50;\r\n this.color = options?.color ?? 'black';\r\n this.draw();\r\n }\r\n\r\n}","import Sprite, { type SpriteOptions } from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport interface OvalOptions extends SpriteOptions {\r\n radA?: number;\r\n radB?: number;\r\n color?: string;\r\n};\r\n\r\nexport default class Oval extends Sprite {\r\n\r\n public radA: number;\r\n public radB: number;\r\n public color: string;\r\n\r\n public draw(): void {\r\n ctx.fillStyle = this.color;\r\n ctx.beginPath()\r\n ctx.ellipse(this.x, this.y, this.radA, this.radB, 0, 0, Math.PI * 2);\r\n ctx.fill();\r\n }\r\n\r\n public setRadA(radA: number) {\r\n this.radA = radA;\r\n this.refresh();\r\n }\r\n\r\n public setRadB(radB: number) {\r\n this.radB = radB;\r\n this.refresh();\r\n }\r\n\r\n public setColor(color: string) {\r\n this.color = color;\r\n this.refresh();\r\n }\r\n\r\n constructor(options?: OvalOptions) {\r\n super(options);\r\n this.radA = options?.radA ?? 25;\r\n this.radB = options?.radB ?? 25;\r\n this.color = options?.color ?? 'black';\r\n this.draw();\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\ninterface RegularShapeOptions extends SpriteOptions {\r\n sides?: number;\r\n radius?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class RegularShape extends Sprite {\r\n\r\n public sides: number;\r\n public radius: number;\r\n public color: string;\r\n\r\n public draw() {\r\n const r = this.radius;\r\n const step = (Math.PI * 2) / this.sides;\r\n const cx = canvas.width / 2;\r\n const cy = canvas.height / 2;\r\n\r\n ctx.beginPath();\r\n for (let i = 0; i < this.sides; i++) {\r\n const theta = i * step - Math.PI / 2;\r\n const px = cx + this.x + r * Math.cos(theta);\r\n const py = cy + this.y + r * Math.sin(theta);\r\n\r\n if (i === 0) ctx.moveTo(px, py);\r\n else ctx.lineTo(px, py);\r\n }\r\n ctx.closePath();\r\n\r\n ctx.fillStyle = this.color;\r\n ctx.fill();\r\n }\r\n\r\n public setRadius(radius: number) {\r\n this.radius = radius;\r\n this.refresh();\r\n }\r\n\r\n public setColor(color: string) {\r\n this.color = color;\r\n this.refresh();\r\n }\r\n\r\n constructor(options?: RegularShapeOptions) {\r\n super(options);\r\n this.sides = options?.sides ?? 5;\r\n this.radius = options?.radius ?? 50;\r\n this.color = options?.color ?? 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package/dist/index.d.cts CHANGED
@@ -14,7 +14,7 @@ declare abstract class Sprite {
14
14
  protected toDegrees(rad: number): number;
15
15
  move(steps: number): void;
16
16
  turn(deg: number): void;
17
- pointInDirection(dir: number): void;
17
+ point(dir: number): void;
18
18
  setX(x: number): void;
19
19
  setY(y: number): void;
20
20
  goTo(x: number, y: number): void;
@@ -25,12 +25,16 @@ declare abstract class Sprite {
25
25
 
26
26
  declare class Engine {
27
27
  private static instance;
28
+ private updateInterval;
29
+ private FPS;
28
30
  loop: () => void;
29
31
  sprites: Sprite[];
30
32
  static init(): Engine;
31
- private constructor();
32
- addSprite(sprite: Sprite): void;
33
+ addSprites(...sprites: Sprite[]): void;
34
+ removeSprites(...sprites: Sprite[]): void;
35
+ setFramesPerSecond(FPS: number): void;
33
36
  refresh(): void;
37
+ private constructor();
34
38
  }
35
39
 
36
40
  interface RectangleOptions extends SpriteOptions {
@@ -43,6 +47,9 @@ declare class Rectangle extends Sprite {
43
47
  height: number;
44
48
  color: string;
45
49
  draw(): void;
50
+ setWidth(width: number): void;
51
+ setHeight(height: number): void;
52
+ setColor(color: string): void;
46
53
  constructor(options?: RectangleOptions);
47
54
  }
48
55
 
@@ -56,6 +63,9 @@ declare class Oval extends Sprite {
56
63
  radB: number;
57
64
  color: string;
58
65
  draw(): void;
66
+ setRadA(radA: number): void;
67
+ setRadB(radB: number): void;
68
+ setColor(color: string): void;
59
69
  constructor(options?: OvalOptions);
60
70
  }
61
71
 
@@ -69,6 +79,8 @@ declare class RegularShape extends Sprite {
69
79
  radius: number;
70
80
  color: string;
71
81
  draw(): void;
82
+ setRadius(radius: number): void;
83
+ setColor(color: string): void;
72
84
  constructor(options?: RegularShapeOptions);
73
85
  }
74
86
 
package/dist/index.d.ts CHANGED
@@ -14,7 +14,7 @@ declare abstract class Sprite {
14
14
  protected toDegrees(rad: number): number;
15
15
  move(steps: number): void;
16
16
  turn(deg: number): void;
17
- pointInDirection(dir: number): void;
17
+ point(dir: number): void;
18
18
  setX(x: number): void;
19
19
  setY(y: number): void;
20
20
  goTo(x: number, y: number): void;
@@ -25,12 +25,16 @@ declare abstract class Sprite {
25
25
 
26
26
  declare class Engine {
27
27
  private static instance;
28
+ private updateInterval;
29
+ private FPS;
28
30
  loop: () => void;
29
31
  sprites: Sprite[];
30
32
  static init(): Engine;
31
- private constructor();
32
- addSprite(sprite: Sprite): void;
33
+ addSprites(...sprites: Sprite[]): void;
34
+ removeSprites(...sprites: Sprite[]): void;
35
+ setFramesPerSecond(FPS: number): void;
33
36
  refresh(): void;
37
+ private constructor();
34
38
  }
35
39
 
36
40
  interface RectangleOptions extends SpriteOptions {
@@ -43,6 +47,9 @@ declare class Rectangle extends Sprite {
43
47
  height: number;
44
48
  color: string;
45
49
  draw(): void;
50
+ setWidth(width: number): void;
51
+ setHeight(height: number): void;
52
+ setColor(color: string): void;
46
53
  constructor(options?: RectangleOptions);
47
54
  }
48
55
 
@@ -56,6 +63,9 @@ declare class Oval extends Sprite {
56
63
  radB: number;
57
64
  color: string;
58
65
  draw(): void;
66
+ setRadA(radA: number): void;
67
+ setRadB(radB: number): void;
68
+ setColor(color: string): void;
59
69
  constructor(options?: OvalOptions);
60
70
  }
61
71
 
@@ -69,6 +79,8 @@ declare class RegularShape extends Sprite {
69
79
  radius: number;
70
80
  color: string;
71
81
  draw(): void;
82
+ setRadius(radius: number): void;
83
+ setColor(color: string): void;
72
84
  constructor(options?: RegularShapeOptions);
73
85
  }
74
86
 
package/dist/index.js CHANGED
@@ -1,2 +1,2 @@
1
- var e=document.getElementById("game-window"),i=e.getContext("2d"),u=16/9,n;function d(s){n=s,e.width=u*n,e.height=n}function x(s){u=s,e.width=u*n,e.height=n}d(500);var r=class{x;y;dir;refresh(){o.init().refresh()}constructor(t){this.x=t?.x??0,this.y=t?.y??0,this.dir=t?.dir??90}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.y-=t*Math.cos(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,h){this.x=t,this.y=h,this.refresh()}changeX(t){this.x+=t,this.refresh()}changeY(t){this.y-=t,this.refresh()}async wait(t){return new Promise(h=>setTimeout(h,t))}};var o=class s{static instance;loop=()=>{};sprites=[];static init(){return this.instance||(this.instance=new s),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 r{width;height;color;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(t){super(t),this.width=t?.width??50,this.height=t?.height??50,this.color=t?.color??"black",this.draw()}};var a=class extends r{radA;radB;color;draw(){i.fillStyle=this.color,i.beginPath(),i.ellipse(this.x,this.y,this.radA,this.radB,0,0,Math.PI*2),i.fill()}constructor(t){super(t),this.radA=t?.radA??25,this.radB=t?.radB??25,this.color=t?.color??"black",this.draw()}};var p=class extends r{sides;radius;color;draw(){let t=this.radius,h=Math.PI*2/this.sides,g=e.width/2,w=e.height/2;i.beginPath();for(let l=0;l<this.sides;l++){let m=l*h-Math.PI/2,b=g+this.x+t*Math.cos(m),f=w+this.y+t*Math.sin(m);l===0?i.moveTo(b,f):i.lineTo(b,f)}i.closePath(),i.fillStyle=this.color,i.fill()}constructor(t){super(t),this.sides=t?.sides??5,this.radius=t?.radius??5,this.color=t?.color??"black",this.draw()}};var S={Engine:o,Sprite:r,Rectangle:c,Oval:a,RegularShape:p,setScale:d,setAspectRatio:x,canvas:e,ctx:i},J=S;export{o as Engine,a as Oval,c as Rectangle,p as RegularShape,r as Sprite,e as canvas,i as ctx,J as default,x as setAspectRatio,d as setScale};
1
+ var i=document.getElementById("game-window"),e=i.getContext("2d"),u=16/9,o;function d(s){o=s,i.width=u*o,i.height=o}function x(s){u=s,i.width=u*o,i.height=o}d(500);var r=class{x;y;dir;refresh(){n.init().refresh()}constructor(t){this.x=t?.x??0,this.y=t?.y??0,this.dir=t?.dir??90}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.y-=t*Math.cos(this.toRadians(this.dir)),this.refresh()}turn(t){this.dir+=t,this.refresh()}point(t){this.dir=t,this.refresh()}setX(t){this.x=t,this.refresh()}setY(t){this.y=t,this.refresh()}goTo(t,h){this.x=t,this.y=h,this.refresh()}changeX(t){this.x+=t,this.refresh()}changeY(t){this.y-=t,this.refresh()}async wait(t){return new Promise(h=>setTimeout(h,t))}};var n=class s{static instance;updateInterval;FPS=24;loop=()=>{};sprites=[];static init(){return this.instance||(this.instance=new s),this.instance}addSprites(...t){this.sprites.push(...t)}removeSprites(...t){this.sprites=this.sprites.filter(h=>!t.includes(h))}setFramesPerSecond(t){this.FPS=t,clearInterval(this.updateInterval),this.updateInterval=setInterval(()=>this.loop(),1e3/this.FPS)}refresh(){e.fillStyle="white",e.fillRect(0,0,i.width,i.height),this.sprites.forEach(t=>t.draw())}constructor(){this.setFramesPerSecond(24)}};var c=class extends r{width;height;color;draw(){e.fillStyle=this.color,e.fillRect(this.x-this.width/2+i.width/2,this.y-this.height/2+i.height/2,this.width,this.height)}setWidth(t){this.width=t,this.refresh()}setHeight(t){this.height=t,this.refresh()}setColor(t){this.color=t,this.refresh()}constructor(t){super(t),this.width=t?.width??50,this.height=t?.height??50,this.color=t?.color??"black",this.draw()}};var a=class extends r{radA;radB;color;draw(){e.fillStyle=this.color,e.beginPath(),e.ellipse(this.x,this.y,this.radA,this.radB,0,0,Math.PI*2),e.fill()}setRadA(t){this.radA=t,this.refresh()}setRadB(t){this.radB=t,this.refresh()}setColor(t){this.color=t,this.refresh()}constructor(t){super(t),this.radA=t?.radA??25,this.radB=t?.radB??25,this.color=t?.color??"black",this.draw()}};var l=class extends r{sides;radius;color;draw(){let t=this.radius,h=Math.PI*2/this.sides,g=i.width/2,S=i.height/2;e.beginPath();for(let p=0;p<this.sides;p++){let b=p*h-Math.PI/2,m=g+this.x+t*Math.cos(b),f=S+this.y+t*Math.sin(b);p===0?e.moveTo(m,f):e.lineTo(m,f)}e.closePath(),e.fillStyle=this.color,e.fill()}setRadius(t){this.radius=t,this.refresh()}setColor(t){this.color=t,this.refresh()}constructor(t){super(t),this.sides=t?.sides??5,this.radius=t?.radius??50,this.color=t?.color??"black",this.draw()}};var v={Engine:n,Sprite:r,Rectangle:c,Oval:a,RegularShape:l,setScale:d,setAspectRatio:x,canvas:i,ctx:e},G=v;export{n as Engine,a as Oval,c as Rectangle,l as RegularShape,r as Sprite,i as canvas,e as ctx,G as default,x as setAspectRatio,d as setScale};
2
2
  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/Oval.ts","../src/RegularShape.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 interface SpriteOptions {\r\n x?: number;\r\n y?: number;\r\n dir?: number;\r\n};\r\n\r\nexport default abstract class Sprite {\r\n\r\n public x: number;\r\n public y: number;\r\n public dir: number;\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 constructor(options?: SpriteOptions) {\r\n this.x = options?.x ?? 0;\r\n this.y = options?.y ?? 0;\r\n this.dir = options?.dir ?? 90;\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.y -= steps * Math.cos(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, { type SpriteOptions } from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport interface RectangleOptions extends SpriteOptions {\r\n width?: number;\r\n height?: number;\r\n color?: string;\r\n};\r\n\r\nexport default class Rectangle extends Sprite {\r\n\r\n public width: number;\r\n public height: number;\r\n public color: string;\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(options?: RectangleOptions) {\r\n super(options);\r\n this.width = options?.width ?? 50;\r\n this.height = options?.height ?? 50;\r\n this.color = options?.color ?? 'black';\r\n this.draw();\r\n }\r\n\r\n}","import Sprite, { type SpriteOptions } from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport interface OvalOptions extends SpriteOptions {\r\n radA?: number;\r\n radB?: number;\r\n color?: string;\r\n};\r\n\r\nexport default class Oval extends Sprite {\r\n\r\n public radA: number;\r\n public radB: number;\r\n public color: string;\r\n\r\n public draw(): void {\r\n ctx.fillStyle = this.color;\r\n ctx.beginPath()\r\n ctx.ellipse(this.x, this.y, this.radA, this.radB, 0, 0, Math.PI * 2);\r\n ctx.fill();\r\n }\r\n\r\n constructor(options?: OvalOptions) {\r\n super(options);\r\n this.radA = options?.radA ?? 25;\r\n this.radB = options?.radB ?? 25;\r\n this.color = options?.color ?? 'black';\r\n this.draw();\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\ninterface RegularShapeOptions extends SpriteOptions {\r\n sides?: number;\r\n radius?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class RegularShape extends Sprite {\r\n\r\n public sides: number;\r\n public radius: number;\r\n public color: string;\r\n\r\n public draw() {\r\n const r = this.radius;\r\n const step = (Math.PI * 2) / this.sides;\r\n const cx = canvas.width / 2;\r\n const cy = canvas.height / 2;\r\n\r\n ctx.beginPath();\r\n for (let i = 0; i < this.sides; i++) {\r\n const theta = i * step - Math.PI / 2;\r\n const px = cx + this.x + r * Math.cos(theta);\r\n const py = cy + this.y + r * Math.sin(theta);\r\n\r\n if (i === 0) ctx.moveTo(px, py);\r\n else ctx.lineTo(px, py);\r\n }\r\n ctx.closePath();\r\n\r\n ctx.fillStyle = this.color;\r\n ctx.fill();\r\n }\r\n\r\n constructor(options?: RegularShapeOptions) {\r\n super(options);\r\n this.sides = options?.sides ?? 5;\r\n this.radius = options?.radius ?? 5;\r\n this.color = options?.color ?? 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1
+ {"version":3,"sources":["../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/Oval.ts","../src/RegularShape.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 interface SpriteOptions {\r\n x?: number;\r\n y?: number;\r\n dir?: number;\r\n};\r\n\r\nexport default abstract class Sprite {\r\n\r\n public x: number;\r\n public y: number;\r\n public dir: number;\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 constructor(options?: SpriteOptions) {\r\n this.x = options?.x ?? 0;\r\n this.y = options?.y ?? 0;\r\n this.dir = options?.dir ?? 90;\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.y -= steps * Math.cos(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 point(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 private updateInterval: number | undefined;\r\n private FPS: number = 24;\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 public addSprites(...sprites: Sprite[]) {\r\n this.sprites.push(...sprites);\r\n }\r\n\r\n public removeSprites(...sprites: Sprite[]) {\r\n this.sprites = this.sprites.filter(s => !sprites.includes(s));\r\n }\r\n\r\n public setFramesPerSecond(FPS: number) {\r\n this.FPS = FPS;\r\n clearInterval(this.updateInterval);\r\n this.updateInterval = setInterval(() => this.loop(), 1000 / this.FPS);\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 private constructor() {\r\n this.setFramesPerSecond(24);\r\n }\r\n\r\n}","import Sprite, { type SpriteOptions } from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport interface RectangleOptions extends SpriteOptions {\r\n width?: number;\r\n height?: number;\r\n color?: string;\r\n};\r\n\r\nexport default class Rectangle extends Sprite {\r\n\r\n public width: number;\r\n public height: number;\r\n public color: string;\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 public setWidth(width: number) {\r\n this.width = width;\r\n this.refresh();\r\n }\r\n\r\n public setHeight(height: number) {\r\n this.height = height;\r\n this.refresh();\r\n }\r\n\r\n public setColor(color: string) {\r\n this.color = color;\r\n this.refresh();\r\n }\r\n\r\n constructor(options?: RectangleOptions) {\r\n super(options);\r\n this.width = options?.width ?? 50;\r\n this.height = options?.height ?? 50;\r\n this.color = options?.color ?? 'black';\r\n this.draw();\r\n }\r\n\r\n}","import Sprite, { type SpriteOptions } from './Sprite.ts';\r\nimport { ctx, canvas } from './canvas.ts';\r\n\r\nexport interface OvalOptions extends SpriteOptions {\r\n radA?: number;\r\n radB?: number;\r\n color?: string;\r\n};\r\n\r\nexport default class Oval extends Sprite {\r\n\r\n public radA: number;\r\n public radB: number;\r\n public color: string;\r\n\r\n public draw(): void {\r\n ctx.fillStyle = this.color;\r\n ctx.beginPath()\r\n ctx.ellipse(this.x, this.y, this.radA, this.radB, 0, 0, Math.PI * 2);\r\n ctx.fill();\r\n }\r\n\r\n public setRadA(radA: number) {\r\n this.radA = radA;\r\n this.refresh();\r\n }\r\n\r\n public setRadB(radB: number) {\r\n this.radB = radB;\r\n this.refresh();\r\n }\r\n\r\n public setColor(color: string) {\r\n this.color = color;\r\n this.refresh();\r\n }\r\n\r\n constructor(options?: OvalOptions) {\r\n super(options);\r\n this.radA = options?.radA ?? 25;\r\n this.radB = options?.radB ?? 25;\r\n this.color = options?.color ?? 'black';\r\n this.draw();\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\ninterface RegularShapeOptions extends SpriteOptions {\r\n sides?: number;\r\n radius?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class RegularShape extends Sprite {\r\n\r\n public sides: number;\r\n public radius: number;\r\n public color: string;\r\n\r\n public draw() {\r\n const r = this.radius;\r\n const step = (Math.PI * 2) / this.sides;\r\n const cx = canvas.width / 2;\r\n const cy = canvas.height / 2;\r\n\r\n ctx.beginPath();\r\n for (let i = 0; i < this.sides; i++) {\r\n const theta = i * step - Math.PI / 2;\r\n const px = cx + this.x + r * Math.cos(theta);\r\n const py = cy + this.y + r * Math.sin(theta);\r\n\r\n if (i === 0) ctx.moveTo(px, py);\r\n else ctx.lineTo(px, py);\r\n }\r\n ctx.closePath();\r\n\r\n ctx.fillStyle = this.color;\r\n ctx.fill();\r\n }\r\n\r\n public setRadius(radius: number) {\r\n this.radius = radius;\r\n this.refresh();\r\n }\r\n\r\n public setColor(color: string) {\r\n this.color = color;\r\n this.refresh();\r\n }\r\n\r\n constructor(options?: RegularShapeOptions) {\r\n super(options);\r\n this.sides = options?.sides ?? 5;\r\n this.radius = options?.radius ?? 50;\r\n this.color = options?.color ?? 'black';\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 Oval from './Oval.ts';\r\nimport RegularShape from './RegularShape.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 Oval,\r\n RegularShape,\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 Oval,\r\n RegularShape,\r\n \r\n // Canvas\r\n setScale,\r\n setAspectRatio,\r\n canvas,\r\n 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "tscratch",
3
- "version": "0.1.2",
3
+ "version": "0.1.3",
4
4
  "description": "A Scratch-style game engine for TypeScript.",
5
5
  "main": "dist/index.cjs",
6
6
  "module": "dist/index.js",