tscratch 0.1.4 → 0.1.6

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package/README.md CHANGED
@@ -77,6 +77,8 @@ engine.loop = () => {
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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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+ - `engine.toRadians` → converts degrees to radians
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+ - `engine.toDegrees` → converts radians to degrees
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  ### Sprite (abstract)
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@@ -91,6 +93,12 @@ engine.loop = () => {
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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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+ ### Pen
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+
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+ - `down()` → starts drawing
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+ - `up()` → stops drawing
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+ - `dot()` → draws a single dot
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+
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  ### Canvas
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  - `setScale` → sets the scale of the stage
package/dist/index.cjs CHANGED
@@ -1,2 +1,2 @@
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- "use strict";var b=Object.defineProperty;var w=Object.getOwnPropertyDescriptor;var v=Object.getOwnPropertyNames;var O=Object.prototype.hasOwnProperty;var P=(i,t)=>{for(var s in t)b(i,s,{get:t[s],enumerable:!0})},R=(i,t,s,c)=>{if(t&&typeof t=="object"||typeof t=="function")for(let h of v(t))!O.call(i,h)&&h!==s&&b(i,h,{get:()=>t[h],enumerable:!(c=w(t,h))||c.enumerable});return i};var I=i=>R(b({},"__esModule",{value:!0}),i);var F={};P(F,{Engine:()=>o,Oval:()=>l,Rectangle:()=>a,RegularPolygon:()=>p,Sprite:()=>n,canvas:()=>r,ctx:()=>e,default:()=>A,setAspectRatio:()=>g,setScale:()=>m});module.exports=I(F);var r=document.getElementById("game-window"),e=r.getContext("2d"),f=16/9,u;function m(i){u=i,r.width=f*u,r.height=u}function g(i){f=i,r.width=f*u,r.height=u}m(500);var n=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()}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 o=class i{static instance;updateInterval;loop=()=>{};FPS=24;lastFrame=performance.now();deltaTime=1/this.FPS;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();let s=performance.now(),c=s-this.lastFrame;this.lastFrame=s,this.deltaTime=c},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 a=class extends n{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 l=class extends n{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 p=class extends n{sides;radius;color;draw(){let t=this.radius,s=Math.PI*2/this.sides,c=r.width/2,h=r.height/2;e.beginPath();for(let d=0;d<this.sides;d++){let x=d*s-Math.PI/2,y=c+this.x+t*Math.cos(x),S=h+this.y+t*Math.sin(x);d===0?e.moveTo(y,S):e.lineTo(y,S)}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:o,Sprite:n,Rectangle:a,Oval:l,RegularPolygon:p,setScale:m,setAspectRatio:g,canvas:r,ctx:e},A=M;0&&(module.exports={Engine,Oval,Rectangle,RegularPolygon,Sprite,canvas,ctx,setAspectRatio,setScale});
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+ "use strict";var b=Object.defineProperty;var v=Object.getOwnPropertyDescriptor;var w=Object.getOwnPropertyNames;var O=Object.prototype.hasOwnProperty;var P=(i,t)=>{for(var s in t)b(i,s,{get:t[s],enumerable:!0})},R=(i,t,s,a)=>{if(t&&typeof t=="object"||typeof t=="function")for(let h of w(t))!O.call(i,h)&&h!==s&&b(i,h,{get:()=>t[h],enumerable:!(a=v(t,h))||a.enumerable});return i};var M=i=>R(b({},"__esModule",{value:!0}),i);var F={};P(F,{Engine:()=>o,Oval:()=>p,Rectangle:()=>c,RegularPolygon:()=>l,Sprite:()=>n,canvas:()=>r,ctx:()=>e,default:()=>A,setAspectRatio:()=>x,setScale:()=>m});module.exports=M(F);var r=document.getElementById("game-window"),e=r.getContext("2d"),f=16/9,u;function m(i){u=i,r.width=f*u,r.height=u}function x(i){f=i,r.width=f*u,r.height=u}m(500);var n=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()}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 o=class i{static instance;updateInterval;loop=()=>{};maxFPS=24;lastFrame=performance.now();deltaTime=1/this.maxFPS;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))}setMaxFramesPerSecond(t){this.maxFPS=t,clearInterval(this.updateInterval),this.updateInterval=setInterval(()=>{let s=performance.now(),a=(s-this.lastFrame)/1e3;this.lastFrame=s,this.deltaTime=a,this.loop()},1e3/this.maxFPS)}refresh(){e.clearRect(0,0,r.width,r.height),this.sprites.forEach(t=>t.draw())}toRadians(t){return t*Math.PI/180}toDegrees(t){return t*180/Math.PI}constructor(){this.setMaxFramesPerSecond(24)}};var c=class extends n{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 p=class extends n{radA;radB;color;draw(){e.fillStyle=this.color,e.beginPath(),e.ellipse(this.x,this.y,this.radA,this.radB,this.toRadians(this.dir),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 n{sides;radius;color;draw(){let t=this.radius,s=Math.PI*2/this.sides,a=r.width/2,h=r.height/2;e.beginPath();for(let d=0;d<this.sides;d++){let g=d*s-Math.PI/2,y=a+this.x+t*Math.cos(g),S=h+this.y+t*Math.sin(g);d===0?e.moveTo(y,S):e.lineTo(y,S)}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 I={Engine:o,Sprite:n,Rectangle:c,Oval:p,RegularPolygon:l,setScale:m,setAspectRatio:x,canvas:r,ctx:e},A=I;0&&(module.exports={Engine,Oval,Rectangle,RegularPolygon,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/RegularPolygon.ts"],"sourcesContent":["import Engine from './Engine.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\nimport Rectangle, { type RectangleOptions } from './Rectangle.ts';\r\nimport Oval, { type OvalOptions } from './Oval.ts';\r\nimport RegularPolygon, { type RegularPolygonOptions } from './RegularPolygon.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 RegularPolygon,\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 RegularPolygon,\r\n\r\n // Options\r\n type SpriteOptions,\r\n type RectangleOptions,\r\n type OvalOptions,\r\n type RegularPolygonOptions,\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\r\n private updateInterval: number | undefined;\r\n public loop: () => void = () => {};\r\n public FPS: number = 24;\r\n\r\n private lastFrame: number = performance.now();\r\n public deltaTime: number = 1 / this.FPS;\r\n\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(() => {\r\n this.loop();\r\n\r\n const now = performance.now();\r\n const deltaTime = now - this.lastFrame;\r\n this.lastFrame = now;\r\n this.deltaTime = deltaTime;\r\n }, 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 } 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\nexport interface RegularPolygonOptions extends SpriteOptions {\r\n sides?: number;\r\n radius?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class RegularPolygon 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?: RegularPolygonOptions) {\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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+ {"version":3,"sources":["../src/index.ts","../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/Oval.ts","../src/RegularPolygon.ts"],"sourcesContent":["import Engine from './Engine.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\nimport Rectangle, { type RectangleOptions } from './Rectangle.ts';\r\nimport Oval, { type OvalOptions } from './Oval.ts';\r\nimport RegularPolygon, { type RegularPolygonOptions } from './RegularPolygon.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 RegularPolygon,\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 RegularPolygon,\r\n\r\n // Options\r\n type SpriteOptions,\r\n type RectangleOptions,\r\n type OvalOptions,\r\n type RegularPolygonOptions,\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\r\n private updateInterval: number | undefined;\r\n public loop: () => void = () => {};\r\n public maxFPS: number = 24;\r\n\r\n private lastFrame: number = performance.now();\r\n public deltaTime: number = 1 / this.maxFPS;\r\n\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 setMaxFramesPerSecond(maxFPS: number) {\r\n this.maxFPS = maxFPS;\r\n clearInterval(this.updateInterval);\r\n this.updateInterval = setInterval(() => {\r\n \r\n const now = performance.now();\r\n const deltaTime = (now - this.lastFrame) / 1000;\r\n this.lastFrame = now;\r\n this.deltaTime = deltaTime;\r\n\r\n this.loop();\r\n }, 1000 / this.maxFPS);\r\n }\r\n\r\n public refresh() {\r\n ctx.clearRect(0, 0, canvas.width, canvas.height);\r\n this.sprites.forEach(sprite => sprite.draw());\r\n }\r\n\r\n // Helpers\r\n\r\n public toRadians(deg: number) {\r\n return deg * Math.PI / 180;\r\n }\r\n\r\n public toDegrees(rad: number) {\r\n return rad * 180 / Math.PI;\r\n }\r\n\r\n // Private constructor\r\n\r\n private constructor() {\r\n this.setMaxFramesPerSecond(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 } 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, this.toRadians(this.dir), 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\nexport interface RegularPolygonOptions extends SpriteOptions {\r\n sides?: number;\r\n radius?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class RegularPolygon 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?: RegularPolygonOptions) {\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
@@ -27,15 +27,17 @@ declare class Engine {
27
27
  private static instance;
28
28
  private updateInterval;
29
29
  loop: () => void;
30
- FPS: number;
30
+ maxFPS: number;
31
31
  private lastFrame;
32
32
  deltaTime: number;
33
33
  sprites: Sprite[];
34
34
  static init(): Engine;
35
35
  addSprites(...sprites: Sprite[]): void;
36
36
  removeSprites(...sprites: Sprite[]): void;
37
- setFramesPerSecond(FPS: number): void;
37
+ setMaxFramesPerSecond(maxFPS: number): void;
38
38
  refresh(): void;
39
+ toRadians(deg: number): number;
40
+ toDegrees(rad: number): number;
39
41
  private constructor();
40
42
  }
41
43
 
package/dist/index.d.ts CHANGED
@@ -27,15 +27,17 @@ declare class Engine {
27
27
  private static instance;
28
28
  private updateInterval;
29
29
  loop: () => void;
30
- FPS: number;
30
+ maxFPS: number;
31
31
  private lastFrame;
32
32
  deltaTime: number;
33
33
  sprites: Sprite[];
34
34
  static init(): Engine;
35
35
  addSprites(...sprites: Sprite[]): void;
36
36
  removeSprites(...sprites: Sprite[]): void;
37
- setFramesPerSecond(FPS: number): void;
37
+ setMaxFramesPerSecond(maxFPS: number): void;
38
38
  refresh(): void;
39
+ toRadians(deg: number): number;
40
+ toDegrees(rad: number): number;
39
41
  private constructor();
40
42
  }
41
43
 
package/dist/index.js CHANGED
@@ -1,2 +1,2 @@
1
- var i=document.getElementById("game-window"),e=i.getContext("2d"),d=16/9,h;function m(n){h=n,i.width=d*h,i.height=h}function x(n){d=n,i.width=d*h,i.height=h}m(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()}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 o=class n{static instance;updateInterval;loop=()=>{};FPS=24;lastFrame=performance.now();deltaTime=1/this.FPS;sprites=[];static init(){return this.instance||(this.instance=new n),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();let s=performance.now(),u=s-this.lastFrame;this.lastFrame=s,this.deltaTime=u},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,s=Math.PI*2/this.sides,u=i.width/2,y=i.height/2;e.beginPath();for(let p=0;p<this.sides;p++){let b=p*s-Math.PI/2,f=u+this.x+t*Math.cos(b),g=y+this.y+t*Math.sin(b);p===0?e.moveTo(f,g):e.lineTo(f,g)}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 S={Engine:o,Sprite:r,Rectangle:c,Oval:a,RegularPolygon:l,setScale:m,setAspectRatio:x,canvas:i,ctx:e},z=S;export{o as Engine,a as Oval,c as Rectangle,l as RegularPolygon,r as Sprite,i as canvas,e as ctx,z as default,x as setAspectRatio,m as setScale};
1
+ var i=document.getElementById("game-window"),e=i.getContext("2d"),d=16/9,h;function m(n){h=n,i.width=d*h,i.height=h}function g(n){d=n,i.width=d*h,i.height=h}m(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()}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 o=class n{static instance;updateInterval;loop=()=>{};maxFPS=24;lastFrame=performance.now();deltaTime=1/this.maxFPS;sprites=[];static init(){return this.instance||(this.instance=new n),this.instance}addSprites(...t){this.sprites.push(...t)}removeSprites(...t){this.sprites=this.sprites.filter(s=>!t.includes(s))}setMaxFramesPerSecond(t){this.maxFPS=t,clearInterval(this.updateInterval),this.updateInterval=setInterval(()=>{let s=performance.now(),u=(s-this.lastFrame)/1e3;this.lastFrame=s,this.deltaTime=u,this.loop()},1e3/this.maxFPS)}refresh(){e.clearRect(0,0,i.width,i.height),this.sprites.forEach(t=>t.draw())}toRadians(t){return t*Math.PI/180}toDegrees(t){return t*180/Math.PI}constructor(){this.setMaxFramesPerSecond(24)}};var a=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 c=class extends r{radA;radB;color;draw(){e.fillStyle=this.color,e.beginPath(),e.ellipse(this.x,this.y,this.radA,this.radB,this.toRadians(this.dir),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 p=class extends r{sides;radius;color;draw(){let t=this.radius,s=Math.PI*2/this.sides,u=i.width/2,y=i.height/2;e.beginPath();for(let l=0;l<this.sides;l++){let b=l*s-Math.PI/2,f=u+this.x+t*Math.cos(b),x=y+this.y+t*Math.sin(b);l===0?e.moveTo(f,x):e.lineTo(f,x)}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 S={Engine:o,Sprite:r,Rectangle:a,Oval:c,RegularPolygon:p,setScale:m,setAspectRatio:g,canvas:i,ctx:e},z=S;export{o as Engine,c as Oval,a as Rectangle,p as RegularPolygon,r as Sprite,i as canvas,e as ctx,z as default,g as setAspectRatio,m 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/RegularPolygon.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\r\n private updateInterval: number | undefined;\r\n public loop: () => void = () => {};\r\n public FPS: number = 24;\r\n\r\n private lastFrame: number = performance.now();\r\n public deltaTime: number = 1 / this.FPS;\r\n\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(() => {\r\n this.loop();\r\n\r\n const now = performance.now();\r\n const deltaTime = now - this.lastFrame;\r\n this.lastFrame = now;\r\n this.deltaTime = deltaTime;\r\n }, 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 } 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\nexport interface RegularPolygonOptions extends SpriteOptions {\r\n sides?: number;\r\n radius?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class RegularPolygon 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?: RegularPolygonOptions) {\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, { type SpriteOptions } from './Sprite.ts';\r\nimport Rectangle, { type RectangleOptions } from './Rectangle.ts';\r\nimport Oval, { type OvalOptions } from './Oval.ts';\r\nimport RegularPolygon, { type RegularPolygonOptions } from './RegularPolygon.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 RegularPolygon,\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 RegularPolygon,\r\n\r\n // Options\r\n type SpriteOptions,\r\n type RectangleOptions,\r\n type OvalOptions,\r\n type RegularPolygonOptions,\r\n \r\n // Canvas\r\n setScale,\r\n setAspectRatio,\r\n canvas,\r\n 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+ {"version":3,"sources":["../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/Oval.ts","../src/RegularPolygon.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\r\n private updateInterval: number | undefined;\r\n public loop: () => void = () => {};\r\n public maxFPS: number = 24;\r\n\r\n private lastFrame: number = performance.now();\r\n public deltaTime: number = 1 / this.maxFPS;\r\n\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 setMaxFramesPerSecond(maxFPS: number) {\r\n this.maxFPS = maxFPS;\r\n clearInterval(this.updateInterval);\r\n this.updateInterval = setInterval(() => {\r\n \r\n const now = performance.now();\r\n const deltaTime = (now - this.lastFrame) / 1000;\r\n this.lastFrame = now;\r\n this.deltaTime = deltaTime;\r\n\r\n this.loop();\r\n }, 1000 / this.maxFPS);\r\n }\r\n\r\n public refresh() {\r\n ctx.clearRect(0, 0, canvas.width, canvas.height);\r\n this.sprites.forEach(sprite => sprite.draw());\r\n }\r\n\r\n // Helpers\r\n\r\n public toRadians(deg: number) {\r\n return deg * Math.PI / 180;\r\n }\r\n\r\n public toDegrees(rad: number) {\r\n return rad * 180 / Math.PI;\r\n }\r\n\r\n // Private constructor\r\n\r\n private constructor() {\r\n this.setMaxFramesPerSecond(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 } 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, this.toRadians(this.dir), 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\nexport interface RegularPolygonOptions extends SpriteOptions {\r\n sides?: number;\r\n radius?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class RegularPolygon 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?: RegularPolygonOptions) {\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, { type SpriteOptions } from './Sprite.ts';\r\nimport Rectangle, { type RectangleOptions } from './Rectangle.ts';\r\nimport Oval, { type OvalOptions } from './Oval.ts';\r\nimport RegularPolygon, { type RegularPolygonOptions } from './RegularPolygon.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 RegularPolygon,\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 RegularPolygon,\r\n\r\n // Options\r\n type SpriteOptions,\r\n type RectangleOptions,\r\n type OvalOptions,\r\n type RegularPolygonOptions,\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": "0.1.4",
3
+ "version": "0.1.6",
4
4
  "description": "A Scratch-style game engine for TypeScript.",
5
5
  "main": "dist/index.cjs",
6
6
  "module": "dist/index.js",