tscratch 0.3.2 → 0.3.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -1,11 +1,29 @@
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- # 🐱 tscratch
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+ # TScratch
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+
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+ ## About
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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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+ This is a new open source project. It is maintained by me, a 14 year old student.
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+ If anyone has suggestions, feedback, or improvement ideas, feel free to contact me
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+ at `sebastianrucabado0@gmail.com`, or open a pull request here on Github.
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+
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+ It's main purpose is to introduce real programming for kids. In most schools,
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+ children code on the [Scratch](https://scratch.mit.edu) platform, where they drag
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+ blocks, such as `move (10) steps`, `point in direction (80°)` etc. TScratch provides
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+ a high abstraction on top of the HTML canvas with a Scratch-like API, so that the
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+ children can smoothly transition from dragging blocks, into coding in real
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+ programming languages.
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+
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  ---
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- ## Features
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+ ## Live showcases
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+
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+ 1. [Interactive Inverse Kinematics Simulation](https://tscratch-project-ik.vercel.app)
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+ 2. [Recursive Snowflake Generator](https://tscratch-project-snowflake.vercel.app)
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+
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+ ## Features
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  - **Scratch-style API** — `goTo`, `setX`, `move`, etc.
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  - **TypeScript first** — full type safety & IntelliSense.
@@ -15,13 +33,15 @@ Type-safe, lightweight, and fun — bring the simplicity of Scratch into real co
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  ---
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- ## 📦 Installation
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+ ## Installation
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  ```sh
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- npm install tscratch
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+ npx create-tscratch-app@latest project-name
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+ cd project-name
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+ npm install
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  ```
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- ## 🚀 Quick Start
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+ ## Quick Start
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  ```ts
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  import { Engine, Rectangle } from 'tscratch';
@@ -40,7 +60,7 @@ engine.setLoop('main', () => {
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  rect.turn(-2);
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  });
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  ```
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- ## 🎨 Example: Multiple Sprites
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+ ### Example: Multiple Sprites
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  ```ts
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  import { Engine, Rectangle } from 'tscratch';
@@ -90,6 +110,32 @@ const engine = Engine.init();
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  engine.setLoop('main', main);
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  ```
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+ ### Custom sprites
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+
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+ You can extend the `Sprite` class, or any sprite that inherits from it.
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+ This way, the new sprite gets access to all the sprite properties and
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+ methods, like `x`, `dir`, `move(steps)` and so on. You want to call the
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+ parents constructor using super with the sprite options, that inherit
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+ from `SpriteOptions`, or any sub-interface.
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+
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+ ```ts
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+ import { Rectangle, RectangleOptions } from 'tscratch';
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+
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+ export interface PlayerOptions extends RectangleOptions {
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+ speed: number;
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+ }
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+
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+ export default class Player extends Rectangle {
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+
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+ public speed: number;
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+
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+ constructor(options?: PlayerOptions) {
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+ super(options);
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+ this.speed = options?.speed ?? 5;
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+ }
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+ }
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+ ```
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+
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  ## Scenes
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  TScratch supports scenes with the `scene` property. In every sprite you create,
@@ -103,7 +149,7 @@ You can also specify 1 loop per scene using `engine.setLoop(scene, callback)`.
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  Keep in mind that there is only 1 loop running at a time, which is the one
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  in the current scene.
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- ## 🛠️ API Overview
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+ ## API Overview
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  ### Engine
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@@ -117,12 +163,19 @@ in the current scene.
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  ### Sprite (abstract)
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+ #### Movement
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+
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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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+ #### Looks
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+
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+ - `show()` → shows the sprite
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+ - `hide()` → hides the sprite (prevents rendering => better preformance)
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+
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  ### Rectangle
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  - Has `width`, `height`, and `color` properties.
package/dist/index.cjs CHANGED
@@ -1,2 +1,2 @@
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- "use strict";var v=Object.defineProperty;var R=Object.getOwnPropertyDescriptor;var C=Object.getOwnPropertyNames;var I=Object.prototype.hasOwnProperty;var L=(r,t)=>{for(var e in t)v(r,e,{get:t[e],enumerable:!0})},A=(r,t,e,n)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of C(t))!I.call(r,a)&&a!==e&&v(r,a,{get:()=>t[a],enumerable:!(n=R(t,a))||n.enumerable});return r};var z=r=>A(v({},"__esModule",{value:!0}),r);var X={};L(X,{Engine:()=>l,ImageSprite:()=>f,Oval:()=>d,Pen:()=>b,Rectangle:()=>u,RegularPolygon:()=>m,Sprite:()=>h,Text:()=>g,canvas:()=>i,ctx:()=>s,default:()=>B,setAspectRatio:()=>O,setScale:()=>w});module.exports=z(X);var i=document.getElementById("game-window"),s=i.getContext("2d"),p=document.createElement("canvas"),o=p.getContext("2d");p.id="pen-canvas";var x=16/9,c;function w(r){c=r,i.width=x*c,i.height=c,p.width=x*c,p.height=c}function O(r){x=r,i.width=x*c,i.height=c,p.width=x*c,p.height=c}i.parentElement?.insertBefore(p,i);w(500);var h=class{x;y;dir;scene;hidden;layer;refresh(){l.init().refresh()}constructor(t){this.x=t?.x??0,this.y=t?.y??0,this.dir=t?.dir??0,this.scene=t?.scene??"main",this.hidden=t?.hidden??!1,this.layer=t?.layer??0,l.init().addSprite(this)}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,e){this.x=t,this.y=e,this.refresh()}changeX(t){this.x+=t,this.refresh()}changeY(t){this.y+=t,this.refresh()}show(){this.hidden=!1,this.refresh()}hide(){this.hidden=!0,this.refresh()}goToLayer(t){this.layer=t,this.refresh()}changeLayer(t){this.layer+=t,this.refresh()}};var l=class r{static instance;updateInterval;gameLoop=null;maxFPS=24;mouseX=0;mouseY=0;currentScene="main";sceneMap={};static init(){return this.instance||(this.instance=new r),this.instance}changeScene(t){this.sceneMap[t]||(this.sceneMap[t]={sprites:[],loop:null}),this.currentScene=t,this.gameLoop=this.sceneMap[t].loop,this.setMaxFramesPerSecond(this.maxFPS)}setLoop(t,e){if(!this.sceneMap[t]){this.sceneMap[t]={sprites:[],loop:e},t===this.currentScene&&this.changeScene(t);return}this.sceneMap[t].loop=e,t===this.currentScene&&this.changeScene(t)}addSprite(t){let{scene:e,layer:n}=t;if(!this.sceneMap[e]){this.sceneMap[e]={sprites:[t],loop:null};return}let a=this.sceneMap[e].sprites.findIndex(S=>S.layer>n);if(a===-1){this.sceneMap[e].sprites.push(t);return}this.sceneMap[e].sprites.splice(a,0,t)}setMaxFramesPerSecond(t){this.maxFPS=t;let e=this.gameLoop;e&&(clearInterval(this.updateInterval),this.updateInterval=setInterval(()=>e(),1e3/this.maxFPS))}refresh(){s.clearRect(0,0,i.width,i.height),this.sceneMap[this.currentScene]?.sprites.forEach(t=>{t.hidden||t.draw()})}async wait(t){return new Promise(e=>setTimeout(e,t))}toRadians(t){return t*Math.PI/180}toDegrees(t){return t*180/Math.PI}constructor(){this.setMaxFramesPerSecond(24),i.addEventListener("mousemove",t=>{this.mouseX=t.clientX-i.offsetLeft-i.width/2,this.mouseY=-(t.clientY-i.offsetTop-i.height/2)})}};var u=class extends h{width;height;color;draw(){s.save();let t=this.x+i.width/2,e=-this.y+i.height/2;s.translate(t,e),s.rotate(this.toRadians(this.dir)),s.fillStyle=this.color,s.fillRect(-this.width/2,-this.height/2,this.width,this.height),s.restore()}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 d=class extends h{radA;radB;color;draw(){let t=this.toRadians(this.dir);s.beginPath(),s.ellipse(this.x+i.width/2,-this.y+i.height/2,this.radA,this.radB,t,0,Math.PI*2),s.fillStyle=this.color,s.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 m=class extends h{sides;radius;color;draw(){let t=this.radius,e=Math.PI*2/this.sides,n=i.width/2,a=i.height/2,S=this.toRadians(this.dir);s.beginPath();for(let y=0;y<this.sides;y++){let M=y*e-Math.PI/2+S,P=n+this.x+t*Math.cos(M),T=a-this.y-t*Math.sin(M);y===0?s.moveTo(P,T):s.lineTo(P,T)}s.closePath(),s.fillStyle=this.color,s.fill()}setSides(t){this.sides=t,this.refresh()}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 b=class extends h{drawing;size;color;draw(){}up(){this.drawing=!1}down(){this.drawing=!0}ereaseAll(){o.clearRect(0,0,i.width,i.height)}dot(){o.fillStyle=this.color,o.fillRect(this.x-this.size/2+i.width/2,-this.y-this.size/2+i.height/2,this.size,this.size)}drawLine(t,e){o.beginPath(),o.moveTo(t+i.width/2,-e+i.height/2),o.lineTo(this.x+i.width/2,-this.y+i.height/2),o.lineWidth=this.size,o.strokeStyle=this.color,o.stroke()}move(t){let e=this.x,n=this.y;this.x+=t*Math.sin(this.toRadians(this.dir)),this.y+=t*Math.cos(this.toRadians(this.dir)),this.drawing&&this.drawLine(e,n),this.refresh()}setX(t){let e=this.x,n=this.y;this.x=t,this.drawing&&this.drawLine(e,n),this.refresh()}setY(t){let e=this.x,n=this.y;this.y=t,this.drawing&&this.drawLine(e,n),this.refresh()}goTo(t,e){let n=this.x,a=this.y;this.x=t,this.y=e,this.drawing&&this.drawLine(n,a),this.refresh()}changeX(t){let e=this.x,n=this.y;this.x+=t,this.drawing&&this.drawLine(e,n),this.refresh()}changeY(t){let e=this.x,n=this.y;this.y+=t,this.drawing&&this.drawLine(e,n),this.refresh()}constructor(t){super(t),this.drawing=t?.drawing??!1,this.size=t?.size??5,this.color=t?.color??"black"}};var g=class extends h{content;color;fontFamily;fontSize;align;baseline;font;draw(){s.save();let t=this.x+i.width/2,e=-this.y+i.height/2;s.translate(t,e),s.rotate(this.toRadians(this.dir)),s.font=this.font,s.fillStyle=this.color,s.textAlign=this.align,s.textBaseline=this.baseline,s.fillText(this.content,0,0),s.restore()}setContent(t){this.content=t,this.refresh()}setColor(t){this.color=t,this.refresh()}setFontSize(t){this.fontSize=t,this.font=`${this.fontSize}px ${this.fontFamily}`,this.refresh()}setFontFamily(t){this.fontFamily=t,this.font=`${this.fontSize}px ${this.fontFamily}`,this.refresh()}setAlign(t){this.align=t,this.refresh()}setBaseline(t){this.baseline=t,this.refresh()}constructor(t){super(t),this.content=t?.content??"",this.color=t?.color??"black",this.fontFamily=t?.fontFamily??"Arial",this.fontSize=t?.fontSize??16,this.align=t?.align??"center",this.baseline=t?.baseline??"middle",this.font=`${this.fontSize}px ${this.fontFamily}`}};var f=class extends h{src;width;height;img;draw(){s.save();let t=this.x+i.width/2,e=-this.y+i.height/2;s.translate(t,e),s.rotate(this.toRadians(this.dir)),s.drawImage(this.img,0,0,this.img.width,this.img.height,-this.width/2,-this.height/2,this.width,this.height),s.restore()}setSrc(t){this.src=t,this.refresh()}setWidth(t){this.width=t,this.refresh()}setHeight(t){this.height=t,this.refresh()}constructor(t){super(t),this.src=t?.src??"",this.img=new Image,this.img.src=this.src,this.width=t?.width??this.img.width,this.height=t?.height??this.img.height}};var F={Engine:l,Sprite:h,Rectangle:u,Oval:d,RegularPolygon:m,Pen:b,Text:g,ImageSprite:f,setScale:w,setAspectRatio:O,canvas:i,ctx:s},B=F;0&&(module.exports={Engine,ImageSprite,Oval,Pen,Rectangle,RegularPolygon,Sprite,Text,canvas,ctx,setAspectRatio,setScale});
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+ "use strict";var v=Object.defineProperty;var P=Object.getOwnPropertyDescriptor;var C=Object.getOwnPropertyNames;var L=Object.prototype.hasOwnProperty;var A=(r,t)=>{for(var i in t)v(r,i,{get:t[i],enumerable:!0})},z=(r,t,i,n)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of C(t))!L.call(r,a)&&a!==i&&v(r,a,{get:()=>t[a],enumerable:!(n=P(t,a))||n.enumerable});return r};var B=r=>z(v({},"__esModule",{value:!0}),r);var X={};A(X,{Engine:()=>l,ImageSprite:()=>f,Oval:()=>d,Pen:()=>m,Rectangle:()=>u,RegularPolygon:()=>b,Sprite:()=>h,Text:()=>g,canvas:()=>e,ctx:()=>s,default:()=>F,setAspectRatio:()=>O,setScale:()=>w});module.exports=B(X);var e=document.getElementById("game-window"),s=e.getContext("2d"),p=document.createElement("canvas"),o=p.getContext("2d");p.id="pen-canvas";var x=16/9,c;function w(r){c=r,e.width=x*c,e.height=c,p.width=x*c,p.height=c}function O(r){x=r,e.width=x*c,e.height=c,p.width=x*c,p.height=c}e.parentElement?.insertBefore(p,e);w(500);var h=class{x;y;dir;scene;hidden;layer;refresh(){l.init().refresh()}constructor(t){this.x=t?.x??0,this.y=t?.y??0,this.dir=t?.dir??0,this.scene=t?.scene??"main",this.hidden=t?.hidden??!1,this.layer=t?.layer??0,l.init().addSprite(this)}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,i){this.x=t,this.y=i,this.refresh()}changeX(t){this.x+=t,this.refresh()}changeY(t){this.y+=t,this.refresh()}show(){this.hidden=!1,this.refresh()}hide(){this.hidden=!0,this.refresh()}goToLayer(t){this.layer=t,this.refresh()}changeLayer(t){this.layer+=t,this.refresh()}};var l=class r{static instance;loopRunning=!1;gameLoop=null;maxFPS=24;mouseX=0;mouseY=0;currentScene="main";sceneMap={};static init(){return this.instance||(this.instance=new r),this.instance}changeScene(t){this.sceneMap[t]||(this.sceneMap[t]={sprites:[],loop:null}),this.loopRunning=!1,this.currentScene=t,this.gameLoop=this.sceneMap[t].loop,this.setMaxFramesPerSecond(this.maxFPS)}setLoop(t,i){if(!this.sceneMap[t]){this.sceneMap[t]={sprites:[],loop:i},t===this.currentScene&&this.changeScene(t);return}this.sceneMap[t].loop=i,t===this.currentScene&&this.changeScene(t)}addSprite(t){let{scene:i,layer:n}=t;if(!this.sceneMap[i]){this.sceneMap[i]={sprites:[t],loop:null};return}let a=this.sceneMap[i].sprites.findIndex(S=>S.layer>n);if(a===-1){this.sceneMap[i].sprites.push(t);return}this.sceneMap[i].sprites.splice(a,0,t)}async setMaxFramesPerSecond(t){this.maxFPS=t;let i=this.gameLoop;if(i)for(this.loopRunning=!0;this.loopRunning;)await i(),await this.wait(1e3/t)}refresh(){s.clearRect(0,0,e.width,e.height),this.sceneMap[this.currentScene]?.sprites.forEach(t=>{t.hidden||t.draw()})}async wait(t){return new Promise(i=>setTimeout(i,t))}toRadians(t){return t*Math.PI/180}toDegrees(t){return t*180/Math.PI}constructor(){this.setMaxFramesPerSecond(24),e.addEventListener("mousemove",t=>{this.mouseX=t.clientX-e.offsetLeft-e.width/2,this.mouseY=-(t.clientY-e.offsetTop-e.height/2)})}};var u=class extends h{width;height;color;draw(){s.save();let t=this.x+e.width/2,i=-this.y+e.height/2;s.translate(t,i),s.rotate(this.toRadians(this.dir)),s.fillStyle=this.color,s.fillRect(-this.width/2,-this.height/2,this.width,this.height),s.restore()}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 d=class extends h{radA;radB;color;draw(){let t=this.toRadians(this.dir);s.beginPath(),s.ellipse(this.x+e.width/2,-this.y+e.height/2,this.radA,this.radB,t,0,Math.PI*2),s.fillStyle=this.color,s.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 b=class extends h{sides;radius;color;draw(){let t=this.radius,i=Math.PI*2/this.sides,n=e.width/2,a=e.height/2,S=this.toRadians(this.dir);s.beginPath();for(let y=0;y<this.sides;y++){let M=y*i-Math.PI/2+S,R=n+this.x+t*Math.cos(M),T=a-this.y-t*Math.sin(M);y===0?s.moveTo(R,T):s.lineTo(R,T)}s.closePath(),s.fillStyle=this.color,s.fill()}setSides(t){this.sides=t,this.refresh()}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=class extends h{drawing;size;color;draw(){}up(){this.drawing=!1}down(){this.drawing=!0}ereaseAll(){o.clearRect(0,0,e.width,e.height)}dot(){o.fillStyle=this.color,o.fillRect(this.x-this.size/2+e.width/2,-this.y-this.size/2+e.height/2,this.size,this.size)}drawLine(t,i){o.beginPath(),o.moveTo(t+e.width/2,-i+e.height/2),o.lineTo(this.x+e.width/2,-this.y+e.height/2),o.lineWidth=this.size,o.strokeStyle=this.color,o.stroke()}move(t){let i=this.x,n=this.y;this.x+=t*Math.sin(this.toRadians(this.dir)),this.y+=t*Math.cos(this.toRadians(this.dir)),this.drawing&&this.drawLine(i,n),this.refresh()}setX(t){let i=this.x,n=this.y;this.x=t,this.drawing&&this.drawLine(i,n),this.refresh()}setY(t){let i=this.x,n=this.y;this.y=t,this.drawing&&this.drawLine(i,n),this.refresh()}goTo(t,i){let n=this.x,a=this.y;this.x=t,this.y=i,this.drawing&&this.drawLine(n,a),this.refresh()}changeX(t){let i=this.x,n=this.y;this.x+=t,this.drawing&&this.drawLine(i,n),this.refresh()}changeY(t){let i=this.x,n=this.y;this.y+=t,this.drawing&&this.drawLine(i,n),this.refresh()}constructor(t){super(t),this.drawing=t?.drawing??!1,this.size=t?.size??5,this.color=t?.color??"black"}};var g=class extends h{content;color;fontFamily;fontSize;align;baseline;font;draw(){s.save();let t=this.x+e.width/2,i=-this.y+e.height/2;s.translate(t,i),s.rotate(this.toRadians(this.dir)),s.font=this.font,s.fillStyle=this.color,s.textAlign=this.align,s.textBaseline=this.baseline,s.fillText(this.content,0,0),s.restore()}setContent(t){this.content=t,this.refresh()}setColor(t){this.color=t,this.refresh()}setFontSize(t){this.fontSize=t,this.font=`${this.fontSize}px ${this.fontFamily}`,this.refresh()}setFontFamily(t){this.fontFamily=t,this.font=`${this.fontSize}px ${this.fontFamily}`,this.refresh()}setAlign(t){this.align=t,this.refresh()}setBaseline(t){this.baseline=t,this.refresh()}constructor(t){super(t),this.content=t?.content??"",this.color=t?.color??"black",this.fontFamily=t?.fontFamily??"Arial",this.fontSize=t?.fontSize??16,this.align=t?.align??"center",this.baseline=t?.baseline??"middle",this.font=`${this.fontSize}px ${this.fontFamily}`}};var f=class extends h{src;width;height;img;draw(){s.save();let t=this.x+e.width/2,i=-this.y+e.height/2;s.translate(t,i),s.rotate(this.toRadians(this.dir)),s.drawImage(this.img,0,0,this.img.width,this.img.height,-this.width/2,-this.height/2,this.width,this.height),s.restore()}setSrc(t){this.src=t,this.refresh()}setWidth(t){this.width=t,this.refresh()}setHeight(t){this.height=t,this.refresh()}constructor(t){super(t),this.src=t?.src??"",this.img=new Image,this.img.src=this.src,this.width=t?.width??this.img.width,this.height=t?.height??this.img.height}};var I={Engine:l,Sprite:h,Rectangle:u,Oval:d,RegularPolygon:b,Pen:m,Text:g,ImageSprite:f,setScale:w,setAspectRatio:O,canvas:e,ctx:s},F=I;0&&(module.exports={Engine,ImageSprite,Oval,Pen,Rectangle,RegularPolygon,Sprite,Text,canvas,ctx,setAspectRatio,setScale});
2
2
  //# sourceMappingURL=index.cjs.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts","../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/Oval.ts","../src/RegularPolygon.ts","../src/Pen.ts","../src/Text.ts","../src/ImageSprite.ts"],"sourcesContent":["import Engine from './Engine.ts';\r\n\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 Pen, { type PenOptions } from './Pen.ts';\r\nimport Text, { type TextOptions, type CanvasTextAlign, type CanvasTextBaseline } from './Text.ts';\r\nimport ImageSprite, { type ImageSpriteOptions } from './ImageSprite.ts';\r\n\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 Pen,\r\n Text,\r\n ImageSprite,\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 Pen,\r\n Text,\r\n ImageSprite,\r\n\r\n // Options\r\n type SpriteOptions,\r\n type RectangleOptions,\r\n type OvalOptions,\r\n type RegularPolygonOptions,\r\n type PenOptions,\r\n type TextOptions,\r\n type ImageSpriteOptions,\r\n\r\n // Other types\r\n type CanvasTextAlign,\r\n type CanvasTextBaseline,\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')!;\r\n\r\nexport const penCanvas = document.createElement('canvas');\r\nexport const penCtx = penCanvas.getContext('2d')!;\r\npenCanvas.id = 'pen-canvas';\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\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n\r\n penCanvas.width = ratio * scale;\r\n penCanvas.height = scale;\r\n}\r\n\r\nexport function setAspectRatio(newAspectRatio: number) {\r\n ratio = newAspectRatio;\r\n\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n\r\n penCanvas.width = ratio * scale;\r\n penCanvas.height = scale;\r\n}\r\n\r\ncanvas.parentElement?.insertBefore(penCanvas, canvas);\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 scene?: string;\r\n hidden?: boolean;\r\n layer?: 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 public scene: string;\r\n public hidden: boolean;\r\n public layer: 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 ?? 0;\r\n this.scene = options?.scene ?? 'main';\r\n this.hidden = options?.hidden ?? false;\r\n this.layer = options?.layer ?? 0;\r\n Engine.init().addSprite(this);\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 // Looks\r\n\r\n public show() {\r\n this.hidden = false;\r\n this.refresh();\r\n }\r\n\r\n public hide() {\r\n this.hidden = true;\r\n this.refresh();\r\n }\r\n\r\n public goToLayer(layer: number) {\r\n this.layer = layer;\r\n this.refresh();\r\n }\r\n\r\n public changeLayer(dL: number) {\r\n this.layer += dL;\r\n this.refresh();\r\n }\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite from './Sprite.ts';\r\n\r\ntype GameLoop = (() => any) | (() => Promise<any>);\r\n\r\ntype SceneMap = {\r\n [scene: string]: {\r\n sprites: Sprite[];\r\n loop: GameLoop | null;\r\n };\r\n};\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 gameLoop: GameLoop | null = null;\r\n public maxFPS: number = 24;\r\n\r\n public mouseX: number = 0;\r\n public mouseY: number = 0;\r\n\r\n public currentScene: string = 'main';\r\n public sceneMap: SceneMap = {};\r\n\r\n // Singleton initialization\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 // Change the scene\r\n\r\n public changeScene(scene: string) {\r\n if (!this.sceneMap[scene])\r\n this.sceneMap[scene] = { sprites: [], loop: null };\r\n\r\n this.currentScene = scene;\r\n this.gameLoop = this.sceneMap[scene].loop;\r\n this.setMaxFramesPerSecond(this.maxFPS); // Update the interval function\r\n }\r\n\r\n // Set a loop\r\n\r\n public setLoop(scene: string, loop: GameLoop) {\r\n if (!this.sceneMap[scene]) {\r\n this.sceneMap[scene] = { sprites: [], loop };\r\n if (scene === this.currentScene)\r\n this.changeScene(scene);\r\n return;\r\n }\r\n\r\n this.sceneMap[scene].loop = loop;\r\n if (scene === this.currentScene)\r\n this.changeScene(scene);\r\n }\r\n\r\n // Internal\r\n\r\n public addSprite(sprite: Sprite) {\r\n const { scene, layer } = sprite;\r\n\r\n if (!this.sceneMap[scene]) {\r\n this.sceneMap[scene] = { sprites: [sprite], loop: null };\r\n return;\r\n }\r\n\r\n let targetIndex = this.sceneMap[scene].sprites.findIndex(s => s.layer > layer);\r\n if (targetIndex === -1) {\r\n this.sceneMap[scene].sprites.push(sprite);\r\n return;\r\n }\r\n\r\n this.sceneMap[scene].sprites.splice(targetIndex, 0, sprite);\r\n }\r\n\r\n public setMaxFramesPerSecond(maxFPS: number) {\r\n this.maxFPS = maxFPS;\r\n \r\n let loop = this.gameLoop;\r\n if (!loop) return;\r\n\r\n clearInterval(this.updateInterval);\r\n this.updateInterval = setInterval(() => loop(), 1000 / this.maxFPS);\r\n }\r\n\r\n public refresh() {\r\n ctx.clearRect(0, 0, canvas.width, canvas.height);\r\n this.sceneMap[this.currentScene]?.sprites.forEach(sprite => {\r\n if (!sprite.hidden)\r\n sprite.draw();\r\n });\r\n }\r\n\r\n // Wait function\r\n\r\n public async wait(ms: number): Promise<void> {\r\n return new Promise(resolve => setTimeout(resolve, ms));\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 canvas.addEventListener('mousemove', e => {\r\n this.mouseX = e.clientX - canvas.offsetLeft - canvas.width / 2;\r\n this.mouseY = -(e.clientY - canvas.offsetTop - canvas.height / 2);\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.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.fillStyle = this.color;\r\n ctx.fillRect(\r\n -this.width / 2,\r\n -this.height / 2,\r\n this.width,\r\n this.height\r\n );\r\n\r\n ctx.restore();\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 { canvas, 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 const rotation = this.toRadians(this.dir);\r\n \r\n ctx.beginPath();\r\n ctx.ellipse(\r\n this.x + canvas.width / 2,\r\n -this.y + canvas.height / 2,\r\n this.radA,\r\n this.radB,\r\n rotation, 0,\r\n Math.PI * 2\r\n );\r\n\r\n ctx.fillStyle = this.color;\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 const rotation = this.toRadians(this.dir);\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 + rotation;\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 setSides(sides: number) {\r\n this.sides = sides;\r\n this.refresh();\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 { canvas, penCtx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport interface PenOptions extends SpriteOptions {\r\n drawing?: boolean;\r\n size?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class Pen extends Sprite {\r\n\r\n public drawing: boolean;\r\n public size: number;\r\n public color: string;\r\n\r\n draw() {}\r\n\r\n public up() {\r\n this.drawing = false;\r\n }\r\n\r\n public down() {\r\n this.drawing = true;\r\n }\r\n\r\n public ereaseAll() {\r\n penCtx.clearRect(0, 0, canvas.width, canvas.height);\r\n }\r\n\r\n public dot() {\r\n penCtx.fillStyle = this.color;\r\n penCtx.fillRect(\r\n this.x - this.size / 2 + canvas.width / 2,\r\n -this.y - this.size / 2 + canvas.height / 2,\r\n this.size,\r\n this.size\r\n );\r\n }\r\n\r\n private drawLine(lastX: number, lastY: number) {\r\n penCtx.beginPath();\r\n\r\n penCtx.moveTo(lastX + canvas.width / 2, -lastY + canvas.height / 2);\r\n penCtx.lineTo(this.x + canvas.width / 2, -this.y + canvas.height / 2);\r\n\r\n penCtx.lineWidth = this.size;\r\n penCtx.strokeStyle = this.color;\r\n penCtx.stroke();\r\n }\r\n\r\n // Overriding methods to include drawing\r\n\r\n public override move(steps: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x += steps * Math.sin(this.toRadians(this.dir));\r\n this.y += steps * Math.cos(this.toRadians(this.dir));\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override setX(x: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x = x;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override setY(y: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.y = y;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override goTo(x: number, y: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x = x;\r\n this.y = y;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override changeX(dX: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x += dX;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override changeY(dY: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.y += dY;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n // Constructor\r\n\r\n constructor(options?: PenOptions) {\r\n super(options);\r\n this.drawing = options?.drawing ?? false;\r\n this.size = options?.size ?? 5;\r\n this.color = options?.color ?? 'black';\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport type CanvasTextAlign =\r\n | 'left'\r\n | 'right'\r\n | 'center'\r\n | 'start'\r\n | 'end';\r\n\r\nexport type CanvasTextBaseline =\r\n | 'top'\r\n | 'hanging'\r\n | 'middle'\r\n | 'alphabetic'\r\n | 'ideographic'\r\n | 'bottom';\r\n\r\nexport interface TextOptions extends SpriteOptions {\r\n content?: string;\r\n color?: string;\r\n fontFamily?: string;\r\n fontSize?: number;\r\n align?: CanvasTextAlign;\r\n baseline?: CanvasTextBaseline;\r\n}\r\n\r\nexport default class Text extends Sprite {\r\n\r\n public content: string;\r\n public color: string;\r\n public fontFamily: string;\r\n public fontSize: number;\r\n public align: CanvasTextAlign;\r\n public baseline: CanvasTextBaseline;\r\n\r\n private font: string;\r\n\r\n public draw() {\r\n ctx.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.font = this.font;\r\n ctx.fillStyle = this.color;\r\n ctx.textAlign = this.align;\r\n ctx.textBaseline = this.baseline;\r\n\r\n ctx.fillText(this.content, 0, 0);\r\n\r\n ctx.restore();\r\n }\r\n\r\n // Methods\r\n\r\n public setContent(content: string) {\r\n this.content = content;\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 public setFontSize(fontSize: number) {\r\n this.fontSize = fontSize;\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n this.refresh();\r\n }\r\n\r\n public setFontFamily(fontFamily: string) {\r\n this.fontFamily = fontFamily;\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n this.refresh();\r\n }\r\n\r\n public setAlign(align: CanvasTextAlign) {\r\n this.align = align;\r\n this.refresh();\r\n }\r\n\r\n public setBaseline(baseline: CanvasTextBaseline) {\r\n this.baseline = baseline;\r\n this.refresh();\r\n }\r\n\r\n // Constructor\r\n\r\n constructor(options?: TextOptions) {\r\n super(options);\r\n\r\n this.content = options?.content ?? '';\r\n this.color = options?.color ?? 'black';\r\n this.fontFamily = options?.fontFamily ?? 'Arial';\r\n this.fontSize = options?.fontSize ?? 16;\r\n this.align = options?.align ?? 'center';\r\n this.baseline = options?.baseline ?? 'middle';\r\n\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n }\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport interface ImageSpriteOptions extends SpriteOptions {\r\n src?: string;\r\n width: number;\r\n height: number;\r\n};\r\n\r\nexport default class ImageSprite extends Sprite {\r\n\r\n public src: string;\r\n public width: number;\r\n public height: number;\r\n\r\n protected img: HTMLImageElement;\r\n\r\n public draw() {\r\n ctx.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.drawImage(\r\n this.img,\r\n 0, 0,\r\n this.img.width,\r\n this.img.height,\r\n -this.width / 2,\r\n -this.height / 2,\r\n this.width, this.height\r\n );\r\n\r\n ctx.restore();\r\n }\r\n\r\n // Methods\r\n\r\n public setSrc(src: string) {\r\n this.src = src;\r\n this.refresh();\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 // Constructor\r\n\r\n constructor(options?: ImageSpriteOptions) {\r\n super(options);\r\n\r\n this.src = options?.src ?? 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1
+ {"version":3,"sources":["../src/index.ts","../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/Oval.ts","../src/RegularPolygon.ts","../src/Pen.ts","../src/Text.ts","../src/ImageSprite.ts"],"sourcesContent":["import Engine from './Engine.ts';\r\n\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 Pen, { type PenOptions } from './Pen.ts';\r\nimport Text, { type TextOptions, type CanvasTextAlign, type CanvasTextBaseline } from './Text.ts';\r\nimport ImageSprite, { type ImageSpriteOptions } from './ImageSprite.ts';\r\n\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 Pen,\r\n Text,\r\n ImageSprite,\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 Pen,\r\n Text,\r\n ImageSprite,\r\n\r\n // Options\r\n type SpriteOptions,\r\n type RectangleOptions,\r\n type OvalOptions,\r\n type RegularPolygonOptions,\r\n type PenOptions,\r\n type TextOptions,\r\n type ImageSpriteOptions,\r\n\r\n // Other types\r\n type CanvasTextAlign,\r\n type CanvasTextBaseline,\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')!;\r\n\r\nexport const penCanvas = document.createElement('canvas');\r\nexport const penCtx = penCanvas.getContext('2d')!;\r\npenCanvas.id = 'pen-canvas';\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\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n\r\n penCanvas.width = ratio * scale;\r\n penCanvas.height = scale;\r\n}\r\n\r\nexport function setAspectRatio(newAspectRatio: number) {\r\n ratio = newAspectRatio;\r\n\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n\r\n penCanvas.width = ratio * scale;\r\n penCanvas.height = scale;\r\n}\r\n\r\ncanvas.parentElement?.insertBefore(penCanvas, canvas);\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 scene?: string;\r\n hidden?: boolean;\r\n layer?: 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 public scene: string;\r\n public hidden: boolean;\r\n public layer: 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 ?? 0;\r\n this.scene = options?.scene ?? 'main';\r\n this.hidden = options?.hidden ?? false;\r\n this.layer = options?.layer ?? 0;\r\n Engine.init().addSprite(this);\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 // Looks\r\n\r\n public show() {\r\n this.hidden = false;\r\n this.refresh();\r\n }\r\n\r\n public hide() {\r\n this.hidden = true;\r\n this.refresh();\r\n }\r\n\r\n public goToLayer(layer: number) {\r\n this.layer = layer;\r\n this.refresh();\r\n }\r\n\r\n public changeLayer(dL: number) {\r\n this.layer += dL;\r\n this.refresh();\r\n }\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite from './Sprite.ts';\r\n\r\ntype GameLoop = (() => any) | (() => Promise<any>);\r\n\r\ntype SceneMap = {\r\n [scene: string]: {\r\n sprites: Sprite[];\r\n loop: GameLoop | null;\r\n };\r\n};\r\n\r\nexport default class Engine {\r\n\r\n private static instance: Engine;\r\n\r\n private loopRunning: boolean = false;\r\n public gameLoop: GameLoop | null = null;\r\n public maxFPS: number = 24;\r\n\r\n public mouseX: number = 0;\r\n public mouseY: number = 0;\r\n\r\n public currentScene: string = 'main';\r\n public sceneMap: SceneMap = {};\r\n\r\n // Singleton initialization\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 // Change the scene\r\n\r\n public changeScene(scene: string) {\r\n if (!this.sceneMap[scene])\r\n this.sceneMap[scene] = { sprites: [], loop: null };\r\n\r\n this.loopRunning = false;\r\n this.currentScene = scene;\r\n this.gameLoop = this.sceneMap[scene].loop;\r\n this.setMaxFramesPerSecond(this.maxFPS); // Update the interval function\r\n }\r\n\r\n // Set a loop\r\n\r\n public setLoop(scene: string, loop: GameLoop) {\r\n if (!this.sceneMap[scene]) {\r\n this.sceneMap[scene] = { sprites: [], loop };\r\n if (scene === this.currentScene)\r\n this.changeScene(scene);\r\n return;\r\n }\r\n\r\n this.sceneMap[scene].loop = loop;\r\n if (scene === this.currentScene)\r\n this.changeScene(scene);\r\n }\r\n\r\n // Internal\r\n\r\n public addSprite(sprite: Sprite) {\r\n const { scene, layer } = sprite;\r\n\r\n if (!this.sceneMap[scene]) {\r\n this.sceneMap[scene] = { sprites: [sprite], loop: null };\r\n return;\r\n }\r\n\r\n let targetIndex = this.sceneMap[scene].sprites.findIndex(s => s.layer > layer);\r\n if (targetIndex === -1) {\r\n this.sceneMap[scene].sprites.push(sprite);\r\n return;\r\n }\r\n\r\n this.sceneMap[scene].sprites.splice(targetIndex, 0, sprite);\r\n }\r\n\r\n public async setMaxFramesPerSecond(maxFPS: number) {\r\n this.maxFPS = maxFPS;\r\n \r\n let loop = this.gameLoop;\r\n if (!loop) return;\r\n\r\n this.loopRunning = true;\r\n\r\n while (this.loopRunning) {\r\n await loop();\r\n await this.wait(1000 / maxFPS);\r\n }\r\n }\r\n\r\n public refresh() {\r\n ctx.clearRect(0, 0, canvas.width, canvas.height);\r\n this.sceneMap[this.currentScene]?.sprites.forEach(sprite => {\r\n if (!sprite.hidden)\r\n sprite.draw();\r\n });\r\n }\r\n\r\n // Wait function\r\n\r\n public async wait(ms: number): Promise<void> {\r\n return new Promise(resolve => setTimeout(resolve, ms));\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 void this.setMaxFramesPerSecond(24);\r\n\r\n canvas.addEventListener('mousemove', e => {\r\n this.mouseX = e.clientX - canvas.offsetLeft - canvas.width / 2;\r\n this.mouseY = -(e.clientY - canvas.offsetTop - canvas.height / 2);\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.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.fillStyle = this.color;\r\n ctx.fillRect(\r\n -this.width / 2,\r\n -this.height / 2,\r\n this.width,\r\n this.height\r\n );\r\n\r\n ctx.restore();\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 { canvas, 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 const rotation = this.toRadians(this.dir);\r\n \r\n ctx.beginPath();\r\n ctx.ellipse(\r\n this.x + canvas.width / 2,\r\n -this.y + canvas.height / 2,\r\n this.radA,\r\n this.radB,\r\n rotation, 0,\r\n Math.PI * 2\r\n );\r\n\r\n ctx.fillStyle = this.color;\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 const rotation = this.toRadians(this.dir);\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 + rotation;\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 setSides(sides: number) {\r\n this.sides = sides;\r\n this.refresh();\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 { canvas, penCtx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport interface PenOptions extends SpriteOptions {\r\n drawing?: boolean;\r\n size?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class Pen extends Sprite {\r\n\r\n public drawing: boolean;\r\n public size: number;\r\n public color: string;\r\n\r\n draw() {}\r\n\r\n public up() {\r\n this.drawing = false;\r\n }\r\n\r\n public down() {\r\n this.drawing = true;\r\n }\r\n\r\n public ereaseAll() {\r\n penCtx.clearRect(0, 0, canvas.width, canvas.height);\r\n }\r\n\r\n public dot() {\r\n penCtx.fillStyle = this.color;\r\n penCtx.fillRect(\r\n this.x - this.size / 2 + canvas.width / 2,\r\n -this.y - this.size / 2 + canvas.height / 2,\r\n this.size,\r\n this.size\r\n );\r\n }\r\n\r\n private drawLine(lastX: number, lastY: number) {\r\n penCtx.beginPath();\r\n\r\n penCtx.moveTo(lastX + canvas.width / 2, -lastY + canvas.height / 2);\r\n penCtx.lineTo(this.x + canvas.width / 2, -this.y + canvas.height / 2);\r\n\r\n penCtx.lineWidth = this.size;\r\n penCtx.strokeStyle = this.color;\r\n penCtx.stroke();\r\n }\r\n\r\n // Overriding methods to include drawing\r\n\r\n public override move(steps: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x += steps * Math.sin(this.toRadians(this.dir));\r\n this.y += steps * Math.cos(this.toRadians(this.dir));\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override setX(x: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x = x;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override setY(y: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.y = y;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override goTo(x: number, y: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x = x;\r\n this.y = y;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override changeX(dX: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x += dX;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override changeY(dY: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.y += dY;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n // Constructor\r\n\r\n constructor(options?: PenOptions) {\r\n super(options);\r\n this.drawing = options?.drawing ?? false;\r\n this.size = options?.size ?? 5;\r\n this.color = options?.color ?? 'black';\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport type CanvasTextAlign =\r\n | 'left'\r\n | 'right'\r\n | 'center'\r\n | 'start'\r\n | 'end';\r\n\r\nexport type CanvasTextBaseline =\r\n | 'top'\r\n | 'hanging'\r\n | 'middle'\r\n | 'alphabetic'\r\n | 'ideographic'\r\n | 'bottom';\r\n\r\nexport interface TextOptions extends SpriteOptions {\r\n content?: string;\r\n color?: string;\r\n fontFamily?: string;\r\n fontSize?: number;\r\n align?: CanvasTextAlign;\r\n baseline?: CanvasTextBaseline;\r\n}\r\n\r\nexport default class Text extends Sprite {\r\n\r\n public content: string;\r\n public color: string;\r\n public fontFamily: string;\r\n public fontSize: number;\r\n public align: CanvasTextAlign;\r\n public baseline: CanvasTextBaseline;\r\n\r\n private font: string;\r\n\r\n public draw() {\r\n ctx.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.font = this.font;\r\n ctx.fillStyle = this.color;\r\n ctx.textAlign = this.align;\r\n ctx.textBaseline = this.baseline;\r\n\r\n ctx.fillText(this.content, 0, 0);\r\n\r\n ctx.restore();\r\n }\r\n\r\n // Methods\r\n\r\n public setContent(content: string) {\r\n this.content = content;\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 public setFontSize(fontSize: number) {\r\n this.fontSize = fontSize;\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n this.refresh();\r\n }\r\n\r\n public setFontFamily(fontFamily: string) {\r\n this.fontFamily = fontFamily;\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n this.refresh();\r\n }\r\n\r\n public setAlign(align: CanvasTextAlign) {\r\n this.align = align;\r\n this.refresh();\r\n }\r\n\r\n public setBaseline(baseline: CanvasTextBaseline) {\r\n this.baseline = baseline;\r\n this.refresh();\r\n }\r\n\r\n // Constructor\r\n\r\n constructor(options?: TextOptions) {\r\n super(options);\r\n\r\n this.content = options?.content ?? '';\r\n this.color = options?.color ?? 'black';\r\n this.fontFamily = options?.fontFamily ?? 'Arial';\r\n this.fontSize = options?.fontSize ?? 16;\r\n this.align = options?.align ?? 'center';\r\n this.baseline = options?.baseline ?? 'middle';\r\n\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n }\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport interface ImageSpriteOptions extends SpriteOptions {\r\n src?: string;\r\n width: number;\r\n height: number;\r\n};\r\n\r\nexport default class ImageSprite extends Sprite {\r\n\r\n public src: string;\r\n public width: number;\r\n public height: number;\r\n\r\n protected img: HTMLImageElement;\r\n\r\n public draw() {\r\n ctx.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.drawImage(\r\n this.img,\r\n 0, 0,\r\n this.img.width,\r\n this.img.height,\r\n -this.width / 2,\r\n -this.height / 2,\r\n this.width, this.height\r\n );\r\n\r\n ctx.restore();\r\n }\r\n\r\n // Methods\r\n\r\n public setSrc(src: string) {\r\n this.src = src;\r\n this.refresh();\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 // Constructor\r\n\r\n constructor(options?: ImageSpriteOptions) {\r\n super(options);\r\n\r\n this.src = options?.src ?? '';\r\n this.img = new Image();\r\n this.img.src = this.src;\r\n\r\n this.width = options?.width ?? this.img.width;\r\n this.height = options?.height ?? this.img.height;\r\n 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package/dist/index.d.cts CHANGED
@@ -41,7 +41,7 @@ type SceneMap = {
41
41
  };
42
42
  declare class Engine {
43
43
  private static instance;
44
- private updateInterval;
44
+ private loopRunning;
45
45
  gameLoop: GameLoop | null;
46
46
  maxFPS: number;
47
47
  mouseX: number;
@@ -52,7 +52,7 @@ declare class Engine {
52
52
  changeScene(scene: string): void;
53
53
  setLoop(scene: string, loop: GameLoop): void;
54
54
  addSprite(sprite: Sprite): void;
55
- setMaxFramesPerSecond(maxFPS: number): void;
55
+ setMaxFramesPerSecond(maxFPS: number): Promise<void>;
56
56
  refresh(): void;
57
57
  wait(ms: number): Promise<void>;
58
58
  toRadians(deg: number): number;
package/dist/index.d.ts CHANGED
@@ -41,7 +41,7 @@ type SceneMap = {
41
41
  };
42
42
  declare class Engine {
43
43
  private static instance;
44
- private updateInterval;
44
+ private loopRunning;
45
45
  gameLoop: GameLoop | null;
46
46
  maxFPS: number;
47
47
  mouseX: number;
@@ -52,7 +52,7 @@ declare class Engine {
52
52
  changeScene(scene: string): void;
53
53
  setLoop(scene: string, loop: GameLoop): void;
54
54
  addSprite(sprite: Sprite): void;
55
- setMaxFramesPerSecond(maxFPS: number): void;
55
+ setMaxFramesPerSecond(maxFPS: number): Promise<void>;
56
56
  refresh(): void;
57
57
  wait(ms: number): Promise<void>;
58
58
  toRadians(deg: number): number;
package/dist/index.js CHANGED
@@ -1,2 +1,2 @@
1
- var e=document.getElementById("game-window"),i=e.getContext("2d"),l=document.createElement("canvas"),a=l.getContext("2d");l.id="pen-canvas";var u=16/9,o;function S(h){o=h,e.width=u*o,e.height=o,l.width=u*o,l.height=o}function P(h){u=h,e.width=u*o,e.height=o,l.width=u*o,l.height=o}e.parentElement?.insertBefore(l,e);S(500);var r=class{x;y;dir;scene;hidden;layer;refresh(){c.init().refresh()}constructor(t){this.x=t?.x??0,this.y=t?.y??0,this.dir=t?.dir??0,this.scene=t?.scene??"main",this.hidden=t?.hidden??!1,this.layer=t?.layer??0,c.init().addSprite(this)}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()}show(){this.hidden=!1,this.refresh()}hide(){this.hidden=!0,this.refresh()}goToLayer(t){this.layer=t,this.refresh()}changeLayer(t){this.layer+=t,this.refresh()}};var c=class h{static instance;updateInterval;gameLoop=null;maxFPS=24;mouseX=0;mouseY=0;currentScene="main";sceneMap={};static init(){return this.instance||(this.instance=new h),this.instance}changeScene(t){this.sceneMap[t]||(this.sceneMap[t]={sprites:[],loop:null}),this.currentScene=t,this.gameLoop=this.sceneMap[t].loop,this.setMaxFramesPerSecond(this.maxFPS)}setLoop(t,s){if(!this.sceneMap[t]){this.sceneMap[t]={sprites:[],loop:s},t===this.currentScene&&this.changeScene(t);return}this.sceneMap[t].loop=s,t===this.currentScene&&this.changeScene(t)}addSprite(t){let{scene:s,layer:n}=t;if(!this.sceneMap[s]){this.sceneMap[s]={sprites:[t],loop:null};return}let p=this.sceneMap[s].sprites.findIndex(w=>w.layer>n);if(p===-1){this.sceneMap[s].sprites.push(t);return}this.sceneMap[s].sprites.splice(p,0,t)}setMaxFramesPerSecond(t){this.maxFPS=t;let s=this.gameLoop;s&&(clearInterval(this.updateInterval),this.updateInterval=setInterval(()=>s(),1e3/this.maxFPS))}refresh(){i.clearRect(0,0,e.width,e.height),this.sceneMap[this.currentScene]?.sprites.forEach(t=>{t.hidden||t.draw()})}async wait(t){return new Promise(s=>setTimeout(s,t))}toRadians(t){return t*Math.PI/180}toDegrees(t){return t*180/Math.PI}constructor(){this.setMaxFramesPerSecond(24),e.addEventListener("mousemove",t=>{this.mouseX=t.clientX-e.offsetLeft-e.width/2,this.mouseY=-(t.clientY-e.offsetTop-e.height/2)})}};var d=class extends r{width;height;color;draw(){i.save();let t=this.x+e.width/2,s=-this.y+e.height/2;i.translate(t,s),i.rotate(this.toRadians(this.dir)),i.fillStyle=this.color,i.fillRect(-this.width/2,-this.height/2,this.width,this.height),i.restore()}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 m=class extends r{radA;radB;color;draw(){let t=this.toRadians(this.dir);i.beginPath(),i.ellipse(this.x+e.width/2,-this.y+e.height/2,this.radA,this.radB,t,0,Math.PI*2),i.fillStyle=this.color,i.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 b=class extends r{sides;radius;color;draw(){let t=this.radius,s=Math.PI*2/this.sides,n=e.width/2,p=e.height/2,w=this.toRadians(this.dir);i.beginPath();for(let y=0;y<this.sides;y++){let v=y*s-Math.PI/2+w,O=n+this.x+t*Math.cos(v),M=p-this.y-t*Math.sin(v);y===0?i.moveTo(O,M):i.lineTo(O,M)}i.closePath(),i.fillStyle=this.color,i.fill()}setSides(t){this.sides=t,this.refresh()}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 g=class extends r{drawing;size;color;draw(){}up(){this.drawing=!1}down(){this.drawing=!0}ereaseAll(){a.clearRect(0,0,e.width,e.height)}dot(){a.fillStyle=this.color,a.fillRect(this.x-this.size/2+e.width/2,-this.y-this.size/2+e.height/2,this.size,this.size)}drawLine(t,s){a.beginPath(),a.moveTo(t+e.width/2,-s+e.height/2),a.lineTo(this.x+e.width/2,-this.y+e.height/2),a.lineWidth=this.size,a.strokeStyle=this.color,a.stroke()}move(t){let s=this.x,n=this.y;this.x+=t*Math.sin(this.toRadians(this.dir)),this.y+=t*Math.cos(this.toRadians(this.dir)),this.drawing&&this.drawLine(s,n),this.refresh()}setX(t){let s=this.x,n=this.y;this.x=t,this.drawing&&this.drawLine(s,n),this.refresh()}setY(t){let s=this.x,n=this.y;this.y=t,this.drawing&&this.drawLine(s,n),this.refresh()}goTo(t,s){let n=this.x,p=this.y;this.x=t,this.y=s,this.drawing&&this.drawLine(n,p),this.refresh()}changeX(t){let s=this.x,n=this.y;this.x+=t,this.drawing&&this.drawLine(s,n),this.refresh()}changeY(t){let s=this.x,n=this.y;this.y+=t,this.drawing&&this.drawLine(s,n),this.refresh()}constructor(t){super(t),this.drawing=t?.drawing??!1,this.size=t?.size??5,this.color=t?.color??"black"}};var f=class extends r{content;color;fontFamily;fontSize;align;baseline;font;draw(){i.save();let t=this.x+e.width/2,s=-this.y+e.height/2;i.translate(t,s),i.rotate(this.toRadians(this.dir)),i.font=this.font,i.fillStyle=this.color,i.textAlign=this.align,i.textBaseline=this.baseline,i.fillText(this.content,0,0),i.restore()}setContent(t){this.content=t,this.refresh()}setColor(t){this.color=t,this.refresh()}setFontSize(t){this.fontSize=t,this.font=`${this.fontSize}px ${this.fontFamily}`,this.refresh()}setFontFamily(t){this.fontFamily=t,this.font=`${this.fontSize}px ${this.fontFamily}`,this.refresh()}setAlign(t){this.align=t,this.refresh()}setBaseline(t){this.baseline=t,this.refresh()}constructor(t){super(t),this.content=t?.content??"",this.color=t?.color??"black",this.fontFamily=t?.fontFamily??"Arial",this.fontSize=t?.fontSize??16,this.align=t?.align??"center",this.baseline=t?.baseline??"middle",this.font=`${this.fontSize}px ${this.fontFamily}`}};var x=class extends r{src;width;height;img;draw(){i.save();let t=this.x+e.width/2,s=-this.y+e.height/2;i.translate(t,s),i.rotate(this.toRadians(this.dir)),i.drawImage(this.img,0,0,this.img.width,this.img.height,-this.width/2,-this.height/2,this.width,this.height),i.restore()}setSrc(t){this.src=t,this.refresh()}setWidth(t){this.width=t,this.refresh()}setHeight(t){this.height=t,this.refresh()}constructor(t){super(t),this.src=t?.src??"",this.img=new Image,this.img.src=this.src,this.width=t?.width??this.img.width,this.height=t?.height??this.img.height}};var T={Engine:c,Sprite:r,Rectangle:d,Oval:m,RegularPolygon:b,Pen:g,Text:f,ImageSprite:x,setScale:S,setAspectRatio:P,canvas:e,ctx:i},at=T;export{c as Engine,x as ImageSprite,m as Oval,g as Pen,d as Rectangle,b as RegularPolygon,r as Sprite,f as Text,e as canvas,i as ctx,at as default,P as setAspectRatio,S as setScale};
1
+ var i=document.getElementById("game-window"),e=i.getContext("2d"),l=document.createElement("canvas"),a=l.getContext("2d");l.id="pen-canvas";var u=16/9,o;function S(h){o=h,i.width=u*o,i.height=o,l.width=u*o,l.height=o}function R(h){u=h,i.width=u*o,i.height=o,l.width=u*o,l.height=o}i.parentElement?.insertBefore(l,i);S(500);var r=class{x;y;dir;scene;hidden;layer;refresh(){c.init().refresh()}constructor(t){this.x=t?.x??0,this.y=t?.y??0,this.dir=t?.dir??0,this.scene=t?.scene??"main",this.hidden=t?.hidden??!1,this.layer=t?.layer??0,c.init().addSprite(this)}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()}show(){this.hidden=!1,this.refresh()}hide(){this.hidden=!0,this.refresh()}goToLayer(t){this.layer=t,this.refresh()}changeLayer(t){this.layer+=t,this.refresh()}};var c=class h{static instance;loopRunning=!1;gameLoop=null;maxFPS=24;mouseX=0;mouseY=0;currentScene="main";sceneMap={};static init(){return this.instance||(this.instance=new h),this.instance}changeScene(t){this.sceneMap[t]||(this.sceneMap[t]={sprites:[],loop:null}),this.loopRunning=!1,this.currentScene=t,this.gameLoop=this.sceneMap[t].loop,this.setMaxFramesPerSecond(this.maxFPS)}setLoop(t,s){if(!this.sceneMap[t]){this.sceneMap[t]={sprites:[],loop:s},t===this.currentScene&&this.changeScene(t);return}this.sceneMap[t].loop=s,t===this.currentScene&&this.changeScene(t)}addSprite(t){let{scene:s,layer:n}=t;if(!this.sceneMap[s]){this.sceneMap[s]={sprites:[t],loop:null};return}let p=this.sceneMap[s].sprites.findIndex(w=>w.layer>n);if(p===-1){this.sceneMap[s].sprites.push(t);return}this.sceneMap[s].sprites.splice(p,0,t)}async setMaxFramesPerSecond(t){this.maxFPS=t;let s=this.gameLoop;if(s)for(this.loopRunning=!0;this.loopRunning;)await s(),await this.wait(1e3/t)}refresh(){e.clearRect(0,0,i.width,i.height),this.sceneMap[this.currentScene]?.sprites.forEach(t=>{t.hidden||t.draw()})}async wait(t){return new Promise(s=>setTimeout(s,t))}toRadians(t){return t*Math.PI/180}toDegrees(t){return t*180/Math.PI}constructor(){this.setMaxFramesPerSecond(24),i.addEventListener("mousemove",t=>{this.mouseX=t.clientX-i.offsetLeft-i.width/2,this.mouseY=-(t.clientY-i.offsetTop-i.height/2)})}};var d=class extends r{width;height;color;draw(){e.save();let t=this.x+i.width/2,s=-this.y+i.height/2;e.translate(t,s),e.rotate(this.toRadians(this.dir)),e.fillStyle=this.color,e.fillRect(-this.width/2,-this.height/2,this.width,this.height),e.restore()}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 b=class extends r{radA;radB;color;draw(){let t=this.toRadians(this.dir);e.beginPath(),e.ellipse(this.x+i.width/2,-this.y+i.height/2,this.radA,this.radB,t,0,Math.PI*2),e.fillStyle=this.color,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 m=class extends r{sides;radius;color;draw(){let t=this.radius,s=Math.PI*2/this.sides,n=i.width/2,p=i.height/2,w=this.toRadians(this.dir);e.beginPath();for(let y=0;y<this.sides;y++){let v=y*s-Math.PI/2+w,O=n+this.x+t*Math.cos(v),M=p-this.y-t*Math.sin(v);y===0?e.moveTo(O,M):e.lineTo(O,M)}e.closePath(),e.fillStyle=this.color,e.fill()}setSides(t){this.sides=t,this.refresh()}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 g=class extends r{drawing;size;color;draw(){}up(){this.drawing=!1}down(){this.drawing=!0}ereaseAll(){a.clearRect(0,0,i.width,i.height)}dot(){a.fillStyle=this.color,a.fillRect(this.x-this.size/2+i.width/2,-this.y-this.size/2+i.height/2,this.size,this.size)}drawLine(t,s){a.beginPath(),a.moveTo(t+i.width/2,-s+i.height/2),a.lineTo(this.x+i.width/2,-this.y+i.height/2),a.lineWidth=this.size,a.strokeStyle=this.color,a.stroke()}move(t){let s=this.x,n=this.y;this.x+=t*Math.sin(this.toRadians(this.dir)),this.y+=t*Math.cos(this.toRadians(this.dir)),this.drawing&&this.drawLine(s,n),this.refresh()}setX(t){let s=this.x,n=this.y;this.x=t,this.drawing&&this.drawLine(s,n),this.refresh()}setY(t){let s=this.x,n=this.y;this.y=t,this.drawing&&this.drawLine(s,n),this.refresh()}goTo(t,s){let n=this.x,p=this.y;this.x=t,this.y=s,this.drawing&&this.drawLine(n,p),this.refresh()}changeX(t){let s=this.x,n=this.y;this.x+=t,this.drawing&&this.drawLine(s,n),this.refresh()}changeY(t){let s=this.x,n=this.y;this.y+=t,this.drawing&&this.drawLine(s,n),this.refresh()}constructor(t){super(t),this.drawing=t?.drawing??!1,this.size=t?.size??5,this.color=t?.color??"black"}};var f=class extends r{content;color;fontFamily;fontSize;align;baseline;font;draw(){e.save();let t=this.x+i.width/2,s=-this.y+i.height/2;e.translate(t,s),e.rotate(this.toRadians(this.dir)),e.font=this.font,e.fillStyle=this.color,e.textAlign=this.align,e.textBaseline=this.baseline,e.fillText(this.content,0,0),e.restore()}setContent(t){this.content=t,this.refresh()}setColor(t){this.color=t,this.refresh()}setFontSize(t){this.fontSize=t,this.font=`${this.fontSize}px ${this.fontFamily}`,this.refresh()}setFontFamily(t){this.fontFamily=t,this.font=`${this.fontSize}px ${this.fontFamily}`,this.refresh()}setAlign(t){this.align=t,this.refresh()}setBaseline(t){this.baseline=t,this.refresh()}constructor(t){super(t),this.content=t?.content??"",this.color=t?.color??"black",this.fontFamily=t?.fontFamily??"Arial",this.fontSize=t?.fontSize??16,this.align=t?.align??"center",this.baseline=t?.baseline??"middle",this.font=`${this.fontSize}px ${this.fontFamily}`}};var x=class extends r{src;width;height;img;draw(){e.save();let t=this.x+i.width/2,s=-this.y+i.height/2;e.translate(t,s),e.rotate(this.toRadians(this.dir)),e.drawImage(this.img,0,0,this.img.width,this.img.height,-this.width/2,-this.height/2,this.width,this.height),e.restore()}setSrc(t){this.src=t,this.refresh()}setWidth(t){this.width=t,this.refresh()}setHeight(t){this.height=t,this.refresh()}constructor(t){super(t),this.src=t?.src??"",this.img=new Image,this.img.src=this.src,this.width=t?.width??this.img.width,this.height=t?.height??this.img.height}};var T={Engine:c,Sprite:r,Rectangle:d,Oval:b,RegularPolygon:m,Pen:g,Text:f,ImageSprite:x,setScale:S,setAspectRatio:R,canvas:i,ctx:e},at=T;export{c as Engine,x as ImageSprite,b as Oval,g as Pen,d as Rectangle,m as RegularPolygon,r as Sprite,f as Text,i as canvas,e as ctx,at as default,R as setAspectRatio,S 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/Pen.ts","../src/Text.ts","../src/ImageSprite.ts","../src/index.ts"],"sourcesContent":["export const canvas = document.getElementById('game-window') as HTMLCanvasElement;\r\nexport const ctx = canvas.getContext('2d')!;\r\n\r\nexport const penCanvas = document.createElement('canvas');\r\nexport const penCtx = penCanvas.getContext('2d')!;\r\npenCanvas.id = 'pen-canvas';\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\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n\r\n penCanvas.width = ratio * scale;\r\n penCanvas.height = scale;\r\n}\r\n\r\nexport function setAspectRatio(newAspectRatio: number) {\r\n ratio = newAspectRatio;\r\n\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n\r\n penCanvas.width = ratio * scale;\r\n penCanvas.height = scale;\r\n}\r\n\r\ncanvas.parentElement?.insertBefore(penCanvas, canvas);\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 scene?: string;\r\n hidden?: boolean;\r\n layer?: 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 public scene: string;\r\n public hidden: boolean;\r\n public layer: 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 ?? 0;\r\n this.scene = options?.scene ?? 'main';\r\n this.hidden = options?.hidden ?? false;\r\n this.layer = options?.layer ?? 0;\r\n Engine.init().addSprite(this);\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 // Looks\r\n\r\n public show() {\r\n this.hidden = false;\r\n this.refresh();\r\n }\r\n\r\n public hide() {\r\n this.hidden = true;\r\n this.refresh();\r\n }\r\n\r\n public goToLayer(layer: number) {\r\n this.layer = layer;\r\n this.refresh();\r\n }\r\n\r\n public changeLayer(dL: number) {\r\n this.layer += dL;\r\n this.refresh();\r\n }\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite from './Sprite.ts';\r\n\r\ntype GameLoop = (() => any) | (() => Promise<any>);\r\n\r\ntype SceneMap = {\r\n [scene: string]: {\r\n sprites: Sprite[];\r\n loop: GameLoop | null;\r\n };\r\n};\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 gameLoop: GameLoop | null = null;\r\n public maxFPS: number = 24;\r\n\r\n public mouseX: number = 0;\r\n public mouseY: number = 0;\r\n\r\n public currentScene: string = 'main';\r\n public sceneMap: SceneMap = {};\r\n\r\n // Singleton initialization\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 // Change the scene\r\n\r\n public changeScene(scene: string) {\r\n if (!this.sceneMap[scene])\r\n this.sceneMap[scene] = { sprites: [], loop: null };\r\n\r\n this.currentScene = scene;\r\n this.gameLoop = this.sceneMap[scene].loop;\r\n this.setMaxFramesPerSecond(this.maxFPS); // Update the interval function\r\n }\r\n\r\n // Set a loop\r\n\r\n public setLoop(scene: string, loop: GameLoop) {\r\n if (!this.sceneMap[scene]) {\r\n this.sceneMap[scene] = { sprites: [], loop };\r\n if (scene === this.currentScene)\r\n this.changeScene(scene);\r\n return;\r\n }\r\n\r\n this.sceneMap[scene].loop = loop;\r\n if (scene === this.currentScene)\r\n this.changeScene(scene);\r\n }\r\n\r\n // Internal\r\n\r\n public addSprite(sprite: Sprite) {\r\n const { scene, layer } = sprite;\r\n\r\n if (!this.sceneMap[scene]) {\r\n this.sceneMap[scene] = { sprites: [sprite], loop: null };\r\n return;\r\n }\r\n\r\n let targetIndex = this.sceneMap[scene].sprites.findIndex(s => s.layer > layer);\r\n if (targetIndex === -1) {\r\n this.sceneMap[scene].sprites.push(sprite);\r\n return;\r\n }\r\n\r\n this.sceneMap[scene].sprites.splice(targetIndex, 0, sprite);\r\n }\r\n\r\n public setMaxFramesPerSecond(maxFPS: number) {\r\n this.maxFPS = maxFPS;\r\n \r\n let loop = this.gameLoop;\r\n if (!loop) return;\r\n\r\n clearInterval(this.updateInterval);\r\n this.updateInterval = setInterval(() => loop(), 1000 / this.maxFPS);\r\n }\r\n\r\n public refresh() {\r\n ctx.clearRect(0, 0, canvas.width, canvas.height);\r\n this.sceneMap[this.currentScene]?.sprites.forEach(sprite => {\r\n if (!sprite.hidden)\r\n sprite.draw();\r\n });\r\n }\r\n\r\n // Wait function\r\n\r\n public async wait(ms: number): Promise<void> {\r\n return new Promise(resolve => setTimeout(resolve, ms));\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 canvas.addEventListener('mousemove', e => {\r\n this.mouseX = e.clientX - canvas.offsetLeft - canvas.width / 2;\r\n this.mouseY = -(e.clientY - canvas.offsetTop - canvas.height / 2);\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.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.fillStyle = this.color;\r\n ctx.fillRect(\r\n -this.width / 2,\r\n -this.height / 2,\r\n this.width,\r\n this.height\r\n );\r\n\r\n ctx.restore();\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 { canvas, 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 const rotation = this.toRadians(this.dir);\r\n \r\n ctx.beginPath();\r\n ctx.ellipse(\r\n this.x + canvas.width / 2,\r\n -this.y + canvas.height / 2,\r\n this.radA,\r\n this.radB,\r\n rotation, 0,\r\n Math.PI * 2\r\n );\r\n\r\n ctx.fillStyle = this.color;\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 const rotation = this.toRadians(this.dir);\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 + rotation;\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 setSides(sides: number) {\r\n this.sides = sides;\r\n this.refresh();\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 { canvas, penCtx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport interface PenOptions extends SpriteOptions {\r\n drawing?: boolean;\r\n size?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class Pen extends Sprite {\r\n\r\n public drawing: boolean;\r\n public size: number;\r\n public color: string;\r\n\r\n draw() {}\r\n\r\n public up() {\r\n this.drawing = false;\r\n }\r\n\r\n public down() {\r\n this.drawing = true;\r\n }\r\n\r\n public ereaseAll() {\r\n penCtx.clearRect(0, 0, canvas.width, canvas.height);\r\n }\r\n\r\n public dot() {\r\n penCtx.fillStyle = this.color;\r\n penCtx.fillRect(\r\n this.x - this.size / 2 + canvas.width / 2,\r\n -this.y - this.size / 2 + canvas.height / 2,\r\n this.size,\r\n this.size\r\n );\r\n }\r\n\r\n private drawLine(lastX: number, lastY: number) {\r\n penCtx.beginPath();\r\n\r\n penCtx.moveTo(lastX + canvas.width / 2, -lastY + canvas.height / 2);\r\n penCtx.lineTo(this.x + canvas.width / 2, -this.y + canvas.height / 2);\r\n\r\n penCtx.lineWidth = this.size;\r\n penCtx.strokeStyle = this.color;\r\n penCtx.stroke();\r\n }\r\n\r\n // Overriding methods to include drawing\r\n\r\n public override move(steps: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x += steps * Math.sin(this.toRadians(this.dir));\r\n this.y += steps * Math.cos(this.toRadians(this.dir));\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override setX(x: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x = x;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override setY(y: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.y = y;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override goTo(x: number, y: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x = x;\r\n this.y = y;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override changeX(dX: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x += dX;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override changeY(dY: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.y += dY;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n // Constructor\r\n\r\n constructor(options?: PenOptions) {\r\n super(options);\r\n this.drawing = options?.drawing ?? false;\r\n this.size = options?.size ?? 5;\r\n this.color = options?.color ?? 'black';\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport type CanvasTextAlign =\r\n | 'left'\r\n | 'right'\r\n | 'center'\r\n | 'start'\r\n | 'end';\r\n\r\nexport type CanvasTextBaseline =\r\n | 'top'\r\n | 'hanging'\r\n | 'middle'\r\n | 'alphabetic'\r\n | 'ideographic'\r\n | 'bottom';\r\n\r\nexport interface TextOptions extends SpriteOptions {\r\n content?: string;\r\n color?: string;\r\n fontFamily?: string;\r\n fontSize?: number;\r\n align?: CanvasTextAlign;\r\n baseline?: CanvasTextBaseline;\r\n}\r\n\r\nexport default class Text extends Sprite {\r\n\r\n public content: string;\r\n public color: string;\r\n public fontFamily: string;\r\n public fontSize: number;\r\n public align: CanvasTextAlign;\r\n public baseline: CanvasTextBaseline;\r\n\r\n private font: string;\r\n\r\n public draw() {\r\n ctx.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.font = this.font;\r\n ctx.fillStyle = this.color;\r\n ctx.textAlign = this.align;\r\n ctx.textBaseline = this.baseline;\r\n\r\n ctx.fillText(this.content, 0, 0);\r\n\r\n ctx.restore();\r\n }\r\n\r\n // Methods\r\n\r\n public setContent(content: string) {\r\n this.content = content;\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 public setFontSize(fontSize: number) {\r\n this.fontSize = fontSize;\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n this.refresh();\r\n }\r\n\r\n public setFontFamily(fontFamily: string) {\r\n this.fontFamily = fontFamily;\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n this.refresh();\r\n }\r\n\r\n public setAlign(align: CanvasTextAlign) {\r\n this.align = align;\r\n this.refresh();\r\n }\r\n\r\n public setBaseline(baseline: CanvasTextBaseline) {\r\n this.baseline = baseline;\r\n this.refresh();\r\n }\r\n\r\n // Constructor\r\n\r\n constructor(options?: TextOptions) {\r\n super(options);\r\n\r\n this.content = options?.content ?? '';\r\n this.color = options?.color ?? 'black';\r\n this.fontFamily = options?.fontFamily ?? 'Arial';\r\n this.fontSize = options?.fontSize ?? 16;\r\n this.align = options?.align ?? 'center';\r\n this.baseline = options?.baseline ?? 'middle';\r\n\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n }\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport interface ImageSpriteOptions extends SpriteOptions {\r\n src?: string;\r\n width: number;\r\n height: number;\r\n};\r\n\r\nexport default class ImageSprite extends Sprite {\r\n\r\n public src: string;\r\n public width: number;\r\n public height: number;\r\n\r\n protected img: HTMLImageElement;\r\n\r\n public draw() {\r\n ctx.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.drawImage(\r\n this.img,\r\n 0, 0,\r\n this.img.width,\r\n this.img.height,\r\n -this.width / 2,\r\n -this.height / 2,\r\n this.width, this.height\r\n );\r\n\r\n ctx.restore();\r\n }\r\n\r\n // Methods\r\n\r\n public setSrc(src: string) {\r\n this.src = src;\r\n this.refresh();\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 // Constructor\r\n\r\n constructor(options?: ImageSpriteOptions) {\r\n super(options);\r\n\r\n this.src = options?.src ?? '';\r\n this.img = new Image();\r\n this.img.src = this.src;\r\n\r\n this.width = options?.width ?? this.img.width;\r\n this.height = options?.height ?? this.img.height;\r\n }\r\n}","import Engine from './Engine.ts';\r\n\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 Pen, { type PenOptions } from './Pen.ts';\r\nimport Text, { type TextOptions, type CanvasTextAlign, type CanvasTextBaseline } from './Text.ts';\r\nimport ImageSprite, { type ImageSpriteOptions } from './ImageSprite.ts';\r\n\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 Pen,\r\n Text,\r\n ImageSprite,\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 Pen,\r\n Text,\r\n ImageSprite,\r\n\r\n // Options\r\n type SpriteOptions,\r\n type RectangleOptions,\r\n type OvalOptions,\r\n type RegularPolygonOptions,\r\n type PenOptions,\r\n type TextOptions,\r\n type ImageSpriteOptions,\r\n\r\n // Other types\r\n type CanvasTextAlign,\r\n type CanvasTextBaseline,\r\n \r\n // Canvas\r\n setScale,\r\n setAspectRatio,\r\n canvas,\r\n ctx\r\n};"],"mappings":"AAAO,IAAMA,EAAS,SAAS,eAAe,aAAa,EAC9CC,EAAMD,EAAO,WAAW,IAAI,EAE5BE,EAAY,SAAS,cAAc,QAAQ,EAC3CC,EAASD,EAAU,WAAW,IAAI,EAC/CA,EAAU,GAAK,aAEf,IAAIE,EAAgB,GAAK,EACrBC,EAEG,SAASC,EAASC,EAAkB,CACvCF,EAAQE,EAERP,EAAO,MAAQI,EAAQC,EACvBL,EAAO,OAASK,EAEhBH,EAAU,MAAQE,EAAQC,EAC1BH,EAAU,OAASG,CACvB,CAEO,SAASG,EAAeC,EAAwB,CACnDL,EAAQK,EAERT,EAAO,MAAQI,EAAQC,EACvBL,EAAO,OAASK,EAEhBH,EAAU,MAAQE,EAAQC,EAC1BH,EAAU,OAASG,CACvB,CAEAL,EAAO,eAAe,aAAaE,EAAWF,CAAM,EAEpDM,EAAS,GAAG,ECrBZ,IAA8BI,EAA9B,KAAqC,CAE1B,EACA,EACA,IACA,MACA,OACA,MAMG,SAAU,CAChBC,EAAO,KAAK,EAAE,QAAQ,CAC1B,CAEA,YAAYC,EAAyB,CACjC,KAAK,EAAIA,GAAS,GAAK,EACvB,KAAK,EAAIA,GAAS,GAAK,EACvB,KAAK,IAAMA,GAAS,KAAO,EAC3B,KAAK,MAAQA,GAAS,OAAS,OAC/B,KAAK,OAASA,GAAS,QAAU,GACjC,KAAK,MAAQA,GAAS,OAAS,EAC/BD,EAAO,KAAK,EAAE,UAAU,IAAI,CAChC,CAIU,UAAUE,EAAa,CAC7B,OAAOA,EAAM,KAAK,GAAK,GAC3B,CAEU,UAAUC,EAAa,CAC7B,OAAOA,EAAM,IAAM,KAAK,EAC5B,CAKO,KAAKC,EAAe,CACvB,KAAK,GAAKA,EAAQ,KAAK,IAAI,KAAK,UAAU,KAAK,GAAG,CAAC,EACnD,KAAK,GAAKA,EAAQ,KAAK,IAAI,KAAK,UAAU,KAAK,GAAG,CAAC,EACnD,KAAK,QAAQ,CACjB,CAEO,KAAKF,EAAa,CACrB,KAAK,KAAOA,EACZ,KAAK,QAAQ,CACjB,CAEO,MAAMG,EAAa,CACtB,KAAK,IAAMA,EACX,KAAK,QAAQ,CACjB,CAEO,KAAKC,EAAW,CACnB,KAAK,EAAIA,EACT,KAAK,QAAQ,CACjB,CAEO,KAAKC,EAAW,CACnB,KAAK,EAAIA,EACT,KAAK,QAAQ,CACjB,CAEO,KAAKD,EAAWC,EAAW,CAC9B,KAAK,EAAID,EACT,KAAK,EAAIC,EACT,KAAK,QAAQ,CACjB,CAEO,QAAQC,EAAY,CACvB,KAAK,GAAKA,EACV,KAAK,QAAQ,CACjB,CAEO,QAAQC,EAAY,CACvB,KAAK,GAAKA,EACV,KAAK,QAAQ,CACjB,CAIO,MAAO,CACV,KAAK,OAAS,GACd,KAAK,QAAQ,CACjB,CAEO,MAAO,CACV,KAAK,OAAS,GACd,KAAK,QAAQ,CACjB,CAEO,UAAUC,EAAe,CAC5B,KAAK,MAAQA,EACb,KAAK,QAAQ,CACjB,CAEO,YAAYC,EAAY,CAC3B,KAAK,OAASA,EACd,KAAK,QAAQ,CACjB,CACJ,ECtGA,IAAqBC,EAArB,MAAqBC,CAAO,CAExB,OAAe,SAEP,eACD,SAA4B,KAC5B,OAAiB,GAEjB,OAAiB,EACjB,OAAiB,EAEjB,aAAuB,OACvB,SAAqB,CAAC,EAI7B,OAAc,MAAO,CACjB,OAAK,KAAK,WACN,KAAK,SAAW,IAAIA,GAEjB,KAAK,QAChB,CAIO,YAAYC,EAAe,CACzB,KAAK,SAASA,CAAK,IACpB,KAAK,SAASA,CAAK,EAAI,CAAE,QAAS,CAAC,EAAG,KAAM,IAAK,GAErD,KAAK,aAAeA,EACpB,KAAK,SAAW,KAAK,SAASA,CAAK,EAAE,KACrC,KAAK,sBAAsB,KAAK,MAAM,CAC1C,CAIO,QAAQA,EAAeC,EAAgB,CAC1C,GAAI,CAAC,KAAK,SAASD,CAAK,EAAG,CACvB,KAAK,SAASA,CAAK,EAAI,CAAE,QAAS,CAAC,EAAG,KAAAC,CAAK,EACvCD,IAAU,KAAK,cACf,KAAK,YAAYA,CAAK,EAC1B,MACJ,CAEA,KAAK,SAASA,CAAK,EAAE,KAAOC,EACxBD,IAAU,KAAK,cACf,KAAK,YAAYA,CAAK,CAC9B,CAIO,UAAUE,EAAgB,CAC7B,GAAM,CAAE,MAAAF,EAAO,MAAAG,CAAM,EAAID,EAEzB,GAAI,CAAC,KAAK,SAASF,CAAK,EAAG,CACvB,KAAK,SAASA,CAAK,EAAI,CAAE,QAAS,CAACE,CAAM,EAAG,KAAM,IAAK,EACvD,MACJ,CAEA,IAAIE,EAAc,KAAK,SAASJ,CAAK,EAAE,QAAQ,UAAUK,GAAKA,EAAE,MAAQF,CAAK,EAC7E,GAAIC,IAAgB,GAAI,CACpB,KAAK,SAASJ,CAAK,EAAE,QAAQ,KAAKE,CAAM,EACxC,MACJ,CAEA,KAAK,SAASF,CAAK,EAAE,QAAQ,OAAOI,EAAa,EAAGF,CAAM,CAC9D,CAEO,sBAAsBI,EAAgB,CACzC,KAAK,OAASA,EAEd,IAAIL,EAAO,KAAK,SACXA,IAEL,cAAc,KAAK,cAAc,EACjC,KAAK,eAAiB,YAAY,IAAMA,EAAK,EAAG,IAAO,KAAK,MAAM,EACtE,CAEO,SAAU,CACbM,EAAI,UAAU,EAAG,EAAGC,EAAO,MAAOA,EAAO,MAAM,EAC/C,KAAK,SAAS,KAAK,YAAY,GAAG,QAAQ,QAAQN,GAAU,CACnDA,EAAO,QACRA,EAAO,KAAK,CACpB,CAAC,CACL,CAIA,MAAa,KAAKO,EAA2B,CACzC,OAAO,IAAI,QAAQC,GAAW,WAAWA,EAASD,CAAE,CAAC,CACzD,CAIO,UAAUE,EAAa,CAC1B,OAAOA,EAAM,KAAK,GAAK,GAC3B,CAEO,UAAUC,EAAa,CAC1B,OAAOA,EAAM,IAAM,KAAK,EAC5B,CAIQ,aAAc,CAClB,KAAK,sBAAsB,EAAE,EAE7BJ,EAAO,iBAAiB,YAAaK,GAAK,CACtC,KAAK,OAASA,EAAE,QAAUL,EAAO,WAAaA,EAAO,MAAQ,EAC7D,KAAK,OAAS,EAAEK,EAAE,QAAUL,EAAO,UAAYA,EAAO,OAAS,EACnE,CAAC,CACL,CACJ,ECnHA,IAAqBM,EAArB,cAAuCC,CAAO,CAEnC,MACA,OACA,MAEA,MAAa,CAChBC,EAAI,KAAK,EAET,IAAMC,EAAK,KAAK,EAAIC,EAAO,MAAQ,EAC7BC,EAAK,CAAC,KAAK,EAAID,EAAO,OAAS,EACrCF,EAAI,UAAUC,EAAIE,CAAE,EAEpBH,EAAI,OAAO,KAAK,UAAU,KAAK,GAAG,CAAC,EAEnCA,EAAI,UAAY,KAAK,MACrBA,EAAI,SACA,CAAC,KAAK,MAAQ,EACd,CAAC,KAAK,OAAS,EACf,KAAK,MACL,KAAK,MACT,EAEAA,EAAI,QAAQ,CAChB,CAEO,SAASI,EAAe,CAC3B,KAAK,MAAQA,EACb,KAAK,QAAQ,CACjB,CAEO,UAAUC,EAAgB,CAC7B,KAAK,OAASA,EACd,KAAK,QAAQ,CACjB,CAEO,SAASC,EAAe,CAC3B,KAAK,MAAQA,EACb,KAAK,QAAQ,CACjB,CAEA,YAAYC,EAA4B,CACpC,MAAMA,CAAO,EACb,KAAK,MAAQA,GAAS,OAAS,GAC/B,KAAK,OAASA,GAAS,QAAU,GACjC,KAAK,MAAQA,GAAS,OAAS,QAC/B,KAAK,KAAK,CACd,CAEJ,ECjDA,IAAqBC,EAArB,cAAkCC,CAAO,CAE9B,KACA,KACA,MAEA,MAAa,CAChB,IAAMC,EAAW,KAAK,UAAU,KAAK,GAAG,EAExCC,EAAI,UAAU,EACdA,EAAI,QACA,KAAK,EAAIC,EAAO,MAAQ,EACxB,CAAC,KAAK,EAAIA,EAAO,OAAS,EAC1B,KAAK,KACL,KAAK,KACLF,EAAU,EACV,KAAK,GAAK,CACd,EAEAC,EAAI,UAAY,KAAK,MACrBA,EAAI,KAAK,CACb,CAEO,QAAQE,EAAc,CACzB,KAAK,KAAOA,EACZ,KAAK,QAAQ,CACjB,CAEO,QAAQC,EAAc,CACzB,KAAK,KAAOA,EACZ,KAAK,QAAQ,CACjB,CAEO,SAASC,EAAe,CAC3B,KAAK,MAAQA,EACb,KAAK,QAAQ,CACjB,CAEA,YAAYC,EAAuB,CAC/B,MAAMA,CAAO,EACb,KAAK,KAAOA,GAAS,MAAQ,GAC7B,KAAK,KAAOA,GAAS,MAAQ,GAC7B,KAAK,MAAQA,GAAS,OAAS,QAC/B,KAAK,KAAK,CACd,CAEJ,EC9CA,IAAqBC,EAArB,cAA4CC,CAAO,CAExC,MACA,OACA,MAEA,MAAO,CACV,IAAMC,EAAI,KAAK,OACTC,EAAQ,KAAK,GAAK,EAAK,KAAK,MAC5BC,EAAKC,EAAO,MAAQ,EACpBC,EAAKD,EAAO,OAAS,EAErBE,EAAW,KAAK,UAAU,KAAK,GAAG,EAExCC,EAAI,UAAU,EACd,QAASC,EAAI,EAAGA,EAAI,KAAK,MAAOA,IAAK,CACjC,IAAMC,EAAQD,EAAIN,EAAO,KAAK,GAAK,EAAII,EACjCI,EAAKP,EAAK,KAAK,EAAIF,EAAI,KAAK,IAAIQ,CAAK,EACrCE,EAAKN,EAAK,KAAK,EAAIJ,EAAI,KAAK,IAAIQ,CAAK,EAEvCD,IAAM,EAAGD,EAAI,OAAOG,EAAIC,CAAE,EACzBJ,EAAI,OAAOG,EAAIC,CAAE,CAC1B,CACAJ,E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1
+ {"version":3,"sources":["../src/canvas.ts","../src/Sprite.ts","../src/Engine.ts","../src/Rectangle.ts","../src/Oval.ts","../src/RegularPolygon.ts","../src/Pen.ts","../src/Text.ts","../src/ImageSprite.ts","../src/index.ts"],"sourcesContent":["export const canvas = document.getElementById('game-window') as HTMLCanvasElement;\r\nexport const ctx = canvas.getContext('2d')!;\r\n\r\nexport const penCanvas = document.createElement('canvas');\r\nexport const penCtx = penCanvas.getContext('2d')!;\r\npenCanvas.id = 'pen-canvas';\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\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n\r\n penCanvas.width = ratio * scale;\r\n penCanvas.height = scale;\r\n}\r\n\r\nexport function setAspectRatio(newAspectRatio: number) {\r\n ratio = newAspectRatio;\r\n\r\n canvas.width = ratio * scale;\r\n canvas.height = scale;\r\n\r\n penCanvas.width = ratio * scale;\r\n penCanvas.height = scale;\r\n}\r\n\r\ncanvas.parentElement?.insertBefore(penCanvas, canvas);\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 scene?: string;\r\n hidden?: boolean;\r\n layer?: 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 public scene: string;\r\n public hidden: boolean;\r\n public layer: 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 ?? 0;\r\n this.scene = options?.scene ?? 'main';\r\n this.hidden = options?.hidden ?? false;\r\n this.layer = options?.layer ?? 0;\r\n Engine.init().addSprite(this);\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 // Looks\r\n\r\n public show() {\r\n this.hidden = false;\r\n this.refresh();\r\n }\r\n\r\n public hide() {\r\n this.hidden = true;\r\n this.refresh();\r\n }\r\n\r\n public goToLayer(layer: number) {\r\n this.layer = layer;\r\n this.refresh();\r\n }\r\n\r\n public changeLayer(dL: number) {\r\n this.layer += dL;\r\n this.refresh();\r\n }\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite from './Sprite.ts';\r\n\r\ntype GameLoop = (() => any) | (() => Promise<any>);\r\n\r\ntype SceneMap = {\r\n [scene: string]: {\r\n sprites: Sprite[];\r\n loop: GameLoop | null;\r\n };\r\n};\r\n\r\nexport default class Engine {\r\n\r\n private static instance: Engine;\r\n\r\n private loopRunning: boolean = false;\r\n public gameLoop: GameLoop | null = null;\r\n public maxFPS: number = 24;\r\n\r\n public mouseX: number = 0;\r\n public mouseY: number = 0;\r\n\r\n public currentScene: string = 'main';\r\n public sceneMap: SceneMap = {};\r\n\r\n // Singleton initialization\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 // Change the scene\r\n\r\n public changeScene(scene: string) {\r\n if (!this.sceneMap[scene])\r\n this.sceneMap[scene] = { sprites: [], loop: null };\r\n\r\n this.loopRunning = false;\r\n this.currentScene = scene;\r\n this.gameLoop = this.sceneMap[scene].loop;\r\n this.setMaxFramesPerSecond(this.maxFPS); // Update the interval function\r\n }\r\n\r\n // Set a loop\r\n\r\n public setLoop(scene: string, loop: GameLoop) {\r\n if (!this.sceneMap[scene]) {\r\n this.sceneMap[scene] = { sprites: [], loop };\r\n if (scene === this.currentScene)\r\n this.changeScene(scene);\r\n return;\r\n }\r\n\r\n this.sceneMap[scene].loop = loop;\r\n if (scene === this.currentScene)\r\n this.changeScene(scene);\r\n }\r\n\r\n // Internal\r\n\r\n public addSprite(sprite: Sprite) {\r\n const { scene, layer } = sprite;\r\n\r\n if (!this.sceneMap[scene]) {\r\n this.sceneMap[scene] = { sprites: [sprite], loop: null };\r\n return;\r\n }\r\n\r\n let targetIndex = this.sceneMap[scene].sprites.findIndex(s => s.layer > layer);\r\n if (targetIndex === -1) {\r\n this.sceneMap[scene].sprites.push(sprite);\r\n return;\r\n }\r\n\r\n this.sceneMap[scene].sprites.splice(targetIndex, 0, sprite);\r\n }\r\n\r\n public async setMaxFramesPerSecond(maxFPS: number) {\r\n this.maxFPS = maxFPS;\r\n \r\n let loop = this.gameLoop;\r\n if (!loop) return;\r\n\r\n this.loopRunning = true;\r\n\r\n while (this.loopRunning) {\r\n await loop();\r\n await this.wait(1000 / maxFPS);\r\n }\r\n }\r\n\r\n public refresh() {\r\n ctx.clearRect(0, 0, canvas.width, canvas.height);\r\n this.sceneMap[this.currentScene]?.sprites.forEach(sprite => {\r\n if (!sprite.hidden)\r\n sprite.draw();\r\n });\r\n }\r\n\r\n // Wait function\r\n\r\n public async wait(ms: number): Promise<void> {\r\n return new Promise(resolve => setTimeout(resolve, ms));\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 void this.setMaxFramesPerSecond(24);\r\n\r\n canvas.addEventListener('mousemove', e => {\r\n this.mouseX = e.clientX - canvas.offsetLeft - canvas.width / 2;\r\n this.mouseY = -(e.clientY - canvas.offsetTop - canvas.height / 2);\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.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.fillStyle = this.color;\r\n ctx.fillRect(\r\n -this.width / 2,\r\n -this.height / 2,\r\n this.width,\r\n this.height\r\n );\r\n\r\n ctx.restore();\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 { canvas, 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 const rotation = this.toRadians(this.dir);\r\n \r\n ctx.beginPath();\r\n ctx.ellipse(\r\n this.x + canvas.width / 2,\r\n -this.y + canvas.height / 2,\r\n this.radA,\r\n this.radB,\r\n rotation, 0,\r\n Math.PI * 2\r\n );\r\n\r\n ctx.fillStyle = this.color;\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 const rotation = this.toRadians(this.dir);\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 + rotation;\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 setSides(sides: number) {\r\n this.sides = sides;\r\n this.refresh();\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 { canvas, penCtx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport interface PenOptions extends SpriteOptions {\r\n drawing?: boolean;\r\n size?: number;\r\n color?: string;\r\n}\r\n\r\nexport default class Pen extends Sprite {\r\n\r\n public drawing: boolean;\r\n public size: number;\r\n public color: string;\r\n\r\n draw() {}\r\n\r\n public up() {\r\n this.drawing = false;\r\n }\r\n\r\n public down() {\r\n this.drawing = true;\r\n }\r\n\r\n public ereaseAll() {\r\n penCtx.clearRect(0, 0, canvas.width, canvas.height);\r\n }\r\n\r\n public dot() {\r\n penCtx.fillStyle = this.color;\r\n penCtx.fillRect(\r\n this.x - this.size / 2 + canvas.width / 2,\r\n -this.y - this.size / 2 + canvas.height / 2,\r\n this.size,\r\n this.size\r\n );\r\n }\r\n\r\n private drawLine(lastX: number, lastY: number) {\r\n penCtx.beginPath();\r\n\r\n penCtx.moveTo(lastX + canvas.width / 2, -lastY + canvas.height / 2);\r\n penCtx.lineTo(this.x + canvas.width / 2, -this.y + canvas.height / 2);\r\n\r\n penCtx.lineWidth = this.size;\r\n penCtx.strokeStyle = this.color;\r\n penCtx.stroke();\r\n }\r\n\r\n // Overriding methods to include drawing\r\n\r\n public override move(steps: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x += steps * Math.sin(this.toRadians(this.dir));\r\n this.y += steps * Math.cos(this.toRadians(this.dir));\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override setX(x: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x = x;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override setY(y: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.y = y;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override goTo(x: number, y: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x = x;\r\n this.y = y;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override changeX(dX: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.x += dX;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n public override changeY(dY: number) {\r\n const lastX = this.x;\r\n const lastY = this.y;\r\n\r\n this.y += dY;\r\n if (this.drawing)\r\n this.drawLine(lastX, lastY);\r\n this.refresh();\r\n }\r\n\r\n // Constructor\r\n\r\n constructor(options?: PenOptions) {\r\n super(options);\r\n this.drawing = options?.drawing ?? false;\r\n this.size = options?.size ?? 5;\r\n this.color = options?.color ?? 'black';\r\n }\r\n\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport type CanvasTextAlign =\r\n | 'left'\r\n | 'right'\r\n | 'center'\r\n | 'start'\r\n | 'end';\r\n\r\nexport type CanvasTextBaseline =\r\n | 'top'\r\n | 'hanging'\r\n | 'middle'\r\n | 'alphabetic'\r\n | 'ideographic'\r\n | 'bottom';\r\n\r\nexport interface TextOptions extends SpriteOptions {\r\n content?: string;\r\n color?: string;\r\n fontFamily?: string;\r\n fontSize?: number;\r\n align?: CanvasTextAlign;\r\n baseline?: CanvasTextBaseline;\r\n}\r\n\r\nexport default class Text extends Sprite {\r\n\r\n public content: string;\r\n public color: string;\r\n public fontFamily: string;\r\n public fontSize: number;\r\n public align: CanvasTextAlign;\r\n public baseline: CanvasTextBaseline;\r\n\r\n private font: string;\r\n\r\n public draw() {\r\n ctx.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.font = this.font;\r\n ctx.fillStyle = this.color;\r\n ctx.textAlign = this.align;\r\n ctx.textBaseline = this.baseline;\r\n\r\n ctx.fillText(this.content, 0, 0);\r\n\r\n ctx.restore();\r\n }\r\n\r\n // Methods\r\n\r\n public setContent(content: string) {\r\n this.content = content;\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 public setFontSize(fontSize: number) {\r\n this.fontSize = fontSize;\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n this.refresh();\r\n }\r\n\r\n public setFontFamily(fontFamily: string) {\r\n this.fontFamily = fontFamily;\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n this.refresh();\r\n }\r\n\r\n public setAlign(align: CanvasTextAlign) {\r\n this.align = align;\r\n this.refresh();\r\n }\r\n\r\n public setBaseline(baseline: CanvasTextBaseline) {\r\n this.baseline = baseline;\r\n this.refresh();\r\n }\r\n\r\n // Constructor\r\n\r\n constructor(options?: TextOptions) {\r\n super(options);\r\n\r\n this.content = options?.content ?? '';\r\n this.color = options?.color ?? 'black';\r\n this.fontFamily = options?.fontFamily ?? 'Arial';\r\n this.fontSize = options?.fontSize ?? 16;\r\n this.align = options?.align ?? 'center';\r\n this.baseline = options?.baseline ?? 'middle';\r\n\r\n this.font = `${this.fontSize}px ${this.fontFamily}`;\r\n }\r\n}","import { canvas, ctx } from './canvas.ts';\r\nimport Sprite, { type SpriteOptions } from './Sprite.ts';\r\n\r\nexport interface ImageSpriteOptions extends SpriteOptions {\r\n src?: string;\r\n width: number;\r\n height: number;\r\n};\r\n\r\nexport default class ImageSprite extends Sprite {\r\n\r\n public src: string;\r\n public width: number;\r\n public height: number;\r\n\r\n protected img: HTMLImageElement;\r\n\r\n public draw() {\r\n ctx.save();\r\n\r\n const cX = this.x + canvas.width / 2;\r\n const cY = -this.y + canvas.height / 2;\r\n ctx.translate(cX, cY);\r\n\r\n ctx.rotate(this.toRadians(this.dir));\r\n\r\n ctx.drawImage(\r\n this.img,\r\n 0, 0,\r\n this.img.width,\r\n this.img.height,\r\n -this.width / 2,\r\n -this.height / 2,\r\n this.width, this.height\r\n );\r\n\r\n ctx.restore();\r\n }\r\n\r\n // Methods\r\n\r\n public setSrc(src: string) {\r\n this.src = src;\r\n this.refresh();\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 // Constructor\r\n\r\n constructor(options?: ImageSpriteOptions) {\r\n super(options);\r\n\r\n this.src = options?.src ?? '';\r\n this.img = new Image();\r\n this.img.src = this.src;\r\n\r\n this.width = options?.width ?? this.img.width;\r\n this.height = options?.height ?? this.img.height;\r\n }\r\n}","import Engine from './Engine.ts';\r\n\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 Pen, { type PenOptions } from './Pen.ts';\r\nimport Text, { type TextOptions, type CanvasTextAlign, type CanvasTextBaseline } from './Text.ts';\r\nimport ImageSprite, { type ImageSpriteOptions } from './ImageSprite.ts';\r\n\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 Pen,\r\n Text,\r\n ImageSprite,\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 Pen,\r\n Text,\r\n ImageSprite,\r\n\r\n // Options\r\n type SpriteOptions,\r\n type RectangleOptions,\r\n type OvalOptions,\r\n type RegularPolygonOptions,\r\n type PenOptions,\r\n type TextOptions,\r\n type ImageSpriteOptions,\r\n\r\n // Other types\r\n type CanvasTextAlign,\r\n type CanvasTextBaseline,\r\n \r\n // Canvas\r\n setScale,\r\n setAspectRatio,\r\n canvas,\r\n 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,"index_default"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "tscratch",
3
- "version": "0.3.2",
3
+ "version": "0.3.3",
4
4
  "description": "A Scratch-style game engine for TypeScript.",
5
5
  "main": "dist/index.cjs",
6
6
  "module": "dist/index.js",