zx-kit 0.17.0 → 0.19.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,5 +1,6 @@
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  import type { Sprite } from './sprite.js';
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  import type { TileMap } from './tilemap.js';
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+ import type { Bitmap } from './renderer.js';
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  /**
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  * Axis-aligned bounding rectangle in game pixels.
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  */
@@ -30,6 +31,16 @@ export declare function rectsOverlap(a: Rect, b: Rect): boolean;
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  * if (spritesOverlap(player, coin)) collectCoin()
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  */
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  export declare function spritesOverlap(a: Sprite, b: Sprite): boolean;
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+ /**
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+ * Returns the bounding `Rect` for a {@link Bitmap} positioned at `(x, y)`.
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+ * Works for any size — `16×16`, `16×24`, `32×32`, `96×128`, etc.
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+ *
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+ * @example
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+ * const heroRect = bitmapRect(HERO_BITMAP, hero.x, hero.y)
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+ * const enemyRect = bitmapRect(ENEMY_BITMAP, enemy.x, enemy.y)
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+ * if (rectsOverlap(heroRect, enemyRect)) damage(hero)
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+ */
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+ export declare function bitmapRect(bitmap: Bitmap, x: number, y: number): Rect;
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  /**
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  * Returns `true` when the game pixel at `(px, py)` falls inside a solid tile.
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  * Converts pixel coords to tile coords via integer division by `CELL`.
@@ -40,15 +51,45 @@ export declare function spritesOverlap(a: Sprite, b: Sprite): boolean;
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  */
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  export declare function isSolidAt(map: TileMap, px: number, py: number): boolean;
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  /**
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- * Resolves a proposed horizontal movement for a sprite against solid tiles.
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- * Tests the leading edge of the sprite's bounding box at the target x position.
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- * Returns the clamped x coordinate and collision flags.
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+ * Generic horizontal sweep-resolver for any axis-aligned rectangle.
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+ * Works correctly for sprites taller than `CELL` (e.g. 16×24 hero) the leading
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+ * edge is checked across every tile row the rectangle spans, not just two corners.
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  *
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- * Call BEFORE `resolveY` so each axis is resolved independently.
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+ * Returns the clamped x and collision flags. On collision, the rectangle is
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+ * placed flush against the wall.
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  *
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- * @param sprite - Sprite being moved (uses current `sprite.y` for vertical extent)
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- * @param map - Tile map to test solidity against
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- * @param newX - Proposed new x position (after `moveSprite`)
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+ * @example
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+ * const rect = bitmapRect(HERO, hero.x, hero.y)
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+ * const r = resolveRectX(rect, map, hero.x + dx)
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+ * hero.x = r.x
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+ * if (r.hitLeft || r.hitRight) hero.vx = 0
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+ */
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+ export declare function resolveRectX(rect: Rect, map: TileMap, newX: number): {
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+ x: number;
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+ hitLeft: boolean;
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+ hitRight: boolean;
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+ };
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+ /**
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+ * Generic vertical sweep-resolver for any axis-aligned rectangle.
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+ * Works correctly for sprites wider than `CELL` — the leading edge is checked
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+ * across every tile column the rectangle spans.
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+ *
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+ * @example
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+ * const rect = bitmapRect(HERO, hero.x, hero.y)
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+ * const r = resolveRectY(rect, map, hero.y + dy)
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+ * hero.y = r.y
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+ * if (r.hitBottom) { hero.vy = 0; onGround = true }
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+ */
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+ export declare function resolveRectY(rect: Rect, map: TileMap, newY: number): {
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+ y: number;
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+ hitTop: boolean;
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+ hitBottom: boolean;
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+ };
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+ /**
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+ * Resolves a proposed horizontal movement for an 8×8 sprite against solid tiles.
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+ * Thin wrapper over {@link resolveRectX} preserved for backward compatibility.
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+ *
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+ * Call BEFORE `resolveY` so each axis is resolved independently.
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  *
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  * @example
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  * moveSprite(player, dt)
@@ -62,22 +103,15 @@ export declare function resolveX(sprite: Sprite, map: TileMap, newX: number): {
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  hitRight: boolean;
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  };
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  /**
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- * Resolves a proposed vertical movement for a sprite against solid tiles.
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- * Tests the leading edge of the sprite's bounding box at the target y position.
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- * Returns the clamped y coordinate and collision flags.
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+ * Resolves a proposed vertical movement for an 8×8 sprite against solid tiles.
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+ * Thin wrapper over {@link resolveRectY} preserved for backward compatibility.
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  *
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  * Typical platformer pattern: `hitBottom` means the sprite landed on a floor.
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- * Zero out `vy` on `hitBottom` and `hitTop` to prevent tunnelling.
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- *
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- * @param sprite - Sprite being moved (uses current `sprite.x` for horizontal extent)
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- * @param map - Tile map to test solidity against
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- * @param newY - Proposed new y position (after `moveSprite`)
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  *
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  * @example
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  * const ry = resolveY(player, map, player.y)
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  * player.y = ry.y
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  * if (ry.hitBottom) { player.vy = 0; onGround = true }
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- * if (ry.hitTop) { player.vy = 0 }
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  */
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  export declare function resolveY(sprite: Sprite, map: TileMap, newY: number): {
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  y: number;
@@ -1 +1 @@
1
- {"version":3,"file":"collision.d.ts","sourceRoot":"","sources":["../src/collision.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,aAAa,CAAA;AACzC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,cAAc,CAAA;AAE3C;;GAEG;AACH,MAAM,WAAW,IAAI;IACnB,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE/C;AAED;;;;;;GAMG;AACH,wBAAgB,YAAY,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,GAAG,OAAO,CAKtD;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAE5D;AAED;;;;;;;GAOG;AACH,wBAAgB,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,OAAO,CAEvE;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,QAAQ,CACtB,MAAM,EAAE,MAAM,EACd,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,OAAO,CAAC;IAAC,QAAQ,EAAE,OAAO,CAAA;CAAE,CAyBpD;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,QAAQ,CACtB,MAAM,EAAE,MAAM,EACd,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,OAAO,CAAC;IAAC,SAAS,EAAE,OAAO,CAAA;CAAE,CAwBpD"}
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+ {"version":3,"file":"collision.d.ts","sourceRoot":"","sources":["../src/collision.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,aAAa,CAAA;AACzC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,cAAc,CAAA;AAC3C,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,eAAe,CAAA;AAE3C;;GAEG;AACH,MAAM,WAAW,IAAI;IACnB,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE/C;AAED;;;;;;GAMG;AACH,wBAAgB,YAAY,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,GAAG,OAAO,CAKtD;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAE5D;AAED;;;;;;;;GAQG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAErE;AAED;;;;;;;GAOG;AACH,wBAAgB,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,OAAO,CAEvE;AAwBD;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAC1B,IAAI,EAAE,IAAI,EACV,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,OAAO,CAAC;IAAC,QAAQ,EAAE,OAAO,CAAA;CAAE,CAuBpD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,YAAY,CAC1B,IAAI,EAAE,IAAI,EACV,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,OAAO,CAAC;IAAC,SAAS,EAAE,OAAO,CAAA;CAAE,CAuBpD;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,QAAQ,CACtB,MAAM,EAAE,MAAM,EACd,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,OAAO,CAAC;IAAC,QAAQ,EAAE,OAAO,CAAA;CAAE,CAEpD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,QAAQ,CACtB,MAAM,EAAE,MAAM,EACd,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,OAAO,CAAC;IAAC,SAAS,EAAE,OAAO,CAAA;CAAE,CAEpD"}
package/dist/collision.js CHANGED
@@ -29,6 +29,18 @@ export function rectsOverlap(a, b) {
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  export function spritesOverlap(a, b) {
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  return rectsOverlap(spriteRect(a), spriteRect(b));
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  }
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+ /**
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+ * Returns the bounding `Rect` for a {@link Bitmap} positioned at `(x, y)`.
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+ * Works for any size — `16×16`, `16×24`, `32×32`, `96×128`, etc.
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+ *
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+ * @example
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+ * const heroRect = bitmapRect(HERO_BITMAP, hero.x, hero.y)
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+ * const enemyRect = bitmapRect(ENEMY_BITMAP, enemy.x, enemy.y)
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+ * if (rectsOverlap(heroRect, enemyRect)) damage(hero)
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+ */
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+ export function bitmapRect(bitmap, x, y) {
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+ return { x, y, w: bitmap.width, h: bitmap.height };
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+ }
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  /**
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  * Returns `true` when the game pixel at `(px, py)` falls inside a solid tile.
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  * Converts pixel coords to tile coords via integer division by `CELL`.
@@ -40,88 +52,125 @@ export function spritesOverlap(a, b) {
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  export function isSolidAt(map, px, py) {
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  return map.isSolid(Math.floor(px / CELL), Math.floor(py / CELL));
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  }
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+ // ─── Generic rect-based collision (works for any sprite size) ────────────────
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+ function _solidAlongVerticalEdge(map, edgeX, y0, y1) {
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+ // Check every tile row the edge from y0..y1 crosses (handles tall sprites > CELL).
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+ const tileTop = Math.floor(y0 / CELL);
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+ const tileBot = Math.floor(y1 / CELL);
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+ for (let ty = tileTop; ty <= tileBot; ty++) {
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+ if (isSolidAt(map, edgeX, ty * CELL))
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+ return true;
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+ }
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+ return false;
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+ }
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+ function _solidAlongHorizontalEdge(map, edgeY, x0, x1) {
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+ // Check every tile column the edge from x0..x1 crosses (handles wide sprites > CELL).
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+ const tileLeft = Math.floor(x0 / CELL);
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+ const tileRight = Math.floor(x1 / CELL);
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+ for (let tx = tileLeft; tx <= tileRight; tx++) {
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+ if (isSolidAt(map, tx * CELL, edgeY))
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+ return true;
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+ }
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+ return false;
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+ }
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  /**
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- * Resolves a proposed horizontal movement for a sprite against solid tiles.
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- * Tests the leading edge of the sprite's bounding box at the target x position.
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- * Returns the clamped x coordinate and collision flags.
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+ * Generic horizontal sweep-resolver for any axis-aligned rectangle.
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+ * Works correctly for sprites taller than `CELL` (e.g. 16×24 hero) the leading
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+ * edge is checked across every tile row the rectangle spans, not just two corners.
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  *
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- * Call BEFORE `resolveY` so each axis is resolved independently.
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- *
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- * @param sprite - Sprite being moved (uses current `sprite.y` for vertical extent)
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- * @param map - Tile map to test solidity against
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- * @param newX - Proposed new x position (after `moveSprite`)
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+ * Returns the clamped x and collision flags. On collision, the rectangle is
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+ * placed flush against the wall.
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  *
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  * @example
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- * moveSprite(player, dt)
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- * const rx = resolveX(player, map, player.x)
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- * player.x = rx.x
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- * if (rx.hitLeft || rx.hitRight) player.vx = 0
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+ * const rect = bitmapRect(HERO, hero.x, hero.y)
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+ * const r = resolveRectX(rect, map, hero.x + dx)
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+ * hero.x = r.x
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+ * if (r.hitLeft || r.hitRight) hero.vx = 0
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  */
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- export function resolveX(sprite, map, newX) {
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- const y0 = sprite.y;
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- const y1 = sprite.y + CELL - 1;
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+ export function resolveRectX(rect, map, newX) {
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+ const y0 = rect.y;
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+ const y1 = rect.y + rect.h - 1;
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  let x = newX;
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  let hitLeft = false;
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  let hitRight = false;
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- if (newX < sprite.x) {
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- // Moving left check left edge
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- if (isSolidAt(map, newX, y0) || isSolidAt(map, newX, y1)) {
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- // Clamp to in-bounds before computing tile column (avoids negative col from OOB overshoot)
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+ if (newX < rect.x) {
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+ if (_solidAlongVerticalEdge(map, newX, y0, y1)) {
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  const safeX = Math.max(0, newX);
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  x = (Math.floor(safeX / CELL) + 1) * CELL;
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  hitLeft = true;
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  }
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  }
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- else if (newX > sprite.x) {
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- // Moving right check right edge
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- if (isSolidAt(map, newX + CELL - 1, y0) || isSolidAt(map, newX + CELL - 1, y1)) {
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- const safeEdge = Math.min(map.cols * CELL - 1, newX + CELL - 1);
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- x = Math.floor(safeEdge / CELL) * CELL - CELL;
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+ else if (newX > rect.x) {
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+ const rightEdge = newX + rect.w - 1;
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+ if (_solidAlongVerticalEdge(map, rightEdge, y0, y1)) {
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+ const safeEdge = Math.min(map.cols * CELL - 1, rightEdge);
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+ x = Math.floor(safeEdge / CELL) * CELL - rect.w;
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  hitRight = true;
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  }
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  }
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  return { x, hitLeft, hitRight };
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  }
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  /**
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- * Resolves a proposed vertical movement for a sprite against solid tiles.
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- * Tests the leading edge of the sprite's bounding box at the target y position.
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- * Returns the clamped y coordinate and collision flags.
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- *
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- * Typical platformer pattern: `hitBottom` means the sprite landed on a floor.
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- * Zero out `vy` on `hitBottom` and `hitTop` to prevent tunnelling.
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- *
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- * @param sprite - Sprite being moved (uses current `sprite.x` for horizontal extent)
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- * @param map - Tile map to test solidity against
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- * @param newY - Proposed new y position (after `moveSprite`)
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+ * Generic vertical sweep-resolver for any axis-aligned rectangle.
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+ * Works correctly for sprites wider than `CELL` the leading edge is checked
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+ * across every tile column the rectangle spans.
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  *
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  * @example
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- * const ry = resolveY(player, map, player.y)
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- * player.y = ry.y
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- * if (ry.hitBottom) { player.vy = 0; onGround = true }
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- * if (ry.hitTop) { player.vy = 0 }
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+ * const rect = bitmapRect(HERO, hero.x, hero.y)
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+ * const r = resolveRectY(rect, map, hero.y + dy)
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+ * hero.y = r.y
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+ * if (r.hitBottom) { hero.vy = 0; onGround = true }
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  */
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- export function resolveY(sprite, map, newY) {
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- const x0 = sprite.x;
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- const x1 = sprite.x + CELL - 1;
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+ export function resolveRectY(rect, map, newY) {
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+ const x0 = rect.x;
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+ const x1 = rect.x + rect.w - 1;
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  let y = newY;
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  let hitTop = false;
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  let hitBottom = false;
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- if (newY < sprite.y) {
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- // Moving up check top edge
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- if (isSolidAt(map, x0, newY) || isSolidAt(map, x1, newY)) {
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+ if (newY < rect.y) {
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+ if (_solidAlongHorizontalEdge(map, newY, x0, x1)) {
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  const safeY = Math.max(0, newY);
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  y = (Math.floor(safeY / CELL) + 1) * CELL;
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  hitTop = true;
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  }
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  }
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- else if (newY > sprite.y) {
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- // Moving down check bottom edge
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- if (isSolidAt(map, x0, newY + CELL - 1) || isSolidAt(map, x1, newY + CELL - 1)) {
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- const safeEdge = Math.min(map.rows * CELL - 1, newY + CELL - 1);
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- y = Math.floor(safeEdge / CELL) * CELL - CELL;
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+ else if (newY > rect.y) {
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+ const bottomEdge = newY + rect.h - 1;
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+ if (_solidAlongHorizontalEdge(map, bottomEdge, x0, x1)) {
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+ const safeEdge = Math.min(map.rows * CELL - 1, bottomEdge);
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+ y = Math.floor(safeEdge / CELL) * CELL - rect.h;
122
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  hitBottom = true;
123
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  }
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  }
125
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  return { y, hitTop, hitBottom };
126
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  }
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+ /**
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+ * Resolves a proposed horizontal movement for an 8×8 sprite against solid tiles.
149
+ * Thin wrapper over {@link resolveRectX} preserved for backward compatibility.
150
+ *
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+ * Call BEFORE `resolveY` so each axis is resolved independently.
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+ *
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+ * @example
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+ * moveSprite(player, dt)
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+ * const rx = resolveX(player, map, player.x)
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+ * player.x = rx.x
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+ * if (rx.hitLeft || rx.hitRight) player.vx = 0
158
+ */
159
+ export function resolveX(sprite, map, newX) {
160
+ return resolveRectX(spriteRect(sprite), map, newX);
161
+ }
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+ /**
163
+ * Resolves a proposed vertical movement for an 8×8 sprite against solid tiles.
164
+ * Thin wrapper over {@link resolveRectY} preserved for backward compatibility.
165
+ *
166
+ * Typical platformer pattern: `hitBottom` means the sprite landed on a floor.
167
+ *
168
+ * @example
169
+ * const ry = resolveY(player, map, player.y)
170
+ * player.y = ry.y
171
+ * if (ry.hitBottom) { player.vy = 0; onGround = true }
172
+ */
173
+ export function resolveY(sprite, map, newY) {
174
+ return resolveRectY(spriteRect(sprite), map, newY);
175
+ }
127
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  //# sourceMappingURL=collision.js.map
@@ -1 +1 @@
1
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@@ -182,5 +182,82 @@ export declare function drawBitmap(ctx: CanvasRenderingContext2D, bitmap: Bitmap
182
182
  * export const HERO_LEFT = mirrorBitmap(HERO_RIGHT)
183
183
  */
184
184
  export declare function mirrorBitmap(src: Bitmap): Bitmap;
185
+ /**
186
+ * Per-8×8-cell ink and paper colours for a {@link Bitmap}, mirroring the real
187
+ * ZX Spectrum attribute buffer. Each 8×8 cell carries its own `(ink, paper)`
188
+ * pair — exactly the constraint that produced the famous "colour clash" look
189
+ * of games like Manic Miner, Jet-Pac and Knight Lore.
190
+ *
191
+ * `inks` and `papers` are flat row-major arrays of length `cols * rows`.
192
+ * `papers` is optional: when omitted, the background is left untouched
193
+ * (transparent rendering for overlays). For authentic Spectrum visuals,
194
+ * supply `papers` — every attribute cell on a real Spectrum always had one.
195
+ *
196
+ * Use {@link createAttrMap} to build, {@link drawBitmapAttrs} to render with
197
+ * the bitmap, {@link mirrorAttrMap} to derive the left-facing colour layout.
198
+ */
199
+ export interface AttrMap {
200
+ /** Attribute columns. Must equal `bitmap.width / 8`. */
201
+ readonly cols: number;
202
+ /** Attribute rows. Must equal `bitmap.height / 8`. */
203
+ readonly rows: number;
204
+ /** Per-cell ink colours, row-major, length `cols * rows`. */
205
+ readonly inks: readonly SpectrumColor[];
206
+ /** Per-cell paper colours, row-major. `undefined` → all cells transparent. */
207
+ readonly papers?: readonly SpectrumColor[];
208
+ }
209
+ /**
210
+ * Constructs an {@link AttrMap} with validation. Throws on length mismatch.
211
+ *
212
+ * Accepts `papers` as either a per-cell array OR a single colour (shorthand
213
+ * for "every cell uses this paper"). Omit `papers` entirely for a transparent
214
+ * sprite — useful for overlays on top of an already-painted background.
215
+ *
216
+ * @example
217
+ * // 16×24 hero with three coloured horizontal stripes on black paper
218
+ * const HERO_ATTRS = createAttrMap(2, 3, [
219
+ * C.B_YELLOW, C.B_YELLOW, // head row
220
+ * C.B_RED, C.B_RED, // body row
221
+ * C.B_BLUE, C.B_BLUE, // legs row
222
+ * ], C.BLACK)
223
+ *
224
+ * // 16×16 enemy with mixed inks AND mixed papers
225
+ * const ENEMY_ATTRS = createAttrMap(2, 2, [
226
+ * C.B_WHITE, C.B_CYAN,
227
+ * C.B_GREEN, C.B_MAGENTA,
228
+ * ], [
229
+ * C.BLACK, C.BLACK,
230
+ * C.RED, C.RED,
231
+ * ])
232
+ */
233
+ export declare function createAttrMap(cols: number, rows: number, inks: SpectrumColor[], papers?: SpectrumColor[] | SpectrumColor): AttrMap;
234
+ /**
235
+ * Renders a {@link Bitmap} with per-cell {@link AttrMap} colours — authentic
236
+ * ZX Spectrum attribute rendering. Each 8×8 cell of the bitmap is painted
237
+ * with the ink/paper pair from the matching cell of `attrs`.
238
+ *
239
+ * The attribute dimensions must match the bitmap exactly:
240
+ * `attrs.cols * 8 === bitmap.width`, `attrs.rows * 8 === bitmap.height`.
241
+ *
242
+ * @example
243
+ * drawBitmapAttrs(ctx, HERO_BITMAP, HERO_ATTRS, hero.x, hero.y)
244
+ * // Each 8×8 cell gets the (ink, paper) defined in HERO_ATTRS — yellow head,
245
+ * // red body, blue legs — exactly like a Jet-Pac sprite crossing attribute cells.
246
+ */
247
+ export declare function drawBitmapAttrs(ctx: CanvasRenderingContext2D, bitmap: Bitmap, attrs: AttrMap, x: number, y: number): void;
248
+ /**
249
+ * Returns a horizontally-flipped copy of an {@link AttrMap}. Within each row,
250
+ * columns are swapped left↔right; row order is preserved.
251
+ *
252
+ * Pair with {@link mirrorBitmap} when deriving a left-facing variant of a
253
+ * right-facing sprite so both the pixels AND the colour layout flip together.
254
+ *
255
+ * @example
256
+ * export const HERO_RIGHT_BMP = createBitmap(BYTES, 16, 24)
257
+ * export const HERO_RIGHT_ATTRS = createAttrMap(2, 3, INKS, C.BLACK)
258
+ * export const HERO_LEFT_BMP = mirrorBitmap(HERO_RIGHT_BMP)
259
+ * export const HERO_LEFT_ATTRS = mirrorAttrMap(HERO_RIGHT_ATTRS)
260
+ */
261
+ export declare function mirrorAttrMap(attrs: AttrMap): AttrMap;
185
262
  export declare function flashBorder(color: SpectrumColor, times: number, intervalMs: number, resetColor?: SpectrumColor): void;
186
263
  //# sourceMappingURL=renderer.d.ts.map
@@ -1 +1 @@
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package/dist/renderer.js CHANGED
@@ -278,6 +278,128 @@ export function mirrorBitmap(src) {
278
278
  }
279
279
  return { data: out, width, height };
280
280
  }
281
+ /**
282
+ * Constructs an {@link AttrMap} with validation. Throws on length mismatch.
283
+ *
284
+ * Accepts `papers` as either a per-cell array OR a single colour (shorthand
285
+ * for "every cell uses this paper"). Omit `papers` entirely for a transparent
286
+ * sprite — useful for overlays on top of an already-painted background.
287
+ *
288
+ * @example
289
+ * // 16×24 hero with three coloured horizontal stripes on black paper
290
+ * const HERO_ATTRS = createAttrMap(2, 3, [
291
+ * C.B_YELLOW, C.B_YELLOW, // head row
292
+ * C.B_RED, C.B_RED, // body row
293
+ * C.B_BLUE, C.B_BLUE, // legs row
294
+ * ], C.BLACK)
295
+ *
296
+ * // 16×16 enemy with mixed inks AND mixed papers
297
+ * const ENEMY_ATTRS = createAttrMap(2, 2, [
298
+ * C.B_WHITE, C.B_CYAN,
299
+ * C.B_GREEN, C.B_MAGENTA,
300
+ * ], [
301
+ * C.BLACK, C.BLACK,
302
+ * C.RED, C.RED,
303
+ * ])
304
+ */
305
+ export function createAttrMap(cols, rows, inks, papers) {
306
+ if (!Number.isInteger(cols) || cols <= 0) {
307
+ throw new Error(`createAttrMap: cols must be a positive integer, got ${cols}`);
308
+ }
309
+ if (!Number.isInteger(rows) || rows <= 0) {
310
+ throw new Error(`createAttrMap: rows must be a positive integer, got ${rows}`);
311
+ }
312
+ const expected = cols * rows;
313
+ if (inks.length !== expected) {
314
+ throw new Error(`createAttrMap: inks length mismatch — expected ${expected} for ${cols}×${rows}, got ${inks.length}`);
315
+ }
316
+ let papersArr;
317
+ if (papers === undefined) {
318
+ papersArr = undefined;
319
+ }
320
+ else if (typeof papers === 'string') {
321
+ papersArr = new Array(expected).fill(papers);
322
+ }
323
+ else {
324
+ if (papers.length !== expected) {
325
+ throw new Error(`createAttrMap: papers length mismatch — expected ${expected} for ${cols}×${rows}, got ${papers.length}`);
326
+ }
327
+ papersArr = papers;
328
+ }
329
+ return { cols, rows, inks, papers: papersArr };
330
+ }
331
+ /**
332
+ * Renders a {@link Bitmap} with per-cell {@link AttrMap} colours — authentic
333
+ * ZX Spectrum attribute rendering. Each 8×8 cell of the bitmap is painted
334
+ * with the ink/paper pair from the matching cell of `attrs`.
335
+ *
336
+ * The attribute dimensions must match the bitmap exactly:
337
+ * `attrs.cols * 8 === bitmap.width`, `attrs.rows * 8 === bitmap.height`.
338
+ *
339
+ * @example
340
+ * drawBitmapAttrs(ctx, HERO_BITMAP, HERO_ATTRS, hero.x, hero.y)
341
+ * // Each 8×8 cell gets the (ink, paper) defined in HERO_ATTRS — yellow head,
342
+ * // red body, blue legs — exactly like a Jet-Pac sprite crossing attribute cells.
343
+ */
344
+ export function drawBitmapAttrs(ctx, bitmap, attrs, x, y) {
345
+ if (attrs.cols * 8 !== bitmap.width || attrs.rows * 8 !== bitmap.height) {
346
+ throw new Error(`drawBitmapAttrs: attr dimensions ${attrs.cols}×${attrs.rows} (${attrs.cols * 8}×${attrs.rows * 8} px) ` +
347
+ `do not match bitmap ${bitmap.width}×${bitmap.height}`);
348
+ }
349
+ const bytesPerRow = bitmap.width / 8;
350
+ for (let cellRow = 0; cellRow < attrs.rows; cellRow++) {
351
+ for (let cellCol = 0; cellCol < attrs.cols; cellCol++) {
352
+ const cellIdx = cellRow * attrs.cols + cellCol;
353
+ const ink = attrs.inks[cellIdx];
354
+ const paper = attrs.papers ? attrs.papers[cellIdx] : undefined;
355
+ const cellX = x + cellCol * 8;
356
+ const cellY = y + cellRow * 8;
357
+ if (paper !== undefined) {
358
+ ctx.fillStyle = paper;
359
+ ctx.fillRect(cellX, cellY, 8, 8);
360
+ }
361
+ ctx.fillStyle = ink;
362
+ for (let row = 0; row < 8; row++) {
363
+ const byteIdx = (cellRow * 8 + row) * bytesPerRow + cellCol;
364
+ const byte = bitmap.data[byteIdx];
365
+ if (!byte)
366
+ continue;
367
+ for (let bit = 0; bit < 8; bit++) {
368
+ if (byte & (0x80 >> bit))
369
+ ctx.fillRect(cellX + bit, cellY + row, 1, 1);
370
+ }
371
+ }
372
+ }
373
+ }
374
+ }
375
+ /**
376
+ * Returns a horizontally-flipped copy of an {@link AttrMap}. Within each row,
377
+ * columns are swapped left↔right; row order is preserved.
378
+ *
379
+ * Pair with {@link mirrorBitmap} when deriving a left-facing variant of a
380
+ * right-facing sprite so both the pixels AND the colour layout flip together.
381
+ *
382
+ * @example
383
+ * export const HERO_RIGHT_BMP = createBitmap(BYTES, 16, 24)
384
+ * export const HERO_RIGHT_ATTRS = createAttrMap(2, 3, INKS, C.BLACK)
385
+ * export const HERO_LEFT_BMP = mirrorBitmap(HERO_RIGHT_BMP)
386
+ * export const HERO_LEFT_ATTRS = mirrorAttrMap(HERO_RIGHT_ATTRS)
387
+ */
388
+ export function mirrorAttrMap(attrs) {
389
+ const { cols, rows, inks, papers } = attrs;
390
+ const newInks = new Array(inks.length);
391
+ const newPapers = papers ? new Array(papers.length) : undefined;
392
+ for (let r = 0; r < rows; r++) {
393
+ for (let c = 0; c < cols; c++) {
394
+ const srcIdx = r * cols + c;
395
+ const dstIdx = r * cols + (cols - 1 - c);
396
+ newInks[dstIdx] = inks[srcIdx];
397
+ if (newPapers)
398
+ newPapers[dstIdx] = papers[srcIdx];
399
+ }
400
+ }
401
+ return { cols, rows, inks: newInks, papers: newPapers };
402
+ }
281
403
  /**
282
404
  * Flashes `document.body.style.backgroundColor` between `color` and `resetColor`.
283
405
  * Fire-and-forget — does not block. Uses `setInterval` internally.
@@ -1 +1 @@
1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "zx-kit",
3
- "version": "0.17.0",
3
+ "version": "0.19.0",
4
4
  "repository": {
5
5
  "type": "git",
6
6
  "url": "https://github.com/zrebec/zx-kit.git"