zx-kit 0.2.3 → 0.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +172 -6
- package/dist/audio.d.ts +32 -1
- package/dist/audio.d.ts.map +1 -1
- package/dist/audio.js +47 -2
- package/dist/audio.js.map +1 -1
- package/dist/index.d.ts +1 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -0
- package/dist/index.js.map +1 -1
- package/dist/input.d.ts +10 -0
- package/dist/input.d.ts.map +1 -1
- package/dist/input.js +19 -0
- package/dist/input.js.map +1 -1
- package/dist/renderer.d.ts.map +1 -1
- package/dist/renderer.js +11 -14
- package/dist/renderer.js.map +1 -1
- package/dist/ui.d.ts +231 -0
- package/dist/ui.d.ts.map +1 -0
- package/dist/ui.js +210 -0
- package/dist/ui.js.map +1 -0
- package/package.json +2 -2
package/README.md
CHANGED
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@@ -195,7 +195,7 @@ Wraps the Web Audio API for authentic 1-bit square-wave sound. All audio goes th
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#### `initAudio(volume?): void`
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Creates the `AudioContext` and master gain. Idempotent — safe to call multiple times.
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Creates the `AudioContext` and master gain. Idempotent — safe to call multiple times. `volume` is clamped to 0.0–1.0.
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```ts
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window.addEventListener('keydown', () => initAudio(), { once: true })
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@@ -214,6 +214,33 @@ Returns the current context, or `null` before `initAudio()`.
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Returns the master gain node. Connect custom oscillators here to respect global volume.
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#### `getMasterVolume(): number`
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Returns the current master volume (0.0–1.0), or `0` before `initAudio()`.
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#### `setMasterVolume(volume): void`
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Sets master volume. Clamped to 0.0–1.0. No-op before `initAudio()`.
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```ts
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setMasterVolume(0.5) // 50%
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setMasterVolume(0) // mute
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setMasterVolume(1) // full
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```
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#### `increaseVolume(): void` / `decreaseVolume(): void`
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Adjusts master volume by ±0.1, clamped at 0.0–1.0.
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```ts
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// Volume keys
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if (consumeAnyKey()) increaseVolume() // example: + key
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decreaseVolume() // example: - key
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// Current state
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const vol = getMasterVolume() // e.g. 0.4 after one increaseVolume()
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```
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#### `Note` interface
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```ts
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@@ -271,11 +298,11 @@ type Direction = 'up' | 'down' | 'left' | 'right'
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#### `initInput(repeatDelay?, repeatInterval?): void`
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Attaches `keydown`/`keyup` listeners. Keys: arrows = movement, `F` = flag, `P` = pause, `Ctrl+Shift+B` = debug.
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Attaches `keydown`/`keyup` listeners. Idempotent — timing params are always updated; listeners are only attached on the first call. Keys: arrows = movement, `F` = flag, `P` = pause, `Ctrl+Shift+B` = debug.
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```ts
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initInput() // 150ms delay, 80ms repeat
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initInput(200, 60) // custom timing
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initInput(200, 60) // custom timing; safe to call again to reconfigure
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```
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#### `tickMovement(dtMs): Direction | null`
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@@ -306,6 +333,140 @@ Returns whether a key is currently held. Argument is `KeyboardEvent.key`.
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if (isHeld('ArrowUp')) { ... }
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```
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#### `resetInput(): void`
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Clears all pending key state immediately. Call on game phase transitions to prevent stale inputs carrying over.
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```ts
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appPhase = 'gameover'
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resetInput() // discard any queued keypresses from the previous phase
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```
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---
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### `ui.ts` — ZX-style UI primitives
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High-level drawing helpers and a stateful widget system for HUD elements.
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All primitives operate in game pixels and enforce the Spectrum palette via `SpectrumColor`.
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#### Types
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**`BorderOptions`**
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| Field | Type | Default | Description |
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|-------|------|---------|-------------|
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| `enabled` | `boolean` | `true` | Set to `false` to suppress the border without removing the object |
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| `thickness` | `number` | `1` | Border thickness in pixels |
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| `color` | `SpectrumColor` | same as ink/color | Overrides the parent function's foreground color |
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| `style` | `'solid' \| 'dashed'` | `'solid'` | Solid = continuous lines; dashed = 2 px on / 2 px off |
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**`DrawProgressBarOptions`**
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| Field | Type | Default | Description |
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|-------|------|---------|-------------|
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| `id` | `string` | `"${x},${y}"` | Stable key for managed redraws |
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| `x` | `number` | — | Left edge in game pixels |
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| `y` | `number` | — | Top edge in game pixels |
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| `width` | `number` | — | Total width in game pixels (multiples of `CELL = 8` recommended) |
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| `value` | `number` | — | Current value |
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| `min` | `number` | `0` | Value at the left (empty) edge |
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| `max` | `number` | `1` | Value at the right (full) edge |
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| `ink` | `SpectrumColor` | `C.B_WHITE` | Filled-block color |
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| `paper` | `SpectrumColor` | `C.BLACK` | Empty-block background |
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| `border` | `BorderOptions` | — | Optional border around the bar |
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| `visibilityLength` | `number` | `500` | Ms to stay visible after last call; `0` = permanent |
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#### Stateless primitives
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##### `drawBox(ctx, options): void`
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Fills a rectangle with `paper` and draws an optional border.
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```ts
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drawBox(ctx, {
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x: 8, y: 8, width: 112, height: 40,
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paper: C.BLACK, ink: C.B_WHITE,
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border: { style: 'solid', thickness: 1 },
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})
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```
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##### `drawFrame(ctx, options): void`
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Draws a border only — no background fill.
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```ts
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drawFrame(ctx, { x: 0, y: 0, width: 256, height: 176, color: C.B_CYAN })
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drawFrame(ctx, { x: 16, y: 16, width: 64, height: 32, color: C.B_RED,
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border: { style: 'dashed' } })
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```
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##### `drawPanelTitle(ctx, options): void`
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Renders a text strip (height = `CELL + padding * 2`) with optional background fill.
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Does NOT draw the surrounding container — use `drawBox` / `drawFrame` separately.
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```ts
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drawBox(ctx, { x: 8, y: 24, width: 128, height: 56, paper: C.BLACK })
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drawPanelTitle(ctx, {
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text: 'OPTIONS', x: 8, y: 24,
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ink: C.B_YELLOW, paper: C.BLACK,
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centered: true, width: 128,
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})
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```
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#### Stateful widget — progress bar
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The progress bar is a managed widget: after a `drawProgressBar` call, the bar is
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re-rendered automatically on subsequent frames by `renderUI` until `visibilityLength`
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milliseconds have elapsed. Calling `drawProgressBar` again resets the timer.
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##### `drawProgressBar(ctx, options): void`
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Draws the bar immediately **and** registers it for managed redraws.
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```ts
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// On value change:
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drawProgressBar(ctx, {
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id: 'volume', x: 88, y: 88, width: 80,
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value: getMasterVolume(),
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ink: C.B_GREEN, paper: C.BLACK,
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border: { style: 'solid' },
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visibilityLength: 1500,
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})
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// Permanent HUD element:
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drawProgressBar(ctx, {
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id: 'health', x: 0, y: 184, width: 40,
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value: lives, min: 0, max: 3,
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ink: C.B_GREEN, paper: C.BLACK,
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visibilityLength: 0,
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})
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```
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##### `tickUI(dtMs): void`
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Advances all managed bar timers. Expired bars are removed. Call once per frame.
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##### `renderUI(ctx): void`
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Redraws all currently visible bars. Call every frame **after** the game world render.
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##### `resetUI(): void`
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Clears all managed state. Call alongside `resetInput()` on phase transitions.
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```ts
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// Typical game loop:
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renderFrame(ctx, state)
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tickUI(dt)
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renderUI(ctx)
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// Phase transition:
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resetInput()
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resetUI()
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appPhase = 'intro'
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```
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---
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## File structure
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@@ -322,9 +483,14 @@ zx-kit/
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│ ├── renderer.ts # setupCanvas, mirrorSprite, drawSprite, drawChar, drawText,
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│ │ # drawTextCentered, flashBorder
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│ ├── audio.ts # initAudio, resumeAudio, beep, playPattern, Note,
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│ │ # getAudioContext, getMasterGain
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│
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│
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│ │ # getAudioContext, getMasterGain,
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│ │ # getMasterVolume, setMasterVolume,
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│ │ # increaseVolume, decreaseVolume
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│ ├── input.ts # initInput, tickMovement, consumeFlag/Debug/Pause/AnyKey,
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│ │ # isHeld, resetInput, Direction
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│ └── ui.ts # drawBox, drawFrame, drawPanelTitle,
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│ # drawProgressBar, tickUI, renderUI, resetUI,
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│ # BorderOptions, DrawProgressBarOptions
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└── dist/ # compiled output (generated by npm run build)
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├── index.js / .d.ts
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└── ...
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package/dist/audio.d.ts
CHANGED
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* multiple times (subsequent calls are no-ops).
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* Must be called inside a user-gesture handler (click or keydown) due to browser autoplay policy.
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* @param volume - Master gain value (0.0–1.0, default `0.3`)
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* @param volume - Master gain value (0.0–1.0, default `0.3`). Clamped to valid range.
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*
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* @example
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* window.addEventListener('keydown', () => initAudio(), { once: true })
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* osc.connect(getMasterGain()!)
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*/
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export declare function getMasterGain(): GainNode | null;
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/**
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* Returns the current master volume (0.0–1.0), or `0` before `initAudio()`.
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*
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* @example
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* const vol = getMasterVolume() // e.g. 0.3
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*/
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export declare function getMasterVolume(): number;
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/**
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* Sets the master volume. Clamped to 0.0–1.0. No-op before `initAudio()`.
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*
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* @param volume - Target gain value (0.0–1.0)
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*
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* @example
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* setMasterVolume(0.5) // 50%
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* setMasterVolume(0) // mute
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*/
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export declare function setMasterVolume(volume: number): void;
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/**
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* Increases master volume by 0.1, up to a maximum of 1.0.
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*
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* @example
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* increaseVolume() // 0.3 → 0.4
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*/
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export declare function increaseVolume(): void;
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/**
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* Decreases master volume by 0.1, down to a minimum of 0.0.
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*
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* @example
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* decreaseVolume() // 0.3 → 0.2
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*/
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export declare function decreaseVolume(): void;
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/** A single note in a melody pattern. Use `freq: 0` for a rest (silence). */
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export interface Note {
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freq: number;
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package/dist/audio.d.ts.map
CHANGED
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{"version":3,"file":"audio.d.ts","sourceRoot":"","sources":["../src/audio.ts"],"names":[],"mappings":"
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{"version":3,"file":"audio.d.ts","sourceRoot":"","sources":["../src/audio.ts"],"names":[],"mappings":"AASA;;;;;;;;;GASG;AACH,wBAAgB,SAAS,CAAC,MAAM,SAAM,GAAG,IAAI,CAM5C;AAED;;;;;;;GAOG;AACH,wBAAgB,WAAW,IAAI,IAAI,CAElC;AAED;;;;;;;GAOG;AACH,wBAAgB,eAAe,IAAI,YAAY,GAAG,IAAI,CAErD;AAED;;;;;;;GAOG;AACH,wBAAgB,aAAa,IAAI,QAAQ,GAAG,IAAI,CAE/C;AAED;;;;;GAKG;AACH,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAED;;;;;;;;GAQG;AACH,wBAAgB,eAAe,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAGpD;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,IAAI,IAAI,CAErC;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,IAAI,IAAI,CAErC;AAED,6EAA6E;AAC7E,MAAM,WAAW,IAAI;IACnB,IAAI,EAAE,MAAM,CAAA;IACZ,GAAG,EAAE,MAAM,CAAA;CACZ;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,IAAI,EAAE,EAAE,UAAU,SAAI,GAAG,IAAI,CAS/D;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI,CAc9E"}
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package/dist/audio.js
CHANGED
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let ctx = null;
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let masterGain = null;
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const VOLUME_STEP = 0.1;
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function clampVolume(v) {
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return Math.max(0, Math.min(1, v));
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}
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/**
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* Creates the shared `AudioContext` and master `GainNode`. Idempotent — safe to call
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* multiple times (subsequent calls are no-ops).
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* Must be called inside a user-gesture handler (click or keydown) due to browser autoplay policy.
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*
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-
* @param volume - Master gain value (0.0–1.0, default `0.3`)
|
|
12
|
+
* @param volume - Master gain value (0.0–1.0, default `0.3`). Clamped to valid range.
|
|
9
13
|
*
|
|
10
14
|
* @example
|
|
11
15
|
* window.addEventListener('keydown', () => initAudio(), { once: true })
|
|
@@ -15,7 +19,7 @@ export function initAudio(volume = 0.3) {
|
|
|
15
19
|
return;
|
|
16
20
|
ctx = new AudioContext();
|
|
17
21
|
masterGain = ctx.createGain();
|
|
18
|
-
masterGain.gain.value = volume;
|
|
22
|
+
masterGain.gain.value = clampVolume(volume);
|
|
19
23
|
masterGain.connect(ctx.destination);
|
|
20
24
|
}
|
|
21
25
|
/**
|
|
@@ -52,6 +56,47 @@ export function getAudioContext() {
|
|
|
52
56
|
export function getMasterGain() {
|
|
53
57
|
return masterGain;
|
|
54
58
|
}
|
|
59
|
+
/**
|
|
60
|
+
* Returns the current master volume (0.0–1.0), or `0` before `initAudio()`.
|
|
61
|
+
*
|
|
62
|
+
* @example
|
|
63
|
+
* const vol = getMasterVolume() // e.g. 0.3
|
|
64
|
+
*/
|
|
65
|
+
export function getMasterVolume() {
|
|
66
|
+
return masterGain?.gain.value ?? 0;
|
|
67
|
+
}
|
|
68
|
+
/**
|
|
69
|
+
* Sets the master volume. Clamped to 0.0–1.0. No-op before `initAudio()`.
|
|
70
|
+
*
|
|
71
|
+
* @param volume - Target gain value (0.0–1.0)
|
|
72
|
+
*
|
|
73
|
+
* @example
|
|
74
|
+
* setMasterVolume(0.5) // 50%
|
|
75
|
+
* setMasterVolume(0) // mute
|
|
76
|
+
*/
|
|
77
|
+
export function setMasterVolume(volume) {
|
|
78
|
+
if (!masterGain)
|
|
79
|
+
return;
|
|
80
|
+
masterGain.gain.value = clampVolume(volume);
|
|
81
|
+
}
|
|
82
|
+
/**
|
|
83
|
+
* Increases master volume by 0.1, up to a maximum of 1.0.
|
|
84
|
+
*
|
|
85
|
+
* @example
|
|
86
|
+
* increaseVolume() // 0.3 → 0.4
|
|
87
|
+
*/
|
|
88
|
+
export function increaseVolume() {
|
|
89
|
+
setMasterVolume(getMasterVolume() + VOLUME_STEP);
|
|
90
|
+
}
|
|
91
|
+
/**
|
|
92
|
+
* Decreases master volume by 0.1, down to a minimum of 0.0.
|
|
93
|
+
*
|
|
94
|
+
* @example
|
|
95
|
+
* decreaseVolume() // 0.3 → 0.2
|
|
96
|
+
*/
|
|
97
|
+
export function decreaseVolume() {
|
|
98
|
+
setMasterVolume(getMasterVolume() - VOLUME_STEP);
|
|
99
|
+
}
|
|
55
100
|
/**
|
|
56
101
|
* Schedules a sequence of notes on the shared `AudioContext`.
|
|
57
102
|
* Silently exits if audio has not been initialised yet.
|
package/dist/audio.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"audio.js","sourceRoot":"","sources":["../src/audio.ts"],"names":[],"mappings":"AAAA,IAAI,GAAG,GAAwB,IAAI,CAAA;AACnC,IAAI,UAAU,GAAoB,IAAI,CAAA;AAEtC;;;;;;;;;GASG;AACH,MAAM,UAAU,SAAS,CAAC,MAAM,GAAG,GAAG;IACpC,IAAI,GAAG;QAAE,OAAM;IACf,GAAG,GAAG,IAAI,YAAY,EAAE,CAAA;IACxB,UAAU,GAAG,GAAG,CAAC,UAAU,EAAE,CAAA;IAC7B,UAAU,CAAC,IAAI,CAAC,KAAK,GAAG,MAAM,CAAA;
|
|
1
|
+
{"version":3,"file":"audio.js","sourceRoot":"","sources":["../src/audio.ts"],"names":[],"mappings":"AAAA,IAAI,GAAG,GAAwB,IAAI,CAAA;AACnC,IAAI,UAAU,GAAoB,IAAI,CAAA;AAEtC,MAAM,WAAW,GAAG,GAAG,CAAA;AAEvB,SAAS,WAAW,CAAC,CAAS;IAC5B,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAA;AACpC,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,SAAS,CAAC,MAAM,GAAG,GAAG;IACpC,IAAI,GAAG;QAAE,OAAM;IACf,GAAG,GAAG,IAAI,YAAY,EAAE,CAAA;IACxB,UAAU,GAAG,GAAG,CAAC,UAAU,EAAE,CAAA;IAC7B,UAAU,CAAC,IAAI,CAAC,KAAK,GAAG,WAAW,CAAC,MAAM,CAAC,CAAA;IAC3C,UAAU,CAAC,OAAO,CAAC,GAAG,CAAC,WAAW,CAAC,CAAA;AACrC,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,WAAW;IACzB,IAAI,GAAG,IAAI,GAAG,CAAC,KAAK,KAAK,WAAW;QAAE,KAAK,GAAG,CAAC,MAAM,EAAE,CAAA;AACzD,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,eAAe;IAC7B,OAAO,GAAG,CAAA;AACZ,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,aAAa;IAC3B,OAAO,UAAU,CAAA;AACnB,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,eAAe;IAC7B,OAAO,UAAU,EAAE,IAAI,CAAC,KAAK,IAAI,CAAC,CAAA;AACpC,CAAC;AAED;;;;;;;;GAQG;AACH,MAAM,UAAU,eAAe,CAAC,MAAc;IAC5C,IAAI,CAAC,UAAU;QAAE,OAAM;IACvB,UAAU,CAAC,IAAI,CAAC,KAAK,GAAG,WAAW,CAAC,MAAM,CAAC,CAAA;AAC7C,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc;IAC5B,eAAe,CAAC,eAAe,EAAE,GAAG,WAAW,CAAC,CAAA;AAClD,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,cAAc;IAC5B,eAAe,CAAC,eAAe,EAAE,GAAG,WAAW,CAAC,CAAA;AAClD,CAAC;AAQD;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,UAAU,WAAW,CAAC,KAAa,EAAE,UAAU,GAAG,CAAC;IACvD,MAAM,KAAK,GAAG,eAAe,EAAE,CAAA;IAC/B,IAAI,CAAC,KAAK;QAAE,OAAM;IAClB,WAAW,EAAE,CAAA;IACb,IAAI,MAAM,GAAG,UAAU,CAAA;IACvB,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE,CAAC;QACzB,IAAI,IAAI,CAAC,IAAI,GAAG,CAAC;YAAE,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,WAAW,GAAG,MAAM,GAAG,IAAI,CAAC,CAAA;QAC/E,MAAM,IAAI,IAAI,CAAC,GAAG,CAAA;IACpB,CAAC;AACH,CAAC;AAED;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,IAAI,CAAC,IAAY,EAAE,UAAkB,EAAE,SAAiB;IACtE,IAAI,CAAC,GAAG,IAAI,CAAC,UAAU;QAAE,OAAM;IAC/B,MAAM,GAAG,GAAG,GAAG,CAAC,gBAAgB,EAAE,CAAA;IAClC,MAAM,IAAI,GAAG,GAAG,CAAC,UAAU,EAAE,CAAA;IAC7B,GAAG,CAAC,IAAI,GAAG,QAAQ,CAAA;IACnB,GAAG,CAAC,SAAS,CAAC,KAAK,GAAG,IAAI,CAAA;IAC1B,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,SAAS,CAAC,CAAA;IACtC,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,GAAG,EAAE,SAAS,GAAG,KAAK,CAAC,CAAA;IACzD,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,SAAS,GAAG,UAAU,GAAG,IAAI,GAAG,KAAK,CAAC,CAAA;IACpE,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC,EAAE,SAAS,GAAG,UAAU,GAAG,IAAI,CAAC,CAAA;IACnE,GAAG,CAAC,OAAO,CAAC,IAAI,CAAC,CAAA;IACjB,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAA;IACxB,GAAG,CAAC,KAAK,CAAC,SAAS,CAAC,CAAA;IACpB,GAAG,CAAC,IAAI,CAAC,SAAS,GAAG,UAAU,GAAG,IAAI,GAAG,IAAI,CAAC,CAAA;AAChD,CAAC"}
|
package/dist/index.d.ts
CHANGED
package/dist/index.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAA;AAC5B,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA"}
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAA;AAC5B,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA;AAC1B,cAAc,SAAS,CAAA"}
|
package/dist/index.js
CHANGED
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAA;AAC5B,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA"}
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAA;AAC5B,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA;AAC1B,cAAc,SAAS,CAAA"}
|
package/dist/input.d.ts
CHANGED
|
@@ -49,4 +49,14 @@ export declare function consumeAnyKey(): boolean;
|
|
|
49
49
|
* if (isHeld('ArrowUp')) { ... }
|
|
50
50
|
*/
|
|
51
51
|
export declare function isHeld(key: string): boolean;
|
|
52
|
+
/**
|
|
53
|
+
* Clears all pending key state immediately.
|
|
54
|
+
* Call when entering a new game phase (e.g. after game-over or menu transition)
|
|
55
|
+
* to prevent stale inputs from carrying over.
|
|
56
|
+
*
|
|
57
|
+
* @example
|
|
58
|
+
* appPhase = 'gameover'
|
|
59
|
+
* resetInput() // discard any queued keypresses from the previous phase
|
|
60
|
+
*/
|
|
61
|
+
export declare function resetInput(): void;
|
|
52
62
|
//# sourceMappingURL=input.d.ts.map
|
package/dist/input.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"input.d.ts","sourceRoot":"","sources":["../src/input.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,MAAM,MAAM,SAAS,GAAG,IAAI,GAAG,MAAM,GAAG,MAAM,GAAG,OAAO,CAAA;AAoBxD;;;;;;;;;;;;GAYG;AACH,wBAAgB,SAAS,CAAC,WAAW,SAAM,EAAE,cAAc,SAAK,GAAG,IAAI,CAoCtE;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,SAAS,GAAG,IAAI,CAe3D;AAED,sGAAsG;AACtG,wBAAgB,WAAW,IAAI,OAAO,CAA+D;AAErG,gGAAgG;AAChG,wBAAgB,YAAY,IAAI,OAAO,CAA8D;AAErG,kFAAkF;AAClF,wBAAgB,YAAY,IAAI,OAAO,CAA8D;AAErG;;;GAGG;AACH,wBAAgB,aAAa,IAAI,OAAO,CAA6D;AAErG;;;;;;;GAOG;AACH,wBAAgB,MAAM,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAyB"}
|
|
1
|
+
{"version":3,"file":"input.d.ts","sourceRoot":"","sources":["../src/input.ts"],"names":[],"mappings":"AAAA,qDAAqD;AACrD,MAAM,MAAM,SAAS,GAAG,IAAI,GAAG,MAAM,GAAG,MAAM,GAAG,OAAO,CAAA;AAoBxD;;;;;;;;;;;;GAYG;AACH,wBAAgB,SAAS,CAAC,WAAW,SAAM,EAAE,cAAc,SAAK,GAAG,IAAI,CAoCtE;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,SAAS,GAAG,IAAI,CAe3D;AAED,sGAAsG;AACtG,wBAAgB,WAAW,IAAI,OAAO,CAA+D;AAErG,gGAAgG;AAChG,wBAAgB,YAAY,IAAI,OAAO,CAA8D;AAErG,kFAAkF;AAClF,wBAAgB,YAAY,IAAI,OAAO,CAA8D;AAErG;;;GAGG;AACH,wBAAgB,aAAa,IAAI,OAAO,CAA6D;AAErG;;;;;;;GAOG;AACH,wBAAgB,MAAM,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAyB;AAErE;;;;;;;;GAQG;AACH,wBAAgB,UAAU,IAAI,IAAI,CASjC"}
|
package/dist/input.js
CHANGED
|
@@ -113,4 +113,23 @@ export function consumeAnyKey() { const v = pendingAnyKey; pendingAnyKey = false
|
|
|
113
113
|
* if (isHeld('ArrowUp')) { ... }
|
|
114
114
|
*/
|
|
115
115
|
export function isHeld(key) { return held.has(key); }
|
|
116
|
+
/**
|
|
117
|
+
* Clears all pending key state immediately.
|
|
118
|
+
* Call when entering a new game phase (e.g. after game-over or menu transition)
|
|
119
|
+
* to prevent stale inputs from carrying over.
|
|
120
|
+
*
|
|
121
|
+
* @example
|
|
122
|
+
* appPhase = 'gameover'
|
|
123
|
+
* resetInput() // discard any queued keypresses from the previous phase
|
|
124
|
+
*/
|
|
125
|
+
export function resetInput() {
|
|
126
|
+
held.clear();
|
|
127
|
+
pendingFlag = false;
|
|
128
|
+
pendingDebug = false;
|
|
129
|
+
pendingPause = false;
|
|
130
|
+
pendingAnyKey = false;
|
|
131
|
+
repeatDir = null;
|
|
132
|
+
repeatPhase = 'idle';
|
|
133
|
+
pendingImmediate = null;
|
|
134
|
+
}
|
|
116
135
|
//# sourceMappingURL=input.js.map
|
package/dist/input.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"input.js","sourceRoot":"","sources":["../src/input.ts"],"names":[],"mappings":"AAGA,MAAM,QAAQ,GAA8B;IAC1C,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO;CACzE,CAAA;AAED,MAAM,IAAI,GAAG,IAAI,GAAG,EAAU,CAAA;AAC9B,IAAI,WAAW,GAAG,KAAK,CAAA;AACvB,IAAI,YAAY,GAAG,KAAK,CAAA;AACxB,IAAI,YAAY,GAAG,KAAK,CAAA;AACxB,IAAI,aAAa,GAAG,KAAK,CAAA;AAEzB,IAAI,SAAS,GAAqB,IAAI,CAAA;AACtC,IAAI,WAAW,GAAG,CAAC,CAAA;AACnB,IAAI,WAAW,GAAgC,MAAM,CAAA;AACrD,IAAI,gBAAgB,GAAqB,IAAI,CAAA;AAC7C,IAAI,YAAY,GAAG,GAAG,CAAA;AACtB,IAAI,eAAe,GAAG,EAAE,CAAA;AACxB,IAAI,gBAAgB,GAAG,KAAK,CAAA;AAE5B;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,SAAS,CAAC,WAAW,GAAG,GAAG,EAAE,cAAc,GAAG,EAAE;IAC9D,YAAY,GAAG,WAAW,CAAA;IAC1B,eAAe,GAAG,cAAc,CAAA;IAChC,IAAI,gBAAgB;QAAE,OAAM;IAC5B,gBAAgB,GAAG,IAAI,CAAA;IAEvB,MAAM,CAAC,gBAAgB,CAAC,SAAS,EAAE,CAAC,CAAgB,EAAE,EAAE;QACtD,IAAI,CAAC,CAAC,MAAM;YAAE,OAAM;QACpB,aAAa,GAAG,IAAI,CAAA;QACpB,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAEf,MAAM,GAAG,GAAG,QAAQ,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAC3B,IAAI,GAAG,EAAE,CAAC;YACR,SAAS,GAAG,GAAG,CAAA;YACf,WAAW,GAAG,OAAO,CAAA;YACrB,WAAW,GAAG,YAAY,CAAA;YAC1B,gBAAgB,GAAG,GAAG,CAAA;QACxB,CAAC;QAED,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG;YAAE,WAAW,GAAG,IAAI,CAAA;QACtD,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG;YAAE,YAAY,GAAG,IAAI,CAAA;QAEvD,IAAI,CAAC,CAAC,OAAO,IAAI,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG,CAAC,EAAE,CAAC;YAChE,YAAY,GAAG,IAAI,CAAA;YACnB,CAAC,CAAC,cAAc,EAAE,CAAA;QACpB,CAAC;IACH,CAAC,CAAC,CAAA;IAEF,MAAM,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC,CAAgB,EAAE,EAAE;QACpD,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAClB,MAAM,GAAG,GAAG,QAAQ,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAC3B,IAAI,GAAG,IAAI,SAAS,KAAK,GAAG,EAAE,CAAC;YAC7B,SAAS,GAAG,IAAI,CAAA;YAChB,WAAW,GAAG,MAAM,CAAA;QACtB,CAAC;IACH,CAAC,CAAC,CAAA;AACJ,CAAC;AAED;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,YAAY,CAAC,IAAY;IACvC,IAAI,gBAAgB,KAAK,IAAI,EAAE,CAAC;QAC9B,MAAM,CAAC,GAAG,gBAAgB,CAAA;QAC1B,gBAAgB,GAAG,IAAI,CAAA;QACvB,OAAO,CAAC,CAAA;IACV,CAAC;IACD,IAAI,SAAS,KAAK,IAAI,IAAI,WAAW,KAAK,MAAM,EAAE,CAAC;QACjD,WAAW,IAAI,IAAI,CAAA;QACnB,IAAI,WAAW,IAAI,CAAC,EAAE,CAAC;YACrB,WAAW,IAAI,eAAe,CAAA;YAC9B,IAAI,WAAW,KAAK,OAAO;gBAAE,WAAW,GAAG,QAAQ,CAAA;YACnD,OAAO,SAAS,CAAA;QAClB,CAAC;IACH,CAAC;IACD,OAAO,IAAI,CAAA;AACb,CAAC;AAED,sGAAsG;AACtG,MAAM,UAAU,WAAW,KAAgB,MAAM,CAAC,GAAG,WAAW,CAAC,CAAG,WAAW,GAAK,KAAK,CAAC,CAAC,OAAO,CAAC,CAAA,CAAC,CAAC;AAErG,gGAAgG;AAChG,MAAM,UAAU,YAAY,KAAe,MAAM,CAAC,GAAG,YAAY,CAAC,CAAE,YAAY,GAAI,KAAK,CAAC,CAAC,OAAO,CAAC,CAAA,CAAC,CAAC;AAErG,kFAAkF;AAClF,MAAM,UAAU,YAAY,KAAe,MAAM,CAAC,GAAG,YAAY,CAAC,CAAE,YAAY,GAAI,KAAK,CAAC,CAAC,OAAO,CAAC,CAAA,CAAC,CAAC;AAErG;;;GAGG;AACH,MAAM,UAAU,aAAa,KAAc,MAAM,CAAC,GAAG,aAAa,CAAC,CAAC,aAAa,GAAG,KAAK,CAAC,CAAC,OAAO,CAAC,CAAA,CAAC,CAAC;AAErG;;;;;;;GAOG;AACH,MAAM,UAAU,MAAM,CAAC,GAAW,IAAa,OAAO,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAA,CAAC,CAAC"}
|
|
1
|
+
{"version":3,"file":"input.js","sourceRoot":"","sources":["../src/input.ts"],"names":[],"mappings":"AAGA,MAAM,QAAQ,GAA8B;IAC1C,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO;CACzE,CAAA;AAED,MAAM,IAAI,GAAG,IAAI,GAAG,EAAU,CAAA;AAC9B,IAAI,WAAW,GAAG,KAAK,CAAA;AACvB,IAAI,YAAY,GAAG,KAAK,CAAA;AACxB,IAAI,YAAY,GAAG,KAAK,CAAA;AACxB,IAAI,aAAa,GAAG,KAAK,CAAA;AAEzB,IAAI,SAAS,GAAqB,IAAI,CAAA;AACtC,IAAI,WAAW,GAAG,CAAC,CAAA;AACnB,IAAI,WAAW,GAAgC,MAAM,CAAA;AACrD,IAAI,gBAAgB,GAAqB,IAAI,CAAA;AAC7C,IAAI,YAAY,GAAG,GAAG,CAAA;AACtB,IAAI,eAAe,GAAG,EAAE,CAAA;AACxB,IAAI,gBAAgB,GAAG,KAAK,CAAA;AAE5B;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,SAAS,CAAC,WAAW,GAAG,GAAG,EAAE,cAAc,GAAG,EAAE;IAC9D,YAAY,GAAG,WAAW,CAAA;IAC1B,eAAe,GAAG,cAAc,CAAA;IAChC,IAAI,gBAAgB;QAAE,OAAM;IAC5B,gBAAgB,GAAG,IAAI,CAAA;IAEvB,MAAM,CAAC,gBAAgB,CAAC,SAAS,EAAE,CAAC,CAAgB,EAAE,EAAE;QACtD,IAAI,CAAC,CAAC,MAAM;YAAE,OAAM;QACpB,aAAa,GAAG,IAAI,CAAA;QACpB,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAEf,MAAM,GAAG,GAAG,QAAQ,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAC3B,IAAI,GAAG,EAAE,CAAC;YACR,SAAS,GAAG,GAAG,CAAA;YACf,WAAW,GAAG,OAAO,CAAA;YACrB,WAAW,GAAG,YAAY,CAAA;YAC1B,gBAAgB,GAAG,GAAG,CAAA;QACxB,CAAC;QAED,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG;YAAE,WAAW,GAAG,IAAI,CAAA;QACtD,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG;YAAE,YAAY,GAAG,IAAI,CAAA;QAEvD,IAAI,CAAC,CAAC,OAAO,IAAI,CAAC,CAAC,QAAQ,IAAI,CAAC,CAAC,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,CAAC,GAAG,KAAK,GAAG,CAAC,EAAE,CAAC;YAChE,YAAY,GAAG,IAAI,CAAA;YACnB,CAAC,CAAC,cAAc,EAAE,CAAA;QACpB,CAAC;IACH,CAAC,CAAC,CAAA;IAEF,MAAM,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC,CAAgB,EAAE,EAAE;QACpD,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAClB,MAAM,GAAG,GAAG,QAAQ,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;QAC3B,IAAI,GAAG,IAAI,SAAS,KAAK,GAAG,EAAE,CAAC;YAC7B,SAAS,GAAG,IAAI,CAAA;YAChB,WAAW,GAAG,MAAM,CAAA;QACtB,CAAC;IACH,CAAC,CAAC,CAAA;AACJ,CAAC;AAED;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,YAAY,CAAC,IAAY;IACvC,IAAI,gBAAgB,KAAK,IAAI,EAAE,CAAC;QAC9B,MAAM,CAAC,GAAG,gBAAgB,CAAA;QAC1B,gBAAgB,GAAG,IAAI,CAAA;QACvB,OAAO,CAAC,CAAA;IACV,CAAC;IACD,IAAI,SAAS,KAAK,IAAI,IAAI,WAAW,KAAK,MAAM,EAAE,CAAC;QACjD,WAAW,IAAI,IAAI,CAAA;QACnB,IAAI,WAAW,IAAI,CAAC,EAAE,CAAC;YACrB,WAAW,IAAI,eAAe,CAAA;YAC9B,IAAI,WAAW,KAAK,OAAO;gBAAE,WAAW,GAAG,QAAQ,CAAA;YACnD,OAAO,SAAS,CAAA;QAClB,CAAC;IACH,CAAC;IACD,OAAO,IAAI,CAAA;AACb,CAAC;AAED,sGAAsG;AACtG,MAAM,UAAU,WAAW,KAAgB,MAAM,CAAC,GAAG,WAAW,CAAC,CAAG,WAAW,GAAK,KAAK,CAAC,CAAC,OAAO,CAAC,CAAA,CAAC,CAAC;AAErG,gGAAgG;AAChG,MAAM,UAAU,YAAY,KAAe,MAAM,CAAC,GAAG,YAAY,CAAC,CAAE,YAAY,GAAI,KAAK,CAAC,CAAC,OAAO,CAAC,CAAA,CAAC,CAAC;AAErG,kFAAkF;AAClF,MAAM,UAAU,YAAY,KAAe,MAAM,CAAC,GAAG,YAAY,CAAC,CAAE,YAAY,GAAI,KAAK,CAAC,CAAC,OAAO,CAAC,CAAA,CAAC,CAAC;AAErG;;;GAGG;AACH,MAAM,UAAU,aAAa,KAAc,MAAM,CAAC,GAAG,aAAa,CAAC,CAAC,aAAa,GAAG,KAAK,CAAC,CAAC,OAAO,CAAC,CAAA,CAAC,CAAC;AAErG;;;;;;;GAOG;AACH,MAAM,UAAU,MAAM,CAAC,GAAW,IAAa,OAAO,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAA,CAAC,CAAC;AAErE;;;;;;;;GAQG;AACH,MAAM,UAAU,UAAU;IACxB,IAAI,CAAC,KAAK,EAAE,CAAA;IACZ,WAAW,GAAK,KAAK,CAAA;IACrB,YAAY,GAAI,KAAK,CAAA;IACrB,YAAY,GAAI,KAAK,CAAA;IACrB,aAAa,GAAG,KAAK,CAAA;IACrB,SAAS,GAAO,IAAI,CAAA;IACpB,WAAW,GAAK,MAAM,CAAA;IACtB,gBAAgB,GAAG,IAAI,CAAA;AACzB,CAAC"}
|
package/dist/renderer.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"renderer.d.ts","sourceRoot":"","sources":["../src/renderer.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"renderer.d.ts","sourceRoot":"","sources":["../src/renderer.ts"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,WAAW,CACzB,MAAM,EAAE,iBAAiB,EACzB,KAAK,EAAE,MAAM,EACb,KAAK,SAAM,EACX,MAAM,SAAM,GACX,wBAAwB,CAS1B;AAED;;;;;;;GAOG;AACH,wBAAgB,YAAY,CAAC,GAAG,EAAE,UAAU,GAAG,UAAU,CAUxD;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,UAAU,CACxB,GAAG,EAAE,wBAAwB,EAC7B,MAAM,EAAE,UAAU,EAClB,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GACzB,IAAI,CAKN;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,QAAQ,CACtB,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,MAAM,EACZ,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,GAC1B,IAAI,CAON;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,QAAQ,CACtB,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,MAAM,EACZ,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EACpB,GAAG,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,GAC1B,IAAI,CAIN;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,gBAAgB,CAC9B,GAAG,EAAE,wBAAwB,EAC7B,IAAI,EAAE,MAAM,EACZ,CAAC,EAAE,MAAM,EACT,IAAI,EAAE,MAAM,EACZ,GAAG,EAAE,MAAM,EAAE,KAAK,CAAC,EAAE,MAAM,GAC1B,IAAI,CAGN;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,WAAW,CACzB,KAAK,EAAE,MAAM,EACb,KAAK,EAAE,MAAM,EACb,UAAU,EAAE,MAAM,EAClB,UAAU,GAAE,MAAgB,GAC3B,IAAI,CAWN"}
|
package/dist/renderer.js
CHANGED
|
@@ -1,5 +1,14 @@
|
|
|
1
1
|
import { C, CELL } from './palette.js';
|
|
2
2
|
import { getCharRow } from './font.js';
|
|
3
|
+
function drawBitmap(ctx, getByte, x, y) {
|
|
4
|
+
for (let row = 0; row < 8; row++) {
|
|
5
|
+
const byte = getByte(row);
|
|
6
|
+
for (let bit = 0; bit < 8; bit++) {
|
|
7
|
+
if (byte & (0x80 >> bit))
|
|
8
|
+
ctx.fillRect(x + bit, y + row, 1, 1);
|
|
9
|
+
}
|
|
10
|
+
}
|
|
11
|
+
}
|
|
3
12
|
/**
|
|
4
13
|
* Initialises a canvas element for pixel-perfect scaled rendering.
|
|
5
14
|
* Sets canvas dimensions, applies CSS size, disables image smoothing, applies `ctx.scale()`,
|
|
@@ -65,13 +74,7 @@ export function drawSprite(ctx, sprite, x, y, ink, paper) {
|
|
|
65
74
|
ctx.fillStyle = paper;
|
|
66
75
|
ctx.fillRect(x, y, CELL, CELL);
|
|
67
76
|
ctx.fillStyle = ink;
|
|
68
|
-
|
|
69
|
-
const byte = sprite[row];
|
|
70
|
-
for (let bit = 0; bit < 8; bit++) {
|
|
71
|
-
if (byte & (0x80 >> bit))
|
|
72
|
-
ctx.fillRect(x + bit, y + row, 1, 1);
|
|
73
|
-
}
|
|
74
|
-
}
|
|
77
|
+
drawBitmap(ctx, row => sprite[row], x, y);
|
|
75
78
|
}
|
|
76
79
|
/**
|
|
77
80
|
* Draws a single ASCII character at game coordinates using the ROM font.
|
|
@@ -94,13 +97,7 @@ export function drawChar(ctx, code, x, y, ink, paper) {
|
|
|
94
97
|
ctx.fillRect(x, y, CELL, CELL);
|
|
95
98
|
}
|
|
96
99
|
ctx.fillStyle = ink;
|
|
97
|
-
|
|
98
|
-
const byte = getCharRow(code, row);
|
|
99
|
-
for (let bit = 0; bit < 8; bit++) {
|
|
100
|
-
if (byte & (0x80 >> bit))
|
|
101
|
-
ctx.fillRect(x + bit, y + row, 1, 1);
|
|
102
|
-
}
|
|
103
|
-
}
|
|
100
|
+
drawBitmap(ctx, row => getCharRow(code, row), x, y);
|
|
104
101
|
}
|
|
105
102
|
/**
|
|
106
103
|
* Draws a string left-to-right starting at game coordinates `(x, y)`.
|
package/dist/renderer.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"renderer.js","sourceRoot":"","sources":["../src/renderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,CAAC,EAAE,IAAI,EAAE,MAAM,cAAc,CAAA;AACtC,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAEtC;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,WAAW,CACzB,MAAyB,EACzB,KAAa,EACb,KAAK,GAAG,GAAG,EACX,MAAM,GAAG,GAAG;IAEZ,MAAM,CAAC,KAAK,GAAG,KAAK,GAAG,KAAK,CAAA;IAC5B,MAAM,CAAC,MAAM,GAAG,MAAM,GAAG,KAAK,CAAA;IAC9B,MAAM,CAAC,KAAK,CAAC,KAAK,GAAG,GAAG,KAAK,GAAG,KAAK,IAAI,CAAA;IACzC,MAAM,CAAC,KAAK,CAAC,MAAM,GAAG,GAAG,MAAM,GAAG,KAAK,IAAI,CAAA;IAC3C,MAAM,GAAG,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAE,CAAA;IACpC,GAAG,CAAC,qBAAqB,GAAG,KAAK,CAAA;IACjC,GAAG,CAAC,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,CAAA;IACvB,OAAO,GAAG,CAAA;AACZ,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,YAAY,CAAC,GAAe;IAC1C,MAAM,GAAG,GAAG,IAAI,UAAU,CAAC,CAAC,CAAC,CAAA;IAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;QAC3B,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAA;QACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YAC3B,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC;gBAAE,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAA;QACvC,CAAC;QACD,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;IACZ,CAAC;IACD,OAAO,GAAG,CAAA;AACZ,CAAC;AAED;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,UAAU,CACxB,GAA6B,EAC7B,MAAkB,EAClB,CAAS,EAAE,CAAS,EACpB,GAAW,EAAE,KAAa;IAE1B,GAAG,CAAC,SAAS,GAAG,KAAK,CAAA;IACrB,GAAG,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,CAAA;IAC9B,GAAG,CAAC,SAAS,GAAG,GAAG,CAAA;IACnB,
|
|
1
|
+
{"version":3,"file":"renderer.js","sourceRoot":"","sources":["../src/renderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,CAAC,EAAE,IAAI,EAAE,MAAM,cAAc,CAAA;AACtC,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAA;AAEtC,SAAS,UAAU,CACjB,GAA6B,EAC7B,OAAgC,EAChC,CAAS,EACT,CAAS;IAET,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC;QACjC,MAAM,IAAI,GAAG,OAAO,CAAC,GAAG,CAAC,CAAA;QACzB,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC;YACjC,IAAI,IAAI,GAAG,CAAC,IAAI,IAAI,GAAG,CAAC;gBAAE,GAAG,CAAC,QAAQ,CAAC,CAAC,GAAG,GAAG,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAA;QAChE,CAAC;IACH,CAAC;AACH,CAAC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,WAAW,CACzB,MAAyB,EACzB,KAAa,EACb,KAAK,GAAG,GAAG,EACX,MAAM,GAAG,GAAG;IAEZ,MAAM,CAAC,KAAK,GAAG,KAAK,GAAG,KAAK,CAAA;IAC5B,MAAM,CAAC,MAAM,GAAG,MAAM,GAAG,KAAK,CAAA;IAC9B,MAAM,CAAC,KAAK,CAAC,KAAK,GAAG,GAAG,KAAK,GAAG,KAAK,IAAI,CAAA;IACzC,MAAM,CAAC,KAAK,CAAC,MAAM,GAAG,GAAG,MAAM,GAAG,KAAK,IAAI,CAAA;IAC3C,MAAM,GAAG,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAE,CAAA;IACpC,GAAG,CAAC,qBAAqB,GAAG,KAAK,CAAA;IACjC,GAAG,CAAC,KAAK,CAAC,KAAK,EAAE,KAAK,CAAC,CAAA;IACvB,OAAO,GAAG,CAAA;AACZ,CAAC;AAED;;;;;;;GAOG;AACH,MAAM,UAAU,YAAY,CAAC,GAAe;IAC1C,MAAM,GAAG,GAAG,IAAI,UAAU,CAAC,CAAC,CAAC,CAAA;IAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;QAC3B,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAA;QACrB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YAC3B,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC;gBAAE,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAA;QACvC,CAAC;QACD,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAA;IACZ,CAAC;IACD,OAAO,GAAG,CAAA;AACZ,CAAC;AAED;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,UAAU,CACxB,GAA6B,EAC7B,MAAkB,EAClB,CAAS,EAAE,CAAS,EACpB,GAAW,EAAE,KAAa;IAE1B,GAAG,CAAC,SAAS,GAAG,KAAK,CAAA;IACrB,GAAG,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,CAAA;IAC9B,GAAG,CAAC,SAAS,GAAG,GAAG,CAAA;IACnB,UAAU,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,CAAC,MAAM,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAA;AAC3C,CAAC;AAED;;;;;;;;;;;;;;GAcG;AACH,MAAM,UAAU,QAAQ,CACtB,GAA6B,EAC7B,IAAY,EACZ,CAAS,EAAE,CAAS,EACpB,GAAW,EAAE,KAAc;IAE3B,IAAI,KAAK,KAAK,SAAS,EAAE,CAAC;QACxB,GAAG,CAAC,SAAS,GAAG,KAAK,CAAA;QACrB,GAAG,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,CAAA;IAChC,CAAC;IACD,GAAG,CAAC,SAAS,GAAG,GAAG,CAAA;IACnB,UAAU,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,CAAC,UAAU,CAAC,IAAI,EAAE,GAAG,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAA;AACrD,CAAC;AAED;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,QAAQ,CACtB,GAA6B,EAC7B,IAAY,EACZ,CAAS,EAAE,CAAS,EACpB,GAAW,EAAE,KAAc;IAE3B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QACrC,QAAQ,CAAC,GAAG,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,CAAC,CAAA;IAChE,CAAC;AACH,CAAC;AAED;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,gBAAgB,CAC9B,GAA6B,EAC7B,IAAY,EACZ,CAAS,EACT,IAAY,EACZ,GAAW,EAAE,KAAc;IAE3B,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;IACrD,QAAQ,CAAC,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,KAAK,CAAC,CAAA;AACvC,CAAC;AAED;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,WAAW,CACzB,KAAa,EACb,KAAa,EACb,UAAkB,EAClB,aAAqB,CAAC,CAAC,KAAK;IAE5B,IAAI,IAAI,GAAG,CAAC,CAAA;IACZ,MAAM,UAAU,GAAG,KAAK,GAAG,CAAC,CAAA;IAC5B,MAAM,EAAE,GAAG,WAAW,CAAC,GAAG,EAAE;QAC1B,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,eAAe,GAAG,IAAI,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,UAAU,CAAA;QACzE,IAAI,EAAE,CAAA;QACN,IAAI,IAAI,IAAI,UAAU,EAAE,CAAC;YACvB,aAAa,CAAC,EAAE,CAAC,CAAA;YACjB,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,eAAe,GAAG,UAAU,CAAA;QAClD,CAAC;IACH,CAAC,EAAE,UAAU,CAAC,CAAA;AAChB,CAAC"}
|
package/dist/ui.d.ts
ADDED
|
@@ -0,0 +1,231 @@
|
|
|
1
|
+
import type { SpectrumColor } from './palette.js';
|
|
2
|
+
/**
|
|
3
|
+
* Border configuration for UI primitives.
|
|
4
|
+
* When the `border` object is present on a parent option, a border is rendered.
|
|
5
|
+
* `enabled` defaults to `true` — set it to `false` to suppress the border
|
|
6
|
+
* while keeping the object in place for future toggling.
|
|
7
|
+
*/
|
|
8
|
+
export type BorderOptions = {
|
|
9
|
+
/** Enable/disable border rendering. Default: `true` */
|
|
10
|
+
enabled?: boolean;
|
|
11
|
+
/** Border thickness in pixels. Default: `1` */
|
|
12
|
+
thickness?: number;
|
|
13
|
+
/**
|
|
14
|
+
* Border color. Default: same as the primary `ink` / `color` of the parent function.
|
|
15
|
+
* Accepts any {@link SpectrumColor} value.
|
|
16
|
+
*/
|
|
17
|
+
color?: SpectrumColor;
|
|
18
|
+
/**
|
|
19
|
+
* Border style.
|
|
20
|
+
* - `'solid'` — continuous lines (default)
|
|
21
|
+
* - `'dashed'` — alternating 2 px on / 2 px off segments
|
|
22
|
+
*/
|
|
23
|
+
style?: 'solid' | 'dashed';
|
|
24
|
+
};
|
|
25
|
+
/**
|
|
26
|
+
* Options for {@link drawProgressBar}.
|
|
27
|
+
*/
|
|
28
|
+
export type DrawProgressBarOptions = {
|
|
29
|
+
/**
|
|
30
|
+
* Stable key for managed-visibility mode.
|
|
31
|
+
* The bar's last-drawn state is registered under this key so `renderUI` can
|
|
32
|
+
* redraw it on subsequent frames. Defaults to `"${x},${y}"` when omitted.
|
|
33
|
+
*/
|
|
34
|
+
id?: string;
|
|
35
|
+
/** Left edge of the bar in game pixels. */
|
|
36
|
+
x: number;
|
|
37
|
+
/** Top edge of the bar in game pixels. */
|
|
38
|
+
y: number;
|
|
39
|
+
/**
|
|
40
|
+
* Total width of the bar in game pixels.
|
|
41
|
+
* Should be a multiple of `CELL` (8) — any remainder is left blank.
|
|
42
|
+
*/
|
|
43
|
+
width: number;
|
|
44
|
+
/** Current value to represent. */
|
|
45
|
+
value: number;
|
|
46
|
+
/** Minimum value (left edge = empty). Default: `0` */
|
|
47
|
+
min?: number;
|
|
48
|
+
/** Maximum value (right edge = full). Default: `1` */
|
|
49
|
+
max?: number;
|
|
50
|
+
/** Filled-block foreground color. Default: `C.B_WHITE` */
|
|
51
|
+
ink?: SpectrumColor;
|
|
52
|
+
/** Empty-block background color. Default: `C.BLACK` */
|
|
53
|
+
paper?: SpectrumColor;
|
|
54
|
+
/** Optional border around the entire bar. */
|
|
55
|
+
border?: BorderOptions;
|
|
56
|
+
/**
|
|
57
|
+
* How long the bar stays visible after the last `drawProgressBar` call (ms).
|
|
58
|
+
* - `> 0` — auto-hides after this many milliseconds.
|
|
59
|
+
* - `0` — permanent; only cleared by `resetUI()`.
|
|
60
|
+
* Default: `500`
|
|
61
|
+
*/
|
|
62
|
+
visibilityLength?: number;
|
|
63
|
+
};
|
|
64
|
+
/**
|
|
65
|
+
* Draws a filled rectangular box using ZX-style rendering.
|
|
66
|
+
*
|
|
67
|
+
* Renders a solid background (`paper`) and an optional border.
|
|
68
|
+
* Coordinates are in game pixels (already scaled by `setupCanvas`).
|
|
69
|
+
* Does NOT render text — use `drawPanelTitle` for labelled panels.
|
|
70
|
+
*
|
|
71
|
+
* @example
|
|
72
|
+
* drawBox(ctx, {
|
|
73
|
+
* x: 8, y: 8, width: 112, height: 40,
|
|
74
|
+
* paper: C.BLACK, ink: C.B_WHITE,
|
|
75
|
+
* border: { style: 'solid', thickness: 1 },
|
|
76
|
+
* })
|
|
77
|
+
*/
|
|
78
|
+
export declare function drawBox(ctx: CanvasRenderingContext2D, options: {
|
|
79
|
+
/** Left edge in game pixels */
|
|
80
|
+
x: number;
|
|
81
|
+
/** Top edge in game pixels */
|
|
82
|
+
y: number;
|
|
83
|
+
/** Width in game pixels */
|
|
84
|
+
width: number;
|
|
85
|
+
/** Height in game pixels */
|
|
86
|
+
height: number;
|
|
87
|
+
/** Background fill color */
|
|
88
|
+
paper: SpectrumColor;
|
|
89
|
+
/** Foreground color — used as default border color when `border.color` is omitted */
|
|
90
|
+
ink?: SpectrumColor;
|
|
91
|
+
/** Optional border */
|
|
92
|
+
border?: BorderOptions;
|
|
93
|
+
}): void;
|
|
94
|
+
/**
|
|
95
|
+
* Draws a rectangular frame — border only, no background fill.
|
|
96
|
+
*
|
|
97
|
+
* Unlike `drawBox`, the inside area is left untouched.
|
|
98
|
+
* Useful for selection highlights, overlays, and ZX-style panels
|
|
99
|
+
* where the background is already painted.
|
|
100
|
+
*
|
|
101
|
+
* @example
|
|
102
|
+
* drawFrame(ctx, { x: 0, y: 0, width: 256, height: 176, color: C.B_CYAN })
|
|
103
|
+
* drawFrame(ctx, { x: 16, y: 16, width: 64, height: 32, color: C.B_RED,
|
|
104
|
+
* border: { style: 'dashed', thickness: 1 } })
|
|
105
|
+
*/
|
|
106
|
+
export declare function drawFrame(ctx: CanvasRenderingContext2D, options: {
|
|
107
|
+
/** Left edge in game pixels */
|
|
108
|
+
x: number;
|
|
109
|
+
/** Top edge in game pixels */
|
|
110
|
+
y: number;
|
|
111
|
+
/** Width in game pixels */
|
|
112
|
+
width: number;
|
|
113
|
+
/** Height in game pixels */
|
|
114
|
+
height: number;
|
|
115
|
+
/** Frame color */
|
|
116
|
+
color: SpectrumColor;
|
|
117
|
+
/** Border configuration — `color` here overrides the top-level `color` */
|
|
118
|
+
border?: BorderOptions;
|
|
119
|
+
}): void;
|
|
120
|
+
/**
|
|
121
|
+
* Draws a ZX-style panel title — a text strip with an optional background fill.
|
|
122
|
+
*
|
|
123
|
+
* Does NOT draw the surrounding container (`drawBox` / `drawFrame` are separate).
|
|
124
|
+
* The strip height is always `CELL + padding * 2` pixels.
|
|
125
|
+
*
|
|
126
|
+
* @example
|
|
127
|
+
* // Labelled panel:
|
|
128
|
+
* drawBox(ctx, { x: 8, y: 24, width: 128, height: 56, paper: C.BLACK })
|
|
129
|
+
* drawPanelTitle(ctx, { text: 'OPTIONS', x: 8, y: 24, ink: C.B_YELLOW,
|
|
130
|
+
* paper: C.BLACK, centered: true, width: 128 })
|
|
131
|
+
*
|
|
132
|
+
* // No background — ink only:
|
|
133
|
+
* drawPanelTitle(ctx, { text: 'DEBUG', x: 0, y: 0, ink: C.B_CYAN })
|
|
134
|
+
*/
|
|
135
|
+
export declare function drawPanelTitle(ctx: CanvasRenderingContext2D, options: {
|
|
136
|
+
/** Title text (ASCII — rendered via ZX ROM font) */
|
|
137
|
+
text: string;
|
|
138
|
+
/** Left edge in game pixels */
|
|
139
|
+
x: number;
|
|
140
|
+
/** Top edge of the title strip in game pixels */
|
|
141
|
+
y: number;
|
|
142
|
+
/** Text color */
|
|
143
|
+
ink: SpectrumColor;
|
|
144
|
+
/** Background behind the title strip. Omit for transparent (ink-only rendering) */
|
|
145
|
+
paper?: SpectrumColor;
|
|
146
|
+
/** Padding inside the strip in pixels. Default: `2` */
|
|
147
|
+
padding?: number;
|
|
148
|
+
/**
|
|
149
|
+
* Center the title horizontally within `width`.
|
|
150
|
+
* Requires `width` to be provided; ignored otherwise.
|
|
151
|
+
*/
|
|
152
|
+
centered?: boolean;
|
|
153
|
+
/** Width used for centering (game pixels). Required when `centered: true`. */
|
|
154
|
+
width?: number;
|
|
155
|
+
}): void;
|
|
156
|
+
/**
|
|
157
|
+
* Draws a ZX-style progress / value bar and registers it for managed redraws.
|
|
158
|
+
*
|
|
159
|
+
* The bar is drawn **immediately** on every call. Additionally, the options are
|
|
160
|
+
* stored internally so `renderUI` can repaint the bar each frame for
|
|
161
|
+
* `visibilityLength` ms without requiring the caller to supply the state again.
|
|
162
|
+
*
|
|
163
|
+
* Calling `drawProgressBar` again with the same `id` **resets the timer** — use
|
|
164
|
+
* this to refresh the display when the value changes.
|
|
165
|
+
*
|
|
166
|
+
* **Typical pattern:**
|
|
167
|
+
* ```ts
|
|
168
|
+
* // On value change only:
|
|
169
|
+
* if (consumeVolUp()) {
|
|
170
|
+
* increaseVolume()
|
|
171
|
+
* drawProgressBar(ctx, { id: 'volume', x: 88, y: 88, width: 80,
|
|
172
|
+
* value: getMasterVolume(), visibilityLength: 1500 })
|
|
173
|
+
* }
|
|
174
|
+
*
|
|
175
|
+
* // Every frame (after game world render):
|
|
176
|
+
* tickUI(dt)
|
|
177
|
+
* renderUI(ctx)
|
|
178
|
+
* ```
|
|
179
|
+
*
|
|
180
|
+
* @example
|
|
181
|
+
* // Permanent HUD health bar:
|
|
182
|
+
* drawProgressBar(ctx, {
|
|
183
|
+
* id: 'health', x: 0, y: 184, width: 40, value: lives, min: 0, max: 3,
|
|
184
|
+
* ink: C.B_GREEN, paper: C.BLACK, visibilityLength: 0,
|
|
185
|
+
* })
|
|
186
|
+
*
|
|
187
|
+
* // Temporary volume indicator (auto-hides after 1.5 s):
|
|
188
|
+
* drawProgressBar(ctx, {
|
|
189
|
+
* id: 'volume', x: 88, y: 88, width: 80, value: getMasterVolume(),
|
|
190
|
+
* ink: C.B_GREEN, paper: C.BLACK,
|
|
191
|
+
* border: { style: 'solid' },
|
|
192
|
+
* visibilityLength: 1500,
|
|
193
|
+
* })
|
|
194
|
+
*/
|
|
195
|
+
export declare function drawProgressBar(ctx: CanvasRenderingContext2D, options: DrawProgressBarOptions): void;
|
|
196
|
+
/**
|
|
197
|
+
* Advances all managed bar timers by `dtMs` milliseconds.
|
|
198
|
+
* Bars whose timer reaches zero are removed and will no longer appear in `renderUI`.
|
|
199
|
+
* Call once per frame, typically just before `renderUI`.
|
|
200
|
+
*
|
|
201
|
+
* @param dtMs - Frame delta in milliseconds
|
|
202
|
+
*
|
|
203
|
+
* @example
|
|
204
|
+
* // End of game loop:
|
|
205
|
+
* tickUI(dt)
|
|
206
|
+
* renderUI(ctx)
|
|
207
|
+
*/
|
|
208
|
+
export declare function tickUI(dtMs: number): void;
|
|
209
|
+
/**
|
|
210
|
+
* Redraws all currently visible managed bars (timer > 0 or permanent).
|
|
211
|
+
* Call every frame **after** the game world has been rendered so bars appear on top.
|
|
212
|
+
*
|
|
213
|
+
* @param ctx - Canvas 2D rendering context
|
|
214
|
+
*
|
|
215
|
+
* @example
|
|
216
|
+
* renderFrame(ctx, state)
|
|
217
|
+
* tickUI(dt)
|
|
218
|
+
* renderUI(ctx)
|
|
219
|
+
*/
|
|
220
|
+
export declare function renderUI(ctx: CanvasRenderingContext2D): void;
|
|
221
|
+
/**
|
|
222
|
+
* Clears all managed UI state — removes every active bar timer and its stored options.
|
|
223
|
+
* Call alongside `resetInput()` when transitioning between major game phases.
|
|
224
|
+
*
|
|
225
|
+
* @example
|
|
226
|
+
* resetInput()
|
|
227
|
+
* resetUI()
|
|
228
|
+
* appPhase = 'intro'
|
|
229
|
+
*/
|
|
230
|
+
export declare function resetUI(): void;
|
|
231
|
+
//# sourceMappingURL=ui.d.ts.map
|
package/dist/ui.d.ts.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"ui.d.ts","sourceRoot":"","sources":["../src/ui.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,cAAc,CAAA;AAKjD;;;;;GAKG;AACH,MAAM,MAAM,aAAa,GAAG;IAC1B,uDAAuD;IACvD,OAAO,CAAC,EAAE,OAAO,CAAA;IAEjB,+CAA+C;IAC/C,SAAS,CAAC,EAAE,MAAM,CAAA;IAElB;;;OAGG;IACH,KAAK,CAAC,EAAE,aAAa,CAAA;IAErB;;;;OAIG;IACH,KAAK,CAAC,EAAE,OAAO,GAAG,QAAQ,CAAA;CAC3B,CAAA;AAED;;GAEG;AACH,MAAM,MAAM,sBAAsB,GAAG;IACnC;;;;OAIG;IACH,EAAE,CAAC,EAAE,MAAM,CAAA;IAEX,2CAA2C;IAC3C,CAAC,EAAE,MAAM,CAAA;IAET,0CAA0C;IAC1C,CAAC,EAAE,MAAM,CAAA;IAET;;;OAGG;IACH,KAAK,EAAE,MAAM,CAAA;IAEb,kCAAkC;IAClC,KAAK,EAAE,MAAM,CAAA;IAEb,sDAAsD;IACtD,GAAG,CAAC,EAAE,MAAM,CAAA;IAEZ,sDAAsD;IACtD,GAAG,CAAC,EAAE,MAAM,CAAA;IAEZ,0DAA0D;IAC1D,GAAG,CAAC,EAAE,aAAa,CAAA;IAEnB,uDAAuD;IACvD,KAAK,CAAC,EAAE,aAAa,CAAA;IAErB,6CAA6C;IAC7C,MAAM,CAAC,EAAE,aAAa,CAAA;IAEtB;;;;;OAKG;IACH,gBAAgB,CAAC,EAAE,MAAM,CAAA;CAC1B,CAAA;AAkED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,OAAO,CACrB,GAAG,EAAE,wBAAwB,EAC7B,OAAO,EAAE;IACP,+BAA+B;IAC/B,CAAC,EAAE,MAAM,CAAA;IACT,8BAA8B;IAC9B,CAAC,EAAE,MAAM,CAAA;IACT,2BAA2B;IAC3B,KAAK,EAAE,MAAM,CAAA;IACb,4BAA4B;IAC5B,MAAM,EAAE,MAAM,CAAA;IACd,4BAA4B;IAC5B,KAAK,EAAE,aAAa,CAAA;IACpB,qFAAqF;IACrF,GAAG,CAAC,EAAE,aAAa,CAAA;IACnB,sBAAsB;IACtB,MAAM,CAAC,EAAE,aAAa,CAAA;CACvB,GACA,IAAI,CAKN;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,SAAS,CACvB,GAAG,EAAE,wBAAwB,EAC7B,OAAO,EAAE;IACP,+BAA+B;IAC/B,CAAC,EAAE,MAAM,CAAA;IACT,8BAA8B;IAC9B,CAAC,EAAE,MAAM,CAAA;IACT,2BAA2B;IAC3B,KAAK,EAAE,MAAM,CAAA;IACb,4BAA4B;IAC5B,MAAM,EAAE,MAAM,CAAA;IACd,kBAAkB;IAClB,KAAK,EAAE,aAAa,CAAA;IACpB,0EAA0E;IAC1E,MAAM,CAAC,EAAE,aAAa,CAAA;CACvB,GACA,IAAI,CAGN;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,cAAc,CAC5B,GAAG,EAAE,wBAAwB,EAC7B,OAAO,EAAE;IACP,oDAAoD;IACpD,IAAI,EAAE,MAAM,CAAA;IACZ,+BAA+B;IAC/B,CAAC,EAAE,MAAM,CAAA;IACT,iDAAiD;IACjD,CAAC,EAAE,MAAM,CAAA;IACT,iBAAiB;IACjB,GAAG,EAAE,aAAa,CAAA;IAClB,mFAAmF;IACnF,KAAK,CAAC,EAAE,aAAa,CAAA;IACrB,uDAAuD;IACvD,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB;;;OAGG;IACH,QAAQ,CAAC,EAAE,OAAO,CAAA;IAClB,8EAA8E;IAC9E,KAAK,CAAC,EAAE,MAAM,CAAA;CACf,GACA,IAAI,CAeN;AAID;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH,wBAAgB,eAAe,CAC7B,GAAG,EAAE,wBAAwB,EAC7B,OAAO,EAAE,sBAAsB,GAC9B,IAAI,CASN;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,MAAM,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,CAMzC;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,QAAQ,CAAC,GAAG,EAAE,wBAAwB,GAAG,IAAI,CAI5D;AAED;;;;;;;;GAQG;AACH,wBAAgB,OAAO,IAAI,IAAI,CAE9B"}
|
package/dist/ui.js
ADDED
|
@@ -0,0 +1,210 @@
|
|
|
1
|
+
import { C, CELL } from './palette.js';
|
|
2
|
+
import { drawChar, drawText } from './renderer.js';
|
|
3
|
+
const _bars = new Map();
|
|
4
|
+
// ─── Private helpers ──────────────────────────────────────────────────────────
|
|
5
|
+
function _drawBorder(ctx, x, y, width, height, border, fallbackColor) {
|
|
6
|
+
if (border.enabled === false)
|
|
7
|
+
return;
|
|
8
|
+
const color = border.color ?? fallbackColor;
|
|
9
|
+
const t = border.thickness ?? 1;
|
|
10
|
+
ctx.fillStyle = color;
|
|
11
|
+
if (border.style !== 'dashed') {
|
|
12
|
+
ctx.fillRect(x, y, width, t); // top
|
|
13
|
+
ctx.fillRect(x, y + height - t, width, t); // bottom
|
|
14
|
+
ctx.fillRect(x, y, t, height); // left
|
|
15
|
+
ctx.fillRect(x + width - t, y, t, height); // right
|
|
16
|
+
}
|
|
17
|
+
else {
|
|
18
|
+
const d = 2; // dash length in pixels
|
|
19
|
+
for (let i = 0; i < width; i += d * 2) {
|
|
20
|
+
ctx.fillRect(x + i, y, Math.min(d, width - i), t); // top
|
|
21
|
+
ctx.fillRect(x + i, y + height - t, Math.min(d, width - i), t); // bottom
|
|
22
|
+
}
|
|
23
|
+
for (let i = 0; i < height; i += d * 2) {
|
|
24
|
+
ctx.fillRect(x, y + i, t, Math.min(d, height - i)); // left
|
|
25
|
+
ctx.fillRect(x + width - t, y + i, t, Math.min(d, height - i)); // right
|
|
26
|
+
}
|
|
27
|
+
}
|
|
28
|
+
}
|
|
29
|
+
function _renderBar(ctx, o) {
|
|
30
|
+
const min = o.min ?? 0;
|
|
31
|
+
const max = o.max ?? 1;
|
|
32
|
+
const ink = o.ink ?? C.B_WHITE;
|
|
33
|
+
const paper = o.paper ?? C.BLACK;
|
|
34
|
+
const chars = Math.floor(o.width / CELL);
|
|
35
|
+
const ratio = Math.max(0, Math.min(1, (o.value - min) / (max - min)));
|
|
36
|
+
const filled = Math.round(ratio * chars);
|
|
37
|
+
ctx.fillStyle = paper;
|
|
38
|
+
ctx.fillRect(o.x, o.y, chars * CELL, CELL);
|
|
39
|
+
for (let i = 0; i < filled; i++) {
|
|
40
|
+
drawChar(ctx, 127, o.x + i * CELL, o.y, ink, paper); // 127 = solid block █
|
|
41
|
+
}
|
|
42
|
+
if (o.border)
|
|
43
|
+
_drawBorder(ctx, o.x, o.y, chars * CELL, CELL, o.border, ink);
|
|
44
|
+
}
|
|
45
|
+
// ─── Public API — stateless primitives ───────────────────────────────────────
|
|
46
|
+
/**
|
|
47
|
+
* Draws a filled rectangular box using ZX-style rendering.
|
|
48
|
+
*
|
|
49
|
+
* Renders a solid background (`paper`) and an optional border.
|
|
50
|
+
* Coordinates are in game pixels (already scaled by `setupCanvas`).
|
|
51
|
+
* Does NOT render text — use `drawPanelTitle` for labelled panels.
|
|
52
|
+
*
|
|
53
|
+
* @example
|
|
54
|
+
* drawBox(ctx, {
|
|
55
|
+
* x: 8, y: 8, width: 112, height: 40,
|
|
56
|
+
* paper: C.BLACK, ink: C.B_WHITE,
|
|
57
|
+
* border: { style: 'solid', thickness: 1 },
|
|
58
|
+
* })
|
|
59
|
+
*/
|
|
60
|
+
export function drawBox(ctx, options) {
|
|
61
|
+
const { x, y, width, height, paper, ink, border } = options;
|
|
62
|
+
ctx.fillStyle = paper;
|
|
63
|
+
ctx.fillRect(x, y, width, height);
|
|
64
|
+
if (border)
|
|
65
|
+
_drawBorder(ctx, x, y, width, height, border, ink ?? paper);
|
|
66
|
+
}
|
|
67
|
+
/**
|
|
68
|
+
* Draws a rectangular frame — border only, no background fill.
|
|
69
|
+
*
|
|
70
|
+
* Unlike `drawBox`, the inside area is left untouched.
|
|
71
|
+
* Useful for selection highlights, overlays, and ZX-style panels
|
|
72
|
+
* where the background is already painted.
|
|
73
|
+
*
|
|
74
|
+
* @example
|
|
75
|
+
* drawFrame(ctx, { x: 0, y: 0, width: 256, height: 176, color: C.B_CYAN })
|
|
76
|
+
* drawFrame(ctx, { x: 16, y: 16, width: 64, height: 32, color: C.B_RED,
|
|
77
|
+
* border: { style: 'dashed', thickness: 1 } })
|
|
78
|
+
*/
|
|
79
|
+
export function drawFrame(ctx, options) {
|
|
80
|
+
const { x, y, width, height, color, border = {} } = options;
|
|
81
|
+
_drawBorder(ctx, x, y, width, height, { ...border, color }, color);
|
|
82
|
+
}
|
|
83
|
+
/**
|
|
84
|
+
* Draws a ZX-style panel title — a text strip with an optional background fill.
|
|
85
|
+
*
|
|
86
|
+
* Does NOT draw the surrounding container (`drawBox` / `drawFrame` are separate).
|
|
87
|
+
* The strip height is always `CELL + padding * 2` pixels.
|
|
88
|
+
*
|
|
89
|
+
* @example
|
|
90
|
+
* // Labelled panel:
|
|
91
|
+
* drawBox(ctx, { x: 8, y: 24, width: 128, height: 56, paper: C.BLACK })
|
|
92
|
+
* drawPanelTitle(ctx, { text: 'OPTIONS', x: 8, y: 24, ink: C.B_YELLOW,
|
|
93
|
+
* paper: C.BLACK, centered: true, width: 128 })
|
|
94
|
+
*
|
|
95
|
+
* // No background — ink only:
|
|
96
|
+
* drawPanelTitle(ctx, { text: 'DEBUG', x: 0, y: 0, ink: C.B_CYAN })
|
|
97
|
+
*/
|
|
98
|
+
export function drawPanelTitle(ctx, options) {
|
|
99
|
+
const { text, x, y, ink, paper, padding = 2, centered, width } = options;
|
|
100
|
+
const textW = text.length * CELL;
|
|
101
|
+
const stripW = centered && width !== undefined ? width : textW + padding * 2;
|
|
102
|
+
if (paper !== undefined) {
|
|
103
|
+
ctx.fillStyle = paper;
|
|
104
|
+
ctx.fillRect(x, y, stripW, CELL + padding * 2);
|
|
105
|
+
}
|
|
106
|
+
const tx = centered && width !== undefined
|
|
107
|
+
? x + Math.floor((width - textW) / 2)
|
|
108
|
+
: x + padding;
|
|
109
|
+
drawText(ctx, text, tx, y + padding, ink, paper);
|
|
110
|
+
}
|
|
111
|
+
// ─── Public API — stateful widget ────────────────────────────────────────────
|
|
112
|
+
/**
|
|
113
|
+
* Draws a ZX-style progress / value bar and registers it for managed redraws.
|
|
114
|
+
*
|
|
115
|
+
* The bar is drawn **immediately** on every call. Additionally, the options are
|
|
116
|
+
* stored internally so `renderUI` can repaint the bar each frame for
|
|
117
|
+
* `visibilityLength` ms without requiring the caller to supply the state again.
|
|
118
|
+
*
|
|
119
|
+
* Calling `drawProgressBar` again with the same `id` **resets the timer** — use
|
|
120
|
+
* this to refresh the display when the value changes.
|
|
121
|
+
*
|
|
122
|
+
* **Typical pattern:**
|
|
123
|
+
* ```ts
|
|
124
|
+
* // On value change only:
|
|
125
|
+
* if (consumeVolUp()) {
|
|
126
|
+
* increaseVolume()
|
|
127
|
+
* drawProgressBar(ctx, { id: 'volume', x: 88, y: 88, width: 80,
|
|
128
|
+
* value: getMasterVolume(), visibilityLength: 1500 })
|
|
129
|
+
* }
|
|
130
|
+
*
|
|
131
|
+
* // Every frame (after game world render):
|
|
132
|
+
* tickUI(dt)
|
|
133
|
+
* renderUI(ctx)
|
|
134
|
+
* ```
|
|
135
|
+
*
|
|
136
|
+
* @example
|
|
137
|
+
* // Permanent HUD health bar:
|
|
138
|
+
* drawProgressBar(ctx, {
|
|
139
|
+
* id: 'health', x: 0, y: 184, width: 40, value: lives, min: 0, max: 3,
|
|
140
|
+
* ink: C.B_GREEN, paper: C.BLACK, visibilityLength: 0,
|
|
141
|
+
* })
|
|
142
|
+
*
|
|
143
|
+
* // Temporary volume indicator (auto-hides after 1.5 s):
|
|
144
|
+
* drawProgressBar(ctx, {
|
|
145
|
+
* id: 'volume', x: 88, y: 88, width: 80, value: getMasterVolume(),
|
|
146
|
+
* ink: C.B_GREEN, paper: C.BLACK,
|
|
147
|
+
* border: { style: 'solid' },
|
|
148
|
+
* visibilityLength: 1500,
|
|
149
|
+
* })
|
|
150
|
+
*/
|
|
151
|
+
export function drawProgressBar(ctx, options) {
|
|
152
|
+
_renderBar(ctx, options);
|
|
153
|
+
const id = options.id ?? `${options.x},${options.y}`;
|
|
154
|
+
const visibilityLength = options.visibilityLength ?? 500;
|
|
155
|
+
_bars.set(id, {
|
|
156
|
+
options,
|
|
157
|
+
timer: visibilityLength,
|
|
158
|
+
permanent: visibilityLength === 0,
|
|
159
|
+
});
|
|
160
|
+
}
|
|
161
|
+
/**
|
|
162
|
+
* Advances all managed bar timers by `dtMs` milliseconds.
|
|
163
|
+
* Bars whose timer reaches zero are removed and will no longer appear in `renderUI`.
|
|
164
|
+
* Call once per frame, typically just before `renderUI`.
|
|
165
|
+
*
|
|
166
|
+
* @param dtMs - Frame delta in milliseconds
|
|
167
|
+
*
|
|
168
|
+
* @example
|
|
169
|
+
* // End of game loop:
|
|
170
|
+
* tickUI(dt)
|
|
171
|
+
* renderUI(ctx)
|
|
172
|
+
*/
|
|
173
|
+
export function tickUI(dtMs) {
|
|
174
|
+
for (const [id, bar] of _bars) {
|
|
175
|
+
if (bar.permanent)
|
|
176
|
+
continue;
|
|
177
|
+
bar.timer -= dtMs;
|
|
178
|
+
if (bar.timer <= 0)
|
|
179
|
+
_bars.delete(id);
|
|
180
|
+
}
|
|
181
|
+
}
|
|
182
|
+
/**
|
|
183
|
+
* Redraws all currently visible managed bars (timer > 0 or permanent).
|
|
184
|
+
* Call every frame **after** the game world has been rendered so bars appear on top.
|
|
185
|
+
*
|
|
186
|
+
* @param ctx - Canvas 2D rendering context
|
|
187
|
+
*
|
|
188
|
+
* @example
|
|
189
|
+
* renderFrame(ctx, state)
|
|
190
|
+
* tickUI(dt)
|
|
191
|
+
* renderUI(ctx)
|
|
192
|
+
*/
|
|
193
|
+
export function renderUI(ctx) {
|
|
194
|
+
for (const bar of _bars.values()) {
|
|
195
|
+
_renderBar(ctx, bar.options);
|
|
196
|
+
}
|
|
197
|
+
}
|
|
198
|
+
/**
|
|
199
|
+
* Clears all managed UI state — removes every active bar timer and its stored options.
|
|
200
|
+
* Call alongside `resetInput()` when transitioning between major game phases.
|
|
201
|
+
*
|
|
202
|
+
* @example
|
|
203
|
+
* resetInput()
|
|
204
|
+
* resetUI()
|
|
205
|
+
* appPhase = 'intro'
|
|
206
|
+
*/
|
|
207
|
+
export function resetUI() {
|
|
208
|
+
_bars.clear();
|
|
209
|
+
}
|
|
210
|
+
//# sourceMappingURL=ui.js.map
|
package/dist/ui.js.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
package/package.json
CHANGED
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@@ -1,7 +1,7 @@
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|
|
1
1
|
{
|
|
2
2
|
"name": "zx-kit",
|
|
3
|
-
"version": "0.
|
|
4
|
-
"description": "Reusable ZX Spectrum primitives: font, palette, renderer, audio, input",
|
|
3
|
+
"version": "0.4.0",
|
|
4
|
+
"description": "Reusable ZX Spectrum primitives: font, palette, renderer, audio, input, ui",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"exports": {
|
|
7
7
|
".": {
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