zx-kit 0.25.0 → 0.26.0
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 +216 -16
- 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/lighting.d.ts +45 -0
- package/dist/lighting.d.ts.map +1 -0
- package/dist/lighting.js +138 -0
- package/dist/lighting.js.map +1 -0
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -2,7 +2,7 @@
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> **Build browser games that look and sound like a ZX Spectrum — without any of its limitations.**
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Three-channel chiptune audio. Pixel-perfect canvas rendering. Authentic 15-color palette. ROM bitmap font. Tile maps with seasonal swapping.
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Three-channel chiptune audio. Pixel-perfect canvas rendering. Authentic 15-color palette. ROM bitmap font. Tile maps with seasonal swapping. Free-roaming sprites with velocity and gravity helpers. Collision detection. A complete retro game toolkit in a single zero-dependency npm package.
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[](https://www.npmjs.com/package/zx-kit)
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[](LICENSE)
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@@ -13,7 +13,7 @@ Three-channel chiptune audio. Pixel-perfect canvas rendering. Authentic 15-color
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The ZX Spectrum was a marvel of constraint. Its 8×8 pixel grid, 15-color palette, and 1-bit beeper defined an entire visual and sonic language. Thousands of games were made with nearly nothing — and they were unforgettable.
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zx-kit lets you build in that same visual tradition, but with everything the original hardware was too limited to provide: three-channel AY-3-8912 chiptune audio with hardware-accurate envelopes and LFSR noise, smooth canvas rendering,
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zx-kit lets you build in that same visual tradition, but with everything the original hardware was too limited to provide: three-channel AY-3-8912 chiptune audio with hardware-accurate envelopes and LFSR noise, smooth canvas rendering, free-roaming sprites with velocity and gravity helpers, and collision detection — all in TypeScript, all in the browser, all with zero dependencies.
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The goal is simple: **it should look and sound like a Spectrum, but run like a modern game.**
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@@ -28,11 +28,11 @@ The goal is simple: **it should look and sound like a Spectrum, but run like a m
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- **Tile map engine** — scrollable maps, O(1) id-index, smart seasonal background swapping, solid-tile collision queries
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- **Free-roaming sprites** — position, velocity, gravity, `flipX` caching, transparent or opaque background
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- **Three-tier collision** — AABB overlap tests, generic rect-vs-tile wall resolution (any sprite size), and pixel-precise mask overlap with O(pixels) sorted-merge intersection — no allocations per frame
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- **Keyboard input** — configurable key-repeat, single-consume action flags, instant state reset on phase transitions
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- **Keyboard and gamepad input** — configurable key-repeat, transparent gamepad polling, single-consume action flags, instant state reset on phase transitions
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- **ZX-style UI widgets** — progress bars with managed lifetime, boxes, frames, panel titles
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- **Typed save / load** — persistent saves via `localStorage` with schema versioning, migrations, slot enumeration, in-memory throttling, and discriminated Result types for every failure mode
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- **Runtime locale switching** — type-safe string-pack selection via `pickLocale()`, so a game can switch language while running — unimaginable on the original Spectrum, natural in the browser
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- **Zero dependencies** — only Web platform APIs: `Canvas`, `Web Audio`, `KeyboardEvent`
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- **Zero dependencies** — only Web platform APIs: `Canvas`, `Web Audio`, `KeyboardEvent`, `Gamepad`
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- **Tree-shakeable** — `sideEffects: false`, so unused modules are dropped from your production bundle
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- **TypeScript-first** — strict mode, full `.d.ts` declarations, no `any`
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---
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## Examples
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The repository includes small static examples that import `../../dist/index.js`
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directly, so each one doubles as a browser-checkable API recipe:
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| Example | Shows |
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|---------|-------|
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| `examples/ay-music/` | AY channels A/B/C plus beeper SFX as a four-voice Spectrum-style setup |
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| `examples/pixel-collision/` | AABB false positives vs `bitmapPixelMask()` / `masksOverlap()` |
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| `examples/particles/` | Allocation-free particle pools for sparks, smoke, and explosions |
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| `examples/i18n-runtime/` | Runtime language switching with `pickLocale()` and persisted preference |
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| `examples/bitmap-attrs/` | `Bitmap`, `AttrMap`, mirroring, colour clash, and `inkOnly` rendering |
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| `examples/save-slots/` | Save profiles, auto/manual slots, latest-slot restore, throttling, and delete |
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Build first with `npm run build`, then serve the repository root and open any
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example path in the browser.
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---
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## Installation
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### From npm (recommended)
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| Tool | Where to get it | Why |
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|------|----------------|-----|
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| **Node.js
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| **Node.js 22+** | [nodejs.org](https://nodejs.org) | Runs npm — the package manager we use to install zx-kit |
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| **A code editor** | [code.visualstudio.com](https://code.visualstudio.com) (free) | Edits your source files |
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| **A terminal** | Built into macOS/Linux; use PowerShell on Windows | Runs commands |
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"build": "vite build"
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},
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"dependencies": {
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"zx-kit": "^0.
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"zx-kit": "^0.25.0"
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},
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"devDependencies": {
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"vite": "^6.0.0"
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| Module | What it provides |
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|--------|-----------------|
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| [`ay.ts`](#ayts--ay-3-8912-melodik-audio) | AY chip emulator: 3-channel tone, LFSR noise, 16 envelope shapes |
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| [`renderer.ts`](#rendererts--canvas-renderer) | Canvas setup, sprites, text, scanlines, border flash |
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| [`renderer.ts`](#rendererts--canvas-renderer) | Canvas setup, 8x8 sprites, arbitrary-size bitmaps, attribute maps, text, scanlines, border flash |
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| [`audio.ts`](#audiots--beeper-audio) | 1-bit beeper: square-wave notes, patterns, volume control |
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| [`ui.ts`](#uits--ui-widgets) | Boxes, frames, panel titles, progress bars + instrumentation widgets (dotted grids, segmented bars, fluid tanks, dials, text compass) |
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| [`input.ts`](#inputts--keyboard-input) |
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| [`input.ts`](#inputts--keyboard--gamepad-input) | Keyboard/gamepad movement, key-repeat, action flags, state reset |
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| [`sprite.ts`](#spritets--free-roaming-sprites) | Sprites: position, velocity, gravity, flip, render |
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| [`collision.ts`](#collisionts--collision-detection) | AABB overlap + rect-based tile resolution, pixel-precise mask overlap and tile checks |
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| [`animation.ts`](#animationts--frame-timer--tween) | Frame-timer for sprite strips, position tween between two points |
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| [`palette.ts`](#palettets--color-constants) | 15 Spectrum colors, `SpectrumColor` type, `CELL`, `SCALE` |
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| [`font.ts`](#fontts--rom-bitmap-font) | 96-character ROM font, raw bitmap access |
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| [`i18n.ts`](#i18nts--runtime-locale-selection) | Type-safe runtime locale selection for translated string packs |
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| [`lighting.ts`](#lightingts--dithered-cave-darkness) | Dithered cave darkness: pre-baked level tiles + dirty-cell buffer, one blit/frame (no per-frame putImageData) |
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---
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curveDisplay(ctx, 256, 208, 6) // stronger warp
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```
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### `Bitmap` interface
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An arbitrary-size monochrome bitmap. Width must be a positive multiple of 8 so
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each row is byte-aligned. `data` is row-major; bit 7 is the leftmost pixel in
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each byte.
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```ts
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interface Bitmap {
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data: Uint8Array
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width: number
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height: number
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}
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```
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Use `Bitmap` for 16x16 enemies, 16x24 heroes, 32x32 bosses, tall objects, and
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anything that outgrows the classic 8x8 `drawSprite()` format.
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### `createBitmap(data, width, height): Bitmap`
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Builds a `Bitmap` from packed bytes and validates the dimensions and byte
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count immediately. Throws if width is not byte-aligned, height is invalid, or
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the data length does not match `(width / 8) * height`.
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```ts
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const HERO = createBitmap(new Uint8Array([
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0x03, 0xC0,
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0x07, 0xE0,
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// ...22 more 16px-wide rows
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]), 16, 24)
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```
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### `createBitmapFromRows(rows): Bitmap`
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Builds an arbitrary-size `Bitmap` from readable pixel-art rows instead of
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`inkOnly` (last parameter, default `false`) **suppresses the paper rectangle even when a `paper` colour is supplied.** For `drawBitmap` this is functionally identical to omitting `paper` — its value is ergonomic: keep a sprite's configured `paper` and toggle the opaque box on or off with a boolean, instead of conditionally choosing whether to pass the argument at the call site.
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### `mirrorBitmap(src): Bitmap`
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Returns a horizontally flipped copy of a `Bitmap`. The original is not
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modified. Use it at module load time to derive left-facing sprites from one
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right-facing definition.
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```ts
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const HERO_RIGHT = createBitmapFromRows([...])
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const HERO_LEFT = mirrorBitmap(HERO_RIGHT)
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```
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### `AttrMap` interface
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Per-8x8-cell ink and paper colours for a `Bitmap`, mirroring the ZX Spectrum
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attribute buffer. `cols` must match `bitmap.width / 8`; `rows` must match
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`bitmap.height / 8`.
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```ts
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interface AttrMap {
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readonly rows: number
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readonly papers?: readonly SpectrumColor[]
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}
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```
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one colour to fill every cell.
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], C.BLACK)
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```
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Renders a `Bitmap` with a per-cell `AttrMap` — each 8×8 cell carries its own `(ink, paper)`, the authentic Spectrum attribute model. Here `inkOnly` is **not** redundant: it keeps every per-cell *ink* colour but skips all per-cell *paper* fills. One fully-coloured `AttrMap` (with `papers` for the boxed look on a plain background) then renders two ways — flip `inkOnly` per frame, with no second paper-less map to build and keep in sync. Dimension validation still throws under `inkOnly`: the flag changes what is painted, never the contract.
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// the cave behind it. The rabbit reads by its own silhouette.
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```
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```
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### Why does `inkOnly` exist? (and why is it, honestly, a little bit of debt?)
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Regularly-spaced dot pattern. Useful for radar / sonar screens, tactical scanner overlays, debug grids, stippled backgrounds, alien-invasion detection grids.
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Fluid container — ballast tanks, fuel gauges, water reservoirs, lava levels, oil drums, chemical canisters. Liquid fills from the bottom up.
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Options type: `DrawDialOptions`.
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Circular analog gauge with movable needle — RPM, speedometer, fuel, temperature, volume knob. Decorations (face fill, rim outline, tick marks) are optional; the needle alone is the minimum visible output.
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Text-based heading indicator in the classic 80s tactical-display style `[W [NW] N [NE] E]` — current direction in the centre, highlighted, with two neighbouring directions on each side. Heading rounds to the nearest 45° step.
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## `input.ts` — Keyboard Input
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## `input.ts` — Keyboard & Gamepad Input
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Handles directional movement with configurable
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Handles directional movement with configurable keyboard repeat, transparent
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gamepad polling, and single-consume flags for action buttons. Call
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### `Direction` type
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|
Default key bindings: arrows = movement, `W A S D` = also movement, `F` = flag action, `P` = pause, `Ctrl+Shift+B` = debug toggle.
|
|
1383
1500
|
|
|
1501
|
+
Gamepad support is automatic. `tickMovement()` polls the first connected
|
|
1502
|
+
gamepad via the browser Gamepad API: D-pad / left stick move, button 0 maps to
|
|
1503
|
+
`consumeFlag()`, button 9 maps to `consumePause()`, button 3 maps to
|
|
1504
|
+
`consumeDebug()`, and any button triggers `consumeAnyKey()`.
|
|
1505
|
+
|
|
1384
1506
|
```ts
|
|
1385
1507
|
initInput() // default: 150ms initial delay, 80ms repeat
|
|
1386
1508
|
initInput(200, 60) // custom timing
|
|
@@ -1388,7 +1510,9 @@ initInput(200, 60) // custom timing
|
|
|
1388
1510
|
|
|
1389
1511
|
### `tickMovement(dtMs): Direction | null`
|
|
1390
1512
|
|
|
1391
|
-
Returns the active movement direction for this frame, or `null`. Handles the
|
|
1513
|
+
Returns the active movement direction for this frame, or `null`. Handles the
|
|
1514
|
+
keyboard delay/repeat state machine and gamepad polling internally. Call
|
|
1515
|
+
exactly once per frame.
|
|
1392
1516
|
|
|
1393
1517
|
```ts
|
|
1394
1518
|
const dir = tickMovement(dt)
|
|
@@ -1404,10 +1528,10 @@ Each function returns `true` exactly once per key press, then resets to `false`.
|
|
|
1404
1528
|
|
|
1405
1529
|
| Function | Default key | Typical use |
|
|
1406
1530
|
|----------|-------------|-------------|
|
|
1407
|
-
| `consumeFlag()` | `F` | Flag / unflag a tile |
|
|
1408
|
-
| `consumePause()` | `P` | Pause / unpause |
|
|
1409
|
-
| `consumeDebug()` | `Ctrl+Shift+B` | Toggle debug overlay |
|
|
1410
|
-
| `consumeAnyKey()` | Any key | Dismiss overlays, start game |
|
|
1531
|
+
| `consumeFlag()` | `F` / gamepad button 0 | Flag / unflag a tile |
|
|
1532
|
+
| `consumePause()` | `P` / gamepad button 9 | Pause / unpause |
|
|
1533
|
+
| `consumeDebug()` | `Ctrl+Shift+B` / gamepad button 3 | Toggle debug overlay |
|
|
1534
|
+
| `consumeAnyKey()` | Any key / any gamepad button | Dismiss overlays, start game |
|
|
1411
1535
|
|
|
1412
1536
|
```ts
|
|
1413
1537
|
if (consumeFlag()) toggleFlag(playerX, playerY)
|
|
@@ -1921,6 +2045,23 @@ for (const e of enemies) {
|
|
|
1921
2045
|
| `deadzoneW`, `deadzoneH` | Deadzone size — target may move ±`deadzoneW/2` from centre before scrolling |
|
|
1922
2046
|
| `targetX`, `targetY` | Current follow target (set via `setCameraTarget`) |
|
|
1923
2047
|
|
|
2048
|
+
### `CameraOptions` interface
|
|
2049
|
+
|
|
2050
|
+
Options passed to `createCamera()`. `viewW`, `viewH`, `worldW`, and `worldH`
|
|
2051
|
+
are required; `lerp`, `deadzoneW`, and `deadzoneH` are optional.
|
|
2052
|
+
|
|
2053
|
+
```ts
|
|
2054
|
+
interface CameraOptions {
|
|
2055
|
+
viewW: number
|
|
2056
|
+
viewH: number
|
|
2057
|
+
worldW: number
|
|
2058
|
+
worldH: number
|
|
2059
|
+
lerp?: number
|
|
2060
|
+
deadzoneW?: number
|
|
2061
|
+
deadzoneH?: number
|
|
2062
|
+
}
|
|
2063
|
+
```
|
|
2064
|
+
|
|
1924
2065
|
### `createCamera(opts): Camera`
|
|
1925
2066
|
|
|
1926
2067
|
Creates a camera at world origin `(0, 0)`. `lerp` defaults to `1` (snap), deadzones default to `0`.
|
|
@@ -2377,13 +2518,23 @@ interface ParticleSystem {
|
|
|
2377
2518
|
}
|
|
2378
2519
|
```
|
|
2379
2520
|
|
|
2521
|
+
### `Ranged` type
|
|
2522
|
+
|
|
2523
|
+
Several emitter options accept either a fixed value or a `[min, max]` range.
|
|
2524
|
+
|
|
2525
|
+
```ts
|
|
2526
|
+
type Ranged = number | readonly [number, number]
|
|
2527
|
+
```
|
|
2528
|
+
|
|
2380
2529
|
### `createParticleSystem(capacity): ParticleSystem`
|
|
2381
2530
|
|
|
2382
2531
|
Creates a pool of `capacity` particles, all inactive. Throws when `capacity` is not a positive integer.
|
|
2383
2532
|
|
|
2384
2533
|
### `emitParticles(ps, opts): number`
|
|
2385
2534
|
|
|
2386
|
-
Emits up to `opts.count` particles and returns the number actually emitted
|
|
2535
|
+
Emits up to `opts.count` particles and returns the number actually emitted
|
|
2536
|
+
(fewer when the pool is full). Throws when `count` is negative or non-integer.
|
|
2537
|
+
The options object is exported as `EmitOptions`.
|
|
2387
2538
|
|
|
2388
2539
|
| Option | Type | Default | Meaning |
|
|
2389
2540
|
|--------|------|---------|---------|
|
|
@@ -2469,6 +2620,55 @@ Hashes a string to an unsigned 32-bit integer (FNV-1a). Deterministic; exported
|
|
|
2469
2620
|
|
|
2470
2621
|
---
|
|
2471
2622
|
|
|
2623
|
+
## `lighting.ts` — Dithered Cave Darkness
|
|
2624
|
+
|
|
2625
|
+
The ZX way to fake light: hard 8×8 light pools with an ordered (Bayer) **dither** edge — no alpha gradients. The look of *Knight Lore* / *Head over Heels*, not modern soft shadows.
|
|
2626
|
+
|
|
2627
|
+
Done the naive way (recompute a full-screen `ImageData` and `putImageData` it every frame) this is a real CPU/upload hog — it measured ~27% of a frame in an actual game. This module instead **pre-renders the dither for each darkness level to a tiny tile, darkens the view cell-by-cell into a persistent buffer (repainting only cells whose level changed), and blits the buffer with one `drawImage`** — no per-frame `putImageData`.
|
|
2628
|
+
|
|
2629
|
+
You own the *policy* (where it's dark) via a per-cell callback; the module owns the fast *rendering*.
|
|
2630
|
+
|
|
2631
|
+
### `Light` interface
|
|
2632
|
+
|
|
2633
|
+
```ts
|
|
2634
|
+
interface Light { x: number; y: number; radius: number; intensity: number } // intensity 0..1
|
|
2635
|
+
```
|
|
2636
|
+
|
|
2637
|
+
### `brightnessAt(px, py, lights): number`
|
|
2638
|
+
|
|
2639
|
+
Brightest attenuated light at a point — `max((1 - dist/radius) * intensity)` over all lights, clamped to `0..1`. Turn it into darkness with `1 - brightnessAt(...)`. Pure.
|
|
2640
|
+
|
|
2641
|
+
### `ditherBlack(px, py, amount): boolean`
|
|
2642
|
+
|
|
2643
|
+
The ordered-dither rule used to bake the tiles: is pixel `(px, py)` black at darkness `amount` (0..1)? Pure and deterministic — handy for tests or custom effects.
|
|
2644
|
+
|
|
2645
|
+
### `createDarknessLayer(width, height, levels?): DarknessLayer`
|
|
2646
|
+
|
|
2647
|
+
Builds a view-sized overlay: pre-bakes `levels` dither tiles (default **8** — more = smoother), a persistent buffer, and a per-cell level cache. Call **once**; reuse across frames. Throws if `levels < 2`.
|
|
2648
|
+
|
|
2649
|
+
### `renderDarkness(layer, ctx, darknessAt): void`
|
|
2650
|
+
|
|
2651
|
+
Darkens `ctx` for this frame. `darknessAt(col, row)` returns the darkness of each 8×8 cell — **0 = lit, 1 = pitch black** (clamped, then quantised to the layer's levels). Only cells whose level changed since the last call are repainted; then the buffer is blitted once.
|
|
2652
|
+
|
|
2653
|
+
```ts
|
|
2654
|
+
import { createDarknessLayer, renderDarkness, brightnessAt, CELL } from 'zx-kit'
|
|
2655
|
+
|
|
2656
|
+
const dark = createDarknessLayer(256, 192) // once
|
|
2657
|
+
|
|
2658
|
+
// each frame, after drawing the scene, before the HUD:
|
|
2659
|
+
const lights = [{ x: playerX, y: playerY, radius: 72, intensity: 1 }]
|
|
2660
|
+
renderDarkness(dark, ctx, (col, row) => {
|
|
2661
|
+
const b = brightnessAt(col * CELL + 4, row * CELL + 4, lights)
|
|
2662
|
+
return 1 - b // 0 = lit … 1 = dark
|
|
2663
|
+
})
|
|
2664
|
+
```
|
|
2665
|
+
|
|
2666
|
+
The `darknessAt` callback is where you add **depth gradients** (darker the deeper you are), fog, flashing — anything; the renderer stays fast because it only repaints cells whose quantised level actually changed.
|
|
2667
|
+
|
|
2668
|
+
> Lights are in **screen** pixels (apply the camera yourself). Rendering needs a real canvas; in a headless test environment the layer degrades to a no-op blit while the level math still runs.
|
|
2669
|
+
|
|
2670
|
+
---
|
|
2671
|
+
|
|
2472
2672
|
## Architecture
|
|
2473
2673
|
|
|
2474
2674
|
### Module structure
|
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,SAAS,CAAA;AACvB,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA;AAC1B,cAAc,SAAS,CAAA;AACvB,cAAc,cAAc,CAAA;AAC5B,cAAc,iBAAiB,CAAA;AAC/B,cAAc,aAAa,CAAA;AAC3B,cAAc,gBAAgB,CAAA;AAC9B,cAAc,gBAAgB,CAAA;AAC9B,cAAc,UAAU,CAAA;AACxB,cAAc,gBAAgB,CAAA;AAC9B,cAAc,aAAa,CAAA;AAC3B,cAAc,YAAY,CAAA;AAC1B,cAAc,WAAW,CAAA;AACzB,cAAc,WAAW,CAAA"}
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAA;AAC5B,cAAc,SAAS,CAAA;AACvB,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA;AAC1B,cAAc,SAAS,CAAA;AACvB,cAAc,cAAc,CAAA;AAC5B,cAAc,iBAAiB,CAAA;AAC/B,cAAc,aAAa,CAAA;AAC3B,cAAc,gBAAgB,CAAA;AAC9B,cAAc,gBAAgB,CAAA;AAC9B,cAAc,UAAU,CAAA;AACxB,cAAc,gBAAgB,CAAA;AAC9B,cAAc,aAAa,CAAA;AAC3B,cAAc,YAAY,CAAA;AAC1B,cAAc,WAAW,CAAA;AACzB,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,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,SAAS,CAAA;AACvB,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA;AAC1B,cAAc,SAAS,CAAA;AACvB,cAAc,cAAc,CAAA;AAC5B,cAAc,iBAAiB,CAAA;AAC/B,cAAc,aAAa,CAAA;AAC3B,cAAc,gBAAgB,CAAA;AAC9B,cAAc,gBAAgB,CAAA;AAC9B,cAAc,UAAU,CAAA;AACxB,cAAc,gBAAgB,CAAA;AAC9B,cAAc,aAAa,CAAA;AAC3B,cAAc,YAAY,CAAA;AAC1B,cAAc,WAAW,CAAA;AACzB,cAAc,WAAW,CAAA"}
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,cAAc,CAAA;AAC5B,cAAc,SAAS,CAAA;AACvB,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA;AAC7B,cAAc,YAAY,CAAA;AAC1B,cAAc,YAAY,CAAA;AAC1B,cAAc,SAAS,CAAA;AACvB,cAAc,cAAc,CAAA;AAC5B,cAAc,iBAAiB,CAAA;AAC/B,cAAc,aAAa,CAAA;AAC3B,cAAc,gBAAgB,CAAA;AAC9B,cAAc,gBAAgB,CAAA;AAC9B,cAAc,UAAU,CAAA;AACxB,cAAc,gBAAgB,CAAA;AAC9B,cAAc,aAAa,CAAA;AAC3B,cAAc,YAAY,CAAA;AAC1B,cAAc,WAAW,CAAA;AACzB,cAAc,WAAW,CAAA;AACzB,cAAc,eAAe,CAAA"}
|
|
@@ -0,0 +1,45 @@
|
|
|
1
|
+
/** A point light: position (screen px), reach `radius` (px) and `intensity` 0..1. */
|
|
2
|
+
export interface Light {
|
|
3
|
+
x: number;
|
|
4
|
+
y: number;
|
|
5
|
+
radius: number;
|
|
6
|
+
intensity: number;
|
|
7
|
+
}
|
|
8
|
+
/**
|
|
9
|
+
* The ordered-dither rule: is pixel `(px, py)` black at darkness `amount` (0..1)?
|
|
10
|
+
* Pure and deterministic — used to bake the level tiles, and handy to test.
|
|
11
|
+
*/
|
|
12
|
+
export declare function ditherBlack(px: number, py: number, amount: number): boolean;
|
|
13
|
+
/**
|
|
14
|
+
* Brightest attenuated light at a point: `max((1 - dist/radius) * intensity)`
|
|
15
|
+
* over all lights, clamped to 0..1. Turn it into darkness with `1 - brightnessAt(...)`.
|
|
16
|
+
*/
|
|
17
|
+
export declare function brightnessAt(px: number, py: number, lights: readonly Light[]): number;
|
|
18
|
+
/** A view-sized darkness overlay with pre-baked dither tiles + a cached buffer. */
|
|
19
|
+
export interface DarknessLayer {
|
|
20
|
+
readonly width: number;
|
|
21
|
+
readonly height: number;
|
|
22
|
+
readonly levels: number;
|
|
23
|
+
readonly cols: number;
|
|
24
|
+
readonly rows: number;
|
|
25
|
+
/** Pre-rendered 8×8 dither tiles, index 0 (lit, `null`) … levels-1 (darkest). */
|
|
26
|
+
readonly tiles: ReadonlyArray<HTMLCanvasElement | null>;
|
|
27
|
+
/** Persistent darkness buffer (view-sized), blitted each frame. */
|
|
28
|
+
readonly buffer: HTMLCanvasElement | null;
|
|
29
|
+
/** Last level drawn per cell, row-major; -1 = never drawn (forces a repaint). */
|
|
30
|
+
readonly cellLevel: Int16Array;
|
|
31
|
+
}
|
|
32
|
+
/**
|
|
33
|
+
* Creates a darkness layer sized to the view. `levels` is the number of darkness
|
|
34
|
+
* steps (default 8) — more is a smoother dither for a little more memory. Call
|
|
35
|
+
* once; reuse across frames.
|
|
36
|
+
*/
|
|
37
|
+
export declare function createDarknessLayer(width: number, height: number, levels?: number): DarknessLayer;
|
|
38
|
+
/**
|
|
39
|
+
* Renders dithered darkness onto `ctx`. `darknessAt(col, row)` returns the
|
|
40
|
+
* darkness of each 8×8 cell: **0 = lit**, **1 = pitch black** (values are clamped
|
|
41
|
+
* and quantised to the layer's `levels`). Only cells whose level changed since the
|
|
42
|
+
* last call are repainted on the cached buffer; the buffer is then blitted once.
|
|
43
|
+
*/
|
|
44
|
+
export declare function renderDarkness(layer: DarknessLayer, ctx: CanvasRenderingContext2D, darknessAt: (col: number, row: number) => number): void;
|
|
45
|
+
//# sourceMappingURL=lighting.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"lighting.d.ts","sourceRoot":"","sources":["../src/lighting.ts"],"names":[],"mappings":"AAkCA,qFAAqF;AACrF,MAAM,WAAW,KAAK;IACpB,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,MAAM,EAAE,MAAM,CAAA;IACd,SAAS,EAAE,MAAM,CAAA;CAClB;AAMD;;;GAGG;AACH,wBAAgB,WAAW,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,CAE3E;AAED;;;GAGG;AACH,wBAAgB,YAAY,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,MAAM,EAAE,SAAS,KAAK,EAAE,GAAG,MAAM,CAarF;AAED,mFAAmF;AACnF,MAAM,WAAW,aAAa;IAC5B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAA;IACtB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAA;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAA;IACvB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAA;IACrB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAA;IACrB,iFAAiF;IACjF,QAAQ,CAAC,KAAK,EAAE,aAAa,CAAC,iBAAiB,GAAG,IAAI,CAAC,CAAA;IACvD,mEAAmE;IACnE,QAAQ,CAAC,MAAM,EAAE,iBAAiB,GAAG,IAAI,CAAA;IACzC,iFAAiF;IACjF,QAAQ,CAAC,SAAS,EAAE,UAAU,CAAA;CAC/B;AAmBD;;;;GAIG;AACH,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,SAAI,GAAG,aAAa,CAkB5F;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,CAC5B,KAAK,EAAE,aAAa,EACpB,GAAG,EAAE,wBAAwB,EAC7B,UAAU,EAAE,CAAC,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,KAAK,MAAM,GAC/C,IAAI,CAwBN"}
|
package/dist/lighting.js
ADDED
|
@@ -0,0 +1,138 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* @module lighting
|
|
3
|
+
*
|
|
4
|
+
* **Dithered cave darkness** — the ZX way to fake light: hard 8×8 light pools
|
|
5
|
+
* with an ordered (Bayer) dither edge, no alpha gradients. Think *Knight Lore*,
|
|
6
|
+
* not modern soft shadows.
|
|
7
|
+
*
|
|
8
|
+
* Built for speed. The naive way (recompute a full-screen `ImageData` and
|
|
9
|
+
* `putImageData` it every frame) is a CPU/upload hog — it was ~27% of a frame in
|
|
10
|
+
* a real game. Instead:
|
|
11
|
+
*
|
|
12
|
+
* 1. The dither for each darkness **level** is pre-rendered once to a tiny 8×8
|
|
13
|
+
* tile ({@link createDarknessLayer}).
|
|
14
|
+
* 2. The view is darkened **cell by cell** into a persistent buffer, and only
|
|
15
|
+
* cells whose level **changed** since the last frame are repainted.
|
|
16
|
+
* 3. The whole buffer is blitted with **one `drawImage`** — no per-frame
|
|
17
|
+
* `putImageData`.
|
|
18
|
+
*
|
|
19
|
+
* The game supplies a per-cell darkness via a callback, so it owns the *policy*
|
|
20
|
+
* (lights, depth gradients, fog…) while this module owns the fast *rendering*.
|
|
21
|
+
* {@link brightnessAt} is a ready helper for the common "pools of light" case.
|
|
22
|
+
*
|
|
23
|
+
* @example
|
|
24
|
+
* ```ts
|
|
25
|
+
* const dark = createDarknessLayer(256, 192) // once, view-sized
|
|
26
|
+
* // each frame, after drawing the scene:
|
|
27
|
+
* renderDarkness(dark, ctx, (col, row) => {
|
|
28
|
+
* const b = brightnessAt(col * CELL + 4, row * CELL + 4, lights)
|
|
29
|
+
* return 1 - b // 0 = lit, 1 = pitch black
|
|
30
|
+
* })
|
|
31
|
+
* ```
|
|
32
|
+
*/
|
|
33
|
+
import { CELL } from './palette.js';
|
|
34
|
+
// Dispersed 4×4 Bayer matrix (values 0..15), row-major — drives the stipple.
|
|
35
|
+
// 8×8 cells are a multiple of 4, so tiles dither seamlessly across cell borders.
|
|
36
|
+
const BAYER4 = [0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5];
|
|
37
|
+
/**
|
|
38
|
+
* The ordered-dither rule: is pixel `(px, py)` black at darkness `amount` (0..1)?
|
|
39
|
+
* Pure and deterministic — used to bake the level tiles, and handy to test.
|
|
40
|
+
*/
|
|
41
|
+
export function ditherBlack(px, py, amount) {
|
|
42
|
+
return (BAYER4[((py & 3) << 2) | (px & 3)] + 0.5) / 16 < amount;
|
|
43
|
+
}
|
|
44
|
+
/**
|
|
45
|
+
* Brightest attenuated light at a point: `max((1 - dist/radius) * intensity)`
|
|
46
|
+
* over all lights, clamped to 0..1. Turn it into darkness with `1 - brightnessAt(...)`.
|
|
47
|
+
*/
|
|
48
|
+
export function brightnessAt(px, py, lights) {
|
|
49
|
+
let b = 0;
|
|
50
|
+
for (const l of lights) {
|
|
51
|
+
if (l.radius <= 0)
|
|
52
|
+
continue;
|
|
53
|
+
const dx = px - l.x;
|
|
54
|
+
const dy = py - l.y;
|
|
55
|
+
const d = Math.sqrt(dx * dx + dy * dy);
|
|
56
|
+
if (d < l.radius) {
|
|
57
|
+
const c = (1 - d / l.radius) * l.intensity;
|
|
58
|
+
if (c > b)
|
|
59
|
+
b = c;
|
|
60
|
+
}
|
|
61
|
+
}
|
|
62
|
+
return b > 1 ? 1 : b < 0 ? 0 : b;
|
|
63
|
+
}
|
|
64
|
+
/** Bakes one 8×8 dither tile for darkness `amount`, or `null` when fully lit. */
|
|
65
|
+
function makeTile(amount) {
|
|
66
|
+
if (amount <= 0 || typeof document === 'undefined')
|
|
67
|
+
return null;
|
|
68
|
+
const c = document.createElement('canvas');
|
|
69
|
+
c.width = CELL;
|
|
70
|
+
c.height = CELL;
|
|
71
|
+
const ctx = c.getContext('2d');
|
|
72
|
+
if (!ctx)
|
|
73
|
+
return null;
|
|
74
|
+
ctx.fillStyle = '#000';
|
|
75
|
+
for (let y = 0; y < CELL; y++) {
|
|
76
|
+
for (let x = 0; x < CELL; x++) {
|
|
77
|
+
if (ditherBlack(x, y, amount))
|
|
78
|
+
ctx.fillRect(x, y, 1, 1);
|
|
79
|
+
}
|
|
80
|
+
}
|
|
81
|
+
return c;
|
|
82
|
+
}
|
|
83
|
+
/**
|
|
84
|
+
* Creates a darkness layer sized to the view. `levels` is the number of darkness
|
|
85
|
+
* steps (default 8) — more is a smoother dither for a little more memory. Call
|
|
86
|
+
* once; reuse across frames.
|
|
87
|
+
*/
|
|
88
|
+
export function createDarknessLayer(width, height, levels = 8) {
|
|
89
|
+
if (!Number.isInteger(levels) || levels < 2) {
|
|
90
|
+
throw new Error(`createDarknessLayer: levels must be an integer >= 2, got ${levels}`);
|
|
91
|
+
}
|
|
92
|
+
const cols = Math.ceil(width / CELL);
|
|
93
|
+
const rows = Math.ceil(height / CELL);
|
|
94
|
+
const tiles = [];
|
|
95
|
+
for (let i = 0; i < levels; i++)
|
|
96
|
+
tiles.push(makeTile(i / (levels - 1)));
|
|
97
|
+
let buffer = null;
|
|
98
|
+
if (typeof document !== 'undefined') {
|
|
99
|
+
buffer = document.createElement('canvas');
|
|
100
|
+
buffer.width = width;
|
|
101
|
+
buffer.height = height;
|
|
102
|
+
}
|
|
103
|
+
const cellLevel = new Int16Array(cols * rows).fill(-1);
|
|
104
|
+
return { width, height, levels, cols, rows, tiles, buffer, cellLevel };
|
|
105
|
+
}
|
|
106
|
+
/**
|
|
107
|
+
* Renders dithered darkness onto `ctx`. `darknessAt(col, row)` returns the
|
|
108
|
+
* darkness of each 8×8 cell: **0 = lit**, **1 = pitch black** (values are clamped
|
|
109
|
+
* and quantised to the layer's `levels`). Only cells whose level changed since the
|
|
110
|
+
* last call are repainted on the cached buffer; the buffer is then blitted once.
|
|
111
|
+
*/
|
|
112
|
+
export function renderDarkness(layer, ctx, darknessAt) {
|
|
113
|
+
const { buffer, tiles, levels, cols, rows, cellLevel } = layer;
|
|
114
|
+
const bctx = buffer ? buffer.getContext('2d') : null;
|
|
115
|
+
const maxLevel = levels - 1;
|
|
116
|
+
for (let row = 0; row < rows; row++) {
|
|
117
|
+
for (let col = 0; col < cols; col++) {
|
|
118
|
+
let a = darknessAt(col, row);
|
|
119
|
+
a = a < 0 ? 0 : a > 1 ? 1 : a;
|
|
120
|
+
const level = Math.round(a * maxLevel);
|
|
121
|
+
const idx = row * cols + col;
|
|
122
|
+
if (cellLevel[idx] === level)
|
|
123
|
+
continue; // unchanged → skip the repaint
|
|
124
|
+
cellLevel[idx] = level;
|
|
125
|
+
if (bctx) {
|
|
126
|
+
const x = col * CELL;
|
|
127
|
+
const y = row * CELL;
|
|
128
|
+
bctx.clearRect(x, y, CELL, CELL);
|
|
129
|
+
const tile = tiles[level];
|
|
130
|
+
if (tile)
|
|
131
|
+
bctx.drawImage(tile, x, y);
|
|
132
|
+
}
|
|
133
|
+
}
|
|
134
|
+
}
|
|
135
|
+
if (buffer)
|
|
136
|
+
ctx.drawImage(buffer, 0, 0);
|
|
137
|
+
}
|
|
138
|
+
//# sourceMappingURL=lighting.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|