zx-kit 0.3.0 → 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 +130 -2
- 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/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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@@ -344,6 +344,131 @@ resetInput() // discard any queued keypresses from the previous phase
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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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```
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@@ -361,8 +486,11 @@ zx-kit/
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│ │ # getAudioContext, getMasterGain,
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│ │ # getMasterVolume, setMasterVolume,
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│ │ # increaseVolume, decreaseVolume
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│
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│
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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/index.d.ts
CHANGED
package/dist/index.d.ts.map
CHANGED
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@@ -1 +1 @@
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{"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"}
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{"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"}
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package/dist/index.js
CHANGED
package/dist/index.js.map
CHANGED
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@@ -1 +1 @@
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{"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"}
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{"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"}
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package/dist/ui.d.ts
ADDED
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import type { SpectrumColor } from './palette.js';
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/**
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* Border configuration for UI primitives.
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* When the `border` object is present on a parent option, a border is rendered.
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* `enabled` defaults to `true` — set it to `false` to suppress the border
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* while keeping the object in place for future toggling.
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*/
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export type BorderOptions = {
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/** Enable/disable border rendering. Default: `true` */
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enabled?: boolean;
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/** Border thickness in pixels. Default: `1` */
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thickness?: number;
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/**
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* Border color. Default: same as the primary `ink` / `color` of the parent function.
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* Accepts any {@link SpectrumColor} value.
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*/
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color?: SpectrumColor;
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/**
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* Border style.
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* - `'solid'` — continuous lines (default)
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* - `'dashed'` — alternating 2 px on / 2 px off segments
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*/
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style?: 'solid' | 'dashed';
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};
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/**
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* Options for {@link drawProgressBar}.
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*/
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export type DrawProgressBarOptions = {
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/**
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* Stable key for managed-visibility mode.
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* The bar's last-drawn state is registered under this key so `renderUI` can
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* redraw it on subsequent frames. Defaults to `"${x},${y}"` when omitted.
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*/
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id?: string;
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/** Left edge of the bar in game pixels. */
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x: number;
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/** Top edge of the bar in game pixels. */
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y: number;
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/**
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* Total width of the bar in game pixels.
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* Should be a multiple of `CELL` (8) — any remainder is left blank.
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*/
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width: number;
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/** Current value to represent. */
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value: number;
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/** Minimum value (left edge = empty). Default: `0` */
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min?: number;
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/** Maximum value (right edge = full). Default: `1` */
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max?: number;
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/** Filled-block foreground color. Default: `C.B_WHITE` */
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ink?: SpectrumColor;
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/** Empty-block background color. Default: `C.BLACK` */
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paper?: SpectrumColor;
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/** Optional border around the entire bar. */
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border?: BorderOptions;
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/**
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* How long the bar stays visible after the last `drawProgressBar` call (ms).
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* - `> 0` — auto-hides after this many milliseconds.
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* - `0` — permanent; only cleared by `resetUI()`.
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* Default: `500`
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*/
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visibilityLength?: number;
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};
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/**
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* Draws a filled rectangular box using ZX-style rendering.
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*
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* Renders a solid background (`paper`) and an optional border.
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* Coordinates are in game pixels (already scaled by `setupCanvas`).
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* Does NOT render text — use `drawPanelTitle` for labelled panels.
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*
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* @example
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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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export declare function drawBox(ctx: CanvasRenderingContext2D, options: {
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/** Left edge in game pixels */
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x: number;
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/** Top edge in game pixels */
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y: number;
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/** Width in game pixels */
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width: number;
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/** Height in game pixels */
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height: number;
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/** Background fill color */
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paper: SpectrumColor;
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/** Foreground color — used as default border color when `border.color` is omitted */
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ink?: SpectrumColor;
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/** Optional border */
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border?: BorderOptions;
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}): void;
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/**
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* Draws a rectangular frame — border only, no background fill.
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*
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* Unlike `drawBox`, the inside area is left untouched.
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* Useful for selection highlights, overlays, and ZX-style panels
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* where the background is already painted.
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*
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* @example
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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', thickness: 1 } })
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*/
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export declare function drawFrame(ctx: CanvasRenderingContext2D, options: {
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/** Left edge in game pixels */
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x: number;
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/** Top edge in game pixels */
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y: number;
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/** Width in game pixels */
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width: number;
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/** Height in game pixels */
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height: number;
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/** Frame color */
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color: SpectrumColor;
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/** Border configuration — `color` here overrides the top-level `color` */
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border?: BorderOptions;
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}): void;
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/**
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* Draws a ZX-style panel title — a text strip with an optional background fill.
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*
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* Does NOT draw the surrounding container (`drawBox` / `drawFrame` are separate).
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* The strip height is always `CELL + padding * 2` pixels.
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*
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* @example
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* // Labelled panel:
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* drawBox(ctx, { x: 8, y: 24, width: 128, height: 56, paper: C.BLACK })
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* drawPanelTitle(ctx, { text: 'OPTIONS', x: 8, y: 24, ink: C.B_YELLOW,
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* paper: C.BLACK, centered: true, width: 128 })
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*
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* // No background — ink only:
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* drawPanelTitle(ctx, { text: 'DEBUG', x: 0, y: 0, ink: C.B_CYAN })
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*/
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export declare function drawPanelTitle(ctx: CanvasRenderingContext2D, options: {
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/** Title text (ASCII — rendered via ZX ROM font) */
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text: string;
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/** Left edge in game pixels */
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+
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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I,GAAG,CAAC,KAAK,IAAI,CAAC;YAAE,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC,CAAA;IACtC,CAAC;AACH,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,QAAQ,CAAC,GAA6B;IACpD,KAAK,MAAM,GAAG,IAAI,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC;QACjC,UAAU,CAAC,GAAG,EAAE,GAAG,CAAC,OAAO,CAAC,CAAA;IAC9B,CAAC;AACH,CAAC;AAED;;;;;;;;GAQG;AACH,MAAM,UAAU,OAAO;IACrB,KAAK,CAAC,KAAK,EAAE,CAAA;AACf,CAAC"}
|
package/package.json
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
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
|
".": {
|