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4 changes: 2 additions & 2 deletions PROJECT_DESCRIPTION.md
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ npm run build
| Procedural textures & terrain | `perlin`, `perlin3D`, `simplex2D`, `simplex3D`, `worley`, `worleySample`, `waveFunctionCollapse`, `cellularAutomataCave`, `poissonDiskSampling`, `computeVoronoiDiagram`, `diamondSquare`, `generateLSystem`, `generateBspDungeon`, `generateRecursiveMaze`, `generatePrimMaze`, `generateKruskalMaze`, `generateWilsonMaze`, `generateAldousBroderMaze`, `generateRecursiveDivisionMaze` | `procedural/*.ts` | `examples/simplex.ts`, `examples/worley.ts`, `examples/waveFunctionCollapse.ts`, `examples/cellularAutomata.ts`, `examples/poissonDisk.ts`, `examples/voronoi.ts`, `examples/diamondSquare.ts`, `examples/lSystem.ts`, `examples/dungeonBsp.ts`, `examples/mazeRecursive.ts`, `examples/mazePrim.ts`, `examples/mazeKruskal.ts`, `examples/mazeWilson.ts`, `examples/mazeAldous.ts`, `examples/mazeDivision.ts` |
| Spatial queries & collision | `Quadtree`, `aabbCollision`, `aabbIntersection`, `satCollision`, `circleRayIntersection`, `sweptAABB` | `spatial/*.ts` | `examples/sat.ts` |
| Web performance & UI throttling | `debounce`, `throttle`, `LRUCache`, `memoize`, `deduplicateRequest`, `clearRequestDedup`, `calculateVirtualRange`, `createWeightedAliasSampler`, `createObjectPool`, `fisherYatesShuffle` | `util/*.ts` | `examples/requestDedup.ts`, `examples/virtualScroll.ts`, `examples/weightedAlias.ts`, `examples/objectPool.ts`, `examples/fisherYates.ts` |
| Gameplay systems | `createDeltaTimeManager`, `createFixedTimestepLoop`, `createCamera2D`, `createParticleSystem`, `createSpriteAnimation`, `createTweenSystem` | `util/deltaTime.ts`, `util/fixedTimestep.ts`, `gameplay/camera2D.ts`, `gameplay/particleSystem.ts`, `gameplay/spriteAnimation.ts`, `gameplay/tween.ts` | `examples/deltaTime.ts`, `examples/fixedTimestep.ts`, `examples/camera2D.ts`, `examples/particleSystem.ts`, `examples/spriteAnimation.ts`, `examples/tween.ts` |
| Gameplay systems | `createDeltaTimeManager`, `createFixedTimestepLoop`, `createCamera2D`, `createParticleSystem`, `createSpriteAnimation`, `createTweenSystem`, `createPlatformerController` | `util/deltaTime.ts`, `util/fixedTimestep.ts`, `gameplay/camera2D.ts`, `gameplay/particleSystem.ts`, `gameplay/spriteAnimation.ts`, `gameplay/tween.ts`, `gameplay/platformerPhysics.ts` | `examples/deltaTime.ts`, `examples/fixedTimestep.ts`, `examples/camera2D.ts`, `examples/particleSystem.ts`, `examples/spriteAnimation.ts`, `examples/tween.ts`, `examples/platformerPhysics.ts` |
| Text & search | `fuzzySearch`, `fuzzyScore`, `Trie`, `binarySearch`, `levenshteinDistance` | `search/*.ts` | `examples/search.ts` |
| Data transforms & diffing | `diff`, `deepClone`, `groupBy`, `diffJson`, `applyJsonDiff` | `data/*.ts` | `examples/jsonDiff.ts` |
| Graph traversal | `graphBFS`, `graphDFS`, `topologicalSort` | `graph/traversal.ts` | `examples/graph.ts` |
Expand Down Expand Up @@ -94,7 +94,7 @@ Consistency between runtime code, documentation, and TypeScript declarations kee
- **Procedural:** 2D/3D Perlin, Worley noise, Wave Function Collapse tile synthesis.
- **Spatial:** Quadtree, AABB helpers, SAT convex polygon collision.
- **Performance utilities:** Debounce, throttle, LRU cache, memoize, request deduplication, virtual scrolling, weighted alias sampling, object pooling, Fisher–Yates shuffle.
- **Gameplay systems:** Delta-time manager, fixed timestep loop, 2D camera with smoothing and shake, particle system with configurable emitters, sprite animation controller with frame events, tween system with easing and repeats.
- **Gameplay systems:** Delta-time manager, fixed timestep loop, 2D camera with smoothing and shake, particle system with configurable emitters, sprite animation controller with frame events, tween system with easing and repeats, platformer physics helper with coyote time and jump buffering.
- **Search:** Fuzzy search + scoring, Trie-based autocomplete, binary search, Levenshtein distance.
- **Data tools:** Diff operations (LCS), deep clone, groupBy, JSON diff/patch helpers.
- **Graph:** BFS distance map, DFS traversal, topological sort.
Expand Down
4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -29,7 +29,7 @@ CDN usage:
| Spatial queries & collision | `Quadtree`, `aabbCollision`, `aabbIntersection`, `satCollision`, `circleRayIntersection`, `sweptAABB` | `spatial/*.ts` | `examples/sat.ts` |
| AI behaviours & crowds | `seek`, `flee`, `arrive`, `pursue`, `wander`, `updateBoids`, `BehaviorTree`, `rvoStep` | `ai/steering.ts`, `ai/boids.ts`, `ai/behaviorTree.ts`, `ai/rvo.ts` | `examples/steering.ts`, `examples/boids.ts`, `examples/rvo.ts` |
| Web performance & UI | `debounce`, `throttle`, `LRUCache`, `memoize`, `deduplicateRequest`, `clearRequestDedup`, `calculateVirtualRange`, `createWeightedAliasSampler`, `createObjectPool`, `fisherYatesShuffle` | `util/*.ts` | `examples/requestDedup.ts`, `examples/virtualScroll.ts`, `examples/weightedAlias.ts`, `examples/objectPool.ts`, `examples/fisherYates.ts` |
| Gameplay systems | `createDeltaTimeManager`, `createFixedTimestepLoop`, `createCamera2D`, `createParticleSystem`, `createSpriteAnimation`, `createTweenSystem` | `util/deltaTime.ts`, `util/fixedTimestep.ts`, `gameplay/camera2D.ts`, `gameplay/particleSystem.ts`, `gameplay/spriteAnimation.ts`, `gameplay/tween.ts` | `examples/deltaTime.ts`, `examples/fixedTimestep.ts`, `examples/camera2D.ts`, `examples/particleSystem.ts`, `examples/spriteAnimation.ts`, `examples/tween.ts` |
| Gameplay systems | `createDeltaTimeManager`, `createFixedTimestepLoop`, `createCamera2D`, `createParticleSystem`, `createSpriteAnimation`, `createTweenSystem`, `createPlatformerController` | `util/deltaTime.ts`, `util/fixedTimestep.ts`, `gameplay/camera2D.ts`, `gameplay/particleSystem.ts`, `gameplay/spriteAnimation.ts`, `gameplay/tween.ts`, `gameplay/platformerPhysics.ts` | `examples/deltaTime.ts`, `examples/fixedTimestep.ts`, `examples/camera2D.ts`, `examples/particleSystem.ts`, `examples/spriteAnimation.ts`, `examples/tween.ts`, `examples/platformerPhysics.ts` |
| Search & text | `fuzzySearch`, `fuzzyScore`, `Trie`, `binarySearch`, `levenshteinDistance` | `search/*.ts` | `examples/search.ts` |
| Data & diff pipelines | `diff`, `deepClone`, `groupBy`, `diffJson`, `applyJsonDiff` | `data/*.ts` | `examples/jsonDiff.ts` |
| Graph algorithms | `graphBFS`, `graphDFS`, `topologicalSort` | `graph/traversal.ts` | `examples/graph.ts` |
Expand All @@ -53,7 +53,7 @@ npm run size # Enforce bundle size budget
- Milestone 0.2 next targets crowd-flow integrations (RVO + flow fields) and behaviour-tree decorators for richer AI control.
- Milestone 0.4 plans a procedural + gameplay systems toolkit (Wave Function Collapse, dungeon suite, L-systems, game loop, camera, particles, inventory, combat, save/load, and more).

Examples live under `examples/` and can be executed with `tsx`/`ts-node` or compiled for the browser. See `examples/astar.ts`, `examples/flowField.ts`, `examples/navMesh.ts`, `examples/cellularAutomata.ts`, `examples/poissonDisk.ts`, `examples/voronoi.ts`, `examples/diamondSquare.ts`, `examples/lSystem.ts`, `examples/dungeonBsp.ts`, `examples/mazeRecursive.ts`, `examples/mazePrim.ts`, `examples/mazeKruskal.ts`, `examples/mazeWilson.ts`, `examples/mazeAldous.ts`, `examples/mazeDivision.ts`, `examples/steering.ts`, `examples/boids.ts`, `examples/requestDedup.ts`, `examples/deltaTime.ts`, `examples/fixedTimestep.ts`, `examples/camera2D.ts`, `examples/particleSystem.ts`, `examples/spriteAnimation.ts`, `examples/tween.ts`, `examples/search.ts`, `examples/graph.ts`, `examples/geometry.ts`, `examples/bresenham.ts`, `examples/visual.ts`, `examples/sat.ts`, `examples/simplex.ts`, and `examples/worley.ts` for quick starts. The `examples` registry exported from `src/index.ts` provides a typed index you can traverse programmatically.
Examples live under `examples/` and can be executed with `tsx`/`ts-node` or compiled for the browser. See `examples/astar.ts`, `examples/flowField.ts`, `examples/navMesh.ts`, `examples/cellularAutomata.ts`, `examples/poissonDisk.ts`, `examples/voronoi.ts`, `examples/diamondSquare.ts`, `examples/lSystem.ts`, `examples/dungeonBsp.ts`, `examples/mazeRecursive.ts`, `examples/mazePrim.ts`, `examples/mazeKruskal.ts`, `examples/mazeWilson.ts`, `examples/mazeAldous.ts`, `examples/mazeDivision.ts`, `examples/steering.ts`, `examples/boids.ts`, `examples/requestDedup.ts`, `examples/deltaTime.ts`, `examples/fixedTimestep.ts`, `examples/camera2D.ts`, `examples/particleSystem.ts`, `examples/spriteAnimation.ts`, `examples/tween.ts`, `examples/platformerPhysics.ts`, `examples/search.ts`, `examples/graph.ts`, `examples/geometry.ts`, `examples/bresenham.ts`, `examples/visual.ts`, `examples/sat.ts`, `examples/simplex.ts`, and `examples/worley.ts` for quick starts. The `examples` registry exported from `src/index.ts` provides a typed index you can traverse programmatically.

## Contributing
1. Fork the repository.
Expand Down
2 changes: 1 addition & 1 deletion ROADMAP.md
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Expand Up @@ -55,7 +55,7 @@
- [x] Particle system with configurable emitters
- [x] Sprite animation controller (frame timing, events)
- [x] Tween/lerp utility for smooth interpolation
- [ ] Platformer physics helper (gravity, coyote time, jump buffering)
- [x] Platformer physics helper (gravity, coyote time, jump buffering)
- [ ] Top-down movement helper (8-direction)
- [ ] Tile map renderer helpers (chunking, layering, collision tags)
- [ ] Shadowcasting field-of-view utilities and minimap helpers
Expand Down
73 changes: 73 additions & 0 deletions docs/index.d.ts
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Expand Up @@ -1223,6 +1223,79 @@ export interface TweenSystem {
*/
export function createTweenSystem(options?: TweenSystemOptions): TweenSystem;

/**
* Platformer physics configuration options.
* Use for: tuning acceleration, gravity, and jump responsiveness.
* Import: gameplay/platformerPhysics.ts
*/
export interface PlatformerPhysicsOptions {
acceleration: number;
deceleration: number;
maxSpeed: number;
gravity: number;
jumpVelocity: number;
maxFallSpeed?: number;
airControl?: number;
coyoteTime?: number;
jumpBufferTime?: number;
jumpCutMultiplier?: number;
}

/**
* Platformer character state snapshot.
* Use for: feeding into collision systems and rendering.
* Import: gameplay/platformerPhysics.ts
*/
export interface PlatformerCharacterState {
position: Vector2D;
velocity: Vector2D;
onGround: boolean;
}

/**
* Platformer player input.
* Use for: representing movement axis and jump presses.
* Import: gameplay/platformerPhysics.ts
*/
export interface PlatformerInput {
move: number;
jump: boolean;
}

/**
* Platformer update payload.
* Use for: advancing physics with delta time and collision info.
* Import: gameplay/platformerPhysics.ts
*/
export interface PlatformerUpdateOptions {
delta: number;
input: PlatformerInput;
onGround: boolean;
}

/**
* Platformer physics controller API.
* Use for: updating motion, resetting state, and retuning options.
* Import: gameplay/platformerPhysics.ts
*/
export interface PlatformerController {
update(options: PlatformerUpdateOptions): PlatformerCharacterState;
getState(): PlatformerCharacterState;
reset(state?: Partial<PlatformerCharacterState>): void;
setOptions(options: Partial<PlatformerPhysicsOptions>): void;
}

/**
* Creates a platformer physics controller with coyote time and jump buffering.
* Use for: responsive side-scroller movement and jump handling.
* Performance: O(1) per update.
* Import: gameplay/platformerPhysics.ts
*/
export function createPlatformerController(
options: PlatformerPhysicsOptions,
initialState?: PlatformerCharacterState
): PlatformerController;

/**
* Least recently used cache.
* Use for: memoizing responses, data loaders, pagination caches.
Expand Down
31 changes: 31 additions & 0 deletions examples/platformerPhysics.ts
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@@ -0,0 +1,31 @@
import { createPlatformerController } from '../src/index.js';

const controller = createPlatformerController({
acceleration: 40,
deceleration: 30,
maxSpeed: 6,
gravity: 30,
jumpVelocity: 12,
coyoteTime: 0.1,
jumpBufferTime: 0.1,
});

let onGround = true;

for (let frame = 0; frame < 10; frame += 1) {
const input = {
move: frame < 5 ? 1 : 0,
jump: frame === 0,
};

const state = controller.update({
delta: 1 / 60,
input,
onGround,
});

// Simulate leaving the ground after the first update.
onGround = frame === 0;

console.log(`frame ${frame}: pos=(${state.position.x.toFixed(2)}, ${state.position.y.toFixed(2)}) velocity=(${state.velocity.x.toFixed(2)}, ${state.velocity.y.toFixed(2)})`);
}
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