/*

Primitives: every basic shape BLIT386 can draw, each with a small animation.
@description Every basic shape BLIT386 can draw: pixels, lines, rectangles, and the filled and outlined variants.

Part of the BLIT386 demo series.

Prerequisites:
  - Basics: https://demos.blit386.dev/basics

Live version: https://demos.blit386.dev/primitives

Guides:
  - Palette: https://blit386.dev/docs/guides/palette#draw-using-absolute-palette-indices
  - Overlay: https://blit386.dev/docs/guides/overlay#optional-bands

Reference:
  - Rendering: https://blit386.dev/docs/api/rendering#primitives
  - Core types: https://blit386.dev/docs/api/core-types#color32

---

WHAT YOU WILL SEE
-----------------

Six captioned sections on a dark blue-gray screen, each showing one drawing call:

- Pixels: fifty scattered dots whose colors cycle through the rainbow.
- Lines: a red horizontal, a green vertical, and a blue diagonal line, plus a white line
  spinning around a center point.
- Rect Outlines: red, green, and blue hollow rectangles, plus a yellow square that
  grows and shrinks.
- Rect Fills: the same three rectangles filled in, plus a yellow square sliding
  left and right.
- Clear Rect: a grid of steel-blue squares with a moving window erased out of it.
- Combined: a dark graph box with a gray border and a scrolling cyan sine wave inside.

The engine overlay is open from the start, with the palette grid showing 24 slots per row
and 3 rows at a time.

WHAT YOU WILL LEARN
-------------------

- "Primitives" are the simplest building blocks of drawing: single dots,
  lines, and rectangles.
- BT.drawPixel(pos, slot), BT.drawLine(p0, p1, slot), BT.drawRect(rect, slot),
  BT.drawRectFill(rect, slot), and BT.clearRect(rect, slot). Every call takes a palette
  slot number, never a Color32.
- Rect2i(x, y, width, height) describes a rectangle; Vector2i(x, y) a point.
- Animating in update() with a tick counter, then reading it in render() to spin, pulse,
  and slide shapes. Math.sin() and Math.cos() turn the counter into smooth motion.
- "Palette animation": update() computes fifty rainbow colors with Color32.fromHSL() and
  writes them into palette slots 20-69, so render() only passes slot numbers.
- Section captions with the shared UI kit's ui.caption(x, y, text).

TRY THIS
--------

- The overlay is already open. Watch slots 20-69 in its palette grid at the bottom: they
  cycle through the rainbow in step with the dots in the Pixels section.
- Press the backquote key (`) or click/tap the symbol in the bottom-left corner to hide
  the overlay and see the whole screen.

*/

import { function bootstrap(DemoClass: DemoConstructor, options?: BootstrapOptions): Promise<boolean>
One-liner bootstrap function for BLIT386 demos. Handles canvas retrieval and engine initialization. Backend selection (WebGPU or software fallback) is managed internally by BTAPI. This function provides a streamlined way to start a demo with sensible defaults while allowing customization through options.
@since0.2.0@changed1.4.0 Calling `bootstrap()` again while already initialized now routes to a hot swap (via {@link registerHotReload}) when a Vite HMR context is registered, or logs a double-bootstrap guard and returns `false` otherwise - previously it silently started a second, unstoppable `GameLoop`.@changed1.7.0 Exposes `BT` on `window.BT` after bootstrap finishes, gated by {@link BootstrapOptions.exposeGlobal} (default: {@link BT.isDevMode}).@paramDemoClass - Demo class constructor implementing `IBTDemo` (optional `configure()` for hardware settings).@paramoptions - Optional configuration for IDs and callbacks.@returns`true` when the demo boots successfully; otherwise `false`.@example// Simplest usage - uses default IDs. bootstrap(MyDemo);@example// With custom options. bootstrap(MyDemo, { canvasID: 'custom-canvas', containerID: 'custom-container', onSuccess: () => console.log('Demo started!'), onError: (err) => analytics.trackError(err), });@example// Await the result. const success = await bootstrap(MyDemo); if (success) { console.log('Demo is running'); }
bootstrap
,
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
, class Color32
Mutable 32-bit RGBA color value with 8-bit channels.
@since0.1.0
Color32
, class Rect2i
Integer rectangle for pixel-perfect bounds and regions. Used throughout the engine for sprite regions, display-space bounds, and zero-allocation geometry helpers. Both convenience getters and allocation-free `*To()` helpers are provided so callers can choose between readability and hot-path efficiency.
@since0.1.0
Rect2i
, class Vector2i
Integer 2D vector for pixel-perfect positioning. Used for points, sizes, directions, and camera offsets throughout the engine. The API includes both allocation-free `*To()` / `*InPlace()` variants and convenience methods that return new vectors.
@since0.1.0
Vector2i
} from 'blit386';
// The shared demo UI kit: applyTheme() installs the series' standard UI colors into the // palette, and ui.caption() prints the section captions with them. We met the kit in the // Basics demo: https://demos.blit386.dev/basics import { import applyThemeapplyTheme, import uiui } from './shared/ui.js'; /** @typedef {import('blit386').Palette} Palette */ // Every color we draw with is registered first in a numbered palette slot. Think of each // slot as a labeled jar of paint on a shelf. Slot 0 is always transparent (invisible), so // our colors start at 1. Slot 3 is left unused. const const C_WHITE: 1C_WHITE = 1; // pure white: the spinning line and the overlay bar const const C_BG: 2C_BG = 2; // dark blue-gray: background and the clearRect erase color const const C_RED: 4C_RED = 4; // red: first rectangle in each row const const C_GREEN: 5C_GREEN = 5; // green: second rectangle in each row const const C_BLUE: 6C_BLUE = 6; // blue: third rectangle in each row const const C_YELLOW: 7C_YELLOW = 7; // yellow: the pulsing and sliding squares const const C_CYAN: 8C_CYAN = 8; // cyan (bright blue-green): the sine wave line const const C_GRAY_BORDER: 9C_GRAY_BORDER = 9; // gray: the graph outline const const C_DARK: 10C_DARK = 10; // very dark blue: graph background and overlay text const const C_STEEL: 11C_STEEL = 11; // steel blue: the squares in the clearRect grid // Animated palette slots for the rainbow pixels. Each pixel needs its own slot so they // can all be different colors. update() stores each pixel's current color in slots // 20-69 every tick, and render() just passes the slot number to BT.drawPixel() - no // Color32 needed there. const const C_PIXEL_BASE: 20C_PIXEL_BASE = 20; // pixel 0 uses slot 20, pixel 1 slot 21, ... pixel 49 slot 69 // How many rainbow pixels there are. init(), update(), and renderPixel() all loop over // this same count, so it lives in one place instead of three repeated 50s. const const PIXEL_COUNT: 50PIXEL_COUNT = 50; // Shows every primitive drawing call, each in its own captioned section with // a small animation. class class DemoDemo { // How many update ticks have passed since the demo started. Everything that moves // reads this number. Demo.animTicks: numberanimTicks = 0; // The palette holding every color this demo uses. /** @type {Palette | null} */ Demo.palette: Palette | null
@type{Palette | null}
palette
= null;
// Palette slot map for the shared UI kit theme, filled in init() by applyTheme(): a // map like { bg, text, dim, header, ... } of slot numbers. Demo.theme: nulltheme = null; // Optional engine settings. We keep the default 320x240 screen, open the overlay from // the start, and show its palette grid with 24 chips per row and 3 visible rows.
Demo.configure(): {
    isOverlayPaletteEnabled: boolean;
    overlayPaletteColumns: number;
    overlayPaletteRowsVisible: number;
    isOverlayVisibleAtStart: boolean;
    overlayStyle: {
        barPaletteIndex: number;
        textPaletteIndex: number;
        gapPaletteIndex: number;
    };
}
configure
() {
return { isOverlayPaletteEnabled: booleanisOverlayPaletteEnabled: true, overlayPaletteColumns: numberoverlayPaletteColumns: 24, overlayPaletteRowsVisible: numberoverlayPaletteRowsVisible: 3, isOverlayVisibleAtStart: booleanisOverlayVisibleAtStart: true, // The overlay bars draw in white with very dark text, and the gaps between // bars in the background color.
overlayStyle: {
    barPaletteIndex: number;
    textPaletteIndex: number;
    gapPaletteIndex: number;
}
overlayStyle
: {
barPaletteIndex: numberbarPaletteIndex: const C_WHITE: 1C_WHITE, textPaletteIndex: numbertextPaletteIndex: const C_DARK: 10C_DARK, gapPaletteIndex: numbergapPaletteIndex: const C_BG: 2C_BG, }, }; } // Runs once when the demo starts and sets up the palette. async Demo.init(): unknowninit() { // We pick all the colors we need BEFORE drawing anything - like an artist // squeezing paint onto a palette before picking up the brush. this.Demo.palette: Palette | null
@type{Palette | null}
palette
=
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.paletteCreate: (size?: number) => Palette
Creates a standalone palette instance.
@since1.0.3@paramsize - Palette size. Defaults to 256 colors.@returnsNew mutable palette.
paletteCreate
(256);
// Static colors (these never change from frame to frame). this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_WHITE: 1C_WHITE, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(255, 255, 255)); // pure white
this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_BG: 2C_BG, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(40, 50, 80)); // dark blue-gray background
this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_RED: 4C_RED, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(255, 100, 100)); // red shapes
this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_GREEN: 5C_GREEN, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(100, 255, 100)); // green shapes
this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_BLUE: 6C_BLUE, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(100, 100, 255)); // blue shapes
this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_YELLOW: 7C_YELLOW, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(255, 255, 100)); // yellow moving squares
this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_CYAN: 8C_CYAN, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(100, 255, 255)); // cyan sine wave line
this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_GRAY_BORDER: 9C_GRAY_BORDER, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(100, 100, 100)); // graph border gray
this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_DARK: 10C_DARK, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(10, 15, 25)); // very dark graph background
this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_STEEL: 11C_STEEL, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(100, 150, 200)); // steel blue grid squares
// Pre-fill the rainbow pixel slots with gray so no slot is empty on the very // first frame, before update() has run. for (let let i: numberi = 0; let i: numberi < const PIXEL_COUNT: 50PIXEL_COUNT; let i: numberi++) { this.Demo.palette: Palette
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_PIXEL_BASE: 20C_PIXEL_BASE + let i: numberi, new new Color32(r?: number, g?: number, b?: number, a?: number): Color32
Creates a clamped 8-bit RGBA color.
@paramr - Red channel (0-255, defaults to 255).@paramg - Green channel (0-255, defaults to 255).@paramb - Blue channel (0-255, defaults to 255).@parama - Alpha channel (0-255, defaults to 255 = opaque).
Color32
(128, 128, 128)); // start gray
} // Install the shared UI theme. It writes the series' twelve standard UI // colors into high palette slots (240-251), far from our scene slots (1-11) // and the animated rainbow slots (20-69). The section captions draw with // these colors. This must happen BEFORE BT.paletteSet() below so the colors // go live with the palette. this.Demo.theme: nulltheme = import applyThemeapplyTheme(this.Demo.palette: Palette
@type{Palette | null}
palette
);
// Tell the engine "use this palette from now on."
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.paletteSet: (palette: Palette) => void
Stores the active engine palette. Use this to swap the **entire palette** (e.g. switch between a day and night theme). After this call the renderer uploads the new palette uniform on the next frame. **Palette-value swap (change what a slot looks like):** mutate the live {@link BT.palette } in place with `palette.set(slot, newColor)`. The renderer uploads dirty slots on the next frame; no `paletteSet()` or {@link BT.spritesRefresh } needed. **Palette-layout swap (same colors, different slot positions):** build a new palette with the same colors at new indices, call `paletteSet()`, then call {@link BT.spritesRefresh } so every sprite sheet re-maps its original RGBA pixels against the new slot layout.
@since1.0.3@parampalette - Palette to make active.
paletteSet
(this.Demo.palette: Palette
@type{Palette | null}
palette
);
return true; } // Runs at a fixed rate, 60 times per second (the engine default). See the Basics demo // for the full explanation: https://demos.blit386.dev/basics // We count ticks AND pre-compute the rainbow pixel colors here so // render() stays fast. Demo.update(): voidupdate() { // Add 1 each time update() runs. animTicks counts update ticks, not screen // refreshes, so after one second it is 60. this.Demo.animTicks: numberanimTicks++; // Pre-compute the rainbow pixel colors. Each pixel gets a different hue, and the // whole rainbow shifts forward by animTicks so it cycles over time. We do the // color math here and store the result in the palette, so render() can just say // "use slot 20", "use slot 21", and so on. This keeps ALL color math out of // render() - the "palette animation" technique. for (let let i: numberi = 0; let i: numberi < const PIXEL_COUNT: 50PIXEL_COUNT; let i: numberi++) { // hue is a position on the color wheel: 0 is red, 120 green, 240 blue, 360 // back to red. Multiplying i by 17 steps 17 degrees per pixel, so the // sequence wraps around the wheel a few times across the fifty pixels - a // denser rainbow than one even sweep. Adding animTicks rotates the whole // rainbow each tick, and % 360 (the remainder after dividing by 360) keeps // the value inside 0-359, like a clock wrapping past 12. const const hue: numberhue = (let i: numberi * 17 + this.Demo.animTicks: numberanimTicks) % 360; // Color32.fromHSL(hue, saturation, lightness) turns the hue into an RGB // color. Saturation 100 is fully vivid, lightness 50 is a medium brightness. const const color: Color32color = class Color32
Mutable 32-bit RGBA color value with 8-bit channels.
@since0.1.0
Color32
.Color32.fromHSL(h: number, s: number, l: number, a?: number): Color32
Creates a color from HSL values.
@paramh - Hue in degrees (0-360).@params - Saturation as percentage (0-100).@paraml - Lightness as percentage (0-100).@parama - Alpha channel (0-255, defaults to 255).@returnsNew color converted from HSL values.
fromHSL
(const hue: numberhue, 100, 50);
// Store this pixel's current color in its reserved palette slot. this.Demo.palette: Palette | null
@type{Palette | null}
palette
.Palette.set(index: number, color: Color32): void
Writes a color into a palette slot.
@paramindex - Palette index to overwrite.@paramcolor - Color to store.@throwsError if the index is invalid or if index `0` is set opaque.
set
(const C_PIXEL_BASE: 20C_PIXEL_BASE + let i: numberi, const color: Color32color);
} } // Runs once per screen refresh to draw everything. Each helper method draws one type // of primitive in its own section. Demo.render(): voidrender() { // Fill the whole screen with the dark background to start fresh each frame.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.clear: (paletteIndex: number) => void
Sets the frame clear color using a palette index. The renderer uses this color when clearing the full display at the start of the next frame.
@since0.1.0@parampaletteIndex - Palette index for the full-screen clear pass.
clear
(const C_BG: 2C_BG);
// Draw each type of primitive in its own area of the screen. this.Demo.renderPixel(): voidrenderPixel(); this.Demo.renderLine(): voidrenderLine(); this.Demo.renderRectOutline(): voidrenderRectOutline(); this.Demo.renderRectFill(): voidrenderRectFill(); this.Demo.renderClearRect(): voidrenderClearRect(); this.Demo.renderCombined(): voidrenderCombined(); } // Shows BT.drawPixel(): one colored dot. We scatter fifty dots, each in a different // rainbow color. The colors shift over time because update() rotates them each tick. Demo.renderPixel(): voidrenderPixel() { const const anchor: Vector2ianchor = new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(10, 7);
// Print the section caption with ui.caption() from the shared UI kit. Every demo // in the series uses this same widget, so all captions look identical everywhere. import uiui.caption(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
, 'Pixels');
// Draw the dots scattered across a small area. Their colors were already // computed in update() and stored in palette slots 20-69, so here we only // pass slot numbers. for (let let i: numberi = 0; let i: numberi < const PIXEL_COUNT: 50PIXEL_COUNT; let i: numberi++) { // A formula spreads the dots out so they do not all overlap. Multiplying by // 13 and 7 scatters them without an obvious pattern; % 60 and % 20 keep them // inside a 60x20 box. const const x: numberx = const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ ((let i: numberi * 13) % 60);
const const y: numbery = const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ ((let i: numberi * 7) % 20) + 15;
const const pos: Vector2ipos = new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const x: numberx, const y: numbery);
// C_PIXEL_BASE + i is the palette slot for pixel i (slot 20, 21, ..., 69).
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawPixel: (posOrX: Vector2i | number, yOrColor: number, maybeColor?: number) => void
Draws a single pixel. Accepts either: - `(posOrX: Vector2i, yOrColor: number)` where `yOrColor` is the palette index. - `(posOrX: number, yOrColor: number, maybeColor: number)` for `(x, y, paletteIndex)`.
@since0.1.0@paramposOrX - Pixel position as `Vector2i`, or x coordinate when using numeric overload.@paramyOrColor - Palette index for vector overload, or y coordinate for numeric overload.@parammaybeColor - Palette index when using numeric overload.
drawPixel
(const pos: Vector2ipos, const C_PIXEL_BASE: 20C_PIXEL_BASE + let i: numberi);
} } // Shows BT.drawLine(): a straight line between two points. Three static lines // (horizontal, vertical, diagonal) plus one that spins. Demo.renderLine(): voidrenderLine() { const const anchor: Vector2ianchor = new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(10, 75);
import uiui.caption(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
, 'Lines');
// A horizontal line goes straight left to right. Color: red.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawLine: (p0: Vector2i, p1: Vector2i, paletteIndex: number) => void
Draws a pixel-perfect line between two points. Uses rasterized line drawing without antialiasing.
@since0.1.0@paramp0 - Start position in display coordinates.@paramp1 - End position in display coordinates.@parampaletteIndex - Palette color index.
drawLine
(new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15), new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 60, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15), const C_RED: 4C_RED);
// A vertical line goes straight up and down. Color: green.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawLine: (p0: Vector2i, p1: Vector2i, paletteIndex: number) => void
Draws a pixel-perfect line between two points. Uses rasterized line drawing without antialiasing.
@since0.1.0@paramp0 - Start position in display coordinates.@paramp1 - End position in display coordinates.@parampaletteIndex - Palette color index.
drawLine
(new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 10, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 20), new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 10, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 40), const C_GREEN: 5C_GREEN);
// A diagonal line goes from top-left to bottom-right. Color: blue.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawLine: (p0: Vector2i, p1: Vector2i, paletteIndex: number) => void
Draws a pixel-perfect line between two points. Uses rasterized line drawing without antialiasing.
@since0.1.0@paramp0 - Start position in display coordinates.@paramp1 - End position in display coordinates.@parampaletteIndex - Palette color index.
drawLine
(new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 20, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 20), new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 50, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 40), const C_BLUE: 6C_BLUE);
// A spinning line that turns 2 degrees per tick. Math.sin and Math.cos want the // angle in radians, not degrees: a full circle is 2 * Math.PI radians, or 360 // degrees, so multiplying degrees by Math.PI / 180 converts them. const const angle: numberangle = (this.Demo.animTicks: numberanimTicks * 2 * Math.PI) / 180; // The center of the spinning line and how long it is. const const centerX: numbercenterX = const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 40;
const const centerY: numbercenterY = const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 30;
const const radius: 15radius = 15; // Math.cos and Math.sin turn the angle into horizontal and vertical distances. // Adding them to the center gives the far end of the line. const const endX: numberendX = const centerX: numbercenterX + Math.cos(const angle: numberangle) * const radius: 15radius; const const endY: numberendY = const centerY: numbercenterY + Math.sin(const angle: numberangle) * const radius: 15radius; // Draw the white line from the center to the far end. Math.floor rounds the // decimal result down to a whole pixel.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawLine: (p0: Vector2i, p1: Vector2i, paletteIndex: number) => void
Draws a pixel-perfect line between two points. Uses rasterized line drawing without antialiasing.
@since0.1.0@paramp0 - Start position in display coordinates.@paramp1 - End position in display coordinates.@parampaletteIndex - Palette color index.
drawLine
(new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const centerX: numbercenterX, const centerY: numbercenterY), new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(Math.floor(const endX: numberendX), Math.floor(const endY: numberendY)), const C_WHITE: 1C_WHITE);
} // Shows BT.drawRect(): just the border of a rectangle, hollow inside. Three static // rectangles in different colors plus a square that pulses in size. Demo.renderRectOutline(): voidrenderRectOutline() { const const anchor: Vector2ianchor = new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(90, 30);
import uiui.caption(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
, 'Rect Outlines');
// Three rectangles in different colors. Rect2i takes (x, y, width, height).
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRect: (rect: Rect2i, paletteIndex: number) => void
Draws an unfilled rectangle outline.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRect
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15, 40, 25), const C_RED: 4C_RED);
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRect: (rect: Rect2i, paletteIndex: number) => void
Draws an unfilled rectangle outline.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRect
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 50, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15, 30, 30), const C_GREEN: 5C_GREEN);
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRect: (rect: Rect2i, paletteIndex: number) => void
Draws an unfilled rectangle outline.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRect
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 90, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15, 25, 35), const C_BLUE: 6C_BLUE);
// A yellow square that grows and shrinks. Math.sin swings smoothly between -1 and // +1, so 10 + 5 * sin swings between 5 and 15. Math.floor rounds to whole pixels. const const pulse: anypulse = Math.floor(10 + Math.sin(this.Demo.animTicks: numberanimTicks * 0.1) * 5); // Use pulse as both width and height, doubled so the pulsing is easier to see: // the square swings between 10x10 and 30x30.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRect: (rect: Rect2i, paletteIndex: number) => void
Draws an unfilled rectangle outline.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRect
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 130, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15, const pulse: anypulse * 2, const pulse: anypulse * 2), const C_YELLOW: 7C_YELLOW);
} // Shows BT.drawRectFill(): a rectangle filled with solid color. Same layout as the // outlines above, but filled in. Demo.renderRectFill(): voidrenderRectFill() { const const anchor: Vector2ianchor = new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(90, 90);
import uiui.caption(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
, 'Rect Fills');
// Three filled rectangles in different colors.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRectFill: (rect: Rect2i, paletteIndex: number) => void
Draws a filled rectangle.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRectFill
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15, 40, 25), const C_RED: 4C_RED);
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRectFill: (rect: Rect2i, paletteIndex: number) => void
Draws a filled rectangle.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRectFill
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 50, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15, 30, 30), const C_GREEN: 5C_GREEN);
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRectFill: (rect: Rect2i, paletteIndex: number) => void
Draws a filled rectangle.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRectFill
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 90, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15, 25, 35), const C_BLUE: 6C_BLUE);
// A yellow square that slides back and forth. Math.sin swings between -1 and 1; // multiplying by 20 slides the square 20 pixels left and right of anchor.x + 130. const const slideX: anyslideX = const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 130 + Math.floor(Math.sin(this.Demo.animTicks: numberanimTicks * 0.05) * 20);
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRectFill: (rect: Rect2i, paletteIndex: number) => void
Draws a filled rectangle.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRectFill
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const slideX: anyslideX, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15, 20, 20), const C_YELLOW: 7C_YELLOW);
} // Shows BT.clearRect(): erases a rectangle back to one color. We draw a grid of // steel-blue squares, then erase a moving rectangular chunk, which shows the // background color underneath. Like drawRect(), it takes the rectangle first and the // slot second - it just paints over instead of drawing an outline or fill. Demo.renderClearRect(): voidrenderClearRect() { const const anchor: Vector2ianchor = new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(10, 135);
import uiui.caption(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
, 'Clear Rect');
// Draw a grid of steel-blue squares: the outer loop goes across (i = 0 to 9), the // inner loop goes down (j = 0 to 4). for (let let i: numberi = 0; let i: numberi < 10; let i: numberi++) { for (let let j: numberj = 0; let j: numberj < 5; let j: numberj++) { // Each square is 8x8 pixels with a 2-pixel gap (one square // every 10 pixels).
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRectFill: (rect: Rect2i, paletteIndex: number) => void
Draws a filled rectangle.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRectFill
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ let i: numberi * 10, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15 + let j: numberj * 10, 8, 8), const C_STEEL: 11C_STEEL);
} } // A moving X position for the erased area. It swings between anchor.x + 5 and // anchor.x + 35, centered on anchor.x + 20. const const clearX: anyclearX = const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
+ 20 + Math.floor(Math.sin(this.Demo.animTicks: numberanimTicks * 0.03) * 15);
// Erase a 40x30 rectangle back to the background color, like a window sliding // across the grid.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.clearRect: (rect: Rect2i, paletteIndex: number) => void
Fills a rectangular display region with a palette-indexed color.
@since0.1.0@paramrect - Rectangle in display pixel coordinates.@parampaletteIndex - Palette color index.
clearRect
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const clearX: anyclearX, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 25, 40, 30), const C_BG: 2C_BG);
} // Shows several primitives working together as a sine wave graph: a filled rectangle // for the background, an outline for the border, and short lines tracing the wave. Demo.renderCombined(): voidrenderCombined() { const const anchor: Vector2ianchor = new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(130, 165);
import uiui.caption(const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
, const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
, 'Combined');
// The graph's position and size on screen, offset from the section anchor. const const graphX: numbergraphX = const anchor: Vector2ianchor.Vector2i.x: number
Horizontal component (defaults to 0).
x
;
const const graphY: numbergraphY = const anchor: Vector2ianchor.Vector2i.y: number
Vertical component (defaults to 0).
y
+ 15;
const const graphW: 180graphW = 180; const const graphH: 50graphH = 50; // Fill the graph area with a very dark color so the wave stands out.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRectFill: (rect: Rect2i, paletteIndex: number) => void
Draws a filled rectangle.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRectFill
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const graphX: numbergraphX, const graphY: numbergraphY, const graphW: 180graphW, const graphH: 50graphH), const C_DARK: 10C_DARK);
// Draw a gray border around the graph.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawRect: (rect: Rect2i, paletteIndex: number) => void
Draws an unfilled rectangle outline.
@since0.1.0@paramrect - Rectangle bounds in display coordinates.@parampaletteIndex - Palette color index.
drawRect
(new new Rect2i(x?: number, y?: number, width?: number, height?: number): Rect2i
Creates an integer rectangle, truncating all inputs toward zero.
@paramx - Left-edge X coordinate (defaults to 0).@paramy - Top-edge Y coordinate (defaults to 0).@paramwidth - Width in pixels (defaults to 0).@paramheight - Height in pixels (defaults to 0).
Rect2i
(const graphX: numbergraphX, const graphY: numbergraphY, const graphW: 180graphW, const graphH: 50graphH), const C_GRAY_BORDER: 9C_GRAY_BORDER);
// Draw the scrolling wave by connecting short line segments: walk across // the graph one pixel at a time and work out the wave height at this column // and the next. for (let let x: numberx = 0; let x: numberx < const graphW: 180graphW - 1; let x: numberx++) { // Math.sin produces the wave. Adding animTicks makes it scroll; multiplying // by 0.1 sets how tightly it wiggles; multiplying by graphH / 3 sets how // tall it is. const const y1: anyy1 = Math.floor(const graphH: 50graphH / 2 + Math.sin((let x: numberx + this.Demo.animTicks: numberanimTicks) * 0.1) * (const graphH: 50graphH / 3)); const const y2: anyy2 = Math.floor(const graphH: 50graphH / 2 + Math.sin((let x: numberx + 1 + this.Demo.animTicks: numberanimTicks) * 0.1) * (const graphH: 50graphH / 3)); // Connect this column's point to the next one with a cyan line.
const BT: {
    FLIP_H: number;
    FLIP_V: number;
    ROT_90_CW: number;
    ROT_180_CW: number;
    ROT_270_CW: number;
    BTN_UP: number;
    BTN_DOWN: number;
    BTN_LEFT: number;
    BTN_RIGHT: number;
    BTN_A: number;
    BTN_B: number;
    BTN_X: number;
    BTN_Y: number;
    BTN_L: number;
    BTN_R: number;
    BTN_START: number;
    BTN_SELECT: number;
    BTN_POINTER_A: number;
    BTN_POINTER_B: number;
    BTN_POINTER_C: number;
    BTN_POINTER_D: number;
    PLAYER_ONE: number;
    PLAYER_TWO: number;
    PLAYER_THREE: number;
    PLAYER_FOUR: number;
    AXIS_LEFT_X: number;
    AXIS_LEFT_Y: number;
    AXIS_RIGHT_X: number;
    AXIS_RIGHT_Y: number;
    AXIS_TRIGGER_L: number;
    ... 124 more ...;
    spritesRefresh: () => void;
}
Main BLIT386 API namespace used by runtime demos.
BT
.drawLine: (p0: Vector2i, p1: Vector2i, paletteIndex: number) => void
Draws a pixel-perfect line between two points. Uses rasterized line drawing without antialiasing.
@since0.1.0@paramp0 - Start position in display coordinates.@paramp1 - End position in display coordinates.@parampaletteIndex - Palette color index.
drawLine
(new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const graphX: numbergraphX + let x: numberx, const graphY: numbergraphY + const y1: anyy1), new new Vector2i(x?: number, y?: number): Vector2i
Creates an integer 2D vector, truncating inputs toward zero.
@paramx - Horizontal component (defaults to 0).@paramy - Vertical component (defaults to 0).
Vector2i
(const graphX: numbergraphX + let x: numberx + 1, const graphY: numbergraphY + const y2: anyy2), const C_CYAN: 8C_CYAN);
} } } // Hand the Demo class to the BLIT386 engine to start running it. function bootstrap(DemoClass: DemoConstructor, options?: BootstrapOptions): Promise<boolean>
One-liner bootstrap function for BLIT386 demos. Handles canvas retrieval and engine initialization. Backend selection (WebGPU or software fallback) is managed internally by BTAPI. This function provides a streamlined way to start a demo with sensible defaults while allowing customization through options.
@since0.2.0@changed1.4.0 Calling `bootstrap()` again while already initialized now routes to a hot swap (via {@link registerHotReload}) when a Vite HMR context is registered, or logs a double-bootstrap guard and returns `false` otherwise - previously it silently started a second, unstoppable `GameLoop`.@changed1.7.0 Exposes `BT` on `window.BT` after bootstrap finishes, gated by {@link BootstrapOptions.exposeGlobal} (default: {@link BT.isDevMode}).@paramDemoClass - Demo class constructor implementing `IBTDemo` (optional `configure()` for hardware settings).@paramoptions - Optional configuration for IDs and callbacks.@returns`true` when the demo boots successfully; otherwise `false`.@example// Simplest usage - uses default IDs. bootstrap(MyDemo);@example// With custom options. bootstrap(MyDemo, { canvasID: 'custom-canvas', containerID: 'custom-container', onSuccess: () => console.log('Demo started!'), onError: (err) => analytics.trackError(err), });@example// Await the result. const success = await bootstrap(MyDemo); if (success) { console.log('Demo is running'); }
bootstrap
(class DemoDemo);