/** * Pursuit steering - turn-rate-limited heading for chase sequences. * * Real fish don't beeline: a pursuing predator arcs onto its target and a * fleeing prey carves away. We model heading as a unit vector that rotates * toward the desired direction at a capped angular rate, so course changes * read as swimming, not teleport-aiming. */ export interface Heading { x: number; y: number; } /** * Rotates `current` (unit heading) toward `desired` (any non-zero vector), * clamping angular velocity to `maxTurnRate` rad/s. Returns a unit vector. */ export declare function steerHeading(current: Heading, desired: Heading, maxTurnRate: number, dt: number): Heading; /** * Biases a flee direction back toward the screen interior so prey carves * along edges instead of bolting straight off-screen mid-chase. * * `margin` is the distance from each edge where the inward push starts; * the push ramps linearly to full strength at the edge itself. */ export declare function biasAwayFromEdges(direction: Heading, x: number, y: number, width: number, height: number, margin: number): Heading; //# sourceMappingURL=pursuit-steering.d.ts.map