@inglorious/engine 0.2.0 → 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.
Files changed (169) hide show
  1. package/README.md +76 -75
  2. package/package.json +14 -25
  3. package/src/{engine/ai → ai}/movement/dynamic/align.js +63 -63
  4. package/src/{engine/ai → ai}/movement/dynamic/arrive.js +42 -42
  5. package/src/{engine/ai → ai}/movement/dynamic/evade.js +38 -38
  6. package/src/{engine/ai → ai}/movement/dynamic/face.js +19 -19
  7. package/src/{engine/ai → ai}/movement/dynamic/flee.js +45 -45
  8. package/src/{engine/ai → ai}/movement/dynamic/look-where-youre-going.js +16 -16
  9. package/src/{engine/ai → ai}/movement/dynamic/match-velocity.js +51 -51
  10. package/src/{engine/ai → ai}/movement/dynamic/pursue.js +38 -38
  11. package/src/{engine/ai → ai}/movement/dynamic/seek.js +44 -44
  12. package/src/{engine/ai → ai}/movement/dynamic/wander.js +31 -31
  13. package/src/{engine/ai → ai}/movement/kinematic/align.js +37 -37
  14. package/src/{engine/ai → ai}/movement/kinematic/arrive.js +42 -42
  15. package/src/{engine/ai → ai}/movement/kinematic/face.js +19 -19
  16. package/src/{engine/ai → ai}/movement/kinematic/flee.js +26 -26
  17. package/src/{engine/ai → ai}/movement/kinematic/seek.js +26 -26
  18. package/src/{engine/ai → ai}/movement/kinematic/seek.test.js +42 -42
  19. package/src/{engine/ai → ai}/movement/kinematic/wander-as-seek.js +31 -31
  20. package/src/{engine/ai → ai}/movement/kinematic/wander.js +27 -27
  21. package/src/{engine/animation → animation}/sprite.js +101 -101
  22. package/src/{engine/animation → animation}/ticker.js +38 -38
  23. package/src/{engine/behaviors → behaviors}/camera.js +68 -68
  24. package/src/{engine/behaviors → behaviors}/controls/dynamic/modern.js +76 -76
  25. package/src/{engine/behaviors → behaviors}/controls/dynamic/shooter.js +84 -84
  26. package/src/{engine/behaviors → behaviors}/controls/dynamic/tank.js +69 -69
  27. package/src/{engine/behaviors → behaviors}/controls/event-handlers.js +17 -17
  28. package/src/{engine/behaviors → behaviors}/controls/kinematic/modern.js +76 -76
  29. package/src/{engine/behaviors → behaviors}/controls/kinematic/shooter.js +82 -82
  30. package/src/{engine/behaviors → behaviors}/controls/kinematic/tank.js +67 -67
  31. package/src/behaviors/debug/collision.js +29 -0
  32. package/src/{engine/behaviors → behaviors}/fps.js +29 -29
  33. package/src/{engine/behaviors → behaviors}/fsm.js +33 -33
  34. package/src/{engine/behaviors → behaviors}/fsm.test.js +49 -49
  35. package/src/{engine/behaviors → behaviors}/game.js +15 -15
  36. package/src/{engine/behaviors → behaviors}/input/controls.js +37 -37
  37. package/src/{engine/behaviors → behaviors}/input/gamepad.js +114 -114
  38. package/src/{engine/behaviors → behaviors}/input/input.js +48 -48
  39. package/src/{engine/behaviors → behaviors}/input/keyboard.js +64 -64
  40. package/src/{engine/behaviors → behaviors}/input/mouse.js +91 -91
  41. package/src/{engine/behaviors → behaviors}/physics/bouncy.js +25 -25
  42. package/src/{engine/behaviors → behaviors}/physics/clamped.js +36 -36
  43. package/src/{engine/behaviors → behaviors}/physics/collidable.js +20 -20
  44. package/src/{engine/behaviors → behaviors}/physics/jumpable.js +145 -145
  45. package/src/{engine/behaviors → behaviors}/ui/button.js +17 -17
  46. package/src/{engine/collision → collision}/detection.js +110 -110
  47. package/src/{engine/core → core}/dev-tools.js +135 -135
  48. package/src/{engine/core → core}/engine.js +119 -119
  49. package/src/{engine/core → core}/loop.js +15 -15
  50. package/src/{engine/core → core}/loops/animation-frame.js +25 -25
  51. package/src/{engine/core → core}/loops/elapsed.js +22 -22
  52. package/src/{engine/core → core}/loops/fixed.js +27 -27
  53. package/src/{engine/core → core}/loops/flash.js +13 -13
  54. package/src/{engine/core → core}/loops/lag.js +26 -26
  55. package/src/main.js +10 -10
  56. package/src/{engine/movement → movement}/dynamic/modern.js +21 -21
  57. package/src/{engine/movement → movement}/dynamic/tank.js +43 -43
  58. package/src/{engine/movement → movement}/kinematic/modern.js +16 -16
  59. package/src/{engine/movement → movement}/kinematic/modern.test.js +27 -27
  60. package/src/{engine/movement → movement}/kinematic/tank.js +27 -27
  61. package/src/{engine/physics → physics}/bounds.js +138 -138
  62. package/src/{engine/physics → physics}/position.js +43 -43
  63. package/src/{engine/physics → physics}/position.test.js +80 -80
  64. package/src/{engine/systems → systems}/sprite-animation.js +27 -27
  65. package/src/engine/behaviors/debug/collision.js +0 -35
  66. package/src/engine/core/api.js +0 -34
  67. package/src/engine/core/select.js +0 -26
  68. package/src/engine/core/store.js +0 -178
  69. package/src/engine/core/store.test.js +0 -110
  70. package/src/renderers/canvas/absolute-position.js +0 -18
  71. package/src/renderers/canvas/camera.js +0 -13
  72. package/src/renderers/canvas/canvas-renderer.js +0 -68
  73. package/src/renderers/canvas/character.js +0 -38
  74. package/src/renderers/canvas/form/button.js +0 -25
  75. package/src/renderers/canvas/fps.js +0 -18
  76. package/src/renderers/canvas/image/hitmask.js +0 -51
  77. package/src/renderers/canvas/image/image.js +0 -34
  78. package/src/renderers/canvas/image/sprite.js +0 -49
  79. package/src/renderers/canvas/image/tilemap.js +0 -66
  80. package/src/renderers/canvas/mouse.js +0 -37
  81. package/src/renderers/canvas/rendering-system.js +0 -79
  82. package/src/renderers/canvas/shapes/circle.js +0 -29
  83. package/src/renderers/canvas/shapes/rectangle.js +0 -27
  84. package/src/renderers/react/game/character/character.module.scss +0 -17
  85. package/src/renderers/react/game/character/index.jsx +0 -20
  86. package/src/renderers/react/game/cursor/cursor.module.scss +0 -47
  87. package/src/renderers/react/game/cursor/index.jsx +0 -20
  88. package/src/renderers/react/game/form/fields/field/field.module.scss +0 -5
  89. package/src/renderers/react/game/form/fields/field/index.jsx +0 -56
  90. package/src/renderers/react/game/form/fields/fields.module.scss +0 -48
  91. package/src/renderers/react/game/form/fields/index.jsx +0 -12
  92. package/src/renderers/react/game/form/form.module.scss +0 -18
  93. package/src/renderers/react/game/form/index.jsx +0 -22
  94. package/src/renderers/react/game/fps/index.jsx +0 -16
  95. package/src/renderers/react/game/game.jsx +0 -72
  96. package/src/renderers/react/game/index.jsx +0 -29
  97. package/src/renderers/react/game/platform/index.jsx +0 -30
  98. package/src/renderers/react/game/platform/platform.module.scss +0 -7
  99. package/src/renderers/react/game/scene/index.jsx +0 -27
  100. package/src/renderers/react/game/scene/scene.module.scss +0 -9
  101. package/src/renderers/react/game/sprite/index.jsx +0 -60
  102. package/src/renderers/react/game/sprite/sprite.module.css +0 -3
  103. package/src/renderers/react/game/stats/index.jsx +0 -22
  104. package/src/renderers/react/hocs/with-absolute-position/index.jsx +0 -20
  105. package/src/renderers/react/hocs/with-absolute-position/with-absolute-position.module.scss +0 -5
  106. package/src/renderers/react/index.jsx +0 -9
  107. package/src/utils/algorithms/decision-tree.js +0 -24
  108. package/src/utils/algorithms/decision-tree.test.js +0 -153
  109. package/src/utils/algorithms/path-finding.js +0 -155
  110. package/src/utils/algorithms/path-finding.test.js +0 -151
  111. package/src/utils/algorithms/types.d.ts +0 -28
  112. package/src/utils/data-structures/array.js +0 -83
  113. package/src/utils/data-structures/array.test.js +0 -173
  114. package/src/utils/data-structures/board.js +0 -159
  115. package/src/utils/data-structures/board.test.js +0 -242
  116. package/src/utils/data-structures/boolean.js +0 -9
  117. package/src/utils/data-structures/heap.js +0 -164
  118. package/src/utils/data-structures/heap.test.js +0 -103
  119. package/src/utils/data-structures/object.js +0 -138
  120. package/src/utils/data-structures/object.test.js +0 -218
  121. package/src/utils/data-structures/objects.js +0 -66
  122. package/src/utils/data-structures/objects.test.js +0 -99
  123. package/src/utils/data-structures/tree.js +0 -36
  124. package/src/utils/data-structures/tree.test.js +0 -33
  125. package/src/utils/data-structures/types.d.ts +0 -4
  126. package/src/utils/functions/functions.js +0 -19
  127. package/src/utils/functions/functions.test.js +0 -23
  128. package/src/utils/math/geometry/circle.js +0 -70
  129. package/src/utils/math/geometry/circle.test.js +0 -97
  130. package/src/utils/math/geometry/hitmask.js +0 -70
  131. package/src/utils/math/geometry/hitmask.test.js +0 -155
  132. package/src/utils/math/geometry/line.js +0 -35
  133. package/src/utils/math/geometry/line.test.js +0 -49
  134. package/src/utils/math/geometry/point.js +0 -78
  135. package/src/utils/math/geometry/point.test.js +0 -81
  136. package/src/utils/math/geometry/rectangle.js +0 -76
  137. package/src/utils/math/geometry/rectangle.test.js +0 -42
  138. package/src/utils/math/geometry/segment.js +0 -80
  139. package/src/utils/math/geometry/segment.test.js +0 -183
  140. package/src/utils/math/geometry/triangle.js +0 -15
  141. package/src/utils/math/geometry/triangle.test.js +0 -11
  142. package/src/utils/math/geometry/types.d.ts +0 -23
  143. package/src/utils/math/linear-algebra/2d.js +0 -28
  144. package/src/utils/math/linear-algebra/2d.test.js +0 -17
  145. package/src/utils/math/linear-algebra/quaternion.js +0 -22
  146. package/src/utils/math/linear-algebra/quaternion.test.js +0 -25
  147. package/src/utils/math/linear-algebra/quaternions.js +0 -20
  148. package/src/utils/math/linear-algebra/quaternions.test.js +0 -29
  149. package/src/utils/math/linear-algebra/types.d.ts +0 -4
  150. package/src/utils/math/linear-algebra/vector.js +0 -327
  151. package/src/utils/math/linear-algebra/vector.test.js +0 -265
  152. package/src/utils/math/linear-algebra/vectors.js +0 -122
  153. package/src/utils/math/linear-algebra/vectors.test.js +0 -65
  154. package/src/utils/math/linear-interpolation.js +0 -9
  155. package/src/utils/math/numbers.js +0 -90
  156. package/src/utils/math/numbers.test.js +0 -137
  157. package/src/utils/math/rng.js +0 -44
  158. package/src/utils/math/rng.test.js +0 -39
  159. package/src/utils/math/statistics.js +0 -43
  160. package/src/utils/math/statistics.test.js +0 -47
  161. package/src/utils/math/trigonometry.js +0 -89
  162. package/src/utils/math/trigonometry.test.js +0 -52
  163. package/src/utils/physics/acceleration.js +0 -61
  164. package/src/utils/physics/friction.js +0 -28
  165. package/src/utils/physics/friction.test.js +0 -42
  166. package/src/utils/physics/gravity.js +0 -69
  167. package/src/utils/physics/gravity.test.js +0 -77
  168. package/src/utils/physics/jump.js +0 -31
  169. package/src/utils/physics/velocity.js +0 -36
@@ -1,119 +1,119 @@
1
- import { game } from "@inglorious/engine/behaviors/game.js"
2
- import { extend } from "@inglorious/utils/data-structures/objects.js"
3
-
4
- import { createApi } from "./api.js"
5
- import {
6
- ACTION_BLACKLIST,
7
- disconnectDevTools,
8
- initDevTools,
9
- sendAction,
10
- } from "./dev-tools.js"
11
- import Loop from "./loop.js"
12
- import { createStore } from "./store.js"
13
-
14
- // Default game configuration
15
- // loop.type specifies the type of loop to use (defaults to "animationFrame").
16
- const DEFAULT_GAME_CONFIG = {
17
- loop: { type: "animationFrame", fps: 60 },
18
-
19
- systems: [],
20
-
21
- types: {
22
- game: [game()],
23
- },
24
-
25
- entities: {
26
- // eslint-disable-next-line no-magic-numbers
27
- game: { type: "game", bounds: [0, 0, 800, 600] },
28
- },
29
- }
30
-
31
- const ONE_SECOND = 1000 // Number of milliseconds in one second.
32
-
33
- // Delta time for the final update call when stopping the engine.
34
- const FINAL_UPDATE_DELTA_TIME = 0 // This ensures any pending events (like 'stop') are processed before shutdown.
35
-
36
- /**
37
- * Engine class responsible for managing the game loop, state, and rendering.
38
- */
39
- export class Engine {
40
- _devMode = false
41
-
42
- /**
43
- * @param {Object} [gameConfig] - Game-specific configuration.
44
- * @param {Object} [renderer] - UI entity responsible for rendering. It must have a `render` method.
45
- */
46
- constructor(gameConfig) {
47
- this._config = extend(DEFAULT_GAME_CONFIG, gameConfig)
48
-
49
- const systems = [...(this._config.systems ?? [])]
50
- if (this._config.renderer) {
51
- systems.push(...this._config.renderer.getSystems())
52
- }
53
-
54
- this._store = createStore({ ...this._config, systems })
55
- this._loop = new Loop[this._config.loop.type]()
56
- this._api = createApi(this._store)
57
-
58
- // The renderer might need the engine instance to initialize itself (e.g., to set up DOM events).
59
- this._config.renderer?.init(this)
60
-
61
- // Determine devMode from the entities config.
62
- const devMode = this._config.entities.game?.devMode
63
- this._devMode = devMode
64
- if (devMode) {
65
- initDevTools(this._store)
66
- }
67
- }
68
-
69
- /**
70
- * Starts the game engine, initializing the loop and notifying the store.
71
- */
72
- start() {
73
- this._store.notify("start", this._api)
74
- this._loop.start(this, ONE_SECOND / this._config.loop.fps)
75
- this.isRunning = true
76
- }
77
-
78
- /**
79
- * Stops the game engine, halting the loop and notifying the store.
80
- */
81
- stop() {
82
- this._store.notify("stop", this._api)
83
- this._store.update(FINAL_UPDATE_DELTA_TIME, this._api)
84
- this._loop.stop()
85
- this.isRunning = false
86
- }
87
-
88
- /**
89
- * Updates the game state.
90
- * @param {number} dt - Delta time since the last update in milliseconds.
91
- */
92
- update(dt) {
93
- const processedEvents = this._store.update(dt, this._api)
94
- const state = this._store.getState()
95
-
96
- // Check for devMode changes and connect/disconnect dev tools accordingly.
97
- const newDevMode = state.entities.game?.devMode
98
- if (newDevMode !== this._devMode) {
99
- if (newDevMode) {
100
- initDevTools(this._store)
101
- } else {
102
- disconnectDevTools()
103
- }
104
- this._devMode = newDevMode
105
- }
106
-
107
- const eventsToLog = processedEvents.filter(
108
- ({ type }) => !ACTION_BLACKLIST.includes(type),
109
- )
110
-
111
- if (eventsToLog.length) {
112
- const action = {
113
- type: eventsToLog.map(({ type }) => type).join("|"),
114
- payload: eventsToLog,
115
- }
116
- sendAction(action, state)
117
- }
118
- }
119
- }
1
+ import { game } from "@inglorious/engine/behaviors/game.js"
2
+ import { createApi } from "@inglorious/store/api.js"
3
+ import { createStore } from "@inglorious/store/store.js"
4
+ import { extend } from "@inglorious/utils/data-structures/objects.js"
5
+
6
+ import {
7
+ ACTION_BLACKLIST,
8
+ disconnectDevTools,
9
+ initDevTools,
10
+ sendAction,
11
+ } from "./dev-tools.js"
12
+ import Loop from "./loop.js"
13
+
14
+ // Default game configuration
15
+ // loop.type specifies the type of loop to use (defaults to "animationFrame").
16
+ const DEFAULT_GAME_CONFIG = {
17
+ loop: { type: "animationFrame", fps: 60 },
18
+
19
+ systems: [],
20
+
21
+ types: {
22
+ game: [game()],
23
+ },
24
+
25
+ entities: {
26
+ // eslint-disable-next-line no-magic-numbers
27
+ game: { type: "game", bounds: [0, 0, 800, 600] },
28
+ },
29
+ }
30
+
31
+ const ONE_SECOND = 1000 // Number of milliseconds in one second.
32
+
33
+ // Delta time for the final update call when stopping the engine.
34
+ const FINAL_UPDATE_DELTA_TIME = 0 // This ensures any pending events (like 'stop') are processed before shutdown.
35
+
36
+ /**
37
+ * Engine class responsible for managing the game loop, state, and rendering.
38
+ */
39
+ export class Engine {
40
+ _devMode = false
41
+
42
+ /**
43
+ * @param {Object} [gameConfig] - Game-specific configuration.
44
+ * @param {Object} [renderer] - UI entity responsible for rendering. It must have a `render` method.
45
+ */
46
+ constructor(gameConfig) {
47
+ this._config = extend(DEFAULT_GAME_CONFIG, gameConfig)
48
+
49
+ const systems = [...(this._config.systems ?? [])]
50
+ if (this._config.renderer) {
51
+ systems.push(...this._config.renderer.getSystems())
52
+ }
53
+
54
+ this._store = createStore({ ...this._config, systems })
55
+ this._loop = new Loop[this._config.loop.type]()
56
+ this._api = createApi(this._store)
57
+
58
+ // The renderer might need the engine instance to initialize itself (e.g., to set up DOM events).
59
+ this._config.renderer?.init(this)
60
+
61
+ // Determine devMode from the entities config.
62
+ const devMode = this._config.entities.game?.devMode
63
+ this._devMode = devMode
64
+ if (devMode) {
65
+ initDevTools(this._store)
66
+ }
67
+ }
68
+
69
+ /**
70
+ * Starts the game engine, initializing the loop and notifying the store.
71
+ */
72
+ start() {
73
+ this._store.notify("start", this._api)
74
+ this._loop.start(this, ONE_SECOND / this._config.loop.fps)
75
+ this.isRunning = true
76
+ }
77
+
78
+ /**
79
+ * Stops the game engine, halting the loop and notifying the store.
80
+ */
81
+ stop() {
82
+ this._store.notify("stop", this._api)
83
+ this._store.update(FINAL_UPDATE_DELTA_TIME, this._api)
84
+ this._loop.stop()
85
+ this.isRunning = false
86
+ }
87
+
88
+ /**
89
+ * Updates the game state.
90
+ * @param {number} dt - Delta time since the last update in milliseconds.
91
+ */
92
+ update(dt) {
93
+ const processedEvents = this._store.update(dt, this._api)
94
+ const state = this._store.getState()
95
+
96
+ // Check for devMode changes and connect/disconnect dev tools accordingly.
97
+ const newDevMode = state.entities.game?.devMode
98
+ if (newDevMode !== this._devMode) {
99
+ if (newDevMode) {
100
+ initDevTools(this._store)
101
+ } else {
102
+ disconnectDevTools()
103
+ }
104
+ this._devMode = newDevMode
105
+ }
106
+
107
+ const eventsToLog = processedEvents.filter(
108
+ ({ type }) => !ACTION_BLACKLIST.includes(type),
109
+ )
110
+
111
+ if (eventsToLog.length) {
112
+ const action = {
113
+ type: eventsToLog.map(({ type }) => type).join("|"),
114
+ payload: eventsToLog,
115
+ }
116
+ sendAction(action, state)
117
+ }
118
+ }
119
+ }
@@ -1,15 +1,15 @@
1
- import { AnimationFrameLoop } from "./loops/animation-frame.js"
2
- import { ElapsedLoop } from "./loops/elapsed.js"
3
- import { FixedLoop } from "./loops/fixed.js"
4
- import { FlashLoop } from "./loops/flash.js"
5
- import { LagLoop } from "./loops/lag.js"
6
-
7
- // @see https://gameprogrammingpatterns.com/game-loop.html
8
-
9
- export default {
10
- flash: FlashLoop,
11
- fixed: FixedLoop,
12
- elapsed: ElapsedLoop,
13
- lag: LagLoop,
14
- animationFrame: AnimationFrameLoop,
15
- }
1
+ import { AnimationFrameLoop } from "./loops/animation-frame.js"
2
+ import { ElapsedLoop } from "./loops/elapsed.js"
3
+ import { FixedLoop } from "./loops/fixed.js"
4
+ import { FlashLoop } from "./loops/flash.js"
5
+ import { LagLoop } from "./loops/lag.js"
6
+
7
+ // @see https://gameprogrammingpatterns.com/game-loop.html
8
+
9
+ export default {
10
+ flash: FlashLoop,
11
+ fixed: FixedLoop,
12
+ elapsed: ElapsedLoop,
13
+ lag: LagLoop,
14
+ animationFrame: AnimationFrameLoop,
15
+ }
@@ -1,25 +1,25 @@
1
- const ONE_SECOND = 1000
2
-
3
- export class AnimationFrameLoop {
4
- _id = null
5
- _previousTime = new Date()
6
-
7
- start(engine) {
8
- this._tick(engine)
9
- }
10
-
11
- stop() {
12
- window.cancelAnimationFrame(this._id)
13
- this._id = null
14
- }
15
-
16
- _tick(engine) {
17
- const currentTime = new Date()
18
- this._id = window.requestAnimationFrame(() => this._tick(engine))
19
- const dt = currentTime - this._previousTime
20
-
21
- engine.update(dt / ONE_SECOND)
22
-
23
- this._previousTime = currentTime
24
- }
25
- }
1
+ const ONE_SECOND = 1000
2
+
3
+ export class AnimationFrameLoop {
4
+ _id = null
5
+ _previousTime = new Date()
6
+
7
+ start(engine) {
8
+ this._tick(engine)
9
+ }
10
+
11
+ stop() {
12
+ window.cancelAnimationFrame(this._id)
13
+ this._id = null
14
+ }
15
+
16
+ _tick(engine) {
17
+ const currentTime = new Date()
18
+ this._id = window.requestAnimationFrame(() => this._tick(engine))
19
+ const dt = currentTime - this._previousTime
20
+
21
+ engine.update(dt / ONE_SECOND)
22
+
23
+ this._previousTime = currentTime
24
+ }
25
+ }
@@ -1,22 +1,22 @@
1
- const ONE_SECOND = 1000
2
-
3
- export class ElapsedLoop {
4
- _shouldStop = false
5
-
6
- start(engine) {
7
- let previousTime = Date.now()
8
-
9
- while (!this._shouldStop) {
10
- const currentTime = Date.now()
11
- const dt = currentTime - previousTime
12
-
13
- engine.update(dt / ONE_SECOND)
14
-
15
- previousTime = currentTime
16
- }
17
- }
18
-
19
- stop() {
20
- this._shouldStop = true
21
- }
22
- }
1
+ const ONE_SECOND = 1000
2
+
3
+ export class ElapsedLoop {
4
+ _shouldStop = false
5
+
6
+ start(engine) {
7
+ let previousTime = Date.now()
8
+
9
+ while (!this._shouldStop) {
10
+ const currentTime = Date.now()
11
+ const dt = currentTime - previousTime
12
+
13
+ engine.update(dt / ONE_SECOND)
14
+
15
+ previousTime = currentTime
16
+ }
17
+ }
18
+
19
+ stop() {
20
+ this._shouldStop = true
21
+ }
22
+ }
@@ -1,27 +1,27 @@
1
- const ONE_SECOND = 1000
2
-
3
- export class FixedLoop {
4
- _shouldStop = false
5
-
6
- async start(engine, msPerUpdate) {
7
- let previousTime = Date.now()
8
-
9
- while (!this._shouldStop) {
10
- const currentTime = Date.now()
11
- const dt = currentTime - previousTime
12
-
13
- engine.update(dt / ONE_SECOND)
14
-
15
- previousTime = currentTime
16
- await sleep(Date.now() - currentTime + msPerUpdate)
17
- }
18
- }
19
-
20
- stop() {
21
- this._shouldStop = true
22
- }
23
- }
24
-
25
- function sleep(ms) {
26
- return new Promise((resolve) => setTimeout(resolve, ms))
27
- }
1
+ const ONE_SECOND = 1000
2
+
3
+ export class FixedLoop {
4
+ _shouldStop = false
5
+
6
+ async start(engine, msPerUpdate) {
7
+ let previousTime = Date.now()
8
+
9
+ while (!this._shouldStop) {
10
+ const currentTime = Date.now()
11
+ const dt = currentTime - previousTime
12
+
13
+ engine.update(dt / ONE_SECOND)
14
+
15
+ previousTime = currentTime
16
+ await sleep(Date.now() - currentTime + msPerUpdate)
17
+ }
18
+ }
19
+
20
+ stop() {
21
+ this._shouldStop = true
22
+ }
23
+ }
24
+
25
+ function sleep(ms) {
26
+ return new Promise((resolve) => setTimeout(resolve, ms))
27
+ }
@@ -1,13 +1,13 @@
1
- export class FlashLoop {
2
- _shouldStop = false
3
-
4
- start(engine) {
5
- while (!this._shouldStop) {
6
- engine.update()
7
- }
8
- }
9
-
10
- stop() {
11
- this._shouldStop = true
12
- }
13
- }
1
+ export class FlashLoop {
2
+ _shouldStop = false
3
+
4
+ start(engine) {
5
+ while (!this._shouldStop) {
6
+ engine.update()
7
+ }
8
+ }
9
+
10
+ stop() {
11
+ this._shouldStop = true
12
+ }
13
+ }
@@ -1,26 +1,26 @@
1
- const ONE_SECOND = 1000
2
-
3
- export class LagLoop {
4
- _shouldStop = false
5
-
6
- start(engine, msPerUpdate) {
7
- let previousTime = Date.now()
8
- let lag = 0
9
-
10
- while (!this._shouldStop) {
11
- const currentTime = Date.now()
12
- const dt = currentTime - previousTime
13
- previousTime = currentTime
14
- lag += dt
15
-
16
- while (lag >= msPerUpdate) {
17
- engine.update(dt / ONE_SECOND)
18
- lag -= msPerUpdate
19
- }
20
- }
21
- }
22
-
23
- stop() {
24
- this._shouldStop = true
25
- }
26
- }
1
+ const ONE_SECOND = 1000
2
+
3
+ export class LagLoop {
4
+ _shouldStop = false
5
+
6
+ start(engine, msPerUpdate) {
7
+ let previousTime = Date.now()
8
+ let lag = 0
9
+
10
+ while (!this._shouldStop) {
11
+ const currentTime = Date.now()
12
+ const dt = currentTime - previousTime
13
+ previousTime = currentTime
14
+ lag += dt
15
+
16
+ while (lag >= msPerUpdate) {
17
+ engine.update(dt / ONE_SECOND)
18
+ lag -= msPerUpdate
19
+ }
20
+ }
21
+ }
22
+
23
+ stop() {
24
+ this._shouldStop = true
25
+ }
26
+ }
package/src/main.js CHANGED
@@ -1,10 +1,10 @@
1
- import { Engine } from "@inglorious/engine/core/engine.js"
2
- import { CanvasRenderer } from "@inglorious/renderers/canvas/canvas-renderer.js"
3
- import game from "game"
4
-
5
- const canvas = document.getElementById("canvas")
6
- window.addEventListener("load", () => {
7
- const renderer = new CanvasRenderer(canvas)
8
- const engine = new Engine({ ...game, renderer })
9
- engine.start()
10
- })
1
+ import { Engine } from "@inglorious/engine/core/engine.js"
2
+ import { CanvasRenderer } from "@inglorious/renderer-2d/canvas-renderer.js"
3
+ import game from "game"
4
+
5
+ const canvas = document.getElementById("canvas")
6
+ window.addEventListener("load", () => {
7
+ const renderer = new CanvasRenderer(canvas)
8
+ const engine = new Engine({ ...game, renderer })
9
+ engine.start()
10
+ })
@@ -1,21 +1,21 @@
1
- import {
2
- angle,
3
- magnitude,
4
- } from "@inglorious/utils/math/linear-algebra/vector.js"
5
- import { applyAcceleration } from "@inglorious/utils/physics/acceleration.js"
6
-
7
- const DEFAULT_ORIENTATION = 0
8
-
9
- const ORIENTATION_CHANGE_THRESHOLD = 4
10
-
11
- export function modernMove(entity, dt) {
12
- const { acceleration, velocity, position } = applyAcceleration(entity, dt)
13
-
14
- let orientation = entity.orientation ?? DEFAULT_ORIENTATION
15
- orientation =
16
- magnitude(velocity) > ORIENTATION_CHANGE_THRESHOLD
17
- ? angle(velocity)
18
- : orientation
19
-
20
- return { acceleration, velocity, position, orientation }
21
- }
1
+ import {
2
+ angle,
3
+ magnitude,
4
+ } from "@inglorious/utils/math/linear-algebra/vector.js"
5
+ import { applyAcceleration } from "@inglorious/utils/physics/acceleration.js"
6
+
7
+ const DEFAULT_ORIENTATION = 0
8
+
9
+ const ORIENTATION_CHANGE_THRESHOLD = 4
10
+
11
+ export function modernMove(entity, dt) {
12
+ const { acceleration, velocity, position } = applyAcceleration(entity, dt)
13
+
14
+ let orientation = entity.orientation ?? DEFAULT_ORIENTATION
15
+ orientation =
16
+ magnitude(velocity) > ORIENTATION_CHANGE_THRESHOLD
17
+ ? angle(velocity)
18
+ : orientation
19
+
20
+ return { acceleration, velocity, position, orientation }
21
+ }
@@ -1,43 +1,43 @@
1
- import {
2
- clamp,
3
- multiply,
4
- rotate,
5
- zero,
6
- } from "@inglorious/utils/math/linear-algebra/vector.js"
7
- import { sum } from "@inglorious/utils/math/linear-algebra/vectors.js"
8
- import { toRange } from "@inglorious/utils/math/trigonometry.js"
9
- import { applyFriction } from "@inglorious/utils/physics/friction.js"
10
-
11
- const DEFAULT_MAX_ACCELERATION = 0
12
- const DEFAULT_MAX_SPEED = 0
13
- const DEFAULT_FRICTION = 0
14
-
15
- const DEFAULT_ORIENTATION = 0
16
-
17
- const HALF_ACCELERATION = 0.5
18
-
19
- export function tankMove(entity, dt) {
20
- const maxAcceleration = entity.maxAcceleration ?? DEFAULT_MAX_ACCELERATION
21
- const maxSpeed = entity.maxSpeed ?? DEFAULT_MAX_SPEED
22
- const friction = entity.friction ?? DEFAULT_FRICTION
23
-
24
- let orientation = entity.orientation ?? DEFAULT_ORIENTATION
25
- orientation = toRange(orientation)
26
-
27
- let acceleration = entity.acceleration ?? zero()
28
- acceleration = rotate(acceleration, orientation)
29
- acceleration = clamp(acceleration, -maxAcceleration, maxAcceleration)
30
-
31
- let velocity = entity.velocity ?? zero()
32
- velocity = sum(velocity, multiply(acceleration, dt))
33
- velocity = clamp(velocity, -maxSpeed, maxSpeed)
34
- velocity = applyFriction({ velocity, friction }, dt)
35
-
36
- const position = sum(
37
- entity.position,
38
- multiply(velocity, dt),
39
- multiply(acceleration, HALF_ACCELERATION * dt * dt),
40
- )
41
-
42
- return { velocity, position, orientation }
43
- }
1
+ import {
2
+ clamp,
3
+ multiply,
4
+ rotate,
5
+ zero,
6
+ } from "@inglorious/utils/math/linear-algebra/vector.js"
7
+ import { sum } from "@inglorious/utils/math/linear-algebra/vectors.js"
8
+ import { toRange } from "@inglorious/utils/math/trigonometry.js"
9
+ import { applyFriction } from "@inglorious/utils/physics/friction.js"
10
+
11
+ const DEFAULT_MAX_ACCELERATION = 0
12
+ const DEFAULT_MAX_SPEED = 0
13
+ const DEFAULT_FRICTION = 0
14
+
15
+ const DEFAULT_ORIENTATION = 0
16
+
17
+ const HALF_ACCELERATION = 0.5
18
+
19
+ export function tankMove(entity, dt) {
20
+ const maxAcceleration = entity.maxAcceleration ?? DEFAULT_MAX_ACCELERATION
21
+ const maxSpeed = entity.maxSpeed ?? DEFAULT_MAX_SPEED
22
+ const friction = entity.friction ?? DEFAULT_FRICTION
23
+
24
+ let orientation = entity.orientation ?? DEFAULT_ORIENTATION
25
+ orientation = toRange(orientation)
26
+
27
+ let acceleration = entity.acceleration ?? zero()
28
+ acceleration = rotate(acceleration, orientation)
29
+ acceleration = clamp(acceleration, -maxAcceleration, maxAcceleration)
30
+
31
+ let velocity = entity.velocity ?? zero()
32
+ velocity = sum(velocity, multiply(acceleration, dt))
33
+ velocity = clamp(velocity, -maxSpeed, maxSpeed)
34
+ velocity = applyFriction({ velocity, friction }, dt)
35
+
36
+ const position = sum(
37
+ entity.position,
38
+ multiply(velocity, dt),
39
+ multiply(acceleration, HALF_ACCELERATION * dt * dt),
40
+ )
41
+
42
+ return { velocity, position, orientation }
43
+ }