@inglorious/renderer-2d 0.1.0

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package/LICENSE ADDED
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+ The MIT License (MIT)
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+
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+ Copyright © 2025 Inglorious Coderz Srl.
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
package/package.json ADDED
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+ {
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+ "name": "@inglorious/renderer-2d",
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+ "version": "0.1.0",
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+ "description": "A renderer for the Inglorious Engine, using the Context2D of the Canvas API.",
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+ "author": "IceOnFire <antony.mistretta@gmail.com> (https://ingloriouscoderz.it)",
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+ "license": "MIT",
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+ "repository": {
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+ "type": "git",
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+ "url": "git+https://github.com/IngloriousCoderz/inglorious-engine.git"
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+ },
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+ "homepage": "https://inglorious-engine.vercel.app/",
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+ "bugs": {
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+ "url": "https://github.com/IngloriousCoderz/inglorious-engine/issues"
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+ },
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+ "type": "module",
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+ "files": [
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+ "src",
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+ "README.md",
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+ "LICENSE"
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+ ],
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+ "exports": {
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+ ".": "./src/index.js",
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+ "./*": "./src/*"
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+ },
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+ "publishConfig": {
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+ "access": "public"
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+ },
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+ "dependencies": {
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+ "@inglorious/engine": "0.3.0",
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+ "@inglorious/utils": "1.1.0"
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+ },
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+ "devDependencies": {
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+ "eslint": "^9.34.0",
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+ "prettier": "^3.6.2",
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+ "vitest": "^1.6.0"
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+ },
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+ "scripts": {
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+ "format": "prettier --write '**/*.{js,jsx}'",
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+ "lint": "eslint . --ext js,jsx --report-unused-disable-directives --max-warnings 0"
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+ }
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+ }
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+ import { snap, zero } from "@inglorious/utils/math/linear-algebra/vector.js"
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+
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+ export function absolutePosition(render) {
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+ return (entity, ctx, { api }) => {
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+ const { position = zero() } = entity
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+ const [x, y, z] = snap(position)
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+
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+ const game = api.getEntity("game")
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+ const [, , , screenHeight] = game.bounds
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+
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+ ctx.save()
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+
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+ ctx.translate(x, screenHeight - y - z)
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+ render(entity, ctx, api)
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+
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+ ctx.restore()
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+ }
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+ }
package/src/camera.js ADDED
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+ import { renderRectangle } from "./shapes/rectangle.js"
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+
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+ export function renderCamera(entity, ctx, api) {
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+ const { devMode } = api.getEntity("game")
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+
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+ if (devMode) {
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+ // In dev mode, we want to see the camera's viewport.
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+ // We can reuse the rectangle renderer.
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+ renderRectangle(entity, ctx)
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+ }
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+ // In non-dev mode, the camera itself is not rendered;
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+ // its properties are used by the main CanvasRenderer to transform the scene.
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+ }
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+ /* eslint-disable no-magic-numbers */
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+
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+ import { renderCircle } from "./shapes/circle.js"
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+
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+ export function renderCharacter(entity, ctx) {
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+ const { size = 24, orientation = 0 } = entity
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+
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+ const radius = size * 0.5
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+
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+ ctx.save()
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+
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+ ctx.rotate(-orientation)
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+ ctx.translate(radius - 1, 0)
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+
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+ ctx.fillStyle = "black"
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+
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+ ctx.beginPath()
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+ ctx.moveTo(0, 6)
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+ ctx.lineTo(0, -6)
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+ ctx.lineTo(6, 0)
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+ ctx.fill()
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+ ctx.closePath()
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+ ctx.restore()
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+
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+ ctx.save()
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+
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+ renderCircle(
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+ {
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+ ...entity,
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+ radius,
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+ position: undefined,
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+ backgroundColor: "lightgrey",
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+ },
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+ ctx,
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+ )
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+
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+ ctx.restore()
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+ }
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+ /* eslint-disable no-magic-numbers */
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+
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+ export function renderButton(entity, ctx) {
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+ const { size, color = "black", thickness = 1 } = entity
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+ const [width = 100, height = 50] = size
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+
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+ ctx.save()
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+
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+ ctx.lineWidth = thickness
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+ ctx.strokeStyle = color
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+
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+ if (entity.state === "pressed") {
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+ ctx.fillStyle = "white"
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+ } else {
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+ ctx.fillStyle = "black"
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+ }
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+
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+ ctx.beginPath()
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+ ctx.fillRect(-width / 2, -height / 2, width, height)
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+ ctx.strokeRect(-width / 2, -height / 2, width, height)
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+ ctx.stroke()
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+ ctx.closePath()
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+
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+ ctx.restore()
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+ }
package/src/fps.js ADDED
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+ const DEFAULT_PADDING = 10
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+ const ONE_SECOND = 1
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+
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+ export function renderFps(entity, ctx) {
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+ const { accuracy, size, value } = entity.dt
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+
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+ ctx.save()
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+
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+ ctx.font = `${size}px sans serif`
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+ ctx.fillStyle = "black"
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+ ctx.fillText(
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+ (ONE_SECOND / value).toFixed(accuracy),
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+ DEFAULT_PADDING,
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+ DEFAULT_PADDING + size,
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+ )
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+
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+ ctx.restore()
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+ }
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+ import { renderRectangle } from "@inglorious/renderer-2d/shapes/rectangle.js"
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+ import { max } from "@inglorious/utils/data-structures/array.js"
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+
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+ const HALF = 2
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+ const NO_Y = 0
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+ const MAX_HUE = 255
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+
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+ export function renderHitmask(entity, ctx) {
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+ const { tileSize, columns, heights } = entity
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+
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+ const [tileWidth, tileHeight] = tileSize
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+ const halfTileWidth = tileWidth / HALF
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+ const halfTileHeight = tileHeight / HALF
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+
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+ const dRows = Math.ceil(heights.length / columns)
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+ const tilemapWidth = columns * tileWidth
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+ const tilemapHeight = dRows * tileHeight
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+
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+ const offsetX = -tilemapWidth / HALF
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+ const offsetY = tilemapHeight / HALF
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+
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+ const minH = 0
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+ const maxH = max(heights)
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+
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+ ctx.save()
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+
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+ ctx.translate(offsetX, offsetY)
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+
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+ heights.forEach((h, index) => {
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+ const dx = (index % columns) * tileWidth
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+ const dy = Math.floor(index / columns) * tileHeight - tilemapHeight
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+
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+ const normalizedH = (h - minH) / (maxH - minH)
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+ const hue = MAX_HUE - normalizedH * MAX_HUE
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+
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+ ctx.save()
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+
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+ const entity = {
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+ offset: [dx + halfTileWidth, NO_Y, -dy - halfTileHeight],
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+ size: [tileWidth, NO_Y, tileHeight],
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+ color: "transparent",
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+ backgroundColor: `hsla(${hue}, 100%, 50%, 0.2)`,
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+ }
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+
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+ renderRectangle(entity, ctx)
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+
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+ ctx.restore()
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+ })
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+
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+ ctx.restore()
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+ }
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+ const DEFAULT_POSITION = 0
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+
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+ export function renderImage(entity, ctx) {
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+ const { image, sx = DEFAULT_POSITION, sy = DEFAULT_POSITION } = entity
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+ const { id, src, imageSize, tileSize = imageSize } = image
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+
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+ const [tileWidth, tileHeight] = tileSize
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+
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+ const imgParams = [
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+ sx * tileWidth,
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+ sy * tileHeight,
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+ tileWidth,
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+ tileHeight,
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+ DEFAULT_POSITION,
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+ DEFAULT_POSITION,
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+ tileWidth,
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+ tileHeight,
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+ ]
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+
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+ ctx.save()
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+
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+ const img = document.getElementById(id)
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+ if (img) {
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+ ctx.drawImage(img, ...imgParams)
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+ } else {
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+ const newImg = new Image()
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+ newImg.id = id
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+ newImg.style.display = "none"
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+ newImg.src = src
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+ document.body.appendChild(newImg)
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+ }
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+
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+ ctx.restore()
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+ }
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+ import { renderImage } from "./image.js"
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+
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+ const DEFAULT_SCALE = 1
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+
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+ const FLIP = -1
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+ const NO_FLIP = 1
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+
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+ const CENTER_WIDTH = 2
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+ const CENTER_HEIGHT = 2
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+
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+ const FLIPPED_HORIZONTALLY_FLAG = 0x80000000
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+ const FLIPPED_VERTICALLY_FLAG = 0x40000000
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+ // const FLIPPED_DIAGONALLY_FLAG = 0x20000000
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+ // const ROTATED_HEXAGONAL_120_FLAG = 0x10000000
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+
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+ export function renderSprite(entity, ctx) {
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+ const { image, frames, state, value, scale = DEFAULT_SCALE } = entity.sprite
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+ const { imageSize, tileSize } = image
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+
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+ const [imageWidth] = imageSize
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+ const [tileWidth, tileHeight] = tileSize
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+ const cols = imageWidth / tileWidth
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+
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+ const flaggedTile = frames[state][value]
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+
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+ const isFlippedHorizontally = !!(flaggedTile & FLIPPED_HORIZONTALLY_FLAG)
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+ const isFlippedVertically = !!(flaggedTile & FLIPPED_VERTICALLY_FLAG)
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+
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+ let tile = flaggedTile
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+ tile &= ~FLIPPED_HORIZONTALLY_FLAG
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+ tile &= ~FLIPPED_VERTICALLY_FLAG
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+
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+ const sx = tile % cols
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+ const sy = Math.floor(tile / cols)
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+
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+ ctx.save()
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+
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+ ctx.scale(scale, scale)
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+
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+ ctx.scale(
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+ isFlippedHorizontally ? FLIP : NO_FLIP,
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+ isFlippedVertically ? FLIP : NO_FLIP,
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+ )
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+ ctx.translate(-tileWidth / CENTER_WIDTH, -tileHeight / CENTER_HEIGHT)
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+
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+ renderImage({ image, sx, sy }, ctx)
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+
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+ ctx.restore()
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+ }
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+ import { renderImage } from "./image.js"
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+
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+ const HALF = 2
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+ const DEFAULT_SCALE = 1
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+
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+ const FLIP = -1
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+ const NO_FLIP = 1
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+
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+ const FLIPPED_HORIZONTALLY_FLAG = 0x80000000
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+ const FLIPPED_VERTICALLY_FLAG = 0x40000000
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+ // const FLIPPED_DIAGONALLY_FLAG = 0x20000000
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+ // const ROTATED_HEXAGONAL_120_FLAG = 0x10000000
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+
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+ export function renderTilemap(entity, ctx) {
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+ const { image, columns, scale = DEFAULT_SCALE, layers } = entity.tilemap
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+ const { imageSize, tileSize } = image
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+
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+ const [imageWidth] = imageSize
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+ const [tileWidth, tileHeight] = tileSize
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+ const sCols = imageWidth / tileWidth
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+
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+ const [firstLayer] = layers
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+ const dRows = Math.ceil(firstLayer.tiles.length / columns)
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+ const tilemapWidth = columns * tileWidth
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+ const tilemapHeight = dRows * tileHeight
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+
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+ const offsetX = -tilemapWidth / HALF
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+ const offsetY = tilemapHeight / HALF
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+
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+ ctx.save()
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+
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+ ctx.scale(scale, scale)
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+ ctx.translate(offsetX, offsetY)
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+
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+ layers.forEach(({ tiles }) => {
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+ tiles.forEach((flaggedTile, index) => {
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+ const dx = (index % columns) * tileWidth
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+ const dy = Math.floor(index / columns) * tileHeight - tilemapHeight
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+
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+ const isFlippedHorizontally = !!(flaggedTile & FLIPPED_HORIZONTALLY_FLAG)
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+ const isFlippedVertically = !!(flaggedTile & FLIPPED_VERTICALLY_FLAG)
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+
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+ let tile = flaggedTile
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+ tile &= ~FLIPPED_HORIZONTALLY_FLAG
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+ tile &= ~FLIPPED_VERTICALLY_FLAG
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+
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+ const sx = tile % sCols
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+ const sy = Math.floor(tile / sCols)
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+
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+ ctx.save()
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+
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+ ctx.translate(dx, dy)
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+
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+ ctx.scale(
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+ isFlippedHorizontally ? FLIP : NO_FLIP,
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+ isFlippedVertically ? FLIP : NO_FLIP,
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+ )
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+
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+ renderImage({ image, sx, sy }, ctx)
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+
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+ ctx.restore()
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+ })
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+ })
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+
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+ ctx.restore()
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+ }
package/src/index.js ADDED
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+ import { track } from "@inglorious/engine/behaviors/input/mouse.js"
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+
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+ import { createRenderingSystem } from "./rendering-system.js"
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+
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+ export class Renderer2D {
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+ _onKeyPress = null
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+ _onMouseMove = null
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+ _onClick = null
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+ _onWheel = null
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+
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+ constructor(canvas) {
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+ this.canvas = canvas
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+ this.ctx = canvas.getContext("2d")
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+ }
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+
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+ getSystems() {
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+ return [createRenderingSystem(this.ctx)]
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+ }
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+
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+ init(engine) {
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+ const game = engine._api.getEntity("game")
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+ const [, , width, height] = game.bounds
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+
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+ this.canvas.style.width = `${width}px`
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+ this.canvas.style.height = `${height}px`
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+ const dpi = window.devicePixelRatio
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+ this.canvas.width = width * dpi
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+ this.canvas.height = height * dpi
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+ this.ctx.scale(dpi, dpi)
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+
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+ if (game.pixelated) {
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+ this.canvas.style.imageRendering = "pixelated"
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+ this.ctx.textRendering = "geometricPrecision"
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+ this.ctx.imageSmoothingEnabled = false
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+ }
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+
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+ this._onKeyPress = (event) => {
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+ if (event.key === "p") {
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+ engine.isRunning ? engine.stop() : engine.start()
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+ }
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+ }
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+ document.addEventListener("keypress", this._onKeyPress)
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+
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+ const { onMouseMove, onClick, onWheel } = track(this.canvas, engine._api)
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+ this._onMouseMove = onMouseMove
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+ this._onClick = onClick
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+ this._onWheel = onWheel
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+
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+ this.canvas.addEventListener("mousemove", this._onMouseMove)
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+ this.canvas.addEventListener("click", this._onClick)
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+ this.canvas.addEventListener("wheel", this._onWheel)
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+ }
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+
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+ destroy() {
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+ if (this._onKeyPress) {
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+ document.removeEventListener("keypress", this._onKeyPress)
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+ }
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+ if (this._onMouseMove) {
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+ this.canvas.removeEventListener("mousemove", this._onMouseMove)
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+ }
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+ if (this._onClick) {
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+ this.canvas.removeEventListener("click", this._onClick)
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+ }
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+ if (this._onWheel) {
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+ this.canvas.removeEventListener("wheel", this._onWheel)
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+ }
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+ }
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+ }
package/src/mouse.js ADDED
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+ /* eslint-disable no-magic-numbers */
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+
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+ export function renderMouse(entity, ctx) {
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+ const { color = "black", thickness = 1, orientation = 0 } = entity
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+
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+ ctx.save()
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+
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+ ctx.strokeStyle = color
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+ ctx.fillStyle = color
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+ ctx.lineWidth = thickness
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+
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+ ctx.rotate(-orientation)
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+
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+ ctx.beginPath()
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+ ctx.moveTo(-6, 0)
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+ ctx.lineTo(-3, 0)
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+ ctx.stroke()
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+
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+ ctx.moveTo(4, 0)
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+ ctx.lineTo(7, 0)
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+ ctx.stroke()
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+
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+ ctx.moveTo(0, -6)
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+ ctx.lineTo(0, -3)
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+ ctx.stroke()
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+
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+ ctx.moveTo(0, 4)
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+ ctx.lineTo(0, 7)
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+ ctx.stroke()
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+ ctx.closePath()
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+
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+ ctx.beginPath()
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+ ctx.fillRect(0, 0, 1, 1)
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+ ctx.closePath()
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+
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+ ctx.restore()
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+ }
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+ import { to2D } from "@inglorious/utils/math/linear-algebra/2d.js"
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+
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+ import { absolutePosition } from "./absolute-position.js"
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+
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+ const ORIGIN = 0
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+ const DEFAULT_ZOOM = 1
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+ const HALF = 2
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+
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+ const DEFAULT_LAYER = 0
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+ const Y = 1
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+ const Z = 2
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+
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+ function getRenderFunction(types, entity) {
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+ const typeInfo = types[entity.type]
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+ if (!typeInfo) {
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+ return null
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+ }
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+
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+ // A type can be a single object or an array of behaviors
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+ const behaviorWithRender = Array.isArray(typeInfo)
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+ ? typeInfo.find((b) => b.render)
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+ : typeInfo
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+
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+ return behaviorWithRender?.render
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+ }
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+
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+ export function createRenderingSystem(ctx) {
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+ return {
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+ update(state, dt, api) {
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+ const types = api.getTypes()
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+ const { game, ...worldEntities } = state.entities
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+
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+ // 1. Clear canvas
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+ const [, , width, height] = game.bounds
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+ ctx.fillStyle = game.backgroundColor || "lightgrey"
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+ ctx.fillRect(ORIGIN, ORIGIN, width, height)
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+
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+ // 2. Find active camera
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+ const camera = Object.values(state.entities).find(
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+ (entity) => entity.type === "camera" && entity.isActive,
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+ )
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+
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+ // 3. Render world entities with camera transform
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+ ctx.save()
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+
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+ if (camera && !game.devMode) {
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+ const [cameraX, cameraZ] = to2D(camera.position)
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+ const zoom = camera.zoom ?? DEFAULT_ZOOM
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+
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+ // Center the view on the camera and apply zoom.
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+ // The order of operations is crucial here.
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+ ctx.translate(width / HALF, height / HALF)
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+ ctx.scale(zoom, zoom)
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+ // This vertical translation compensates for the coordinate system flip
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+ // that happens inside the absolutePosition decorator.
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+ ctx.translate(ORIGIN, -height)
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+ // This translation moves the world relative to the camera.
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+ ctx.translate(-cameraX, cameraZ)
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+ }
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+
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+ Object.values(worldEntities)
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+ .filter(({ position }) => position)
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+ .toSorted(
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+ (a, b) =>
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+ (a.layer ?? DEFAULT_LAYER) - (b.layer ?? DEFAULT_LAYER) ||
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+ a.position[Y] - b.position[Y] ||
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+ b.position[Z] - a.position[Z],
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+ )
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+ .forEach((entity) => {
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+ const render = getRenderFunction(types, entity)
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+ if (render) {
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+ absolutePosition(render)(entity, ctx, { api })
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+ }
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+ })
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+
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+ ctx.restore()
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+ },
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+ }
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+ }
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+ /* eslint-disable no-magic-numbers */
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+
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+ import { zero } from "@inglorious/utils/math/linear-algebra/vector.js"
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+ import { pi } from "@inglorious/utils/math/trigonometry.js"
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+
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+ export function renderCircle(entity, ctx) {
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+ const {
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+ offset = zero(),
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+ radius = 24,
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+ color = "black",
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+ backgroundColor = "transparent",
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+ thickness = 1,
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+ } = entity
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+ const [x, y, z] = offset
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+
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+ ctx.save()
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+
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+ ctx.lineWidth = thickness
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+ ctx.strokeStyle = color
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+ ctx.fillStyle = backgroundColor
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+
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+ ctx.beginPath()
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+ ctx.arc(x, -y - z, radius, 0, 2 * pi())
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+ ctx.fill()
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+ ctx.stroke()
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+ ctx.closePath()
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+
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+ ctx.restore()
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+ }
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+ /* eslint-disable no-magic-numbers */
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+
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+ import { zero } from "@inglorious/utils/math/linear-algebra/vector.js"
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+
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+ export function renderRectangle(entity, ctx) {
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+ const {
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+ offset = zero(),
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+ size,
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+ color = "black",
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+ backgroundColor = "transparent",
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+ thickness = 1,
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+ } = entity
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+ const [x, y, z] = offset
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+ const [width = 100, height = 50, depth = 0] = size
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+ const rectHeight = height + depth
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+
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+ ctx.save()
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+
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+ ctx.lineWidth = thickness
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+ ctx.strokeStyle = color
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+ ctx.fillStyle = backgroundColor
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+
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+ ctx.fillRect(x - width / 2, -y - z - rectHeight / 2, width, rectHeight)
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+ ctx.strokeRect(x - width / 2, -y - z - rectHeight / 2, width, rectHeight)
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+
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+ ctx.restore()
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+ }