@inglorious/renderer-2d 0.3.0 → 0.5.0
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.
- package/package.json +4 -4
- package/src/absolute-position.js +2 -2
- package/src/index.js +8 -66
- package/src/rendering-behavior.js +69 -0
- package/src/rendering-system.js +8 -19
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@inglorious/renderer-2d",
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"version": "0.
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"version": "0.5.0",
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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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@@ -18,14 +18,14 @@
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"./*": "./src/*"
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},
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"files": [
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-
"src
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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.
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"@inglorious/utils": "2.
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"@inglorious/engine": "0.10.0",
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"@inglorious/utils": "2.2.0"
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},
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"devDependencies": {
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"eslint": "^9.34.0",
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package/src/absolute-position.js
CHANGED
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@@ -6,11 +6,11 @@ export function absolutePosition(render) {
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const [x, y, z] = snap(position)
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const game = api.getEntity("game")
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const [,
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const [, gameHeight] = game.size
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ctx.save()
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ctx.translate(x,
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ctx.translate(x, gameHeight - y - z)
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render(entity, ctx, api)
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ctx.restore()
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package/src/index.js
CHANGED
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@@ -1,68 +1,10 @@
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import {
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_onWheel = null
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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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getSystems() {
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return [createRenderingSystem(this.ctx)]
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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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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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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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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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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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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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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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import { rendering } from "./rendering-behavior"
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import { renderingSystem } from "./rendering-system"
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export function createRenderer(canvas) {
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return {
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types: { renderer: [rendering(canvas)] },
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entities: { renderer: { type: "renderer" } },
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systems: [renderingSystem(canvas)],
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}
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}
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@@ -0,0 +1,69 @@
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import { track } from "@inglorious/engine/behaviors/input/mouse.js"
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const ORIGIN = 0
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const HALF = 2
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export function rendering(canvas) {
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const ctx = canvas.getContext("2d")
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let _onMouseMove = null
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let _onClick = null
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let _onWheel = null
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return {
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init(entity, event, api) {
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const game = api.getEntity("game")
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const [gameWidth, gameHeight] = game.size
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const canvasWidth = canvas.width
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const canvasHeight = canvas.height
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const scaleX = canvasWidth / gameWidth
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const scaleY = canvasHeight / gameHeight
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const scale = Math.min(scaleX, scaleY)
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const scaledGameWidth = gameWidth * scale
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const scaledGameHeight = gameHeight * scale
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const offsetX = (canvasWidth - scaledGameWidth) / HALF
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const offsetY = (canvasHeight - scaledGameHeight) / HALF
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const dpi = window.devicePixelRatio
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ctx.clearRect(ORIGIN, ORIGIN, canvasWidth, canvasHeight)
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ctx.fillStyle = "black"
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ctx.fillRect(ORIGIN, ORIGIN, canvasWidth, canvasHeight)
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ctx.translate(offsetX, offsetY)
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ctx.scale(dpi * scale, dpi * scale)
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if (game.pixelated) {
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canvas.style.imageRendering = "pixelated"
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ctx.textRendering = "geometricPrecision"
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ctx.imageSmoothingEnabled = false
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}
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const { onMouseMove, onClick, onWheel } = track(canvas, api)
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_onMouseMove = onMouseMove
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_onClick = onClick
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_onWheel = onWheel
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canvas.addEventListener("mousemove", _onMouseMove)
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canvas.addEventListener("click", _onClick)
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canvas.addEventListener("wheel", _onWheel)
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},
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destroy(entity, id) {
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if (id !== entity.id) return
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if (_onMouseMove) {
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canvas.removeEventListener("mousemove", _onMouseMove)
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}
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if (_onClick) {
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canvas.removeEventListener("click", _onClick)
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}
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if (_onWheel) {
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canvas.removeEventListener("wheel", _onWheel)
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}
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},
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}
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}
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package/src/rendering-system.js
CHANGED
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@@ -10,30 +10,18 @@ const DEFAULT_LAYER = 0
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const Y = 1
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const Z = 2
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function
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const
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if (!typeInfo) {
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return null
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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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return behaviorWithRender?.render
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}
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export function renderingSystem(canvas) {
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const ctx = canvas.getContext("2d")
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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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// 1. Clear canvas
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const [,
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const [gameWidth, gameHeight] = game.size
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ctx.fillStyle = game.backgroundColor || "lightgrey"
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ctx.fillRect(ORIGIN, ORIGIN,
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ctx.fillRect(ORIGIN, ORIGIN, gameWidth, gameHeight)
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// 2. Find active camera
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const camera = Object.values(state.entities).find(
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@@ -49,11 +37,11 @@ export function createRenderingSystem(ctx) {
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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(
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ctx.translate(gameWidth / HALF, gameHeight / 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, -
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ctx.translate(ORIGIN, -gameHeight)
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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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@@ -68,7 +56,8 @@ export function createRenderingSystem(ctx) {
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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
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const type = types[entity.type]
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const { render } = type
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if (render) {
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absolutePosition(render)(entity, ctx, { api })
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}
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