like2d 2.11.1 → 2.12.0
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/README.md +30 -2
- package/assets/logo-banner-optimized.svg +15 -27
- package/assets/logo-banner.svg +76 -132
- package/assets/logo-icon.svg +33 -23
- package/assets/logo.svg +78 -123
- package/dist/engine.d.ts +2 -0
- package/dist/engine.js +34 -12
- package/dist/events.d.ts +0 -3
- package/dist/graphics/canvas.d.ts +15 -7
- package/dist/graphics/canvas.js +64 -68
- package/dist/graphics/graphics.d.ts +53 -38
- package/dist/graphics/graphics.js +98 -70
- package/dist/input/controllerdb.json +1 -1
- package/dist/input/gamepad-mapping.js +2 -1
- package/dist/input/input.d.ts +2 -2
- package/dist/input/input.js +2 -2
- package/dist/like.d.ts +36 -5
- package/dist/math/vector2.d.ts +1 -1
- package/dist/prefab-scenes/mapGamepad.d.ts +2 -3
- package/dist/prefab-scenes/mapGamepad.js +17 -23
- package/dist/prefab-scenes/startScreen.d.ts +2 -3
- package/dist/prefab-scenes/startScreen.js +41 -12
- package/dist/scene.d.ts +47 -7
- package/package.json +2 -1
- package/dist/__benchmarks__/vector2.bench.d.ts +0 -2
- package/dist/__benchmarks__/vector2.bench.d.ts.map +0 -1
- package/dist/__benchmarks__/vector2.bench.js +0 -74
- package/dist/audio/audio.d.ts.map +0 -1
- package/dist/audio/index.d.ts.map +0 -1
- package/dist/engine.d.ts.map +0 -1
- package/dist/events.d.ts.map +0 -1
- package/dist/graphics/canvas.d.ts.map +0 -1
- package/dist/graphics/graphics.d.ts.map +0 -1
- package/dist/graphics/image.d.ts.map +0 -1
- package/dist/graphics/index.d.ts.map +0 -1
- package/dist/index.d.ts.map +0 -1
- package/dist/input/gamepad-mapping.d.ts.map +0 -1
- package/dist/input/gamepad.d.ts.map +0 -1
- package/dist/input/index.d.ts.map +0 -1
- package/dist/input/input.d.ts.map +0 -1
- package/dist/input/keyboard.d.ts.map +0 -1
- package/dist/input/mouse.d.ts.map +0 -1
- package/dist/like.d.ts.map +0 -1
- package/dist/math/index.d.ts.map +0 -1
- package/dist/math/rect.d.ts.map +0 -1
- package/dist/math/vector2.d.ts.map +0 -1
- package/dist/prefab-scenes/index.d.ts.map +0 -1
- package/dist/prefab-scenes/mapGamepad.d.ts.map +0 -1
- package/dist/prefab-scenes/startScreen.d.ts.map +0 -1
- package/dist/scene.d.ts.map +0 -1
- package/dist/timer/index.d.ts.map +0 -1
- package/dist/timer/timer.d.ts.map +0 -1
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@@ -58,6 +58,7 @@ export const defaultMapping = (stickCount) => ({
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]),
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});
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export const standardButtonMapping = () => Object.fromEntries(buttonMap.map(({ like, num }) => [num, like]));
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const numToName = standardButtonMapping();
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/** @private */
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export const allButtons = new Set(buttonMap.map(({ like }) => like));
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export const fullButtonName = new Map(buttonMap.map(({ like, name }) => [like, name]));
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@@ -70,7 +71,7 @@ const mappingDb = new Map(Object.entries(mappingDbRaw[detectedOs]).map(([k, v])
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Number(k),
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{
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...v,
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mapping: Object.fromEntries(Object.entries(v.mapping).map(([k, v]) => [Number(k), v])),
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mapping: Object.fromEntries(Object.entries(v.mapping).map(([k, v]) => [Number(k), numToName[Number(v)]])),
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},
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]));
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export function getSdlMapping(gamepad) {
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package/dist/input/input.d.ts
CHANGED
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@@ -81,7 +81,7 @@ export declare class Input {
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/**
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* This is the easiest way to set-and-forget input => action mapping.
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*
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* Or, it's a helper to remove actions -- `setAction(action)`
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* Or, it's a helper to remove actions -- `setAction(action, [])`
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* will simply clear the action away.
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*
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* For input strings:
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@@ -109,7 +109,7 @@ export declare class Input {
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* @param action
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* @param inputs
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*/
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setAction(action: string, inputs
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setAction(action: string, inputs: (string | InputBinding)[]): void;
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/**
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* Map a single input onto an action.
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*/
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package/dist/input/input.js
CHANGED
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@@ -103,7 +103,7 @@ export class Input {
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/**
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* This is the easiest way to set-and-forget input => action mapping.
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*
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* Or, it's a helper to remove actions -- `setAction(action)`
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* Or, it's a helper to remove actions -- `setAction(action, [])`
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* will simply clear the action away.
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*
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* For input strings:
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@@ -131,7 +131,7 @@ export class Input {
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* @param action
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* @param inputs
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*/
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setAction(action, inputs
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setAction(action, inputs) {
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if (inputs.length) {
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this.actionTable[action] = inputs.map(parseInput);
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}
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package/dist/like.d.ts
CHANGED
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@@ -53,21 +53,52 @@ export type Like = Callbacks & {
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*/
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dispose(): void;
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/**
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*
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*
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* Push a scene to the scene stack.
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*
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* If the engine is running, this is the new running scene replacing the old one
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* which can, in some cases, call out to the lower scene.
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*
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* @param overlay Set to true, and the current scene (before pushing) will stay loaded. Otherwise not.
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*/
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pushScene(scene: Scene, overlay: boolean): void;
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/**
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* Pop the current scene off the stack.
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*
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* To clear the stack, just run:
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* ```ts
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* while (like.popScene());
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* ```
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*/
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popScene(): Scene | undefined;
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/**
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* Set the current scene at the top of the scene stack.
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* If the stack is empty, push it onto the stack.
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*
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* Equivalent to `popScene` + `pushScene`.
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*
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* Use {@link popScene} to clear away the current scene,
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* and to possibly revert to callback mode.
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*/
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setScene(scene: Scene): void;
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/**
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* Get the current scene, or a specific index.
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*
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* Uses `Array.at` under the hood, so -1 is the
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* top scene, -2 is the parent scene, etc.
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*/
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getScene(index?: number): Scene | undefined;
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/**
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* LIKE's runtime is built around calling handleEvent.
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*
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* This function recieves all events. If set to undefined,
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*
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* {@link callOwnHandlers} is the default behavior.
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*
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* Otherwise, you can really customize LIKE by setting this
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* to a custom handler.
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*
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* For example, the scene architecture is built around
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* setting this function.
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* setting this function. Setting it to a custom
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* function will disable the scene system.
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*/
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handleEvent?: TopLevelEventHandler;
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/**
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package/dist/math/vector2.d.ts
CHANGED
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@@ -59,7 +59,7 @@ export type Pair<T> = [T, T];
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* #### Squaring each element of a Vector2
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* ```ts
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* const squareVec2 = Vec2.map(a: number => a**2);
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* squareVec2([6, 7]) // returns [36,
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* squareVec2([6, 7]) // returns [36, 49]
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* // one in one line...
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* Vec2.map(a: number => a**2)([6, 7]);
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* ```
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@@ -15,7 +15,7 @@ export type MapMode = {
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*
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* ```ts
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* like.gamepadconnected = (index) =>
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* like.
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* like.pushScene(new MapGamepad({buttons: buttonSetGBA, sticks: 0}), index)
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* ```
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*
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* Add this to your codebase and activating a gamepad causes a button mapping screen to pop up.
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@@ -26,13 +26,12 @@ export type MapMode = {
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export declare class MapGamepad implements Scene {
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private mapMode;
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private targetPad;
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private next?;
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private currentlyUnmapped;
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private mapping;
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private held?;
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private alreadyMapped;
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private frameWait;
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constructor(mapMode: MapMode, targetPad: number
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constructor(mapMode: MapMode, targetPad: number);
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load(like: Like): void;
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update(): void;
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draw(like: Like): void;
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export const buttonSetAll = new Set(mapOrder);
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const drawCircButt = (pos, size) => (like, color) => like.gfx.circle("fill", color, pos, size);
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const drawDpadPart = (rot) => (like, color) => {
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like.gfx.
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like.gfx.withTransform(() => {
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like.gfx.translate([2.5, 6]);
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like.gfx.rotate(rot);
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like.gfx.rectangle("fill", color, [0.5, -0.5, 1.3, 1]);
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});
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};
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const drawShoulder = (y, width, flip) => (like, color) => {
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const r = 0.8;
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const rectPos = [5 - width, y];
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const circPos = [5 - width - r, y];
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like.gfx.
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like.gfx.withTransform(() => {
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if (flip) {
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like.gfx.translate([16, 0]);
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like.gfx.scale([-1, 1]);
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}
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like.gfx.circle("fill", color, circPos, r, { arc: [Math.PI, Math.PI * 3 / 2], center: false });
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like.gfx.rectangle("fill", color, [...rectPos, width, r]);
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});
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};
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// Buttons assume a centered resolution of 16x9px. Transforms exist for a reason lol.
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// LLLLL . RRRRR
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* ```ts
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* like.gamepadconnected = (index) =>
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* like.
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* like.pushScene(new MapGamepad({buttons: buttonSetGBA, sticks: 0}), index)
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* ```
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* Add this to your codebase and activating a gamepad causes a button mapping screen to pop up.
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* Note: many browsers do this on first button press, so always writing "P2: press any button" is a fine idea.
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*/
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export class MapGamepad {
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constructor(mapMode, targetPad
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constructor(mapMode, targetPad) {
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Object.defineProperty(this, "mapMode", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: targetPad
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});
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Object.defineProperty(this, "next", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: next
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});
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Object.defineProperty(this, "currentlyUnmapped", {
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enumerable: true,
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configurable: true,
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}
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else if (!active) {
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like.gamepad.setMapping(this.targetPad, this.mapping);
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setTimeout(() => like.
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setTimeout(() => like.popScene(), 100);
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}
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}
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gamepadreleased(_like, source, _name, num) {
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}
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}
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mousepressed(like) {
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like.
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like.popScene();
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}
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}
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* like.draw = function () { ... }
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*
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* // Set up the start screen
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* like.
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* like.pushScene(new StartScreen())
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* like.start();
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* ```
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* ```
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*/
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export declare class StartScreen implements Scene {
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private next;
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private onDraw?;
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private logo;
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constructor(
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constructor(onDraw?: ((like: Like) => void) | undefined);
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load(like: Like): void;
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draw(like: Like): void;
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mousepressed(like: Like): void;
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import { Vec2 } from '../math/vector2';
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const LOGO = 'data:image/svg+xml;base64,
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const LOGO = 'data:image/svg+xml;base64,' +
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'PD94bWwgdmVyc2lvbj0iMS4wIiBlbmNvZGluZz0iVVRGLTgiPz4KPCEtLSBDcmVhdGVkIHdpdGgg' +
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'SW5rc2NhcGUgKGh0dHA6Ly93d3cuaW5rc2NhcGUub3JnLykgLS0+Cjxzdmcgd2lkdGg9IjI1Nm1t' +
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'IiBoZWlnaHQ9Ijg1bW0iIHZlcnNpb249IjEuMSIgdmlld0JveD0iMCAwIDI1NiA4NSIgeG1sbnM9' +
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'Imh0dHA6Ly93d3cudzMub3JnLzIwMDAvc3ZnIj4KIDxyZWN0IHg9IjguNDk0OSIgeT0iMTQuODQx' +
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'IiB3aWR0aD0iMjM5LjEzIiBoZWlnaHQ9IjYwLjMzNyIgcnk9IjE0LjM2OSIvPgogPHBhdGggZD0i' +
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'bTQ5LjUxOSAyLjE5MzMtMjIuODQxIDIyLjg1NC0wLjAxMTkzIDAuMDExOTNhMTYuMTU5IDE2LjE2' +
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'OCAwIDAgMCAwIDIyLjg2NiAxNi4xNTkgMTYuMTY4IDAgMCAwIDIwLjUzOSAxLjkxODkgMTYuMTU5' +
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'IDE2LjE2OCAwIDAgMSAwLjAwNDggMC4zOTA1NSAxNi4xNTkgMTYuMTY4IDAgMCAxLTE2LjE1OSAx' +
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'Ni4xNjloMzYuOTM1YTE2LjE1OSAxNi4xNjggMCAwIDEtMTYuMTU5LTE2LjE2OSAxNi4xNTkgMTYu' +
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|
+
'MyAxNi4xNTkgMTYuMTY4IDAgMCAwLTQuNzZlLTQgLTIyLjg2NnoiIGZpbGw9IiNiYTJiMmIiIHN0' +
|
|
14
|
+
'cm9rZT0iI2ZmY2Y0MiIgc3Ryb2tlLWxpbmVqb2luPSJyb3VuZCIgc3Ryb2tlLXdpZHRoPSIuNSIv' +
|
|
15
|
+
'PgogPGcgZmlsbD0ibm9uZSIgc3Ryb2tlPSIjZmZjZjQyIiBzdHJva2Utd2lkdGg9Ii41Ij4KICA8' +
|
|
16
|
+
'Y2lyY2xlIHRyYW5zZm9ybT0ibWF0cml4KC0uNzA2OSAuNzA3MzEgLS43MDY5IC0uNzA3MzEgMCAw' +
|
|
17
|
+
'KSIgY3g9Ii0xNy4zMTEiIGN5PSItNjguOTAzIiByPSIxNi4xNjQiLz4KICA8Y2lyY2xlIHRyYW5z' +
|
|
18
|
+
'Zm9ybT0ibWF0cml4KC0uNzA2OSAuNzA3MzEgLS43MDY5IC0uNzA3MzEgMCAwKSIgY3g9Ii0xLjE0' +
|
|
19
|
+
'NyIgY3k9Ii01Mi43MzkiIHI9IjE2LjE2NCIvPgogIDxlbGxpcHNlIGN4PSI2Ny45ODYiIGN5PSI1' +
|
|
20
|
+
'MC4yMzQiIHJ4PSIxNi4xNTkiIHJ5PSIxNi4xNjgiLz4KICA8ZWxsaXBzZSBjeD0iMzEuMDUxIiBj' +
|
|
21
|
+
'eT0iNTAuMjM0IiByeD0iMTYuMTU5IiByeT0iMTYuMTY4Ii8+CiA8L2c+CiA8ZyBmaWxsPSIjZmZj' +
|
|
22
|
+
'ZjQyIiBzdHJva2U9IiMwMDAiIHN0cm9rZS13aWR0aD0iLjUiPgogIDxwYXRoIGQ9Im04OS45MjQg' +
|
|
23
|
+
'MjEuOTc5djM2LjM3NWgyOC4xMDN2LTE0Ljc3MWgtMTIuMDI5di0yMS42MDR6Ii8+CiAgPHBhdGgg' +
|
|
24
|
+
'ZD0ibTEyNy45NCAyNC42Nzh2Ny42NjVoNS4wNDUzdjExLjA0NmgtNS4wNDUzdjE0Ljk2NmgyNC43' +
|
|
25
|
+
'NDh2LTE0Ljk2NmgtNS4wNDh2LTExLjA0Nmg1LjA0OHYtNy42NjVoLTEyLjM3N3oiLz4KICA8cGF0' +
|
|
26
|
+
'aCBkPSJtMjA2Ljg5IDIyLjA4OHYzNi4zNzVoMzMuNzM5di0xMy4xNzloLTEwLjkwOHYtNS4wNjc4' +
|
|
27
|
+
'aDEwLjkwOHYtNy4xMDloLTEwLjkwOHYtNS4wNjloMTAuOTA4di01Ljk1MDR6Ii8+CiAgPHBhdGgg' +
|
|
28
|
+
'ZD0ibTE2Mi43NiAxOS43N3YzOC42OTNoMTIuMjgxdi01LjA2OWgxMS41MjN2NS4wNjloMTIuMjgx' +
|
|
29
|
+
'czEuMDQ4Mi0xNS4xMTUtMi4yMDEyLTE4Ljc2OGMtMy40NzA0LTMuOTAxOC02LjM3MjMtNC41MjA5' +
|
|
30
|
+
'LTYuMzcyMy00LjUyMDlsOC44ODQ4LTEzLjA4N2gtMTMuNjE1bC02LjQxMDggMTMuMDIyLTQuMzQy' +
|
|
31
|
+
'MyAwLjAzNjk4LThlLTMgLTE1LjM3N3oiLz4KICA8ZWxsaXBzZSBjeD0iMTMyLjk5IiBjeT0iMTYu' +
|
|
32
|
+
'MTIyIiByeD0iNi4wMjIxIiByeT0iNi4xMTgyIi8+CiAgPGVsbGlwc2UgY3g9IjE0Ny40OSIgY3k9' +
|
|
33
|
+
'IjE2LjEyMiIgcng9IjYuMDIyMSIgcnk9IjYuMTE4MiIvPgogPC9nPgo8L3N2Zz4K';
|
|
3
34
|
/**
|
|
4
35
|
* ## Why
|
|
5
36
|
*
|
|
@@ -22,7 +53,7 @@ const LOGO = 'data:image/svg+xml;base64,PD94bWwgdmVyc2lvbj0iMS4wIiBlbmNvZGluZz0i
|
|
|
22
53
|
* like.draw = function () { ... }
|
|
23
54
|
*
|
|
24
55
|
* // Set up the start screen
|
|
25
|
-
* like.
|
|
56
|
+
* like.pushScene(new StartScreen())
|
|
26
57
|
* like.start();
|
|
27
58
|
* ```
|
|
28
59
|
*
|
|
@@ -48,13 +79,7 @@ const LOGO = 'data:image/svg+xml;base64,PD94bWwgdmVyc2lvbj0iMS4wIiBlbmNvZGluZz0i
|
|
|
48
79
|
* ```
|
|
49
80
|
*/
|
|
50
81
|
export class StartScreen {
|
|
51
|
-
constructor(
|
|
52
|
-
Object.defineProperty(this, "next", {
|
|
53
|
-
enumerable: true,
|
|
54
|
-
configurable: true,
|
|
55
|
-
writable: true,
|
|
56
|
-
value: next
|
|
57
|
-
});
|
|
82
|
+
constructor(onDraw) {
|
|
58
83
|
Object.defineProperty(this, "onDraw", {
|
|
59
84
|
enumerable: true,
|
|
60
85
|
configurable: true,
|
|
@@ -76,13 +101,17 @@ export class StartScreen {
|
|
|
76
101
|
this.onDraw(like);
|
|
77
102
|
}
|
|
78
103
|
else if (this.logo.isReady()) {
|
|
79
|
-
like.gfx.clear([0.
|
|
104
|
+
like.gfx.clear([0.5, 0, 0.5, 1]);
|
|
80
105
|
const winSize = like.canvas.getSize();
|
|
81
106
|
const scale = (winSize[0] * 0.5) / this.logo.size[0];
|
|
82
|
-
like.gfx.draw(this.logo, Vec2.div(winSize, 2), {
|
|
107
|
+
like.gfx.draw(this.logo, Vec2.div(winSize, 2), {
|
|
108
|
+
scale,
|
|
109
|
+
origin: Vec2.div(this.logo.size, 2),
|
|
110
|
+
});
|
|
111
|
+
like.gfx.print([1, 1, 0, 0.5 + 0.5 * Math.sin(like.timer.getTime() * 3)], "▶️ click to start ◀️", Vec2.mul(winSize, [0.5, 0.8]), { align: "center", font: "25px sans" });
|
|
83
112
|
}
|
|
84
113
|
}
|
|
85
114
|
mousepressed(like) {
|
|
86
|
-
like.
|
|
115
|
+
like.popScene();
|
|
87
116
|
}
|
|
88
117
|
}
|
package/dist/scene.d.ts
CHANGED
|
@@ -15,13 +15,21 @@ import type { Like } from './like';
|
|
|
15
15
|
* your running scene and shows up as an additional first argument
|
|
16
16
|
* to every callback.
|
|
17
17
|
*
|
|
18
|
+
* ## The scene stack
|
|
19
|
+
*
|
|
20
|
+
* There is a stack of scenes for state management and/or overlays.
|
|
21
|
+
*
|
|
22
|
+
* Use {@link Like.pushScene} and {@link Like.popScene} to manage the stack.
|
|
23
|
+
*
|
|
24
|
+
* {@link like.setScene} Sets the top of the stack only, replacing the current scene if any.
|
|
25
|
+
*
|
|
18
26
|
* ## Quick Start
|
|
19
27
|
*
|
|
20
28
|
* Have a scene handle all the callbacks, disabling global
|
|
21
29
|
* callbacks.
|
|
22
30
|
* ```typescript
|
|
23
31
|
* // set up a scene
|
|
24
|
-
* class MagicalGrowingRectangle
|
|
32
|
+
* class MagicalGrowingRectangle implements Scene {
|
|
25
33
|
* rectangleSize = 10;
|
|
26
34
|
* constructor() {}
|
|
27
35
|
*
|
|
@@ -35,16 +43,16 @@ import type { Like } from './like';
|
|
|
35
43
|
* }
|
|
36
44
|
* }
|
|
37
45
|
*
|
|
38
|
-
* like.
|
|
46
|
+
* like.pushScene(new MagicalGrowingRectangle(), false);
|
|
39
47
|
* ```
|
|
40
48
|
*
|
|
41
|
-
* To get back to global callbacks, just use
|
|
49
|
+
* To get back to global callbacks, just use {@link Like.popScene}
|
|
42
50
|
*
|
|
43
51
|
* ## Scene Lifecycle
|
|
44
52
|
*
|
|
45
53
|
* Works a lot like global callbacks.
|
|
46
54
|
*
|
|
47
|
-
* 1. `like.setScene(scene)` is called
|
|
55
|
+
* 1. `like.setScene(scene)` or `like.pushScene(scene)` is called
|
|
48
56
|
* 2. Scene's `load` callback fires immediately
|
|
49
57
|
* 3. `update` and `draw` begin on next frame
|
|
50
58
|
* 4. Scene receives input events as they occur
|
|
@@ -57,9 +65,9 @@ import type { Like } from './like';
|
|
|
57
65
|
*
|
|
58
66
|
* ```typescript
|
|
59
67
|
* class UI implements Scene {
|
|
60
|
-
* constructor(public game:
|
|
68
|
+
* constructor(public game: Scene) {}
|
|
61
69
|
*
|
|
62
|
-
* handleEvent(like: Like, event:
|
|
70
|
+
* handleEvent(like: Like, event: LikeEvent) {
|
|
63
71
|
* // Block mouse events in order to create a top bar.
|
|
64
72
|
* const mouseY = like.mouse.getPosition()[1];
|
|
65
73
|
* if (!event.type.startsWith('mouse') || mouseY > 100) {
|
|
@@ -77,11 +85,43 @@ import type { Like } from './like';
|
|
|
77
85
|
* ...
|
|
78
86
|
* }
|
|
79
87
|
*
|
|
80
|
-
* like.
|
|
88
|
+
* like.pushScene(new UI(new Game()), false)
|
|
81
89
|
* ```
|
|
82
90
|
*
|
|
83
91
|
* Composing scenes lets you filter events, layer game elements,
|
|
84
92
|
* and more. Don't sleep on it.
|
|
93
|
+
*
|
|
94
|
+
* The main advance of composing scenes versus the stack-overlay
|
|
95
|
+
* technique is that the parent scene knows about its child.
|
|
96
|
+
* Because there's a **known interface**, the two scenes
|
|
97
|
+
* can communicate.
|
|
98
|
+
*
|
|
99
|
+
* This makes it perfect for reusable UI,
|
|
100
|
+
* level editors, debug viewers, and more.
|
|
101
|
+
*
|
|
102
|
+
* ## Overlay scenes
|
|
103
|
+
*
|
|
104
|
+
* You might assume that the purpose of a scene stack is
|
|
105
|
+
* visual: first push the BG, then the FG, etc.
|
|
106
|
+
*
|
|
107
|
+
* Actually, composing scenes (above) is a
|
|
108
|
+
* better pattern for that, since it's both explicit
|
|
109
|
+
* _and_ the parent can have a known interface on its child.
|
|
110
|
+
* Here, the **upper** scene only knows that the
|
|
111
|
+
* **lower** scene _is_ a scene.
|
|
112
|
+
*
|
|
113
|
+
* That's the tradeoff. Overlay scenes are good for things
|
|
114
|
+
* like pause screens or gamepad overlays. Anything where
|
|
115
|
+
* the upper doesn't care _what_ the lower is, and where
|
|
116
|
+
* the upper scene should be easily addable/removable.
|
|
117
|
+
*
|
|
118
|
+
* Using `like.getScene(-2)`, the overlay scene can see
|
|
119
|
+
* the lower scene and choose how to propagate events.
|
|
120
|
+
*
|
|
121
|
+
* The only technical difference between overlay and
|
|
122
|
+
* opaque is whether or not the scene we've pushed
|
|
123
|
+
* on top of stays loaded.
|
|
124
|
+
*
|
|
85
125
|
*/
|
|
86
126
|
export type Scene = {
|
|
87
127
|
[K in keyof EventMap]?: (like: Like, ...args: EventMap[K]) => void;
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "like2d",
|
|
3
|
-
"version": "2.
|
|
3
|
+
"version": "2.12.0",
|
|
4
4
|
"description": "A web-native game framework inspired by Love2D",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"main": "./dist/index.js",
|
|
@@ -37,6 +37,7 @@
|
|
|
37
37
|
},
|
|
38
38
|
"files": [
|
|
39
39
|
"dist/**/*",
|
|
40
|
+
"!dist/**/*.ts.map",
|
|
40
41
|
"assets/**/*",
|
|
41
42
|
"README.md",
|
|
42
43
|
"LICENSE"
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"vector2.bench.d.ts","sourceRoot":"","sources":["../../src/__benchmarks__/vector2.bench.ts"],"names":[],"mappings":""}
|
|
@@ -1,74 +0,0 @@
|
|
|
1
|
-
import { bench, describe } from 'vitest';
|
|
2
|
-
import { Vec2 } from '../math/vector2';
|
|
3
|
-
const VEC2_COUNT = 10000;
|
|
4
|
-
function makeVec2s(count) {
|
|
5
|
-
const vec2s = [];
|
|
6
|
-
for (let i = 0; i < count; i++) {
|
|
7
|
-
vec2s.push([Math.random() * 1000, Math.random() * 1000]);
|
|
8
|
-
}
|
|
9
|
-
return vec2s;
|
|
10
|
-
}
|
|
11
|
-
describe('Vector2', () => {
|
|
12
|
-
const a = makeVec2s(VEC2_COUNT);
|
|
13
|
-
const b = makeVec2s(VEC2_COUNT);
|
|
14
|
-
describe('binary operations', () => {
|
|
15
|
-
bench('add', () => {
|
|
16
|
-
let sum = 0;
|
|
17
|
-
for (let i = 0; i < VEC2_COUNT; i++) {
|
|
18
|
-
const result = Vec2.add(a[i], b[i]);
|
|
19
|
-
sum += result[0];
|
|
20
|
-
}
|
|
21
|
-
if (sum === -1)
|
|
22
|
-
console.log(sum);
|
|
23
|
-
});
|
|
24
|
-
bench('sub', () => {
|
|
25
|
-
let sum = 0;
|
|
26
|
-
for (let i = 0; i < VEC2_COUNT; i++) {
|
|
27
|
-
const result = Vec2.sub(a[i], b[i]);
|
|
28
|
-
sum += result[0];
|
|
29
|
-
}
|
|
30
|
-
if (sum === -1)
|
|
31
|
-
console.log(sum);
|
|
32
|
-
});
|
|
33
|
-
bench('mul', () => {
|
|
34
|
-
let sum = 0;
|
|
35
|
-
for (let i = 0; i < VEC2_COUNT; i++) {
|
|
36
|
-
const result = Vec2.mul(a[i], b[i]);
|
|
37
|
-
sum += result[0];
|
|
38
|
-
}
|
|
39
|
-
if (sum === -1)
|
|
40
|
-
console.log(sum);
|
|
41
|
-
});
|
|
42
|
-
bench('div', () => {
|
|
43
|
-
let sum = 0;
|
|
44
|
-
for (let i = 0; i < VEC2_COUNT; i++) {
|
|
45
|
-
const result = Vec2.div(a[i], b[i]);
|
|
46
|
-
sum += result[0];
|
|
47
|
-
}
|
|
48
|
-
if (sum === -1)
|
|
49
|
-
console.log(sum);
|
|
50
|
-
});
|
|
51
|
-
bench('dot', () => {
|
|
52
|
-
let sum = 0;
|
|
53
|
-
for (let i = 0; i < VEC2_COUNT; i++) {
|
|
54
|
-
const result = Vec2.dot(a[i], b[i]);
|
|
55
|
-
sum += result;
|
|
56
|
-
}
|
|
57
|
-
if (sum === -1)
|
|
58
|
-
console.log(sum);
|
|
59
|
-
});
|
|
60
|
-
bench('chained ops (add, sub, mul, div, dot)', () => {
|
|
61
|
-
let sum = 0;
|
|
62
|
-
for (let i = 0; i < VEC2_COUNT; i++) {
|
|
63
|
-
const r1 = Vec2.add(a[i], b[i]);
|
|
64
|
-
const r2 = Vec2.sub(r1, a[i]);
|
|
65
|
-
const r3 = Vec2.mul(r2, 2);
|
|
66
|
-
const r4 = Vec2.div(r3, b[i]);
|
|
67
|
-
const result = Vec2.dot(r4, a[i]);
|
|
68
|
-
sum += result;
|
|
69
|
-
}
|
|
70
|
-
if (sum === -1)
|
|
71
|
-
console.log(sum);
|
|
72
|
-
});
|
|
73
|
-
});
|
|
74
|
-
});
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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1
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package/dist/index.d.ts.map
DELETED
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1
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package/dist/like.d.ts.map
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package/dist/math/index.d.ts.map
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package/dist/math/rect.d.ts.map
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