littlejsengine 1.10.2 → 1.10.4
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 +7 -15
- package/dist/littlejs.d.ts +49 -1
- package/dist/littlejs.esm.js +60 -37
- package/dist/littlejs.esm.min.js +1 -1
- package/dist/littlejs.js +46 -37
- package/dist/littlejs.min.js +1 -1
- package/dist/littlejs.release.js +46 -37
- package/examples/box2d/game.js +3 -0
- package/examples/breakoutTutorial/README.md +9 -7
- package/examples/breakoutTutorial/game.js +6 -6
- package/examples/js13k/build/index.html +1 -0
- package/examples/js13k/build/index.js +1 -0
- package/examples/js13k/build/tiles.png +0 -0
- package/examples/js13k/game - Copy.zip +0 -0
- package/examples/js13k/game.zip +0 -0
- package/examples/platformer/game.js +6 -4
- package/examples/platformer/gameCharacter.js +12 -11
- package/examples/platformer/gameEffects.js +3 -4
- package/examples/platformer/gameLevel.js +17 -33
- package/examples/platformer/gameObjects.js +9 -14
- package/examples/starter/build/index.html +2 -0
- package/examples/starter/build/index.js +1 -0
- package/examples/starter/build/tiles.png +0 -0
- package/examples/starter/game.zip +0 -0
- package/examples/typescript/build/build/littlejs.esm.js +4327 -0
- package/examples/typescript/build/dist/littlejs.esm.js +4425 -0
- package/examples/typescript/build/examples/typescript/build.js +24 -0
- package/examples/typescript/build/examples/typescript/game.js +100 -0
- package/examples/typescript/build/examples/typescript/test/build/littlejs.esm.js +3934 -0
- package/examples/typescript/build/examples/typescript/test/examples/typescript/build.js +86 -0
- package/examples/typescript/build/examples/typescript/test/examples/typescript/game.js +92 -0
- package/examples/typescript/game.ts +1 -1
- package/package.json +1 -1
- package/plugins/postProcess.js +8 -1
- package/src/engine.js +5 -13
- package/src/engineDraw.js +19 -18
- package/src/engineExport.js +14 -0
- package/src/engineInput.js +1 -3
- package/src/engineObject.js +1 -0
- package/src/engineTileLayer.js +2 -1
- package/src/engineUtilities.js +1 -0
- package/src/engineWebGL.js +17 -2
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/**
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* LittleJS Debug System
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* - Press ~ to show debug overlay with mouse pick
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* - Number keys toggle debug functions
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* - +/- apply time scale
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* - Debug primitive rendering
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* - Save a 2d canvas as an image
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* @namespace Debug
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*/
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'use strict';
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/** True if debug is enabled
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* @type {Boolean}
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* @default
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* @memberof Debug */
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const debug = 1;
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/** True if asserts are enaled
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* @type {Boolean}
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* @default
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* @memberof Debug */
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const enableAsserts = 1;
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/** Size to render debug points by default
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* @type {Number}
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* @default
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* @memberof Debug */
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const debugPointSize = .5;
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/** True if watermark with FPS should be shown, false in release builds
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* @type {Boolean}
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* @default
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* @memberof Debug */
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let showWatermark = 1;
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/** Key code used to toggle debug mode, Esc by default
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* @type {Boolean}
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* @default
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* @memberof Debug */
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let debugKey = 27;
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// Engine internal variables not exposed to documentation
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let debugPrimitives = [], debugOverlay = 0, debugPhysics = 0, debugRaycast = 0, debugParticles = 0, debugGamepads = 0, debugMedals = 0, debugTakeScreenshot, downloadLink;
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///////////////////////////////////////////////////////////////////////////////
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// Debug helper functions
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/** Asserts if the experssion is false, does not do anything in release builds
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* @param {Boolean} assertion
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* @param {Object} output
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* @memberof Debug */
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function ASSERT(...assert) { enableAsserts && console.assert(...assert); }
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/** Draw a debug rectangle in world space
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* @param {Vector2} pos
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* @param {Vector2} [size=Vector2()]
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* @param {String} [color='#fff']
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* @param {Number} [time=0]
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* @param {Number} [angle=0]
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* @param {Boolean} [fill=false]
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* @memberof Debug */
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function debugRect(pos, size = vec2(), color = '#fff', time = 0, angle = 0, fill = false) {
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ASSERT(typeof color == 'string'); // pass in regular html strings as colors
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debugPrimitives.push({ pos, size: vec2(size), color, time: new Timer(time), angle, fill });
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}
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/** Draw a debug circle in world space
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* @param {Vector2} pos
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* @param {Number} [radius=0]
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* @param {String} [color='#fff']
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* @param {Number} [time=0]
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* @param {Boolean} [fill=false]
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* @memberof Debug */
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function debugCircle(pos, radius = 0, color = '#fff', time = 0, fill = false) {
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ASSERT(typeof color == 'string'); // pass in regular html strings as colors
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debugPrimitives.push({ pos, size: radius, color, time: new Timer(time), angle: 0, fill });
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}
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/** Draw a debug point in world space
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* @param {Vector2} pos
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* @param {String} [color='#fff']
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* @param {Number} [time=0]
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* @param {Number} [angle=0]
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* @memberof Debug */
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function debugPoint(pos, color, time, angle) { debugRect(pos, 0, color, time, angle); }
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/** Draw a debug line in world space
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* @param {Vector2} posA
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* @param {Vector2} posB
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* @param {String} [color='#fff']
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* @param {Number} [thickness=.1]
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* @param {Number} [time=0]
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* @memberof Debug */
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function debugLine(posA, posB, color, thickness = .1, time) {
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const halfDelta = vec2((posB.x - posA.x) / 2, (posB.y - posA.y) / 2);
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const size = vec2(thickness, halfDelta.length() * 2);
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debugRect(posA.add(halfDelta), size, color, time, halfDelta.angle(), 1);
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}
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/** Draw a debug axis aligned bounding box in world space
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* @param {Vector2} posA
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* @param {Vector2} sizeA
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* @param {Vector2} posB
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* @param {Vector2} sizeB
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* @param {String} [color='#fff']
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* @memberof Debug */
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function debugAABB(pA, sA, pB, sB, color) {
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const minPos = vec2(min(pA.x - sA.x / 2, pB.x - sB.x / 2), min(pA.y - sA.y / 2, pB.y - sB.y / 2));
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const maxPos = vec2(max(pA.x + sA.x / 2, pB.x + sB.x / 2), max(pA.y + sA.y / 2, pB.y + sB.y / 2));
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debugRect(minPos.lerp(maxPos, .5), maxPos.subtract(minPos), color);
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}
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/** Draw a debug axis aligned bounding box in world space
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* @param {String} text
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* @param {Vector2} pos
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* @param {Number} [size=1]
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* @param {String} [color='#fff']
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* @param {Number} [time=0]
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* @param {Number} [angle=0]
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* @param {String} [font='monospace']
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* @memberof Debug */
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function debugText(text, pos, size = 1, color = '#fff', time = 0, angle = 0, font = 'monospace') {
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ASSERT(typeof color == 'string'); // pass in regular html strings as colors
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debugPrimitives.push({ text, pos, size, color, time: new Timer(time), angle, font });
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}
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/** Clear all debug primitives in the list
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* @memberof Debug */
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function debugClear() { debugPrimitives = []; }
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/** Save a canvas to disk
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* @param {HTMLCanvasElement} canvas
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* @param {String} [filename]
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* @memberof Debug */
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function debugSaveCanvas(canvas, filename = engineName + '.png') {
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downloadLink.download = 'screenshot.png';
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downloadLink.href = canvas.toDataURL('image/png').replace('image/png', 'image/octet-stream');
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downloadLink.click();
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}
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///////////////////////////////////////////////////////////////////////////////
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// Engine debug function (called automatically)
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function debugInit() {
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// create link for saving screenshots
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document.body.appendChild(downloadLink = document.createElement('a'));
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downloadLink.style.display = 'none';
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}
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function debugUpdate() {
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if (!debug)
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return;
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if (keyWasPressed(debugKey)) // Esc
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debugOverlay = !debugOverlay;
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if (debugOverlay) {
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if (keyWasPressed(48)) // 0
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showWatermark = !showWatermark;
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if (keyWasPressed(49)) // 1
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debugPhysics = !debugPhysics, debugParticles = 0;
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if (keyWasPressed(50)) // 2
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debugParticles = !debugParticles, debugPhysics = 0;
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if (keyWasPressed(51)) // 3
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debugGamepads = !debugGamepads;
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if (keyWasPressed(52)) // 4
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debugRaycast = !debugRaycast;
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if (keyWasPressed(53)) // 5
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debugTakeScreenshot = 1;
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//if (keyWasPressed(54)) // 6
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//if (keyWasPressed(55)) // 7
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//if (keyWasPressed(56)) // 8
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//if (keyWasPressed(57)) // 9
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}
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}
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function debugRender() {
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glCopyToContext(mainContext);
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if (debugTakeScreenshot) {
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// composite canvas
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glCopyToContext(mainContext, 1);
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mainContext.drawImage(overlayCanvas, 0, 0);
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overlayCanvas.width |= 0;
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debugSaveCanvas(mainCanvas);
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debugTakeScreenshot = 0;
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}
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if (debugGamepads && gamepadsEnable && navigator.getGamepads) {
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// gamepad debug display
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const gamepads = navigator.getGamepads();
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for (let i = gamepads.length; i--;) {
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const gamepad = gamepads[i];
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if (gamepad) {
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const stickScale = 1;
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const buttonScale = .2;
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const centerPos = cameraPos;
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const sticks = stickData[i];
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for (let j = sticks.length; j--;) {
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const drawPos = centerPos.add(vec2(j * stickScale * 2, i * stickScale * 3));
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const stickPos = drawPos.add(sticks[j].scale(stickScale));
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debugCircle(drawPos, stickScale, '#fff7', 0, 1);
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debugLine(drawPos, stickPos, '#f00');
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debugPoint(stickPos, '#f00');
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}
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for (let j = gamepad.buttons.length; j--;) {
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const drawPos = centerPos.add(vec2(j * buttonScale * 2, i * stickScale * 3 - stickScale - buttonScale));
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const pressed = gamepad.buttons[j].pressed;
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debugCircle(drawPos, buttonScale, pressed ? '#f00' : '#fff7', 0, 1);
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debugText(j, drawPos, .2);
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}
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}
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}
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}
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if (debugOverlay) {
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const saveContext = mainContext;
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mainContext = overlayContext;
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// mouse pick
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let bestDistance = Infinity, bestObject;
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for (const o of engineObjects) {
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if (o.canvas || o.destroyed)
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continue;
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if (!o.size.x || !o.size.y)
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continue;
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const distance = mousePos.distanceSquared(o.pos);
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if (distance < bestDistance) {
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bestDistance = distance;
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bestObject = o;
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}
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// show object info
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const size = vec2(max(o.size.x, .2), max(o.size.y, .2));
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const color1 = new Color(!!o.collideTiles, !!o.collideSolidObjects, !!o.isSolid, o.parent ? .2 : .5);
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const color2 = o.parent ? new Color(1, 1, 1, .5) : new Color(0, 0, 0, .8);
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drawRect(o.pos, size, color1, o.angle, 0);
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drawRect(o.pos, size.scale(.8), color2, o.angle, 0);
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o.parent && drawLine(o.pos, o.parent.pos, .1, new Color(0, 0, 1, .5), 0);
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}
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if (bestObject) {
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const raycastHitPos = tileCollisionRaycast(bestObject.pos, mousePos);
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raycastHitPos && drawRect(raycastHitPos.floor().add(vec2(.5)), vec2(1), new Color(0, 1, 1, .3));
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drawRect(mousePos.floor().add(vec2(.5)), vec2(1), new Color(0, 0, 1, .5), 0, 0);
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drawLine(mousePos, bestObject.pos, .1, raycastHitPos ? new Color(1, 0, 0, .5) : new Color(0, 1, 0, .5), 0);
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const debugText = 'mouse pos = ' + mousePos +
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'\nmouse collision = ' + getTileCollisionData(mousePos) +
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'\n\n--- object info ---\n' +
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bestObject.toString();
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drawTextScreen(debugText, mousePosScreen, 24, new Color, .05, 0, 0, 'monospace');
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}
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glCopyToContext(mainContext = saveContext);
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}
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{
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// draw debug primitives
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overlayContext.lineWidth = 2;
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const pointSize = debugPointSize * cameraScale;
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debugPrimitives.forEach(p => {
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overlayContext.save();
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// create canvas transform from world space to screen space
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const pos = worldToScreen(p.pos);
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overlayContext.translate(pos.x | 0, pos.y | 0);
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overlayContext.rotate(p.angle);
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overlayContext.fillStyle = overlayContext.strokeStyle = p.color;
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if (p.text != undefined) {
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overlayContext.font = p.size * cameraScale + 'px ' + p.font;
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overlayContext.textAlign = 'center';
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overlayContext.textBaseline = 'middle';
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overlayContext.fillText(p.text, 0, 0);
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}
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else if (p.size == 0 || p.size.x === 0 && p.size.y === 0) {
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// point
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overlayContext.fillRect(-pointSize / 2, -1, pointSize, 3);
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overlayContext.fillRect(-1, -pointSize / 2, 3, pointSize);
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}
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else if (p.size.x != undefined) {
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// rect
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const w = p.size.x * cameraScale | 0, h = p.size.y * cameraScale | 0;
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p.fill && overlayContext.fillRect(-w / 2 | 0, -h / 2 | 0, w, h);
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overlayContext.strokeRect(-w / 2 | 0, -h / 2 | 0, w, h);
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}
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else {
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// circle
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overlayContext.beginPath();
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overlayContext.arc(0, 0, p.size * cameraScale, 0, 9);
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p.fill && overlayContext.fill();
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260
|
+
overlayContext.stroke();
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261
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+
}
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262
|
+
overlayContext.restore();
|
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263
|
+
});
|
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264
|
+
// remove expired pritives
|
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265
|
+
debugPrimitives = debugPrimitives.filter(r => r.time < 0);
|
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266
|
+
}
|
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267
|
+
{
|
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268
|
+
// draw debug overlay
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269
|
+
overlayContext.save();
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270
|
+
overlayContext.fillStyle = '#fff';
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271
|
+
overlayContext.textAlign = 'left';
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272
|
+
overlayContext.textBaseline = 'top';
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273
|
+
overlayContext.font = '28px monospace';
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274
|
+
overlayContext.shadowColor = '#000';
|
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275
|
+
overlayContext.shadowBlur = 9;
|
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276
|
+
let x = 9, y = -20, h = 30;
|
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277
|
+
if (debugOverlay) {
|
|
278
|
+
overlayContext.fillText(engineName, x, y += h);
|
|
279
|
+
overlayContext.fillText('Objects: ' + engineObjects.length, x, y += h);
|
|
280
|
+
overlayContext.fillText('Time: ' + formatTime(time), x, y += h);
|
|
281
|
+
overlayContext.fillText('---------', x, y += h);
|
|
282
|
+
overlayContext.fillStyle = '#f00';
|
|
283
|
+
overlayContext.fillText('ESC: Debug Overlay', x, y += h);
|
|
284
|
+
overlayContext.fillStyle = debugPhysics ? '#f00' : '#fff';
|
|
285
|
+
overlayContext.fillText('1: Debug Physics', x, y += h);
|
|
286
|
+
overlayContext.fillStyle = debugParticles ? '#f00' : '#fff';
|
|
287
|
+
overlayContext.fillText('2: Debug Particles', x, y += h);
|
|
288
|
+
overlayContext.fillStyle = debugGamepads ? '#f00' : '#fff';
|
|
289
|
+
overlayContext.fillText('3: Debug Gamepads', x, y += h);
|
|
290
|
+
overlayContext.fillStyle = debugRaycast ? '#f00' : '#fff';
|
|
291
|
+
overlayContext.fillText('4: Debug Raycasts', x, y += h);
|
|
292
|
+
overlayContext.fillStyle = '#fff';
|
|
293
|
+
overlayContext.fillText('5: Save Screenshot', x, y += h);
|
|
294
|
+
let keysPressed = '';
|
|
295
|
+
for (const i in inputData[0]) {
|
|
296
|
+
if (i && keyIsDown(i, 0))
|
|
297
|
+
keysPressed += i + ' ';
|
|
298
|
+
}
|
|
299
|
+
keysPressed && overlayContext.fillText('Keys Down: ' + keysPressed, x, y += h);
|
|
300
|
+
let buttonsPressed = '';
|
|
301
|
+
if (inputData[1])
|
|
302
|
+
for (const i in inputData[1]) {
|
|
303
|
+
if (i && keyIsDown(i, 1))
|
|
304
|
+
buttonsPressed += i + ' ';
|
|
305
|
+
}
|
|
306
|
+
buttonsPressed && overlayContext.fillText('Gamepad: ' + buttonsPressed, x, y += h);
|
|
307
|
+
}
|
|
308
|
+
else {
|
|
309
|
+
overlayContext.fillText(debugPhysics ? 'Debug Physics' : '', x, y += h);
|
|
310
|
+
overlayContext.fillText(debugParticles ? 'Debug Particles' : '', x, y += h);
|
|
311
|
+
overlayContext.fillText(debugRaycast ? 'Debug Raycasts' : '', x, y += h);
|
|
312
|
+
overlayContext.fillText(debugGamepads ? 'Debug Gamepads' : '', x, y += h);
|
|
313
|
+
}
|
|
314
|
+
overlayContext.restore();
|
|
315
|
+
}
|
|
316
|
+
}
|
|
317
|
+
/**
|
|
318
|
+
* LittleJS Utility Classes and Functions
|
|
319
|
+
* - General purpose math library
|
|
320
|
+
* - Vector2 - fast, simple, easy 2D vector class
|
|
321
|
+
* - Color - holds a rgba color with some math functions
|
|
322
|
+
* - Timer - tracks time automatically
|
|
323
|
+
* @namespace Utilities
|
|
324
|
+
*/
|
|
325
|
+
'use strict';
|
|
326
|
+
/** A shortcut to get Math.PI
|
|
327
|
+
* @type {Number}
|
|
328
|
+
* @default Math.PI
|
|
329
|
+
* @memberof Utilities */
|
|
330
|
+
const PI = Math.PI;
|
|
331
|
+
/** Returns absoulte value of value passed in
|
|
332
|
+
* @param {Number} value
|
|
333
|
+
* @return {Number}
|
|
334
|
+
* @memberof Utilities */
|
|
335
|
+
function abs(a) { return a < 0 ? -a : a; }
|
|
336
|
+
/** Returns lowest of two values passed in
|
|
337
|
+
* @param {Number} valueA
|
|
338
|
+
* @param {Number} valueB
|
|
339
|
+
* @return {Number}
|
|
340
|
+
* @memberof Utilities */
|
|
341
|
+
function min(a, b) { return a < b ? a : b; }
|
|
342
|
+
/** Returns highest of two values passed in
|
|
343
|
+
* @param {Number} valueA
|
|
344
|
+
* @param {Number} valueB
|
|
345
|
+
* @return {Number}
|
|
346
|
+
* @memberof Utilities */
|
|
347
|
+
function max(a, b) { return a > b ? a : b; }
|
|
348
|
+
/** Returns the sign of value passed in (also returns 1 if 0)
|
|
349
|
+
* @param {Number} value
|
|
350
|
+
* @return {Number}
|
|
351
|
+
* @memberof Utilities */
|
|
352
|
+
function sign(a) { return a < 0 ? -1 : 1; }
|
|
353
|
+
/** Returns first parm modulo the second param, but adjusted so negative numbers work as expected
|
|
354
|
+
* @param {Number} dividend
|
|
355
|
+
* @param {Number} [divisor=1]
|
|
356
|
+
* @return {Number}
|
|
357
|
+
* @memberof Utilities */
|
|
358
|
+
function mod(a, b = 1) { return ((a % b) + b) % b; }
|
|
359
|
+
/** Clamps the value beween max and min
|
|
360
|
+
* @param {Number} value
|
|
361
|
+
* @param {Number} [min=0]
|
|
362
|
+
* @param {Number} [max=1]
|
|
363
|
+
* @return {Number}
|
|
364
|
+
* @memberof Utilities */
|
|
365
|
+
function clamp(v, min = 0, max = 1) { return v < min ? min : v > max ? max : v; }
|
|
366
|
+
/** Returns what percentage the value is between max and min
|
|
367
|
+
* @param {Number} value
|
|
368
|
+
* @param {Number} [min=0]
|
|
369
|
+
* @param {Number} [max=1]
|
|
370
|
+
* @return {Number}
|
|
371
|
+
* @memberof Utilities */
|
|
372
|
+
function percent(v, min = 0, max = 1) { return max - min ? clamp((v - min) / (max - min)) : 0; }
|
|
373
|
+
/** Linearly interpolates the percent value between max and min
|
|
374
|
+
* @param {Number} percent
|
|
375
|
+
* @param {Number} [min=0]
|
|
376
|
+
* @param {Number} [max=1]
|
|
377
|
+
* @return {Number}
|
|
378
|
+
* @memberof Utilities */
|
|
379
|
+
function lerp(p, min = 0, max = 1) { return min + clamp(p) * (max - min); }
|
|
380
|
+
/** Applies smoothstep function to the percentage value
|
|
381
|
+
* @param {Number} value
|
|
382
|
+
* @return {Number}
|
|
383
|
+
* @memberof Utilities */
|
|
384
|
+
function smoothStep(p) { return p * p * (3 - 2 * p); }
|
|
385
|
+
/** Returns the nearest power of two not less then the value
|
|
386
|
+
* @param {Number} value
|
|
387
|
+
* @return {Number}
|
|
388
|
+
* @memberof Utilities */
|
|
389
|
+
function nearestPowerOfTwo(v) { return 2 ** Math.ceil(Math.log2(v)); }
|
|
390
|
+
/** Returns true if two axis aligned bounding boxes are overlapping
|
|
391
|
+
* @param {Vector2} pointA - Center of box A
|
|
392
|
+
* @param {Vector2} sizeA - Size of box A
|
|
393
|
+
* @param {Vector2} pointB - Center of box B
|
|
394
|
+
* @param {Vector2} [sizeB] - Size of box B
|
|
395
|
+
* @return {Boolean} - True if overlapping
|
|
396
|
+
* @memberof Utilities */
|
|
397
|
+
function isOverlapping(pA, sA, pB, sB) { return abs(pA.x - pB.x) * 2 < sA.x + sB.x && abs(pA.y - pB.y) * 2 < sA.y + sB.y; }
|
|
398
|
+
/** Returns an oscillating wave between 0 and amplitude with frequency of 1 Hz by default
|
|
399
|
+
* @param {Number} [frequency=1] - Frequency of the wave in Hz
|
|
400
|
+
* @param {Number} [amplitude=1] - Amplitude (max height) of the wave
|
|
401
|
+
* @param {Number} [t=time] - Value to use for time of the wave
|
|
402
|
+
* @return {Number} - Value waving between 0 and amplitude
|
|
403
|
+
* @memberof Utilities */
|
|
404
|
+
function wave(frequency = 1, amplitude = 1, t = time) { return amplitude / 2 * (1 - Math.cos(t * frequency * 2 * PI)); }
|
|
405
|
+
/** Formats seconds to mm:ss style for display purposes
|
|
406
|
+
* @param {Number} t - time in seconds
|
|
407
|
+
* @return {String}
|
|
408
|
+
* @memberof Utilities */
|
|
409
|
+
function formatTime(t) { return (t / 60 | 0) + ':' + (t % 60 < 10 ? '0' : '') + (t % 60 | 0); }
|
|
410
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
411
|
+
/** Random global functions
|
|
412
|
+
* @namespace Random */
|
|
413
|
+
/** Returns a random value between the two values passed in
|
|
414
|
+
* @param {Number} [valueA=1]
|
|
415
|
+
* @param {Number} [valueB=0]
|
|
416
|
+
* @return {Number}
|
|
417
|
+
* @memberof Random */
|
|
418
|
+
function rand(a = 1, b = 0) { return b + (a - b) * Math.random(); }
|
|
419
|
+
/** Returns a floored random value the two values passed in
|
|
420
|
+
* @param {Number} [valueA=1]
|
|
421
|
+
* @param {Number} [valueB=0]
|
|
422
|
+
* @return {Number}
|
|
423
|
+
* @memberof Random */
|
|
424
|
+
function randInt(a = 1, b = 0) { return rand(a, b) | 0; }
|
|
425
|
+
/** Randomly returns either -1 or 1
|
|
426
|
+
* @return {Number}
|
|
427
|
+
* @memberof Random */
|
|
428
|
+
function randSign() { return randInt(2) * 2 - 1; }
|
|
429
|
+
/** Returns a random Vector2 within a circular shape
|
|
430
|
+
* @param {Number} [radius=1]
|
|
431
|
+
* @param {Number} [minRadius=0]
|
|
432
|
+
* @return {Vector2}
|
|
433
|
+
* @memberof Random */
|
|
434
|
+
function randInCircle(radius = 1, minRadius = 0) { return radius > 0 ? randVector(radius * rand(minRadius / radius, 1) ** .5) : new Vector2; }
|
|
435
|
+
/** Returns a random Vector2 with the passed in length
|
|
436
|
+
* @param {Number} [length=1]
|
|
437
|
+
* @return {Vector2}
|
|
438
|
+
* @memberof Random */
|
|
439
|
+
function randVector(length = 1) { return new Vector2().setAngle(rand(2 * PI), length); }
|
|
440
|
+
/** Returns a random color between the two passed in colors, combine components if linear
|
|
441
|
+
* @param {Color} [colorA=Color()]
|
|
442
|
+
* @param {Color} [colorB=Color(0,0,0,1)]
|
|
443
|
+
* @param {Boolean} [linear]
|
|
444
|
+
* @return {Color}
|
|
445
|
+
* @memberof Random */
|
|
446
|
+
function randColor(cA = new Color, cB = new Color(0, 0, 0, 1), linear) { return linear ? cA.lerp(cB, rand()) : new Color(rand(cA.r, cB.r), rand(cA.g, cB.g), rand(cA.b, cB.b), rand(cA.a, cB.a)); }
|
|
447
|
+
/** Seed used by the randSeeded function
|
|
448
|
+
* @type {Number}
|
|
449
|
+
* @default
|
|
450
|
+
* @memberof Random */
|
|
451
|
+
let randSeed = 1;
|
|
452
|
+
/** Set seed used by the randSeeded function, should not be 0
|
|
453
|
+
* @param {Number} seed
|
|
454
|
+
* @memberof Random */
|
|
455
|
+
function setRandSeed(seed) { randSeed = seed; }
|
|
456
|
+
/** Returns a seeded random value between the two values passed in using randSeed
|
|
457
|
+
* @param {Number} [valueA=1]
|
|
458
|
+
* @param {Number} [valueB=0]
|
|
459
|
+
* @return {Number}
|
|
460
|
+
* @memberof Random */
|
|
461
|
+
function randSeeded(a = 1, b = 0) {
|
|
462
|
+
// xorshift algorithm
|
|
463
|
+
randSeed ^= randSeed << 13;
|
|
464
|
+
randSeed ^= randSeed >>> 17;
|
|
465
|
+
randSeed ^= randSeed << 5;
|
|
466
|
+
return b + (a - b) * abs(randSeed % 1e9) / 1e9;
|
|
467
|
+
}
|
|
468
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
469
|
+
/**
|
|
470
|
+
* Create a 2d vector, can take another Vector2 to copy, 2 scalars, or 1 scalar
|
|
471
|
+
* @param {Number} [x=0]
|
|
472
|
+
* @param {Number} [y=0]
|
|
473
|
+
* @return {Vector2}
|
|
474
|
+
* @example
|
|
475
|
+
* let a = vec2(0, 1); // vector with coordinates (0, 1)
|
|
476
|
+
* let b = vec2(a); // copy a into b
|
|
477
|
+
* a = vec2(5); // set a to (5, 5)
|
|
478
|
+
* b = vec2(); // set b to (0, 0)
|
|
479
|
+
* @memberof Utilities
|
|
480
|
+
*/
|
|
481
|
+
function vec2(x = 0, y) { return x.x == undefined ? new Vector2(x, y == undefined ? x : y) : new Vector2(x.x, x.y); }
|
|
482
|
+
/**
|
|
483
|
+
* Check if object is a valid Vector2
|
|
484
|
+
* @param {Vector2} vector
|
|
485
|
+
* @return {Boolean}
|
|
486
|
+
* @memberof Utilities
|
|
487
|
+
*/
|
|
488
|
+
function isVector2(v) { return !isNaN(v.x) && !isNaN(v.y); }
|
|
489
|
+
/**
|
|
490
|
+
* 2D Vector object with vector math library
|
|
491
|
+
* - Functions do not change this so they can be chained together
|
|
492
|
+
* @example
|
|
493
|
+
* let a = new Vector2(2, 3); // vector with coordinates (2, 3)
|
|
494
|
+
* let b = new Vector2; // vector with coordinates (0, 0)
|
|
495
|
+
* let c = vec2(4, 2); // use the vec2 function to make a Vector2
|
|
496
|
+
* let d = a.add(b).scale(5); // operators can be chained
|
|
497
|
+
*/
|
|
498
|
+
class Vector2 {
|
|
499
|
+
/** Create a 2D vector with the x and y passed in, can also be created with vec2()
|
|
500
|
+
* @param {Number} [x=0] - X axis location
|
|
501
|
+
* @param {Number} [y=0] - Y axis location */
|
|
502
|
+
constructor(x = 0, y = 0) {
|
|
503
|
+
/** @property {Number} - X axis location */
|
|
504
|
+
this.x = x;
|
|
505
|
+
/** @property {Number} - Y axis location */
|
|
506
|
+
this.y = y;
|
|
507
|
+
}
|
|
508
|
+
/** Returns a new vector that is a copy of this
|
|
509
|
+
* @return {Vector2} */
|
|
510
|
+
copy() { return new Vector2(this.x, this.y); }
|
|
511
|
+
/** Returns a copy of this vector plus the vector passed in
|
|
512
|
+
* @param {Vector2} vector
|
|
513
|
+
* @return {Vector2} */
|
|
514
|
+
add(v) { ASSERT(isVector2(v)); return new Vector2(this.x + v.x, this.y + v.y); }
|
|
515
|
+
/** Returns a copy of this vector minus the vector passed in
|
|
516
|
+
* @param {Vector2} vector
|
|
517
|
+
* @return {Vector2} */
|
|
518
|
+
subtract(v) { ASSERT(isVector2(v)); return new Vector2(this.x - v.x, this.y - v.y); }
|
|
519
|
+
/** Returns a copy of this vector times the vector passed in
|
|
520
|
+
* @param {Vector2} vector
|
|
521
|
+
* @return {Vector2} */
|
|
522
|
+
multiply(v) { ASSERT(isVector2(v)); return new Vector2(this.x * v.x, this.y * v.y); }
|
|
523
|
+
/** Returns a copy of this vector divided by the vector passed in
|
|
524
|
+
* @param {Vector2} vector
|
|
525
|
+
* @return {Vector2} */
|
|
526
|
+
divide(v) { ASSERT(isVector2(v)); return new Vector2(this.x / v.x, this.y / v.y); }
|
|
527
|
+
/** Returns a copy of this vector scaled by the vector passed in
|
|
528
|
+
* @param {Number} scale
|
|
529
|
+
* @return {Vector2} */
|
|
530
|
+
scale(s) { ASSERT(!isVector2(s)); return new Vector2(this.x * s, this.y * s); }
|
|
531
|
+
/** Returns the length of this vector
|
|
532
|
+
* @return {Number} */
|
|
533
|
+
length() { return this.lengthSquared() ** .5; }
|
|
534
|
+
/** Returns the length of this vector squared
|
|
535
|
+
* @return {Number} */
|
|
536
|
+
lengthSquared() { return this.x ** 2 + this.y ** 2; }
|
|
537
|
+
/** Returns the distance from this vector to vector passed in
|
|
538
|
+
* @param {Vector2} vector
|
|
539
|
+
* @return {Number} */
|
|
540
|
+
distance(v) { return this.distanceSquared(v) ** .5; }
|
|
541
|
+
/** Returns the distance squared from this vector to vector passed in
|
|
542
|
+
* @param {Vector2} vector
|
|
543
|
+
* @return {Number} */
|
|
544
|
+
distanceSquared(v) { return (this.x - v.x) ** 2 + (this.y - v.y) ** 2; }
|
|
545
|
+
/** Returns a new vector in same direction as this one with the length passed in
|
|
546
|
+
* @param {Number} [length=1]
|
|
547
|
+
* @return {Vector2} */
|
|
548
|
+
normalize(length = 1) { const l = this.length(); return l ? this.scale(length / l) : new Vector2(0, length); }
|
|
549
|
+
/** Returns a new vector clamped to length passed in
|
|
550
|
+
* @param {Number} [length=1]
|
|
551
|
+
* @return {Vector2} */
|
|
552
|
+
clampLength(length = 1) { const l = this.length(); return l > length ? this.scale(length / l) : this; }
|
|
553
|
+
/** Returns the dot product of this and the vector passed in
|
|
554
|
+
* @param {Vector2} vector
|
|
555
|
+
* @return {Number} */
|
|
556
|
+
dot(v) { ASSERT(isVector2(v)); return this.x * v.x + this.y * v.y; }
|
|
557
|
+
/** Returns the cross product of this and the vector passed in
|
|
558
|
+
* @param {Vector2} vector
|
|
559
|
+
* @return {Number} */
|
|
560
|
+
cross(v) { ASSERT(isVector2(v)); return this.x * v.y - this.y * v.x; }
|
|
561
|
+
/** Returns the angle of this vector, up is angle 0
|
|
562
|
+
* @return {Number} */
|
|
563
|
+
angle() { return Math.atan2(this.x, this.y); }
|
|
564
|
+
/** Sets this vector with angle and length passed in
|
|
565
|
+
* @param {Number} [angle=0]
|
|
566
|
+
* @param {Number} [length=1]
|
|
567
|
+
* @return {Vector2} */
|
|
568
|
+
setAngle(a = 0, length = 1) { this.x = length * Math.sin(a); this.y = length * Math.cos(a); return this; }
|
|
569
|
+
/** Returns copy of this vector rotated by the angle passed in
|
|
570
|
+
* @param {Number} angle
|
|
571
|
+
* @return {Vector2} */
|
|
572
|
+
rotate(a) { const c = Math.cos(a), s = Math.sin(a); return new Vector2(this.x * c - this.y * s, this.x * s + this.y * c); }
|
|
573
|
+
/** Returns the integer direction of this vector, corrosponding to multiples of 90 degree rotation (0-3)
|
|
574
|
+
* @return {Number} */
|
|
575
|
+
direction() { return abs(this.x) > abs(this.y) ? this.x < 0 ? 3 : 1 : this.y < 0 ? 2 : 0; }
|
|
576
|
+
/** Returns a copy of this vector that has been inverted
|
|
577
|
+
* @return {Vector2} */
|
|
578
|
+
invert() { return new Vector2(this.y, -this.x); }
|
|
579
|
+
/** Returns a copy of this vector with each axis floored
|
|
580
|
+
* @return {Vector2} */
|
|
581
|
+
floor() { return new Vector2(Math.floor(this.x), Math.floor(this.y)); }
|
|
582
|
+
/** Returns the area this vector covers as a rectangle
|
|
583
|
+
* @return {Number} */
|
|
584
|
+
area() { return abs(this.x * this.y); }
|
|
585
|
+
/** Returns a new vector that is p percent between this and the vector passed in
|
|
586
|
+
* @param {Vector2} vector
|
|
587
|
+
* @param {Number} percent
|
|
588
|
+
* @return {Vector2} */
|
|
589
|
+
lerp(v, p) { ASSERT(isVector2(v)); return this.add(v.subtract(this).scale(clamp(p))); }
|
|
590
|
+
/** Returns true if this vector is within the bounds of an array size passed in
|
|
591
|
+
* @param {Vector2} arraySize
|
|
592
|
+
* @return {Boolean} */
|
|
593
|
+
arrayCheck(arraySize) { return this.x >= 0 && this.y >= 0 && this.x < arraySize.x && this.y < arraySize.y; }
|
|
594
|
+
/** Returns this vector expressed as a string
|
|
595
|
+
* @param {float} digits - precision to display
|
|
596
|
+
* @return {String} */
|
|
597
|
+
toString(digits = 3) {
|
|
598
|
+
if (debug) {
|
|
599
|
+
return `(${(this.x < 0 ? '' : ' ') + this.x.toFixed(digits)},${(this.y < 0 ? '' : ' ') + this.y.toFixed(digits)} )`;
|
|
600
|
+
}
|
|
601
|
+
}
|
|
602
|
+
}
|
|
603
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
604
|
+
/**
|
|
605
|
+
* Create a color object with RGBA values
|
|
606
|
+
* @param {Number} [r=1]
|
|
607
|
+
* @param {Number} [g=1]
|
|
608
|
+
* @param {Number} [b=1]
|
|
609
|
+
* @param {Number} [a=1]
|
|
610
|
+
* @return {Color}
|
|
611
|
+
* @memberof Utilities
|
|
612
|
+
*/
|
|
613
|
+
function rgb(r, g, b, a) { return new Color(r, g, b, a); }
|
|
614
|
+
/**
|
|
615
|
+
* Create a color object with HSLA values
|
|
616
|
+
* @param {Number} [h=0]
|
|
617
|
+
* @param {Number} [s=0]
|
|
618
|
+
* @param {Number} [l=1]
|
|
619
|
+
* @param {Number} [a=1]
|
|
620
|
+
* @return {Color}
|
|
621
|
+
* @memberof Utilities
|
|
622
|
+
*/
|
|
623
|
+
function hsl(h, s, l, a) { return new Color().setHSLA(h, s, l, a); }
|
|
624
|
+
/**
|
|
625
|
+
* Color object (red, green, blue, alpha) with some helpful functions
|
|
626
|
+
* @example
|
|
627
|
+
* let a = new Color; // white
|
|
628
|
+
* let b = new Color(1, 0, 0); // red
|
|
629
|
+
* let c = new Color(0, 0, 0, 0); // transparent black
|
|
630
|
+
* let d = RGB(0, 0, 1); // blue using rgb color
|
|
631
|
+
* let e = HSL(.3, 1, .5); // green using hsl color
|
|
632
|
+
*/
|
|
633
|
+
class Color {
|
|
634
|
+
/** Create a color with the components passed in, white by default
|
|
635
|
+
* @param {Number} [red=1]
|
|
636
|
+
* @param {Number} [green=1]
|
|
637
|
+
* @param {Number} [blue=1]
|
|
638
|
+
* @param {Number} [alpha=1] */
|
|
639
|
+
constructor(r = 1, g = 1, b = 1, a = 1) {
|
|
640
|
+
/** @property {Number} - Red */
|
|
641
|
+
this.r = r;
|
|
642
|
+
/** @property {Number} - Green */
|
|
643
|
+
this.g = g;
|
|
644
|
+
/** @property {Number} - Blue */
|
|
645
|
+
this.b = b;
|
|
646
|
+
/** @property {Number} - Alpha */
|
|
647
|
+
this.a = a;
|
|
648
|
+
}
|
|
649
|
+
/** Returns a new color that is a copy of this
|
|
650
|
+
* @return {Color} */
|
|
651
|
+
copy() { return new Color(this.r, this.g, this.b, this.a); }
|
|
652
|
+
/** Returns a copy of this color plus the color passed in
|
|
653
|
+
* @param {Color} color
|
|
654
|
+
* @return {Color} */
|
|
655
|
+
add(c) { return new Color(this.r + c.r, this.g + c.g, this.b + c.b, this.a + c.a); }
|
|
656
|
+
/** Returns a copy of this color minus the color passed in
|
|
657
|
+
* @param {Color} color
|
|
658
|
+
* @return {Color} */
|
|
659
|
+
subtract(c) { return new Color(this.r - c.r, this.g - c.g, this.b - c.b, this.a - c.a); }
|
|
660
|
+
/** Returns a copy of this color times the color passed in
|
|
661
|
+
* @param {Color} color
|
|
662
|
+
* @return {Color} */
|
|
663
|
+
multiply(c) { return new Color(this.r * c.r, this.g * c.g, this.b * c.b, this.a * c.a); }
|
|
664
|
+
/** Returns a copy of this color divided by the color passed in
|
|
665
|
+
* @param {Color} color
|
|
666
|
+
* @return {Color} */
|
|
667
|
+
divide(c) { return new Color(this.r / c.r, this.g / c.g, this.b / c.b, this.a / c.a); }
|
|
668
|
+
/** Returns a copy of this color scaled by the value passed in, alpha can be scaled separately
|
|
669
|
+
* @param {Number} scale
|
|
670
|
+
* @param {Number} [alphaScale=scale]
|
|
671
|
+
* @return {Color} */
|
|
672
|
+
scale(s, a = s) { return new Color(this.r * s, this.g * s, this.b * s, this.a * a); }
|
|
673
|
+
/** Returns a copy of this color clamped to the valid range between 0 and 1
|
|
674
|
+
* @return {Color} */
|
|
675
|
+
clamp() { return new Color(clamp(this.r), clamp(this.g), clamp(this.b), clamp(this.a)); }
|
|
676
|
+
/** Returns a new color that is p percent between this and the color passed in
|
|
677
|
+
* @param {Color} color
|
|
678
|
+
* @param {Number} percent
|
|
679
|
+
* @return {Color} */
|
|
680
|
+
lerp(c, p) { return this.add(c.subtract(this).scale(clamp(p))); }
|
|
681
|
+
/** Sets this color given a hue, saturation, lightness, and alpha
|
|
682
|
+
* @param {Number} [hue=0]
|
|
683
|
+
* @param {Number} [saturation=0]
|
|
684
|
+
* @param {Number} [lightness=1]
|
|
685
|
+
* @param {Number} [alpha=1]
|
|
686
|
+
* @return {Color} */
|
|
687
|
+
setHSLA(h = 0, s = 0, l = 1, a = 1) {
|
|
688
|
+
const q = l < .5 ? l * (1 + s) : l + s - l * s, p = 2 * l - q, f = (p, q, t) => (t = ((t % 1) + 1) % 1) < 1 / 6 ? p + (q - p) * 6 * t :
|
|
689
|
+
t < 1 / 2 ? q :
|
|
690
|
+
t < 2 / 3 ? p + (q - p) * (2 / 3 - t) * 6 : p;
|
|
691
|
+
this.r = f(p, q, h + 1 / 3);
|
|
692
|
+
this.g = f(p, q, h);
|
|
693
|
+
this.b = f(p, q, h - 1 / 3);
|
|
694
|
+
this.a = a;
|
|
695
|
+
return this;
|
|
696
|
+
}
|
|
697
|
+
/** Returns this color expressed in hsla format
|
|
698
|
+
* @return {Array} */
|
|
699
|
+
getHSLA() {
|
|
700
|
+
const r = clamp(this.r);
|
|
701
|
+
const g = clamp(this.g);
|
|
702
|
+
const b = clamp(this.b);
|
|
703
|
+
const a = clamp(this.a);
|
|
704
|
+
const max = Math.max(r, g, b);
|
|
705
|
+
const min = Math.min(r, g, b);
|
|
706
|
+
const l = (max + min) / 2;
|
|
707
|
+
let h = 0, s = 0;
|
|
708
|
+
if (max != min) {
|
|
709
|
+
let d = max - min;
|
|
710
|
+
s = l > .5 ? d / (2 - max - min) : d / (max + min);
|
|
711
|
+
if (r == max)
|
|
712
|
+
h = (g - b) / d + (g < b ? 6 : 0);
|
|
713
|
+
else if (g == max)
|
|
714
|
+
h = (b - r) / d + 2;
|
|
715
|
+
else if (b == max)
|
|
716
|
+
h = (r - g) / d + 4;
|
|
717
|
+
}
|
|
718
|
+
return [h / 6, s, l, a];
|
|
719
|
+
}
|
|
720
|
+
/** Returns a new color that has each component randomly adjusted
|
|
721
|
+
* @param {Number} [amount=.05]
|
|
722
|
+
* @param {Number} [alphaAmount=0]
|
|
723
|
+
* @return {Color} */
|
|
724
|
+
mutate(amount = .05, alphaAmount = 0) {
|
|
725
|
+
return new Color(this.r + rand(amount, -amount), this.g + rand(amount, -amount), this.b + rand(amount, -amount), this.a + rand(alphaAmount, -alphaAmount)).clamp();
|
|
726
|
+
}
|
|
727
|
+
/** Returns this color expressed as a hex color code
|
|
728
|
+
* @param {Boolean} [useAlpha=1] - if alpha should be included in result
|
|
729
|
+
* @return {String} */
|
|
730
|
+
toString(useAlpha = 1) {
|
|
731
|
+
const toHex = (c) => ((c = c * 255 | 0) < 16 ? '0' : '') + c.toString(16);
|
|
732
|
+
return '#' + toHex(this.r) + toHex(this.g) + toHex(this.b) + (useAlpha ? toHex(this.a) : '');
|
|
733
|
+
}
|
|
734
|
+
/** Set this color from a hex code
|
|
735
|
+
* @param {String} hex - html hex code
|
|
736
|
+
* @return {Color} */
|
|
737
|
+
setHex(hex) {
|
|
738
|
+
const fromHex = (c) => clamp(parseInt(hex.slice(c, c + 2), 16) / 255);
|
|
739
|
+
this.r = fromHex(1);
|
|
740
|
+
this.g = fromHex(3),
|
|
741
|
+
this.b = fromHex(5);
|
|
742
|
+
this.a = hex.length > 7 ? fromHex(7) : 1;
|
|
743
|
+
return this;
|
|
744
|
+
}
|
|
745
|
+
/** Returns this color expressed as 32 bit RGBA value
|
|
746
|
+
* @return {Number} */
|
|
747
|
+
rgbaInt() {
|
|
748
|
+
const toByte = (c) => clamp(c) * 255 | 0;
|
|
749
|
+
const r = toByte(this.r);
|
|
750
|
+
const g = toByte(this.g) << 8;
|
|
751
|
+
const b = toByte(this.b) << 16;
|
|
752
|
+
const a = toByte(this.a) << 24;
|
|
753
|
+
return r + g + b + a;
|
|
754
|
+
}
|
|
755
|
+
}
|
|
756
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
757
|
+
/**
|
|
758
|
+
* Timer object tracks how long has passed since it was set
|
|
759
|
+
* @example
|
|
760
|
+
* let a = new Timer; // creates a timer that is not set
|
|
761
|
+
* a.set(3); // sets the timer to 3 seconds
|
|
762
|
+
*
|
|
763
|
+
* let b = new Timer(1); // creates a timer with 1 second left
|
|
764
|
+
* b.unset(); // unsets the timer
|
|
765
|
+
*/
|
|
766
|
+
class Timer {
|
|
767
|
+
/** Create a timer object set time passed in
|
|
768
|
+
* @param {Number} [timeLeft] - How much time left before the timer elapses in seconds */
|
|
769
|
+
constructor(timeLeft) { this.time = timeLeft == undefined ? undefined : time + timeLeft; this.setTime = timeLeft; }
|
|
770
|
+
/** Set the timer with seconds passed in
|
|
771
|
+
* @param {Number} [timeLeft=0] - How much time left before the timer is elapsed in seconds */
|
|
772
|
+
set(timeLeft = 0) { this.time = time + timeLeft; this.setTime = timeLeft; }
|
|
773
|
+
/** Unset the timer */
|
|
774
|
+
unset() { this.time = undefined; }
|
|
775
|
+
/** Returns true if set
|
|
776
|
+
* @return {Boolean} */
|
|
777
|
+
isSet() { return this.time != undefined; }
|
|
778
|
+
/** Returns true if set and has not elapsed
|
|
779
|
+
* @return {Boolean} */
|
|
780
|
+
active() { return time <= this.time; }
|
|
781
|
+
/** Returns true if set and elapsed
|
|
782
|
+
* @return {Boolean} */
|
|
783
|
+
elapsed() { return time > this.time; }
|
|
784
|
+
/** Get how long since elapsed, returns 0 if not set (returns negative if currently active)
|
|
785
|
+
* @return {Number} */
|
|
786
|
+
get() { return this.isSet() ? time - this.time : 0; }
|
|
787
|
+
/** Get percentage elapsed based on time it was set to, returns 0 if not set
|
|
788
|
+
* @return {Number} */
|
|
789
|
+
getPercent() { return this.isSet() ? percent(this.time - time, this.setTime, 0) : 0; }
|
|
790
|
+
/** Returns this timer expressed as a string
|
|
791
|
+
* @return {String} */
|
|
792
|
+
toString() {
|
|
793
|
+
if (debug) {
|
|
794
|
+
return this.isSet() ? Math.abs(this.get()) + ' seconds ' + (this.get() < 0 ? 'before' : 'after') : 'unset';
|
|
795
|
+
}
|
|
796
|
+
}
|
|
797
|
+
/** Get how long since elapsed, returns 0 if not set (returns negative if currently active)
|
|
798
|
+
* @return {Number} */
|
|
799
|
+
valueOf() { return this.get(); }
|
|
800
|
+
}
|
|
801
|
+
/**
|
|
802
|
+
* LittleJS Engine Settings
|
|
803
|
+
* @namespace Settings
|
|
804
|
+
*/
|
|
805
|
+
'use strict';
|
|
806
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
807
|
+
// Camera settings
|
|
808
|
+
/** Position of camera in world space
|
|
809
|
+
* @type {Vector2}
|
|
810
|
+
* @default Vector2()
|
|
811
|
+
* @memberof Settings */
|
|
812
|
+
let cameraPos = vec2();
|
|
813
|
+
/** Scale of camera in world space
|
|
814
|
+
* @type {Number}
|
|
815
|
+
* @default
|
|
816
|
+
* @memberof Settings */
|
|
817
|
+
let cameraScale = 32;
|
|
818
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
819
|
+
// Display settings
|
|
820
|
+
/** The max size of the canvas, centered if window is larger
|
|
821
|
+
* @type {Vector2}
|
|
822
|
+
* @default Vector2(1920,1200)
|
|
823
|
+
* @memberof Settings */
|
|
824
|
+
let canvasMaxSize = vec2(1920, 1200);
|
|
825
|
+
/** Fixed size of the canvas, if enabled canvas size never changes
|
|
826
|
+
* - you may also need to set mainCanvasSize if using screen space coords in startup
|
|
827
|
+
* @type {Vector2}
|
|
828
|
+
* @default Vector2()
|
|
829
|
+
* @memberof Settings */
|
|
830
|
+
let canvasFixedSize = vec2();
|
|
831
|
+
/** Disables filtering for crisper pixel art if true
|
|
832
|
+
* @type {Boolean}
|
|
833
|
+
* @default
|
|
834
|
+
* @memberof Settings */
|
|
835
|
+
let canvasPixelated = 1;
|
|
836
|
+
/** Default font used for text rendering
|
|
837
|
+
* @type {String}
|
|
838
|
+
* @default
|
|
839
|
+
* @memberof Settings */
|
|
840
|
+
let fontDefault = 'arial';
|
|
841
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
842
|
+
// WebGL settings
|
|
843
|
+
/** Enable webgl rendering, webgl can be disabled and removed from build (with some features disabled)
|
|
844
|
+
* @type {Boolean}
|
|
845
|
+
* @default
|
|
846
|
+
* @memberof Settings */
|
|
847
|
+
let glEnable = 1;
|
|
848
|
+
/** Fixes slow rendering in some browsers by not compositing the WebGL canvas
|
|
849
|
+
* @type {Boolean}
|
|
850
|
+
* @default
|
|
851
|
+
* @memberof Settings */
|
|
852
|
+
let glOverlay = 1;
|
|
853
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
854
|
+
// Tile sheet settings
|
|
855
|
+
/** Default size of tiles in pixels
|
|
856
|
+
* @type {Vector2}
|
|
857
|
+
* @default Vector2(16,16)
|
|
858
|
+
* @memberof Settings */
|
|
859
|
+
let tileSizeDefault = vec2(16);
|
|
860
|
+
/** Prevent tile bleeding from neighbors in pixels
|
|
861
|
+
* @type {Number}
|
|
862
|
+
* @default
|
|
863
|
+
* @memberof Settings */
|
|
864
|
+
let tileFixBleedScale = .3;
|
|
865
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
866
|
+
// Object settings
|
|
867
|
+
/** Enable physics solver for collisions between objects
|
|
868
|
+
* @type {Boolean}
|
|
869
|
+
* @default
|
|
870
|
+
* @memberof Settings */
|
|
871
|
+
let enablePhysicsSolver = 1;
|
|
872
|
+
/** Default object mass for collison calcuations (how heavy objects are)
|
|
873
|
+
* @type {Number}
|
|
874
|
+
* @default
|
|
875
|
+
* @memberof Settings */
|
|
876
|
+
let objectDefaultMass = 1;
|
|
877
|
+
/** How much to slow velocity by each frame (0-1)
|
|
878
|
+
* @type {Number}
|
|
879
|
+
* @default
|
|
880
|
+
* @memberof Settings */
|
|
881
|
+
let objectDefaultDamping = 1;
|
|
882
|
+
/** How much to slow angular velocity each frame (0-1)
|
|
883
|
+
* @type {Number}
|
|
884
|
+
* @default
|
|
885
|
+
* @memberof Settings */
|
|
886
|
+
let objectDefaultAngleDamping = 1;
|
|
887
|
+
/** How much to bounce when a collision occurs (0-1)
|
|
888
|
+
* @type {Number}
|
|
889
|
+
* @default 0
|
|
890
|
+
* @memberof Settings */
|
|
891
|
+
let objectDefaultElasticity = 0;
|
|
892
|
+
/** How much to slow when touching (0-1)
|
|
893
|
+
* @type {Number}
|
|
894
|
+
* @default
|
|
895
|
+
* @memberof Settings */
|
|
896
|
+
let objectDefaultFriction = .8;
|
|
897
|
+
/** Clamp max speed to avoid fast objects missing collisions
|
|
898
|
+
* @type {Number}
|
|
899
|
+
* @default
|
|
900
|
+
* @memberof Settings */
|
|
901
|
+
let objectMaxSpeed = 1;
|
|
902
|
+
/** How much gravity to apply to objects along the Y axis, negative is down
|
|
903
|
+
* @type {Number}
|
|
904
|
+
* @default 0
|
|
905
|
+
* @memberof Settings */
|
|
906
|
+
let gravity = 0;
|
|
907
|
+
/** Scales emit rate of particles, useful for low graphics mode (0 disables particle emitters)
|
|
908
|
+
* @type {Number}
|
|
909
|
+
* @default
|
|
910
|
+
* @memberof Settings */
|
|
911
|
+
let particleEmitRateScale = 1;
|
|
912
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
913
|
+
// Input settings
|
|
914
|
+
/** Should gamepads be allowed
|
|
915
|
+
* @type {Boolean}
|
|
916
|
+
* @default
|
|
917
|
+
* @memberof Settings */
|
|
918
|
+
let gamepadsEnable = 1;
|
|
919
|
+
/** If true, the dpad input is also routed to the left analog stick (for better accessability)
|
|
920
|
+
* @type {Boolean}
|
|
921
|
+
* @default
|
|
922
|
+
* @memberof Settings */
|
|
923
|
+
let gamepadDirectionEmulateStick = 1;
|
|
924
|
+
/** If true the WASD keys are also routed to the direction keys (for better accessability)
|
|
925
|
+
* @type {Boolean}
|
|
926
|
+
* @default
|
|
927
|
+
* @memberof Settings */
|
|
928
|
+
let inputWASDEmulateDirection = 1;
|
|
929
|
+
/** True if touch gamepad should appear on mobile devices
|
|
930
|
+
* - Supports left analog stick, 4 face buttons and start button (button 9)
|
|
931
|
+
* - Must be set by end of gameInit to be activated
|
|
932
|
+
* @type {Boolean}
|
|
933
|
+
* @default 0
|
|
934
|
+
* @memberof Settings */
|
|
935
|
+
let touchGamepadEnable = 0;
|
|
936
|
+
/** True if touch gamepad should be analog stick or false to use if 8 way dpad
|
|
937
|
+
* @type {Boolean}
|
|
938
|
+
* @default
|
|
939
|
+
* @memberof Settings */
|
|
940
|
+
let touchGamepadAnalog = 1;
|
|
941
|
+
/** Size of virutal gamepad for touch devices in pixels
|
|
942
|
+
* @type {Number}
|
|
943
|
+
* @default
|
|
944
|
+
* @memberof Settings */
|
|
945
|
+
let touchGamepadSize = 99;
|
|
946
|
+
/** Transparency of touch gamepad overlay
|
|
947
|
+
* @type {Number}
|
|
948
|
+
* @default
|
|
949
|
+
* @memberof Settings */
|
|
950
|
+
let touchGamepadAlpha = .3;
|
|
951
|
+
/** Allow vibration hardware if it exists
|
|
952
|
+
* @type {Boolean}
|
|
953
|
+
* @default
|
|
954
|
+
* @memberof Settings */
|
|
955
|
+
let vibrateEnable = 1;
|
|
956
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
957
|
+
// Audio settings
|
|
958
|
+
/** All audio code can be disabled and removed from build
|
|
959
|
+
* @type {Boolean}
|
|
960
|
+
* @default
|
|
961
|
+
* @memberof Settings */
|
|
962
|
+
let soundEnable = 1;
|
|
963
|
+
/** Volume scale to apply to all sound, music and speech
|
|
964
|
+
* @type {Number}
|
|
965
|
+
* @default
|
|
966
|
+
* @memberof Settings */
|
|
967
|
+
let soundVolume = .5;
|
|
968
|
+
/** Default range where sound no longer plays
|
|
969
|
+
* @type {Number}
|
|
970
|
+
* @default
|
|
971
|
+
* @memberof Settings */
|
|
972
|
+
let soundDefaultRange = 40;
|
|
973
|
+
/** Default range percent to start tapering off sound (0-1)
|
|
974
|
+
* @type {Number}
|
|
975
|
+
* @default
|
|
976
|
+
* @memberof Settings */
|
|
977
|
+
let soundDefaultTaper = .7;
|
|
978
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
979
|
+
// Medals settings
|
|
980
|
+
/** How long to show medals for in seconds
|
|
981
|
+
* @type {Number}
|
|
982
|
+
* @default
|
|
983
|
+
* @memberof Settings */
|
|
984
|
+
let medalDisplayTime = 5;
|
|
985
|
+
/** How quickly to slide on/off medals in seconds
|
|
986
|
+
* @type {Number}
|
|
987
|
+
* @default
|
|
988
|
+
* @memberof Settings */
|
|
989
|
+
let medalDisplaySlideTime = .5;
|
|
990
|
+
/** Size of medal display
|
|
991
|
+
* @type {Vector2}
|
|
992
|
+
* @default Vector2(640,80)
|
|
993
|
+
* @memberof Settings */
|
|
994
|
+
let medalDisplaySize = vec2(640, 80);
|
|
995
|
+
/** Size of icon in medal display
|
|
996
|
+
* @type {Number}
|
|
997
|
+
* @default
|
|
998
|
+
* @memberof Settings */
|
|
999
|
+
let medalDisplayIconSize = 50;
|
|
1000
|
+
/** Set to stop medals from being unlockable (like if cheats are enabled)
|
|
1001
|
+
* @type {Boolean}
|
|
1002
|
+
* @default 0
|
|
1003
|
+
* @memberof Settings */
|
|
1004
|
+
let medalsPreventUnlock;
|
|
1005
|
+
/**
|
|
1006
|
+
* LittleJS Object System
|
|
1007
|
+
*/
|
|
1008
|
+
'use strict';
|
|
1009
|
+
/**
|
|
1010
|
+
* LittleJS Object Base Object Class
|
|
1011
|
+
* - Base object class used by the engine
|
|
1012
|
+
* - Automatically adds self to object list
|
|
1013
|
+
* - Will be updated and rendered each frame
|
|
1014
|
+
* - Renders as a sprite from a tilesheet by default
|
|
1015
|
+
* - Can have color and addtive color applied
|
|
1016
|
+
* - 2d Physics and collision system
|
|
1017
|
+
* - Sorted by renderOrder
|
|
1018
|
+
* - Objects can have children attached
|
|
1019
|
+
* - Parents are updated before children, and set child transform
|
|
1020
|
+
* - Call destroy() to get rid of objects
|
|
1021
|
+
*
|
|
1022
|
+
* The physics system used by objects is simple and fast with some caveats...
|
|
1023
|
+
* - Collision uses the axis aligned size, the object's rotation angle is only for rendering
|
|
1024
|
+
* - Objects are guaranteed to not intersect tile collision from physics
|
|
1025
|
+
* - If an object starts or is moved inside tile collision, it will not collide with that tile
|
|
1026
|
+
* - Collision for objects can be set to be solid to block other objects
|
|
1027
|
+
* - Objects may get pushed into overlapping other solid objects, if so they will push away
|
|
1028
|
+
* - Solid objects are more performance intensive and should be used sparingly
|
|
1029
|
+
* @example
|
|
1030
|
+
* // create an engine object, normally you would first extend the class with your own
|
|
1031
|
+
* const pos = vec2(2,3);
|
|
1032
|
+
* const object = new EngineObject(pos);
|
|
1033
|
+
*/
|
|
1034
|
+
class EngineObject {
|
|
1035
|
+
/** Create an engine object and adds it to the list of objects
|
|
1036
|
+
* @param {Vector2} [position=Vector2()] - World space position of the object
|
|
1037
|
+
* @param {Vector2} [size=Vector2(1,1)] - World space size of the object
|
|
1038
|
+
* @param {Number} [tileIndex=-1] - Tile to use to render object (-1 is untextured)
|
|
1039
|
+
* @param {Vector2} [tileSize=tileSizeDefault] - Size of tile in source pixels
|
|
1040
|
+
* @param {Number} [angle=0] - Angle the object is rotated by
|
|
1041
|
+
* @param {Color} [color=Color()] - Color to apply to tile when rendered
|
|
1042
|
+
* @param {Number} [renderOrder=0] - Objects sorted by renderOrder before being rendered
|
|
1043
|
+
*/
|
|
1044
|
+
constructor(pos = vec2(), size = vec2(1), tileIndex = -1, tileSize = tileSizeDefault, angle = 0, color, renderOrder = 0) {
|
|
1045
|
+
// set passed in params
|
|
1046
|
+
ASSERT(isVector2(pos) && isVector2(size)); // ensure pos and size are vec2s
|
|
1047
|
+
/** @property {Vector2} - World space position of the object */
|
|
1048
|
+
this.pos = pos.copy();
|
|
1049
|
+
/** @property {Vector2} - World space width and height of the object */
|
|
1050
|
+
this.size = size;
|
|
1051
|
+
/** @property {Vector2} - Size of object used for drawing, uses size if not set */
|
|
1052
|
+
this.drawSize;
|
|
1053
|
+
/** @property {Number} - Tile to use to render object (-1 is untextured) */
|
|
1054
|
+
this.tileIndex = tileIndex;
|
|
1055
|
+
/** @property {Vector2} - Size of tile in source pixels */
|
|
1056
|
+
this.tileSize = tileSize;
|
|
1057
|
+
/** @property {Number} - Angle to rotate the object */
|
|
1058
|
+
this.angle = angle;
|
|
1059
|
+
/** @property {Color} - Color to apply when rendered */
|
|
1060
|
+
this.color = color;
|
|
1061
|
+
/** @property {Color} - Additive color to apply when rendered */
|
|
1062
|
+
this.additiveColor;
|
|
1063
|
+
// set object defaults
|
|
1064
|
+
/** @property {Number} [mass=objectDefaultMass] - How heavy the object is, static if 0 */
|
|
1065
|
+
this.mass = objectDefaultMass;
|
|
1066
|
+
/** @property {Number} [damping=objectDefaultDamping] - How much to slow down velocity each frame (0-1) */
|
|
1067
|
+
this.damping = objectDefaultDamping;
|
|
1068
|
+
/** @property {Number} [angleDamping=objectDefaultAngleDamping] - How much to slow down rotation each frame (0-1) */
|
|
1069
|
+
this.angleDamping = objectDefaultAngleDamping;
|
|
1070
|
+
/** @property {Number} [elasticity=objectDefaultElasticity] - How bouncy the object is when colliding (0-1) */
|
|
1071
|
+
this.elasticity = objectDefaultElasticity;
|
|
1072
|
+
/** @property {Number} [friction=objectDefaultFriction] - How much friction to apply when sliding (0-1) */
|
|
1073
|
+
this.friction = objectDefaultFriction;
|
|
1074
|
+
/** @property {Number} [gravityScale=1] - How much to scale gravity by for this object */
|
|
1075
|
+
this.gravityScale = 1;
|
|
1076
|
+
/** @property {Number} [renderOrder=0] - Objects are sorted by render order */
|
|
1077
|
+
this.renderOrder = renderOrder;
|
|
1078
|
+
/** @property {Vector2} [velocity=Vector2()] - Velocity of the object */
|
|
1079
|
+
this.velocity = vec2();
|
|
1080
|
+
/** @property {Number} [angleVelocity=0] - Angular velocity of the object */
|
|
1081
|
+
this.angleVelocity = 0;
|
|
1082
|
+
// init other internal object stuff
|
|
1083
|
+
this.spawnTime = time;
|
|
1084
|
+
this.children = [];
|
|
1085
|
+
this.collideTiles = 1;
|
|
1086
|
+
// add to list of objects
|
|
1087
|
+
engineObjects.push(this);
|
|
1088
|
+
}
|
|
1089
|
+
/** Update the object transform and physics, called automatically by engine once each frame */
|
|
1090
|
+
update() {
|
|
1091
|
+
const parent = this.parent;
|
|
1092
|
+
if (parent) {
|
|
1093
|
+
// copy parent pos/angle
|
|
1094
|
+
this.pos = this.localPos.multiply(vec2(parent.getMirrorSign(), 1)).rotate(-parent.angle).add(parent.pos);
|
|
1095
|
+
this.angle = parent.getMirrorSign() * this.localAngle + parent.angle;
|
|
1096
|
+
return;
|
|
1097
|
+
}
|
|
1098
|
+
// limit max speed to prevent missing collisions
|
|
1099
|
+
this.velocity.x = clamp(this.velocity.x, -objectMaxSpeed, objectMaxSpeed);
|
|
1100
|
+
this.velocity.y = clamp(this.velocity.y, -objectMaxSpeed, objectMaxSpeed);
|
|
1101
|
+
// apply physics
|
|
1102
|
+
const oldPos = this.pos.copy();
|
|
1103
|
+
this.velocity.y += gravity * this.gravityScale;
|
|
1104
|
+
this.pos.x += this.velocity.x *= this.damping;
|
|
1105
|
+
this.pos.y += this.velocity.y *= this.damping;
|
|
1106
|
+
this.angle += this.angleVelocity *= this.angleDamping;
|
|
1107
|
+
// physics sanity checks
|
|
1108
|
+
ASSERT(this.angleDamping >= 0 && this.angleDamping <= 1);
|
|
1109
|
+
ASSERT(this.damping >= 0 && this.damping <= 1);
|
|
1110
|
+
if (!enablePhysicsSolver || !this.mass) // do not update collision for fixed objects
|
|
1111
|
+
return;
|
|
1112
|
+
const wasMovingDown = this.velocity.y < 0;
|
|
1113
|
+
if (this.groundObject) {
|
|
1114
|
+
// apply friction in local space of ground object
|
|
1115
|
+
const groundSpeed = this.groundObject.velocity ? this.groundObject.velocity.x : 0;
|
|
1116
|
+
this.velocity.x = groundSpeed + (this.velocity.x - groundSpeed) * this.friction;
|
|
1117
|
+
this.groundObject = 0;
|
|
1118
|
+
//debugOverlay && debugPhysics && debugPoint(this.pos.subtract(vec2(0,this.size.y/2)), '#0f0');
|
|
1119
|
+
}
|
|
1120
|
+
if (this.collideSolidObjects) {
|
|
1121
|
+
// check collisions against solid objects
|
|
1122
|
+
const epsilon = .001; // necessary to push slightly outside of the collision
|
|
1123
|
+
for (const o of engineObjectsCollide) {
|
|
1124
|
+
// non solid objects don't collide with eachother
|
|
1125
|
+
if (!this.isSolid && !o.isSolid || o.destroyed || o.parent || o == this)
|
|
1126
|
+
continue;
|
|
1127
|
+
// check collision
|
|
1128
|
+
if (!isOverlapping(this.pos, this.size, o.pos, o.size))
|
|
1129
|
+
continue;
|
|
1130
|
+
// notify objects of collision and check if should be resolved
|
|
1131
|
+
const collide1 = this.collideWithObject(o);
|
|
1132
|
+
const collide2 = o.collideWithObject(this);
|
|
1133
|
+
if (!collide1 || !collide2)
|
|
1134
|
+
continue;
|
|
1135
|
+
if (isOverlapping(oldPos, this.size, o.pos, o.size)) {
|
|
1136
|
+
// if already was touching, try to push away
|
|
1137
|
+
const deltaPos = oldPos.subtract(o.pos);
|
|
1138
|
+
const length = deltaPos.length();
|
|
1139
|
+
const pushAwayAccel = .001; // push away if already overlapping
|
|
1140
|
+
const velocity = length < .01 ? randVector(pushAwayAccel) : deltaPos.scale(pushAwayAccel / length);
|
|
1141
|
+
this.velocity = this.velocity.add(velocity);
|
|
1142
|
+
if (o.mass) // push away if not fixed
|
|
1143
|
+
o.velocity = o.velocity.subtract(velocity);
|
|
1144
|
+
debugOverlay && debugPhysics && debugAABB(this.pos, this.size, o.pos, o.size, '#f00');
|
|
1145
|
+
continue;
|
|
1146
|
+
}
|
|
1147
|
+
// check for collision
|
|
1148
|
+
const sizeBoth = this.size.add(o.size);
|
|
1149
|
+
const smallStepUp = (oldPos.y - o.pos.y) * 2 > sizeBoth.y + gravity; // prefer to push up if small delta
|
|
1150
|
+
const isBlockedX = abs(oldPos.y - o.pos.y) * 2 < sizeBoth.y;
|
|
1151
|
+
const isBlockedY = abs(oldPos.x - o.pos.x) * 2 < sizeBoth.x;
|
|
1152
|
+
const elasticity = max(this.elasticity, o.elasticity);
|
|
1153
|
+
if (smallStepUp || isBlockedY || !isBlockedX) // resolve y collision
|
|
1154
|
+
{
|
|
1155
|
+
// push outside object collision
|
|
1156
|
+
this.pos.y = o.pos.y + (sizeBoth.y / 2 + epsilon) * sign(oldPos.y - o.pos.y);
|
|
1157
|
+
if (o.groundObject && wasMovingDown || !o.mass) {
|
|
1158
|
+
// set ground object if landed on something
|
|
1159
|
+
if (wasMovingDown)
|
|
1160
|
+
this.groundObject = o;
|
|
1161
|
+
// bounce if other object is fixed or grounded
|
|
1162
|
+
this.velocity.y *= -elasticity;
|
|
1163
|
+
}
|
|
1164
|
+
else if (o.mass) {
|
|
1165
|
+
// inelastic collision
|
|
1166
|
+
const inelastic = (this.mass * this.velocity.y + o.mass * o.velocity.y) / (this.mass + o.mass);
|
|
1167
|
+
// elastic collision
|
|
1168
|
+
const elastic0 = this.velocity.y * (this.mass - o.mass) / (this.mass + o.mass)
|
|
1169
|
+
+ o.velocity.y * 2 * o.mass / (this.mass + o.mass);
|
|
1170
|
+
const elastic1 = o.velocity.y * (o.mass - this.mass) / (this.mass + o.mass)
|
|
1171
|
+
+ this.velocity.y * 2 * this.mass / (this.mass + o.mass);
|
|
1172
|
+
// lerp betwen elastic or inelastic based on elasticity
|
|
1173
|
+
this.velocity.y = lerp(elasticity, inelastic, elastic0);
|
|
1174
|
+
o.velocity.y = lerp(elasticity, inelastic, elastic1);
|
|
1175
|
+
}
|
|
1176
|
+
}
|
|
1177
|
+
if (!smallStepUp && isBlockedX) // resolve x collision
|
|
1178
|
+
{
|
|
1179
|
+
// push outside collision
|
|
1180
|
+
this.pos.x = o.pos.x + (sizeBoth.x / 2 + epsilon) * sign(oldPos.x - o.pos.x);
|
|
1181
|
+
if (o.mass) {
|
|
1182
|
+
// inelastic collision
|
|
1183
|
+
const inelastic = (this.mass * this.velocity.x + o.mass * o.velocity.x) / (this.mass + o.mass);
|
|
1184
|
+
// elastic collision
|
|
1185
|
+
const elastic0 = this.velocity.x * (this.mass - o.mass) / (this.mass + o.mass)
|
|
1186
|
+
+ o.velocity.x * 2 * o.mass / (this.mass + o.mass);
|
|
1187
|
+
const elastic1 = o.velocity.x * (o.mass - this.mass) / (this.mass + o.mass)
|
|
1188
|
+
+ this.velocity.x * 2 * this.mass / (this.mass + o.mass);
|
|
1189
|
+
// lerp betwen elastic or inelastic based on elasticity
|
|
1190
|
+
this.velocity.x = lerp(elasticity, inelastic, elastic0);
|
|
1191
|
+
o.velocity.x = lerp(elasticity, inelastic, elastic1);
|
|
1192
|
+
}
|
|
1193
|
+
else // bounce if other object is fixed
|
|
1194
|
+
this.velocity.x *= -elasticity;
|
|
1195
|
+
}
|
|
1196
|
+
debugOverlay && debugPhysics && debugAABB(this.pos, this.size, o.pos, o.size, '#f0f');
|
|
1197
|
+
}
|
|
1198
|
+
}
|
|
1199
|
+
if (this.collideTiles) {
|
|
1200
|
+
// check collision against tiles
|
|
1201
|
+
if (tileCollisionTest(this.pos, this.size, this)) {
|
|
1202
|
+
// if already was stuck in collision, don't do anything
|
|
1203
|
+
// this should not happen unless something starts in collision
|
|
1204
|
+
if (!tileCollisionTest(oldPos, this.size, this)) {
|
|
1205
|
+
// test which side we bounced off (or both if a corner)
|
|
1206
|
+
const isBlockedY = tileCollisionTest(vec2(oldPos.x, this.pos.y), this.size, this);
|
|
1207
|
+
const isBlockedX = tileCollisionTest(vec2(this.pos.x, oldPos.y), this.size, this);
|
|
1208
|
+
if (isBlockedY || !isBlockedX) {
|
|
1209
|
+
// set if landed on ground
|
|
1210
|
+
this.groundObject = wasMovingDown;
|
|
1211
|
+
// bounce velocity
|
|
1212
|
+
this.velocity.y *= -this.elasticity;
|
|
1213
|
+
// adjust next velocity to settle on ground
|
|
1214
|
+
const o = (oldPos.y - this.size.y / 2 | 0) - (oldPos.y - this.size.y / 2);
|
|
1215
|
+
if (o < 0 && o > this.damping * this.velocity.y + gravity * this.gravityScale)
|
|
1216
|
+
this.velocity.y = this.damping ? (o - gravity * this.gravityScale) / this.damping : 0;
|
|
1217
|
+
// move to previous position
|
|
1218
|
+
this.pos.y = oldPos.y;
|
|
1219
|
+
}
|
|
1220
|
+
if (isBlockedX) {
|
|
1221
|
+
// move to previous position and bounce
|
|
1222
|
+
this.pos.x = oldPos.x;
|
|
1223
|
+
this.velocity.x *= -this.elasticity;
|
|
1224
|
+
}
|
|
1225
|
+
}
|
|
1226
|
+
}
|
|
1227
|
+
}
|
|
1228
|
+
}
|
|
1229
|
+
/** Render the object, draws a tile by default, automatically called each frame, sorted by renderOrder */
|
|
1230
|
+
render() {
|
|
1231
|
+
// default object render
|
|
1232
|
+
drawTile(this.pos, this.drawSize || this.size, this.tileIndex, this.tileSize, this.color, this.angle, this.mirror, this.additiveColor);
|
|
1233
|
+
}
|
|
1234
|
+
/** Destroy this object, destroy it's children, detach it's parent, and mark it for removal */
|
|
1235
|
+
destroy() {
|
|
1236
|
+
if (this.destroyed)
|
|
1237
|
+
return;
|
|
1238
|
+
// disconnect from parent and destroy chidren
|
|
1239
|
+
this.destroyed = 1;
|
|
1240
|
+
this.parent && this.parent.removeChild(this);
|
|
1241
|
+
for (const child of this.children)
|
|
1242
|
+
child.destroy(child.parent = 0);
|
|
1243
|
+
}
|
|
1244
|
+
/** Called to check if a tile collision should be resolved
|
|
1245
|
+
* @param {Number} tileData - the value of the tile at the position
|
|
1246
|
+
* @param {Vector2} pos - tile where the collision occured
|
|
1247
|
+
* @return {Boolean} - true if the collision should be resolved */
|
|
1248
|
+
collideWithTile(tileData, pos) { return tileData > 0; }
|
|
1249
|
+
/** Called to check if a tile raycast hit
|
|
1250
|
+
* @param {Number} tileData - the value of the tile at the position
|
|
1251
|
+
* @param {Vector2} pos - tile where the raycast is
|
|
1252
|
+
* @return {Boolean} - true if the raycast should hit */
|
|
1253
|
+
collideWithTileRaycast(tileData, pos) { return tileData > 0; }
|
|
1254
|
+
/** Called to check if a object collision should be resolved
|
|
1255
|
+
* @param {EngineObject} object - the object to test against
|
|
1256
|
+
* @return {Boolean} - true if the collision should be resolved
|
|
1257
|
+
*/
|
|
1258
|
+
collideWithObject(o) { return 1; }
|
|
1259
|
+
/** How long since the object was created
|
|
1260
|
+
* @return {Number} */
|
|
1261
|
+
getAliveTime() { return time - this.spawnTime; }
|
|
1262
|
+
/** Apply acceleration to this object (adjust velocity, not affected by mass)
|
|
1263
|
+
* @param {Vector2} acceleration */
|
|
1264
|
+
applyAcceleration(a) {
|
|
1265
|
+
if (this.mass)
|
|
1266
|
+
this.velocity = this.velocity.add(a);
|
|
1267
|
+
}
|
|
1268
|
+
/** Apply force to this object (adjust velocity, affected by mass)
|
|
1269
|
+
* @param {Vector2} force */
|
|
1270
|
+
applyForce(force) { this.applyAcceleration(force.scale(1 / this.mass)); }
|
|
1271
|
+
/** Get the direction of the mirror
|
|
1272
|
+
* @return {Number} -1 if this.mirror is true, or 1 if not mirrored */
|
|
1273
|
+
getMirrorSign() { return this.mirror ? -1 : 1; }
|
|
1274
|
+
/** Attaches a child to this with a given local transform
|
|
1275
|
+
* @param {EngineObject} child
|
|
1276
|
+
* @param {Vector2} [localPos=Vector2()]
|
|
1277
|
+
* @param {Number} [localAngle=0] */
|
|
1278
|
+
addChild(child, localPos = vec2(), localAngle = 0) {
|
|
1279
|
+
ASSERT(!child.parent && !this.children.includes(child));
|
|
1280
|
+
this.children.push(child);
|
|
1281
|
+
child.parent = this;
|
|
1282
|
+
child.localPos = localPos.copy();
|
|
1283
|
+
child.localAngle = localAngle;
|
|
1284
|
+
}
|
|
1285
|
+
/** Removes a child from this one
|
|
1286
|
+
* @param {EngineObject} child */
|
|
1287
|
+
removeChild(child) {
|
|
1288
|
+
ASSERT(child.parent == this && this.children.includes(child));
|
|
1289
|
+
this.children.splice(this.children.indexOf(child), 1);
|
|
1290
|
+
child.parent = 0;
|
|
1291
|
+
}
|
|
1292
|
+
/** Set how this object collides
|
|
1293
|
+
* @param {Boolean} [collideSolidObjects=1] - Does it collide with solid objects
|
|
1294
|
+
* @param {Boolean} [isSolid=1] - Does it collide with and block other objects (expensive in large numbers)
|
|
1295
|
+
* @param {Boolean} [collideTiles=1] - Does it collide with the tile collision */
|
|
1296
|
+
setCollision(collideSolidObjects = 1, isSolid = 1, collideTiles = 1) {
|
|
1297
|
+
ASSERT(collideSolidObjects || !isSolid); // solid objects must be set to collide
|
|
1298
|
+
this.collideSolidObjects = collideSolidObjects;
|
|
1299
|
+
this.isSolid = isSolid;
|
|
1300
|
+
this.collideTiles = collideTiles;
|
|
1301
|
+
}
|
|
1302
|
+
/** Returns string containg info about this object for debugging
|
|
1303
|
+
* @return {String} */
|
|
1304
|
+
toString() {
|
|
1305
|
+
if (debug) {
|
|
1306
|
+
let text = 'type = ' + this.constructor.name;
|
|
1307
|
+
if (this.pos.x || this.pos.y)
|
|
1308
|
+
text += '\npos = ' + this.pos;
|
|
1309
|
+
if (this.velocity.x || this.velocity.y)
|
|
1310
|
+
text += '\nvelocity = ' + this.velocity;
|
|
1311
|
+
if (this.size.x || this.size.y)
|
|
1312
|
+
text += '\nsize = ' + this.size;
|
|
1313
|
+
if (this.angle)
|
|
1314
|
+
text += '\nangle = ' + this.angle.toFixed(3);
|
|
1315
|
+
if (this.color)
|
|
1316
|
+
text += '\ncolor = ' + this.color;
|
|
1317
|
+
return text;
|
|
1318
|
+
}
|
|
1319
|
+
}
|
|
1320
|
+
}
|
|
1321
|
+
/**
|
|
1322
|
+
* LittleJS Drawing System
|
|
1323
|
+
* - Hybrid with both Canvas2D and WebGL available
|
|
1324
|
+
* - Super fast tile sheet rendering with WebGL
|
|
1325
|
+
* - Can apply rotation, mirror, color and additive color
|
|
1326
|
+
* - Many useful utility functions
|
|
1327
|
+
*
|
|
1328
|
+
* LittleJS uses a hybrid rendering solution with the best of both Canvas2D and WebGL.
|
|
1329
|
+
* There are 3 canvas/contexts available to draw to...
|
|
1330
|
+
* mainCanvas - 2D background canvas, non WebGL stuff like tile layers are drawn here.
|
|
1331
|
+
* glCanvas - Used by the accelerated WebGL batch rendering system.
|
|
1332
|
+
* overlayCanvas - Another 2D canvas that appears on top of the other 2 canvases.
|
|
1333
|
+
*
|
|
1334
|
+
* The WebGL rendering system is very fast with some caveats...
|
|
1335
|
+
* - The default setup supports only 1 tile sheet, to support more call glCreateTexture and glSetTexture
|
|
1336
|
+
* - Switching blend modes (additive) or textures causes another draw call which is expensive in excess
|
|
1337
|
+
* - Group additive rendering together using renderOrder to mitigate this issue
|
|
1338
|
+
*
|
|
1339
|
+
* The LittleJS rendering solution is intentionally simple, feel free to adjust it for your needs!
|
|
1340
|
+
* @namespace Draw
|
|
1341
|
+
*/
|
|
1342
|
+
'use strict';
|
|
1343
|
+
/** The primary 2D canvas visible to the user
|
|
1344
|
+
* @type {HTMLCanvasElement}
|
|
1345
|
+
* @memberof Draw */
|
|
1346
|
+
let mainCanvas;
|
|
1347
|
+
/** 2d context for mainCanvas
|
|
1348
|
+
* @type {CanvasRenderingContext2D}
|
|
1349
|
+
* @memberof Draw */
|
|
1350
|
+
let mainContext;
|
|
1351
|
+
/** A canvas that appears on top of everything the same size as mainCanvas
|
|
1352
|
+
* @type {HTMLCanvasElement}
|
|
1353
|
+
* @memberof Draw */
|
|
1354
|
+
let overlayCanvas;
|
|
1355
|
+
/** 2d context for overlayCanvas
|
|
1356
|
+
* @type {CanvasRenderingContext2D}
|
|
1357
|
+
* @memberof Draw */
|
|
1358
|
+
let overlayContext;
|
|
1359
|
+
/** The size of the main canvas (and other secondary canvases)
|
|
1360
|
+
* @type {Vector2}
|
|
1361
|
+
* @memberof Draw */
|
|
1362
|
+
let mainCanvasSize = vec2();
|
|
1363
|
+
/** Tile sheet for batch rendering system
|
|
1364
|
+
* @type {CanvasImageSource}
|
|
1365
|
+
* @memberof Draw */
|
|
1366
|
+
const tileImage = new Image;
|
|
1367
|
+
// Engine internal variables not exposed to documentation
|
|
1368
|
+
let tileImageSize, tileImageFixBleed, drawCount;
|
|
1369
|
+
/** Convert from screen to world space coordinates
|
|
1370
|
+
* - if calling outside of render, you may need to manually set mainCanvasSize
|
|
1371
|
+
* @param {Vector2} screenPos
|
|
1372
|
+
* @return {Vector2}
|
|
1373
|
+
* @memberof Draw */
|
|
1374
|
+
function screenToWorld(screenPos) {
|
|
1375
|
+
ASSERT(mainCanvasSize.x && mainCanvasSize.y, 'mainCanvasSize is invalid');
|
|
1376
|
+
return screenPos
|
|
1377
|
+
.add(vec2(.5))
|
|
1378
|
+
.subtract(mainCanvasSize.scale(.5))
|
|
1379
|
+
.multiply(vec2(1 / cameraScale, -1 / cameraScale))
|
|
1380
|
+
.add(cameraPos);
|
|
1381
|
+
}
|
|
1382
|
+
/** Convert from world to screen space coordinates
|
|
1383
|
+
* - if calling outside of render, you may need to manually set mainCanvasSize
|
|
1384
|
+
* @param {Vector2} worldPos
|
|
1385
|
+
* @return {Vector2}
|
|
1386
|
+
* @memberof Draw */
|
|
1387
|
+
function worldToScreen(worldPos) {
|
|
1388
|
+
ASSERT(mainCanvasSize.x && mainCanvasSize.y, 'mainCanvasSize is invalid');
|
|
1389
|
+
return worldPos
|
|
1390
|
+
.subtract(cameraPos)
|
|
1391
|
+
.multiply(vec2(cameraScale, -cameraScale))
|
|
1392
|
+
.add(mainCanvasSize.scale(.5))
|
|
1393
|
+
.subtract(vec2(.5));
|
|
1394
|
+
}
|
|
1395
|
+
/** Draw textured tile centered in world space, with color applied if using WebGL
|
|
1396
|
+
* @param {Vector2} pos - Center of the tile in world space
|
|
1397
|
+
* @param {Vector2} [size=Vector2(1,1)] - Size of the tile in world space
|
|
1398
|
+
* @param {Number} [tileIndex=-1] - Tile index to use, negative is untextured
|
|
1399
|
+
* @param {Vector2} [tileSize=tileSizeDefault] - Tile size in source pixels
|
|
1400
|
+
* @param {Color} [color=Color()] - Color to modulate with
|
|
1401
|
+
* @param {Number} [angle=0] - Angle to rotate by
|
|
1402
|
+
* @param {Boolean} [mirror=0] - If true image is flipped along the Y axis
|
|
1403
|
+
* @param {Color} [additiveColor=Color(0,0,0,0)] - Additive color to be applied
|
|
1404
|
+
* @param {Boolean} [useWebGL=glEnable] - Use accelerated WebGL rendering
|
|
1405
|
+
* @memberof Draw */
|
|
1406
|
+
function drawTile(pos, size = vec2(1), tileIndex = -1, tileSize = tileSizeDefault, color = new Color, angle = 0, mirror, additiveColor = new Color(0, 0, 0, 0), useWebGL = glEnable) {
|
|
1407
|
+
showWatermark && ++drawCount;
|
|
1408
|
+
if (glEnable && useWebGL) {
|
|
1409
|
+
if (tileIndex < 0 || !tileImage.width) {
|
|
1410
|
+
// if negative tile index or image not found, force untextured
|
|
1411
|
+
glDraw(pos.x, pos.y, size.x, size.y, angle, 0, 0, 0, 0, 0, color.rgbaInt());
|
|
1412
|
+
}
|
|
1413
|
+
else {
|
|
1414
|
+
// calculate uvs and render
|
|
1415
|
+
const cols = tileImageSize.x / tileSize.x | 0;
|
|
1416
|
+
const uvSizeX = tileSize.x / tileImageSize.x;
|
|
1417
|
+
const uvSizeY = tileSize.y / tileImageSize.y;
|
|
1418
|
+
const uvX = (tileIndex % cols) * uvSizeX, uvY = (tileIndex / cols | 0) * uvSizeY;
|
|
1419
|
+
glDraw(pos.x, pos.y, mirror ? -size.x : size.x, size.y, angle, uvX + tileImageFixBleed.x, uvY + tileImageFixBleed.y, uvX - tileImageFixBleed.x + uvSizeX, uvY - tileImageFixBleed.y + uvSizeY, color.rgbaInt(), additiveColor.rgbaInt());
|
|
1420
|
+
}
|
|
1421
|
+
}
|
|
1422
|
+
else {
|
|
1423
|
+
// normal canvas 2D rendering method (slower)
|
|
1424
|
+
drawCanvas2D(pos, size, angle, mirror, (context) => {
|
|
1425
|
+
if (tileIndex < 0) {
|
|
1426
|
+
// if negative tile index, force untextured
|
|
1427
|
+
context.fillStyle = color;
|
|
1428
|
+
context.fillRect(-.5, -.5, 1, 1);
|
|
1429
|
+
}
|
|
1430
|
+
else {
|
|
1431
|
+
// calculate uvs and render
|
|
1432
|
+
const cols = tileImageSize.x / tileSize.x | 0;
|
|
1433
|
+
const sX = (tileIndex % cols) * tileSize.x + tileFixBleedScale;
|
|
1434
|
+
const sY = (tileIndex / cols | 0) * tileSize.y + tileFixBleedScale;
|
|
1435
|
+
const sWidth = tileSize.x - 2 * tileFixBleedScale;
|
|
1436
|
+
const sHeight = tileSize.y - 2 * tileFixBleedScale;
|
|
1437
|
+
context.globalAlpha = color.a; // only alpha is supported
|
|
1438
|
+
context.drawImage(tileImage, sX, sY, sWidth, sHeight, -.5, -.5, 1, 1);
|
|
1439
|
+
}
|
|
1440
|
+
});
|
|
1441
|
+
}
|
|
1442
|
+
}
|
|
1443
|
+
/** Draw colored rect centered on pos
|
|
1444
|
+
* @param {Vector2} pos
|
|
1445
|
+
* @param {Vector2} [size=Vector2(1,1)]
|
|
1446
|
+
* @param {Color} [color=Color()]
|
|
1447
|
+
* @param {Number} [angle=0]
|
|
1448
|
+
* @param {Boolean} [useWebGL=glEnable]
|
|
1449
|
+
* @memberof Draw */
|
|
1450
|
+
function drawRect(pos, size, color, angle, useWebGL) {
|
|
1451
|
+
drawTile(pos, size, -1, tileSizeDefault, color, angle, 0, 0, useWebGL);
|
|
1452
|
+
}
|
|
1453
|
+
/** Draw textured tile centered on pos in screen space
|
|
1454
|
+
* @param {Vector2} pos - Center of the tile
|
|
1455
|
+
* @param {Vector2} [size=Vector2(1,1)] - Size of the tile
|
|
1456
|
+
* @param {Number} [tileIndex=-1] - Tile index to use, negative is untextured
|
|
1457
|
+
* @param {Vector2} [tileSize=tileSizeDefault] - Tile size in source pixels
|
|
1458
|
+
* @param {Color} [color=Color()]
|
|
1459
|
+
* @param {Number} [angle=0]
|
|
1460
|
+
* @param {Boolean} [mirror=0]
|
|
1461
|
+
* @param {Color} [additiveColor=Color(0,0,0,0)]
|
|
1462
|
+
* @param {Boolean} [useWebGL=glEnable]
|
|
1463
|
+
* @memberof Draw */
|
|
1464
|
+
function drawTileScreenSpace(pos, size = vec2(1), tileIndex, tileSize, color, angle, mirror, additiveColor, useWebGL) {
|
|
1465
|
+
drawTile(screenToWorld(pos), size.scale(1 / cameraScale), tileIndex, tileSize, color, angle, mirror, additiveColor, useWebGL);
|
|
1466
|
+
}
|
|
1467
|
+
/** Draw colored rectangle in screen space
|
|
1468
|
+
* @param {Vector2} pos
|
|
1469
|
+
* @param {Vector2} [size=Vector2(1,1)]
|
|
1470
|
+
* @param {Color} [color=Color()]
|
|
1471
|
+
* @param {Number} [angle=0]
|
|
1472
|
+
* @param {Boolean} [useWebGL=glEnable]
|
|
1473
|
+
* @memberof Draw */
|
|
1474
|
+
function drawRectScreenSpace(pos, size, color, angle, useWebGL) {
|
|
1475
|
+
drawTileScreenSpace(pos, size, -1, tileSizeDefault, color, angle, 0, 0, useWebGL);
|
|
1476
|
+
}
|
|
1477
|
+
/** Draw colored line between two points
|
|
1478
|
+
* @param {Vector2} posA
|
|
1479
|
+
* @param {Vector2} posB
|
|
1480
|
+
* @param {Number} [thickness=.1]
|
|
1481
|
+
* @param {Color} [color=Color()]
|
|
1482
|
+
* @param {Boolean} [useWebGL=glEnable]
|
|
1483
|
+
* @memberof Draw */
|
|
1484
|
+
function drawLine(posA, posB, thickness = .1, color, useWebGL) {
|
|
1485
|
+
const halfDelta = vec2((posB.x - posA.x) / 2, (posB.y - posA.y) / 2);
|
|
1486
|
+
const size = vec2(thickness, halfDelta.length() * 2);
|
|
1487
|
+
drawRect(posA.add(halfDelta), size, color, halfDelta.angle(), useWebGL);
|
|
1488
|
+
}
|
|
1489
|
+
/** Draw directly to a 2d canvas context in world space
|
|
1490
|
+
* @param {Vector2} pos
|
|
1491
|
+
* @param {Vector2} size
|
|
1492
|
+
* @param {Number} angle
|
|
1493
|
+
* @param {Boolean} mirror
|
|
1494
|
+
* @param {Function} drawFunction
|
|
1495
|
+
* @param {CanvasRenderingContext2D} [context=mainContext]
|
|
1496
|
+
* @memberof Draw */
|
|
1497
|
+
function drawCanvas2D(pos, size, angle, mirror, drawFunction, context = mainContext) {
|
|
1498
|
+
// create canvas transform from world space to screen space
|
|
1499
|
+
pos = worldToScreen(pos);
|
|
1500
|
+
size = size.scale(cameraScale);
|
|
1501
|
+
context.save();
|
|
1502
|
+
context.translate(pos.x + .5 | 0, pos.y + .5 | 0);
|
|
1503
|
+
context.rotate(angle);
|
|
1504
|
+
context.scale(mirror ? -size.x : size.x, size.y);
|
|
1505
|
+
drawFunction(context);
|
|
1506
|
+
context.restore();
|
|
1507
|
+
}
|
|
1508
|
+
/** Enable normal or additive blend mode
|
|
1509
|
+
* @param {Boolean} [additive=0]
|
|
1510
|
+
* @param {Boolean} [useWebGL=glEnable]
|
|
1511
|
+
* @memberof Draw */
|
|
1512
|
+
function setBlendMode(additive, useWebGL = glEnable) {
|
|
1513
|
+
if (glEnable && useWebGL)
|
|
1514
|
+
glSetBlendMode(additive);
|
|
1515
|
+
else
|
|
1516
|
+
mainContext.globalCompositeOperation = additive ? 'lighter' : 'source-over';
|
|
1517
|
+
}
|
|
1518
|
+
/** Draw text on overlay canvas in world space
|
|
1519
|
+
* Automatically splits new lines into rows
|
|
1520
|
+
* @param {String} text
|
|
1521
|
+
* @param {Vector2} pos
|
|
1522
|
+
* @param {Number} [size=1]
|
|
1523
|
+
* @param {Color} [color=Color()]
|
|
1524
|
+
* @param {Number} [lineWidth=0]
|
|
1525
|
+
* @param {Color} [lineColor=Color(0,0,0)]
|
|
1526
|
+
* @param {String} [textAlign='center']
|
|
1527
|
+
* @param {String} [font=fontDefault]
|
|
1528
|
+
* @param {CanvasRenderingContext2D} [context=overlayContext]
|
|
1529
|
+
* @memberof Draw */
|
|
1530
|
+
function drawText(text, pos, size = 1, color, lineWidth = 0, lineColor, textAlign, font, context) {
|
|
1531
|
+
drawTextScreen(text, worldToScreen(pos), size * cameraScale, color, lineWidth * cameraScale, lineColor, textAlign, font, context);
|
|
1532
|
+
}
|
|
1533
|
+
/** Draw text on overlay canvas in screen space
|
|
1534
|
+
* Automatically splits new lines into rows
|
|
1535
|
+
* @param {String} text
|
|
1536
|
+
* @param {Vector2} pos
|
|
1537
|
+
* @param {Number} [size=1]
|
|
1538
|
+
* @param {Color} [color=Color()]
|
|
1539
|
+
* @param {Number} [lineWidth=0]
|
|
1540
|
+
* @param {Color} [lineColor=Color(0,0,0)]
|
|
1541
|
+
* @param {String} [textAlign='center']
|
|
1542
|
+
* @param {String} [font=fontDefault]
|
|
1543
|
+
* @param {CanvasRenderingContext2D} [context=overlayContext]
|
|
1544
|
+
* @memberof Draw */
|
|
1545
|
+
function drawTextScreen(text, pos, size = 1, color = new Color, lineWidth = 0, lineColor = new Color(0, 0, 0), textAlign = 'center', font = fontDefault, context = overlayContext) {
|
|
1546
|
+
context.fillStyle = color;
|
|
1547
|
+
context.lineWidth = lineWidth;
|
|
1548
|
+
context.strokeStyle = lineColor;
|
|
1549
|
+
context.textAlign = textAlign;
|
|
1550
|
+
context.font = size + 'px ' + font;
|
|
1551
|
+
context.textBaseline = 'middle';
|
|
1552
|
+
context.lineJoin = 'round';
|
|
1553
|
+
pos = pos.copy();
|
|
1554
|
+
(text + '').split('\n').forEach(line => {
|
|
1555
|
+
lineWidth && context.strokeText(line, pos.x, pos.y);
|
|
1556
|
+
context.fillText(line, pos.x, pos.y);
|
|
1557
|
+
pos.y += size;
|
|
1558
|
+
});
|
|
1559
|
+
}
|
|
1560
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1561
|
+
let engineFontImage;
|
|
1562
|
+
/**
|
|
1563
|
+
* Font Image Object - Draw text on a 2D canvas by using characters in an image
|
|
1564
|
+
* - 96 characters (from space to tilde) are stored in an image
|
|
1565
|
+
* - Uses a default 8x8 font if none is supplied
|
|
1566
|
+
* - You can also use fonts from the main tile sheet
|
|
1567
|
+
* @example
|
|
1568
|
+
* // use built in font
|
|
1569
|
+
* const font = new ImageFont;
|
|
1570
|
+
*
|
|
1571
|
+
* // draw text
|
|
1572
|
+
* font.drawTextScreen("LittleJS\nHello World!", vec2(200, 50));
|
|
1573
|
+
*/
|
|
1574
|
+
class FontImage {
|
|
1575
|
+
/** Create an image font
|
|
1576
|
+
* @param {HTMLImageElement} [image] - Image for the font, if undefined default font is used
|
|
1577
|
+
* @param {Vector2} [tileSize=vec2(8)] - Size of the font source tiles
|
|
1578
|
+
* @param {Vector2} [paddingSize=vec2(0,1)] - How much extra space to add between characters
|
|
1579
|
+
* @param {Number} [startTileIndex=0] - Tile index in image where font starts
|
|
1580
|
+
* @param {CanvasRenderingContext2D} [context=overlayContext] - context to draw to
|
|
1581
|
+
*/
|
|
1582
|
+
constructor(image, tileSize = vec2(8), paddingSize = vec2(0, 1), startTileIndex = 0, context = overlayContext) {
|
|
1583
|
+
// load default font image
|
|
1584
|
+
if (!engineFontImage)
|
|
1585
|
+
(engineFontImage = new Image).src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQAAAAAYAQAAAAA9+x6JAAAAAnRSTlMAAHaTzTgAAAGiSURBVHjaZZABhxxBEIUf6ECLBdFY+Q0PMNgf0yCgsSAGZcT9sgIPtBWwIA5wgAPEoHUyJeeSlW+gjK+fegWwtROWpVQEyWh2npdpBmTUFVhb29RINgLIukoXr5LIAvYQ5ve+1FqWEMqNKTX3FAJHyQDRZvmKWubAACcv5z5Gtg2oyCWE+Yk/8JZQX1jTTCpKAFGIgza+dJCNBF2UskRlsgwitHbSV0QLgt9sTPtsRlvJjEr8C/FARWA2bJ/TtJ7lko34dNDn6usJUMzuErP89UUBJbWeozrwLLncXczd508deAjLWipLO4Q5XGPcJvPu92cNDaN0P5G1FL0nSOzddZOrJ6rNhbXGmeDvO3TF7DeJWl4bvaYQTNHCTeuqKZmbjHaSOFes+IX/+IhHrnAkXOAsfn24EM68XieIECoccD4KZLk/odiwzeo2rovYdhvb2HYFgyznJyDpYJdYOmfXgVdJTaUi4xA2uWYNYec9BLeqdl9EsoTw582mSFDX2DxVLbNt9U3YYoeatBad1c2Tj8t2akrjaIGJNywKB/7h75/gN3vCMSaadIUTAAAAAElFTkSuQmCC';
|
|
1586
|
+
this.image = image || engineFontImage;
|
|
1587
|
+
this.tileSize = tileSize;
|
|
1588
|
+
this.paddingSize = paddingSize;
|
|
1589
|
+
this.startTileIndex = startTileIndex;
|
|
1590
|
+
this.context = context;
|
|
1591
|
+
}
|
|
1592
|
+
/** Draw text in screen space using the image font
|
|
1593
|
+
* @param {String} text
|
|
1594
|
+
* @param {Vector2} pos
|
|
1595
|
+
* @param {Number} [scale=4]
|
|
1596
|
+
* @param {Boolean} [center]
|
|
1597
|
+
*/
|
|
1598
|
+
drawTextScreen(text, pos, scale = 4, center) {
|
|
1599
|
+
const context = this.context;
|
|
1600
|
+
context.save();
|
|
1601
|
+
context.imageSmoothingEnabled = !canvasPixelated;
|
|
1602
|
+
const size = this.tileSize;
|
|
1603
|
+
const drawSize = size.add(this.paddingSize).scale(scale);
|
|
1604
|
+
const cols = this.image.width / this.tileSize.x | 0;
|
|
1605
|
+
(text + '').split('\n').forEach((line, i) => {
|
|
1606
|
+
const centerOffset = center ? line.length * size.x * scale / 2 | 0 : 0;
|
|
1607
|
+
for (let j = line.length; j--;) {
|
|
1608
|
+
// draw each character
|
|
1609
|
+
let charCode = line[j].charCodeAt();
|
|
1610
|
+
if (charCode < 32 || charCode > 127)
|
|
1611
|
+
charCode = 127; // unknown character
|
|
1612
|
+
// get the character source location and draw it
|
|
1613
|
+
const tile = this.startTileIndex + charCode - 32;
|
|
1614
|
+
const x = tile % cols;
|
|
1615
|
+
const y = tile / cols | 0;
|
|
1616
|
+
const drawPos = pos.add(vec2(j, i).multiply(drawSize));
|
|
1617
|
+
context.drawImage(this.image, x * size.x, y * size.y, size.x, size.y, drawPos.x - centerOffset, drawPos.y, size.x * scale, size.y * scale);
|
|
1618
|
+
}
|
|
1619
|
+
});
|
|
1620
|
+
context.restore();
|
|
1621
|
+
}
|
|
1622
|
+
/** Draw text in world space using the image font
|
|
1623
|
+
* @param {String} text
|
|
1624
|
+
* @param {Vector2} pos
|
|
1625
|
+
* @param {Number} [scale=.25]
|
|
1626
|
+
* @param {Boolean} [center]
|
|
1627
|
+
*/
|
|
1628
|
+
drawText(text, pos, scale = 1, center) {
|
|
1629
|
+
this.drawTextScreen(text, worldToScreen(pos).floor(), scale * cameraScale | 0, center);
|
|
1630
|
+
}
|
|
1631
|
+
}
|
|
1632
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1633
|
+
// Fullscreen mode
|
|
1634
|
+
/** Returns true if fullscreen mode is active
|
|
1635
|
+
* @return {Boolean}
|
|
1636
|
+
* @memberof Draw */
|
|
1637
|
+
function isFullscreen() { return document.fullscreenElement; }
|
|
1638
|
+
/** Toggle fullsceen mode
|
|
1639
|
+
* @memberof Draw */
|
|
1640
|
+
function toggleFullscreen() {
|
|
1641
|
+
if (isFullscreen()) {
|
|
1642
|
+
if (document.exitFullscreen)
|
|
1643
|
+
document.exitFullscreen();
|
|
1644
|
+
}
|
|
1645
|
+
else if (document.body.requestFullscreen)
|
|
1646
|
+
document.body.requestFullscreen();
|
|
1647
|
+
}
|
|
1648
|
+
/**
|
|
1649
|
+
* LittleJS Input System
|
|
1650
|
+
* - Tracks key down, pressed, and released
|
|
1651
|
+
* - Also tracks mouse buttons, position, and wheel
|
|
1652
|
+
* - Supports multiple gamepads
|
|
1653
|
+
* - Virtual gamepad for touch devices with touchGamepadSize
|
|
1654
|
+
* @namespace Input
|
|
1655
|
+
*/
|
|
1656
|
+
'use strict';
|
|
1657
|
+
/** Returns true if device key is down
|
|
1658
|
+
* @param {Number} key
|
|
1659
|
+
* @param {Number} [device=0]
|
|
1660
|
+
* @return {Boolean}
|
|
1661
|
+
* @memberof Input */
|
|
1662
|
+
function keyIsDown(key, device = 0) { return inputData[device] && inputData[device][key] & 1; }
|
|
1663
|
+
/** Returns true if device key was pressed this frame
|
|
1664
|
+
* @param {Number} key
|
|
1665
|
+
* @param {Number} [device=0]
|
|
1666
|
+
* @return {Boolean}
|
|
1667
|
+
* @memberof Input */
|
|
1668
|
+
function keyWasPressed(key, device = 0) { return inputData[device] && inputData[device][key] & 2 ? 1 : 0; }
|
|
1669
|
+
/** Returns true if device key was released this frame
|
|
1670
|
+
* @param {Number} key
|
|
1671
|
+
* @param {Number} [device=0]
|
|
1672
|
+
* @return {Boolean}
|
|
1673
|
+
* @memberof Input */
|
|
1674
|
+
function keyWasReleased(key, device = 0) { return inputData[device] && inputData[device][key] & 4 ? 1 : 0; }
|
|
1675
|
+
/** Clears all input
|
|
1676
|
+
* @memberof Input */
|
|
1677
|
+
function clearInput() { inputData = [[]]; }
|
|
1678
|
+
/** Returns true if mouse button is down
|
|
1679
|
+
* @function
|
|
1680
|
+
* @param {Number} button
|
|
1681
|
+
* @return {Boolean}
|
|
1682
|
+
* @memberof Input */
|
|
1683
|
+
const mouseIsDown = keyIsDown;
|
|
1684
|
+
/** Returns true if mouse button was pressed
|
|
1685
|
+
* @function
|
|
1686
|
+
* @param {Number} button
|
|
1687
|
+
* @return {Boolean}
|
|
1688
|
+
* @memberof Input */
|
|
1689
|
+
const mouseWasPressed = keyWasPressed;
|
|
1690
|
+
/** Returns true if mouse button was released
|
|
1691
|
+
* @function
|
|
1692
|
+
* @param {Number} button
|
|
1693
|
+
* @return {Boolean}
|
|
1694
|
+
* @memberof Input */
|
|
1695
|
+
const mouseWasReleased = keyWasReleased;
|
|
1696
|
+
/** Mouse pos in world space
|
|
1697
|
+
* @type {Vector2}
|
|
1698
|
+
* @memberof Input */
|
|
1699
|
+
let mousePos = vec2();
|
|
1700
|
+
/** Mouse pos in screen space
|
|
1701
|
+
* @type {Vector2}
|
|
1702
|
+
* @memberof Input */
|
|
1703
|
+
let mousePosScreen = vec2();
|
|
1704
|
+
/** Mouse wheel delta this frame
|
|
1705
|
+
* @type {Number}
|
|
1706
|
+
* @memberof Input */
|
|
1707
|
+
let mouseWheel = 0;
|
|
1708
|
+
/** Returns true if user is using gamepad (has more recently pressed a gamepad button)
|
|
1709
|
+
* @type {Boolean}
|
|
1710
|
+
* @memberof Input */
|
|
1711
|
+
let isUsingGamepad = 0;
|
|
1712
|
+
/** Prevents input continuing to the default browser handling (false by default)
|
|
1713
|
+
* @type {Boolean}
|
|
1714
|
+
* @memberof Input */
|
|
1715
|
+
let preventDefaultInput = 0;
|
|
1716
|
+
/** Returns true if gamepad button is down
|
|
1717
|
+
* @param {Number} button
|
|
1718
|
+
* @param {Number} [gamepad=0]
|
|
1719
|
+
* @return {Boolean}
|
|
1720
|
+
* @memberof Input */
|
|
1721
|
+
function gamepadIsDown(button, gamepad = 0) { return keyIsDown(button, gamepad + 1); }
|
|
1722
|
+
/** Returns true if gamepad button was pressed
|
|
1723
|
+
* @param {Number} button
|
|
1724
|
+
* @param {Number} [gamepad=0]
|
|
1725
|
+
* @return {Boolean}
|
|
1726
|
+
* @memberof Input */
|
|
1727
|
+
function gamepadWasPressed(button, gamepad = 0) { return keyWasPressed(button, gamepad + 1); }
|
|
1728
|
+
/** Returns true if gamepad button was released
|
|
1729
|
+
* @param {Number} button
|
|
1730
|
+
* @param {Number} [gamepad=0]
|
|
1731
|
+
* @return {Boolean}
|
|
1732
|
+
* @memberof Input */
|
|
1733
|
+
function gamepadWasReleased(button, gamepad = 0) { return keyWasReleased(button, gamepad + 1); }
|
|
1734
|
+
/** Returns gamepad stick value
|
|
1735
|
+
* @param {Number} stick
|
|
1736
|
+
* @param {Number} [gamepad=0]
|
|
1737
|
+
* @return {Vector2}
|
|
1738
|
+
* @memberof Input */
|
|
1739
|
+
function gamepadStick(stick, gamepad = 0) { return stickData[gamepad] ? stickData[gamepad][stick] || vec2() : vec2(); }
|
|
1740
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1741
|
+
// Input update called by engine
|
|
1742
|
+
// store input as a bit field for each key: 1 = isDown, 2 = wasPressed, 4 = wasReleased
|
|
1743
|
+
// mouse and keyboard are stored together in device 0, gamepads are in devices > 0
|
|
1744
|
+
let inputData = [[]];
|
|
1745
|
+
function inputUpdate() {
|
|
1746
|
+
// clear input when lost focus (prevent stuck keys)
|
|
1747
|
+
isTouchDevice || document.hasFocus() || clearInput();
|
|
1748
|
+
// update mouse world space position
|
|
1749
|
+
mousePos = screenToWorld(mousePosScreen);
|
|
1750
|
+
// update gamepads if enabled
|
|
1751
|
+
gamepadsUpdate();
|
|
1752
|
+
}
|
|
1753
|
+
function inputUpdatePost() {
|
|
1754
|
+
// clear input to prepare for next frame
|
|
1755
|
+
for (const deviceInputData of inputData)
|
|
1756
|
+
for (const i in deviceInputData)
|
|
1757
|
+
deviceInputData[i] &= 1;
|
|
1758
|
+
mouseWheel = 0;
|
|
1759
|
+
}
|
|
1760
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1761
|
+
// Keyboard event handlers
|
|
1762
|
+
onkeydown = (e) => {
|
|
1763
|
+
if (debug && e.target != document.body)
|
|
1764
|
+
return;
|
|
1765
|
+
e.repeat || (inputData[isUsingGamepad = 0][remapKey(e.which)] = 3);
|
|
1766
|
+
preventDefaultInput && e.preventDefault();
|
|
1767
|
+
};
|
|
1768
|
+
onkeyup = (e) => {
|
|
1769
|
+
if (debug && e.target != document.body)
|
|
1770
|
+
return;
|
|
1771
|
+
inputData[0][remapKey(e.which)] = 4;
|
|
1772
|
+
};
|
|
1773
|
+
function remapKey(c) {
|
|
1774
|
+
return inputWASDEmulateDirection ?
|
|
1775
|
+
c == 87 ? 38 : c == 83 ? 40 : c == 65 ? 37 : c == 68 ? 39 : c : c;
|
|
1776
|
+
}
|
|
1777
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1778
|
+
// Mouse event handlers
|
|
1779
|
+
onmousedown = (e) => { inputData[isUsingGamepad = 0][e.button] = 3; onmousemove(e); e.button && e.preventDefault(); };
|
|
1780
|
+
onmouseup = (e) => inputData[0][e.button] = inputData[0][e.button] & 2 | 4;
|
|
1781
|
+
onmousemove = (e) => mousePosScreen = mouseToScreen(e);
|
|
1782
|
+
onwheel = (e) => e.ctrlKey || (mouseWheel = sign(e.deltaY));
|
|
1783
|
+
oncontextmenu = (e) => false; // prevent right click menu
|
|
1784
|
+
// convert a mouse or touch event position to screen space
|
|
1785
|
+
function mouseToScreen(mousePos) {
|
|
1786
|
+
if (!mainCanvas)
|
|
1787
|
+
return vec2(); // fix bug that can occur if user clicks before page loads
|
|
1788
|
+
const rect = mainCanvas.getBoundingClientRect();
|
|
1789
|
+
return vec2(mainCanvas.width, mainCanvas.height).multiply(vec2(percent(mousePos.x, rect.left, rect.right), percent(mousePos.y, rect.top, rect.bottom)));
|
|
1790
|
+
}
|
|
1791
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1792
|
+
// Gamepad input
|
|
1793
|
+
const stickData = [];
|
|
1794
|
+
function gamepadsUpdate() {
|
|
1795
|
+
if (touchGamepadEnable && touchGamepadTimer.isSet()) {
|
|
1796
|
+
// read virtual analog stick
|
|
1797
|
+
const sticks = stickData[0] || (stickData[0] = []);
|
|
1798
|
+
sticks[0] = vec2(touchGamepadStick.x, -touchGamepadStick.y); // flip vertical
|
|
1799
|
+
// read virtual gamepad buttons
|
|
1800
|
+
const data = inputData[1] || (inputData[1] = []);
|
|
1801
|
+
for (let i = 10; i--;) {
|
|
1802
|
+
const j = i == 3 ? 2 : i == 2 ? 3 : i; // fix button locations
|
|
1803
|
+
data[j] = touchGamepadButtons[i] ? 1 + 2 * !gamepadIsDown(j, 0) : 4 * gamepadIsDown(j, 0);
|
|
1804
|
+
}
|
|
1805
|
+
}
|
|
1806
|
+
if (!gamepadsEnable || !navigator || !navigator.getGamepads || !document.hasFocus() && !debug)
|
|
1807
|
+
return;
|
|
1808
|
+
// poll gamepads
|
|
1809
|
+
const gamepads = navigator.getGamepads();
|
|
1810
|
+
for (let i = gamepads.length; i--;) {
|
|
1811
|
+
// get or create gamepad data
|
|
1812
|
+
const gamepad = gamepads[i];
|
|
1813
|
+
const data = inputData[i + 1] || (inputData[i + 1] = []);
|
|
1814
|
+
const sticks = stickData[i] || (stickData[i] = []);
|
|
1815
|
+
if (gamepad) {
|
|
1816
|
+
// read clamp dead zone of analog sticks
|
|
1817
|
+
const deadZone = .3, deadZoneMax = .8, applyDeadZone = (v) => v > deadZone ? percent(v, deadZone, deadZoneMax) :
|
|
1818
|
+
v < -deadZone ? -percent(-v, deadZone, deadZoneMax) : 0;
|
|
1819
|
+
// read analog sticks
|
|
1820
|
+
for (let j = 0; j < gamepad.axes.length - 1; j += 2)
|
|
1821
|
+
sticks[j >> 1] = vec2(applyDeadZone(gamepad.axes[j]), applyDeadZone(-gamepad.axes[j + 1])).clampLength();
|
|
1822
|
+
// read buttons
|
|
1823
|
+
for (let j = gamepad.buttons.length; j--;) {
|
|
1824
|
+
const button = gamepad.buttons[j];
|
|
1825
|
+
data[j] = button.pressed ? 1 + 2 * !gamepadIsDown(j, i) : 4 * gamepadIsDown(j, i);
|
|
1826
|
+
isUsingGamepad |= !i && button.pressed;
|
|
1827
|
+
touchGamepadEnable && touchGamepadTimer.unset(); // disable touch gamepad if using real gamepad
|
|
1828
|
+
}
|
|
1829
|
+
if (gamepadDirectionEmulateStick) {
|
|
1830
|
+
// copy dpad to left analog stick when pressed
|
|
1831
|
+
const dpad = vec2(gamepadIsDown(15, i) - gamepadIsDown(14, i), gamepadIsDown(12, i) - gamepadIsDown(13, i));
|
|
1832
|
+
if (dpad.lengthSquared())
|
|
1833
|
+
sticks[0] = dpad.clampLength();
|
|
1834
|
+
}
|
|
1835
|
+
}
|
|
1836
|
+
}
|
|
1837
|
+
}
|
|
1838
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1839
|
+
/** Pulse the vibration hardware if it exists
|
|
1840
|
+
* @param {Number} [pattern=100] - a single value in miliseconds or vibration interval array
|
|
1841
|
+
* @memberof Input */
|
|
1842
|
+
function vibrate(pattern) { vibrateEnable && navigator && navigator.vibrate && navigator.vibrate(pattern); }
|
|
1843
|
+
/** Cancel any ongoing vibration
|
|
1844
|
+
* @memberof Input */
|
|
1845
|
+
function vibrateStop() { vibrate(0); }
|
|
1846
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1847
|
+
// Touch input
|
|
1848
|
+
/** True if a touch device has been detected
|
|
1849
|
+
* @memberof Input */
|
|
1850
|
+
const isTouchDevice = window.ontouchstart !== undefined;
|
|
1851
|
+
// try to enable touch mouse
|
|
1852
|
+
if (isTouchDevice) {
|
|
1853
|
+
// override mouse events
|
|
1854
|
+
let wasTouching, mouseDown = onmousedown, mouseUp = onmouseup;
|
|
1855
|
+
onmousedown = onmouseup = () => 0;
|
|
1856
|
+
// setup touch input
|
|
1857
|
+
ontouchstart = (e) => {
|
|
1858
|
+
// fix mobile audio, force it to play a sound on first touch
|
|
1859
|
+
zzfx(0);
|
|
1860
|
+
// handle all touch events the same way
|
|
1861
|
+
ontouchstart = ontouchmove = ontouchend = (e) => {
|
|
1862
|
+
e.button = 0; // all touches are left click
|
|
1863
|
+
// check if touching and pass to mouse events
|
|
1864
|
+
const touching = e.touches.length;
|
|
1865
|
+
if (touching) {
|
|
1866
|
+
// set event pos and pass it along
|
|
1867
|
+
e.x = e.touches[0].clientX;
|
|
1868
|
+
e.y = e.touches[0].clientY;
|
|
1869
|
+
wasTouching ? onmousemove(e) : mouseDown(e);
|
|
1870
|
+
}
|
|
1871
|
+
else if (wasTouching)
|
|
1872
|
+
mouseUp(e);
|
|
1873
|
+
// set was touching
|
|
1874
|
+
wasTouching = touching;
|
|
1875
|
+
// must return true so the document will get focus
|
|
1876
|
+
return true;
|
|
1877
|
+
};
|
|
1878
|
+
// try to create touch game pad
|
|
1879
|
+
touchGamepadEnable && touchGamepadCreate();
|
|
1880
|
+
return ontouchstart(e);
|
|
1881
|
+
};
|
|
1882
|
+
}
|
|
1883
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
1884
|
+
// touch gamepad, virtual on screen gamepad emulator for touch devices
|
|
1885
|
+
// touch input internal variables
|
|
1886
|
+
let touchGamepadTimer = new Timer, touchGamepadButtons, touchGamepadStick;
|
|
1887
|
+
// create the touch gamepad, called automatically by the engine
|
|
1888
|
+
function touchGamepadCreate() {
|
|
1889
|
+
// touch input internal variables
|
|
1890
|
+
touchGamepadButtons = [];
|
|
1891
|
+
touchGamepadStick = vec2();
|
|
1892
|
+
let touchHandler = ontouchstart;
|
|
1893
|
+
ontouchstart = ontouchmove = ontouchend = (e) => {
|
|
1894
|
+
// clear touch gamepad input
|
|
1895
|
+
touchGamepadStick = vec2();
|
|
1896
|
+
touchGamepadButtons = [];
|
|
1897
|
+
const touching = e.touches.length;
|
|
1898
|
+
if (touching) {
|
|
1899
|
+
touchGamepadTimer.set();
|
|
1900
|
+
if (paused) {
|
|
1901
|
+
// touch anywhere to press start when paused
|
|
1902
|
+
touchGamepadButtons[9] = 1;
|
|
1903
|
+
return;
|
|
1904
|
+
}
|
|
1905
|
+
}
|
|
1906
|
+
// get center of left and right sides
|
|
1907
|
+
const stickCenter = vec2(touchGamepadSize, mainCanvasSize.y - touchGamepadSize);
|
|
1908
|
+
const buttonCenter = mainCanvasSize.subtract(vec2(touchGamepadSize, touchGamepadSize));
|
|
1909
|
+
const startCenter = mainCanvasSize.scale(.5);
|
|
1910
|
+
// check each touch point
|
|
1911
|
+
for (const touch of e.touches) {
|
|
1912
|
+
const touchPos = mouseToScreen(vec2(touch.clientX, touch.clientY));
|
|
1913
|
+
if (touchPos.distance(stickCenter) < touchGamepadSize) {
|
|
1914
|
+
// virtual analog stick
|
|
1915
|
+
if (touchGamepadAnalog)
|
|
1916
|
+
touchGamepadStick = touchPos.subtract(stickCenter).scale(2 / touchGamepadSize).clampLength();
|
|
1917
|
+
else {
|
|
1918
|
+
// 8 way dpad
|
|
1919
|
+
const angle = touchPos.subtract(stickCenter).angle();
|
|
1920
|
+
touchGamepadStick.setAngle((angle * 4 / PI + 8.5 | 0) * PI / 4);
|
|
1921
|
+
}
|
|
1922
|
+
}
|
|
1923
|
+
else if (touchPos.distance(buttonCenter) < touchGamepadSize) {
|
|
1924
|
+
// virtual face buttons
|
|
1925
|
+
const button = touchPos.subtract(buttonCenter).direction();
|
|
1926
|
+
touchGamepadButtons[button] = 1;
|
|
1927
|
+
}
|
|
1928
|
+
else if (touchPos.distance(startCenter) < touchGamepadSize) {
|
|
1929
|
+
// virtual start button in center
|
|
1930
|
+
touchGamepadButtons[9] = 1;
|
|
1931
|
+
}
|
|
1932
|
+
}
|
|
1933
|
+
// call default touch handler and set to using gamepad
|
|
1934
|
+
touchHandler(e);
|
|
1935
|
+
isUsingGamepad = 1;
|
|
1936
|
+
// must return true so the document will get focus
|
|
1937
|
+
return true;
|
|
1938
|
+
};
|
|
1939
|
+
}
|
|
1940
|
+
// render the touch gamepad, called automatically by the engine
|
|
1941
|
+
function touchGamepadRender() {
|
|
1942
|
+
if (!touchGamepadEnable || !touchGamepadTimer.isSet())
|
|
1943
|
+
return;
|
|
1944
|
+
// fade off when not touching or paused
|
|
1945
|
+
const alpha = percent(touchGamepadTimer, 4, 3);
|
|
1946
|
+
if (!alpha || paused)
|
|
1947
|
+
return;
|
|
1948
|
+
// setup the canvas
|
|
1949
|
+
overlayContext.save();
|
|
1950
|
+
overlayContext.globalAlpha = alpha * touchGamepadAlpha;
|
|
1951
|
+
overlayContext.strokeStyle = '#fff';
|
|
1952
|
+
overlayContext.lineWidth = 3;
|
|
1953
|
+
// draw left analog stick
|
|
1954
|
+
overlayContext.fillStyle = touchGamepadStick.lengthSquared() > 0 ? '#fff' : '#000';
|
|
1955
|
+
overlayContext.beginPath();
|
|
1956
|
+
const leftCenter = vec2(touchGamepadSize, mainCanvasSize.y - touchGamepadSize);
|
|
1957
|
+
if (touchGamepadAnalog) // draw circle shaped gamepad
|
|
1958
|
+
{
|
|
1959
|
+
overlayContext.arc(leftCenter.x, leftCenter.y, touchGamepadSize / 2, 0, 9);
|
|
1960
|
+
overlayContext.fill();
|
|
1961
|
+
overlayContext.stroke();
|
|
1962
|
+
}
|
|
1963
|
+
else // draw cross shaped gamepad
|
|
1964
|
+
{
|
|
1965
|
+
for (let i = 10; i--;) {
|
|
1966
|
+
const angle = i * PI / 4;
|
|
1967
|
+
overlayContext.arc(leftCenter.x, leftCenter.y, touchGamepadSize * .6, angle + PI / 8, angle + PI / 8);
|
|
1968
|
+
i % 2 && overlayContext.arc(leftCenter.x, leftCenter.y, touchGamepadSize * .33, angle, angle);
|
|
1969
|
+
i == 1 && overlayContext.fill();
|
|
1970
|
+
}
|
|
1971
|
+
overlayContext.stroke();
|
|
1972
|
+
}
|
|
1973
|
+
// draw right face buttons
|
|
1974
|
+
const rightCenter = vec2(mainCanvasSize.x - touchGamepadSize, mainCanvasSize.y - touchGamepadSize);
|
|
1975
|
+
for (let i = 4; i--;) {
|
|
1976
|
+
const pos = rightCenter.add(vec2().setAngle(i * PI / 2, touchGamepadSize / 2));
|
|
1977
|
+
overlayContext.fillStyle = touchGamepadButtons[i] ? '#fff' : '#000';
|
|
1978
|
+
overlayContext.beginPath();
|
|
1979
|
+
overlayContext.arc(pos.x, pos.y, touchGamepadSize / 4, 0, 9);
|
|
1980
|
+
overlayContext.fill();
|
|
1981
|
+
overlayContext.stroke();
|
|
1982
|
+
}
|
|
1983
|
+
// set canvas back to normal
|
|
1984
|
+
overlayContext.restore();
|
|
1985
|
+
}
|
|
1986
|
+
/**
|
|
1987
|
+
* LittleJS Audio System
|
|
1988
|
+
* - <a href=https://killedbyapixel.github.io/ZzFX/>ZzFX Sound Effects</a> - Sound Effect Generator
|
|
1989
|
+
* - <a href=https://keithclark.github.io/ZzFXM/>ZzFXM Music</a> - Music System
|
|
1990
|
+
* - Caches sounds and music for fast playback
|
|
1991
|
+
* - Can attenuate and apply stereo panning to sounds
|
|
1992
|
+
* - Ability to play mp3, ogg, and wave files
|
|
1993
|
+
* - Speech synthesis wrapper functions
|
|
1994
|
+
* @namespace Audio
|
|
1995
|
+
*/
|
|
1996
|
+
'use strict';
|
|
1997
|
+
/**
|
|
1998
|
+
* Sound Object - Stores a zzfx sound for later use and can be played positionally
|
|
1999
|
+
*
|
|
2000
|
+
* <a href=https://killedbyapixel.github.io/ZzFX/>Create sounds using the ZzFX Sound Designer.</a>
|
|
2001
|
+
* @example
|
|
2002
|
+
* // create a sound
|
|
2003
|
+
* const sound_example = new Sound([.5,.5]);
|
|
2004
|
+
*
|
|
2005
|
+
* // play the sound
|
|
2006
|
+
* sound_example.play();
|
|
2007
|
+
*/
|
|
2008
|
+
class Sound {
|
|
2009
|
+
/** Create a sound object and cache the zzfx samples for later use
|
|
2010
|
+
* @param {Array} zzfxSound - Array of zzfx parameters, ex. [.5,.5]
|
|
2011
|
+
* @param {Number} [range=soundDefaultRange] - World space max range of sound, will not play if camera is farther away
|
|
2012
|
+
* @param {Number} [taper=soundDefaultTaper] - At what percentage of range should it start tapering off
|
|
2013
|
+
*/
|
|
2014
|
+
constructor(zzfxSound, range = soundDefaultRange, taper = soundDefaultTaper) {
|
|
2015
|
+
if (!soundEnable)
|
|
2016
|
+
return;
|
|
2017
|
+
/** @property {Number} - World space max range of sound, will not play if camera is farther away */
|
|
2018
|
+
this.range = range;
|
|
2019
|
+
/** @property {Number} - At what percentage of range should it start tapering off */
|
|
2020
|
+
this.taper = taper;
|
|
2021
|
+
// get randomness from sound parameters
|
|
2022
|
+
this.randomness = zzfxSound[1] || 0;
|
|
2023
|
+
zzfxSound[1] = 0;
|
|
2024
|
+
// generate sound now for fast playback
|
|
2025
|
+
this.cachedSamples = zzfxG(...zzfxSound);
|
|
2026
|
+
}
|
|
2027
|
+
/** Play the sound
|
|
2028
|
+
* @param {Vector2} [pos] - World space position to play the sound, sound is not attenuated if null
|
|
2029
|
+
* @param {Number} [volume=1] - How much to scale volume by (in addition to range fade)
|
|
2030
|
+
* @param {Number} [pitch=1] - How much to scale pitch by (also adjusted by this.randomness)
|
|
2031
|
+
* @param {Number} [randomnessScale=1] - How much to scale randomness
|
|
2032
|
+
* @return {AudioBufferSourceNode} - The audio, can be used to stop sound later
|
|
2033
|
+
*/
|
|
2034
|
+
play(pos, volume = 1, pitch = 1, randomnessScale = 1) {
|
|
2035
|
+
if (!soundEnable)
|
|
2036
|
+
return;
|
|
2037
|
+
let pan;
|
|
2038
|
+
if (pos) {
|
|
2039
|
+
const range = this.range;
|
|
2040
|
+
if (range) {
|
|
2041
|
+
// apply range based fade
|
|
2042
|
+
const lengthSquared = cameraPos.distanceSquared(pos);
|
|
2043
|
+
if (lengthSquared > range * range)
|
|
2044
|
+
return; // out of range
|
|
2045
|
+
// attenuate volume by distance
|
|
2046
|
+
volume *= percent(lengthSquared ** .5, range, range * this.taper);
|
|
2047
|
+
}
|
|
2048
|
+
// get pan from screen space coords
|
|
2049
|
+
pan = worldToScreen(pos).x * 2 / mainCanvas.width - 1;
|
|
2050
|
+
}
|
|
2051
|
+
// play the sound
|
|
2052
|
+
const playbackRate = pitch + pitch * this.randomness * randomnessScale * rand(-1, 1);
|
|
2053
|
+
return playSamples([this.cachedSamples], volume, playbackRate, pan);
|
|
2054
|
+
}
|
|
2055
|
+
/** Play the sound as a note with a semitone offset
|
|
2056
|
+
* @param {Number} semitoneOffset - How many semitones to offset pitch
|
|
2057
|
+
* @param {Vector2} [pos] - World space position to play the sound, sound is not attenuated if null
|
|
2058
|
+
* @param {Number} [volume=1] - How much to scale volume by (in addition to range fade)
|
|
2059
|
+
* @return {AudioBufferSourceNode} - The audio, can be used to stop sound later
|
|
2060
|
+
*/
|
|
2061
|
+
playNote(semitoneOffset, pos, volume) {
|
|
2062
|
+
if (!soundEnable)
|
|
2063
|
+
return;
|
|
2064
|
+
return this.play(pos, volume, 2 ** (semitoneOffset / 12), 0);
|
|
2065
|
+
}
|
|
2066
|
+
}
|
|
2067
|
+
/**
|
|
2068
|
+
* Music Object - Stores a zzfx music track for later use
|
|
2069
|
+
*
|
|
2070
|
+
* <a href=https://keithclark.github.io/ZzFXM/>Create music with the ZzFXM tracker.</a>
|
|
2071
|
+
* @example
|
|
2072
|
+
* // create some music
|
|
2073
|
+
* const music_example = new Music(
|
|
2074
|
+
* [
|
|
2075
|
+
* [ // instruments
|
|
2076
|
+
* [,0,400] // simple note
|
|
2077
|
+
* ],
|
|
2078
|
+
* [ // patterns
|
|
2079
|
+
* [ // pattern 1
|
|
2080
|
+
* [ // channel 0
|
|
2081
|
+
* 0, -1, // instrument 0, left speaker
|
|
2082
|
+
* 1, 0, 9, 1 // channel notes
|
|
2083
|
+
* ],
|
|
2084
|
+
* [ // channel 1
|
|
2085
|
+
* 0, 1, // instrument 1, right speaker
|
|
2086
|
+
* 0, 12, 17, -1 // channel notes
|
|
2087
|
+
* ]
|
|
2088
|
+
* ],
|
|
2089
|
+
* ],
|
|
2090
|
+
* [0, 0, 0, 0], // sequence, play pattern 0 four times
|
|
2091
|
+
* 90 // BPM
|
|
2092
|
+
* ]);
|
|
2093
|
+
*
|
|
2094
|
+
* // play the music
|
|
2095
|
+
* music_example.play();
|
|
2096
|
+
*/
|
|
2097
|
+
class Music {
|
|
2098
|
+
/** Create a music object and cache the zzfx music samples for later use
|
|
2099
|
+
* @param {Array} zzfxMusic - Array of zzfx music parameters
|
|
2100
|
+
*/
|
|
2101
|
+
constructor(zzfxMusic) {
|
|
2102
|
+
if (!soundEnable)
|
|
2103
|
+
return;
|
|
2104
|
+
this.cachedSamples = zzfxM(...zzfxMusic);
|
|
2105
|
+
}
|
|
2106
|
+
/** Play the music
|
|
2107
|
+
* @param {Number} [volume=1] - How much to scale volume by
|
|
2108
|
+
* @param {Boolean} [loop=1] - True if the music should loop when it reaches the end
|
|
2109
|
+
* @return {AudioBufferSourceNode} - The audio node, can be used to stop sound later
|
|
2110
|
+
*/
|
|
2111
|
+
play(volume, loop = 1) {
|
|
2112
|
+
if (!soundEnable)
|
|
2113
|
+
return;
|
|
2114
|
+
return this.source = playSamples(this.cachedSamples, volume, 1, 0, loop);
|
|
2115
|
+
}
|
|
2116
|
+
/** Stop the music */
|
|
2117
|
+
stop() {
|
|
2118
|
+
if (this.source)
|
|
2119
|
+
this.source.stop();
|
|
2120
|
+
this.source = 0;
|
|
2121
|
+
}
|
|
2122
|
+
/** Check if music is playing
|
|
2123
|
+
* @return {Boolean}
|
|
2124
|
+
*/
|
|
2125
|
+
isPlaying() { return this.source; }
|
|
2126
|
+
}
|
|
2127
|
+
/** Play an mp3 or wav audio from a local file or url
|
|
2128
|
+
* @param {String} url - Location of sound file to play
|
|
2129
|
+
* @param {Number} [volume=1] - How much to scale volume by
|
|
2130
|
+
* @param {Boolean} [loop=1] - True if the music should loop when it reaches the end
|
|
2131
|
+
* @return {HTMLAudioElement} - The audio element for this sound
|
|
2132
|
+
* @memberof Audio */
|
|
2133
|
+
function playAudioFile(url, volume = 1, loop = 1) {
|
|
2134
|
+
if (!soundEnable)
|
|
2135
|
+
return;
|
|
2136
|
+
const audio = new Audio(url);
|
|
2137
|
+
audio.volume = soundVolume * volume;
|
|
2138
|
+
audio.loop = loop;
|
|
2139
|
+
audio.play();
|
|
2140
|
+
return audio;
|
|
2141
|
+
}
|
|
2142
|
+
/** Speak text with passed in settings
|
|
2143
|
+
* @param {String} text - The text to speak
|
|
2144
|
+
* @param {String} [language] - The language/accent to use (examples: en, it, ru, ja, zh)
|
|
2145
|
+
* @param {Number} [volume=1] - How much to scale volume by
|
|
2146
|
+
* @param {Number} [rate=1] - How quickly to speak
|
|
2147
|
+
* @param {Number} [pitch=1] - How much to change the pitch by
|
|
2148
|
+
* @return {SpeechSynthesisUtterance} - The utterance that was spoken
|
|
2149
|
+
* @memberof Audio */
|
|
2150
|
+
function speak(text, language = '', volume = 1, rate = 1, pitch = 1) {
|
|
2151
|
+
if (!soundEnable || !speechSynthesis)
|
|
2152
|
+
return;
|
|
2153
|
+
// common languages (not supported by all browsers)
|
|
2154
|
+
// en - english, it - italian, fr - french, de - german, es - spanish
|
|
2155
|
+
// ja - japanese, ru - russian, zh - chinese, hi - hindi, ko - korean
|
|
2156
|
+
// build utterance and speak
|
|
2157
|
+
const utterance = new SpeechSynthesisUtterance(text);
|
|
2158
|
+
utterance.lang = language;
|
|
2159
|
+
utterance.volume = 2 * volume * soundVolume;
|
|
2160
|
+
utterance.rate = rate;
|
|
2161
|
+
utterance.pitch = pitch;
|
|
2162
|
+
speechSynthesis.speak(utterance);
|
|
2163
|
+
return utterance;
|
|
2164
|
+
}
|
|
2165
|
+
/** Stop all queued speech
|
|
2166
|
+
* @memberof Audio */
|
|
2167
|
+
function speakStop() { speechSynthesis && speechSynthesis.cancel(); }
|
|
2168
|
+
/** Get frequency of a note on a musical scale
|
|
2169
|
+
* @param {Number} semitoneOffset - How many semitones away from the root note
|
|
2170
|
+
* @param {Number} [rootNoteFrequency=220] - Frequency at semitone offset 0
|
|
2171
|
+
* @return {Number} - The frequency of the note
|
|
2172
|
+
* @memberof Audio */
|
|
2173
|
+
function getNoteFrequency(semitoneOffset, rootFrequency = 220) { return rootFrequency * 2 ** (semitoneOffset / 12); }
|
|
2174
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
2175
|
+
/** Audio context used by the engine
|
|
2176
|
+
* @memberof Audio */
|
|
2177
|
+
let audioContext;
|
|
2178
|
+
/** Play cached audio samples with given settings
|
|
2179
|
+
* @param {Array} sampleChannels - Array of arrays of samples to play (for stereo playback)
|
|
2180
|
+
* @param {Number} [volume=1] - How much to scale volume by
|
|
2181
|
+
* @param {Number} [rate=1] - The playback rate to use
|
|
2182
|
+
* @param {Number} [pan=0] - How much to apply stereo panning
|
|
2183
|
+
* @param {Boolean} [loop=0] - True if the sound should loop when it reaches the end
|
|
2184
|
+
* @return {AudioBufferSourceNode} - The audio node of the sound played
|
|
2185
|
+
* @memberof Audio */
|
|
2186
|
+
function playSamples(sampleChannels, volume = 1, rate = 1, pan = 0, loop = 0) {
|
|
2187
|
+
if (!soundEnable)
|
|
2188
|
+
return;
|
|
2189
|
+
// create audio context
|
|
2190
|
+
if (!audioContext)
|
|
2191
|
+
audioContext = new AudioContext;
|
|
2192
|
+
// fix stalled audio
|
|
2193
|
+
audioContext.resume();
|
|
2194
|
+
// prevent sounds from building up if they can't be played
|
|
2195
|
+
if (audioContext.state != 'running')
|
|
2196
|
+
return;
|
|
2197
|
+
// create buffer and source
|
|
2198
|
+
const buffer = audioContext.createBuffer(sampleChannels.length, sampleChannels[0].length, zzfxR), source = audioContext.createBufferSource();
|
|
2199
|
+
// copy samples to buffer and setup source
|
|
2200
|
+
sampleChannels.forEach((c, i) => buffer.getChannelData(i).set(c));
|
|
2201
|
+
source.buffer = buffer;
|
|
2202
|
+
source.playbackRate.value = rate;
|
|
2203
|
+
source.loop = loop;
|
|
2204
|
+
// create and connect gain node (createGain is more widely spported then GainNode construtor)
|
|
2205
|
+
const gainNode = audioContext.createGain();
|
|
2206
|
+
gainNode.gain.value = soundVolume * volume;
|
|
2207
|
+
gainNode.connect(audioContext.destination);
|
|
2208
|
+
// connect source to stereo panner and gain
|
|
2209
|
+
source.connect(new StereoPannerNode(audioContext, { 'pan': clamp(pan, -1, 1) })).connect(gainNode);
|
|
2210
|
+
// play and return sound
|
|
2211
|
+
source.start();
|
|
2212
|
+
return source;
|
|
2213
|
+
}
|
|
2214
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
2215
|
+
// ZzFXMicro - Zuper Zmall Zound Zynth - v1.2.0 by Frank Force
|
|
2216
|
+
/** Generate and play a ZzFX sound
|
|
2217
|
+
*
|
|
2218
|
+
* <a href=https://killedbyapixel.github.io/ZzFX/>Create sounds using the ZzFX Sound Designer.</a>
|
|
2219
|
+
* @param {Array} zzfxSound - Array of ZzFX parameters, ex. [.5,.5]
|
|
2220
|
+
* @return {AudioBufferSourceNode} - The audio node of the sound played
|
|
2221
|
+
* @memberof Audio */
|
|
2222
|
+
function zzfx(...zzfxSound) { return playSamples([zzfxG(...zzfxSound)]); }
|
|
2223
|
+
/** Sample rate used for all ZzFX sounds
|
|
2224
|
+
* @default 44100
|
|
2225
|
+
* @memberof Audio */
|
|
2226
|
+
const zzfxR = 44100;
|
|
2227
|
+
/** Generate samples for a ZzFX sound
|
|
2228
|
+
* @param {Number} [volume=1] - Volume scale (percent)
|
|
2229
|
+
* @param {Number} [randomness=.05] - How much to randomize frequency (percent Hz)
|
|
2230
|
+
* @param {Number} [frequency=220] - Frequency of sound (Hz)
|
|
2231
|
+
* @param {Number} [attack=0] - Attack time, how fast sound starts (seconds)
|
|
2232
|
+
* @param {Number} [sustain=0] - Sustain time, how long sound holds (seconds)
|
|
2233
|
+
* @param {Number} [release=.1] - Release time, how fast sound fades out (seconds)
|
|
2234
|
+
* @param {Number} [shape=0] - Shape of the sound wave
|
|
2235
|
+
* @param {Number} [shapeCurve=1] - Squarenes of wave (0=square, 1=normal, 2=pointy)
|
|
2236
|
+
* @param {Number} [slide=0] - How much to slide frequency (kHz/s)
|
|
2237
|
+
* @param {Number} [deltaSlide=0] - How much to change slide (kHz/s/s)
|
|
2238
|
+
* @param {Number} [pitchJump=0] - Frequency of pitch jump (Hz)
|
|
2239
|
+
* @param {Number} [pitchJumpTime=0] - Time of pitch jump (seconds)
|
|
2240
|
+
* @param {Number} [repeatTime=0] - Resets some parameters periodically (seconds)
|
|
2241
|
+
* @param {Number} [noise=0] - How much random noise to add (percent)
|
|
2242
|
+
* @param {Number} [modulation=0] - Frequency of modulation wave, negative flips phase (Hz)
|
|
2243
|
+
* @param {Number} [bitCrush=0] - Resamples at a lower frequency in (samples*100)
|
|
2244
|
+
* @param {Number} [delay=0] - Overlap sound with itself for reverb and flanger effects (seconds)
|
|
2245
|
+
* @param {Number} [sustainVolume=1] - Volume level for sustain (percent)
|
|
2246
|
+
* @param {Number} [decay=0] - Decay time, how long to reach sustain after attack (seconds)
|
|
2247
|
+
* @param {Number} [tremolo=0] - Trembling effect, rate controlled by repeat time (precent)
|
|
2248
|
+
* @return {Array} - Array of audio samples
|
|
2249
|
+
* @memberof Audio
|
|
2250
|
+
*/
|
|
2251
|
+
function zzfxG(
|
|
2252
|
+
// parameters
|
|
2253
|
+
volume = 1, randomness = .05, frequency = 220, attack = 0, sustain = 0, release = .1, shape = 0, shapeCurve = 1, slide = 0, deltaSlide = 0, pitchJump = 0, pitchJumpTime = 0, repeatTime = 0, noise = 0, modulation = 0, bitCrush = 0, delay = 0, sustainVolume = 1, decay = 0, tremolo = 0) {
|
|
2254
|
+
// locals
|
|
2255
|
+
let PI2 = PI * 2, startSlide = slide *= 500 * PI2 / zzfxR / zzfxR, b = [], startFrequency = frequency *= (1 + randomness * rand(-1, 1)) * PI2 / zzfxR, t = 0, tm = 0, i = 0, j = 1, r = 0, c = 0, s = 0, f, length;
|
|
2256
|
+
// scale by sample rate
|
|
2257
|
+
attack = attack * zzfxR + 9; // minimum attack to prevent pop
|
|
2258
|
+
decay *= zzfxR;
|
|
2259
|
+
sustain *= zzfxR;
|
|
2260
|
+
release *= zzfxR;
|
|
2261
|
+
delay *= zzfxR;
|
|
2262
|
+
deltaSlide *= 500 * PI2 / zzfxR ** 3;
|
|
2263
|
+
modulation *= PI2 / zzfxR;
|
|
2264
|
+
pitchJump *= PI2 / zzfxR;
|
|
2265
|
+
pitchJumpTime *= zzfxR;
|
|
2266
|
+
repeatTime = repeatTime * zzfxR | 0;
|
|
2267
|
+
// generate waveform
|
|
2268
|
+
for (length = attack + decay + sustain + release + delay | 0; i < length; b[i++] = s) {
|
|
2269
|
+
if (!(++c % (bitCrush * 100 | 0))) // bit crush
|
|
2270
|
+
{
|
|
2271
|
+
s = shape ? shape > 1 ? shape > 2 ? shape > 3 ? // wave shape
|
|
2272
|
+
Math.sin((t % PI2) ** 3) : // 4 noise
|
|
2273
|
+
max(min(Math.tan(t), 1), -1) : // 3 tan
|
|
2274
|
+
1 - (2 * t / PI2 % 2 + 2) % 2 : // 2 saw
|
|
2275
|
+
1 - 4 * abs(Math.round(t / PI2) - t / PI2) : // 1 triangle
|
|
2276
|
+
Math.sin(t); // 0 sin
|
|
2277
|
+
s = (repeatTime ?
|
|
2278
|
+
1 - tremolo + tremolo * Math.sin(PI2 * i / repeatTime) // tremolo
|
|
2279
|
+
: 1) *
|
|
2280
|
+
sign(s) * (abs(s) ** shapeCurve) * // curve 0=square, 2=pointy
|
|
2281
|
+
volume * soundVolume * ( // envelope
|
|
2282
|
+
i < attack ? i / attack : // attack
|
|
2283
|
+
i < attack + decay ? // decay
|
|
2284
|
+
1 - ((i - attack) / decay) * (1 - sustainVolume) : // decay falloff
|
|
2285
|
+
i < attack + decay + sustain ? // sustain
|
|
2286
|
+
sustainVolume : // sustain volume
|
|
2287
|
+
i < length - delay ? // release
|
|
2288
|
+
(length - i - delay) / release * // release falloff
|
|
2289
|
+
sustainVolume : // release volume
|
|
2290
|
+
0); // post release
|
|
2291
|
+
s = delay ? s / 2 + (delay > i ? 0 : // delay
|
|
2292
|
+
(i < length - delay ? 1 : (length - i) / delay) * // release delay
|
|
2293
|
+
b[i - delay | 0] / 2) : s; // sample delay
|
|
2294
|
+
}
|
|
2295
|
+
f = (frequency += slide += deltaSlide) * // frequency
|
|
2296
|
+
Math.cos(modulation * tm++); // modulation
|
|
2297
|
+
t += f - f * noise * (1 - (Math.sin(i) + 1) * 1e9 % 2); // noise
|
|
2298
|
+
if (j && ++j > pitchJumpTime) // pitch jump
|
|
2299
|
+
{
|
|
2300
|
+
frequency += pitchJump; // apply pitch jump
|
|
2301
|
+
startFrequency += pitchJump; // also apply to start
|
|
2302
|
+
j = 0; // reset pitch jump time
|
|
2303
|
+
}
|
|
2304
|
+
if (repeatTime && !(++r % repeatTime)) // repeat
|
|
2305
|
+
{
|
|
2306
|
+
frequency = startFrequency; // reset frequency
|
|
2307
|
+
slide = startSlide; // reset slide
|
|
2308
|
+
j || (j = 1); // reset pitch jump time
|
|
2309
|
+
}
|
|
2310
|
+
}
|
|
2311
|
+
return b;
|
|
2312
|
+
}
|
|
2313
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
2314
|
+
// ZzFX Music Renderer v2.0.3 by Keith Clark and Frank Force
|
|
2315
|
+
/** Generate samples for a ZzFM song with given parameters
|
|
2316
|
+
* @param {Array} instruments - Array of ZzFX sound paramaters
|
|
2317
|
+
* @param {Array} patterns - Array of pattern data
|
|
2318
|
+
* @param {Array} sequence - Array of pattern indexes
|
|
2319
|
+
* @param {Number} [BPM=125] - Playback speed of the song in BPM
|
|
2320
|
+
* @return {Array} - Left and right channel sample data
|
|
2321
|
+
* @memberof Audio */
|
|
2322
|
+
function zzfxM(instruments, patterns, sequence, BPM = 125) {
|
|
2323
|
+
let i, j, k;
|
|
2324
|
+
let instrumentParameters;
|
|
2325
|
+
let note;
|
|
2326
|
+
let sample;
|
|
2327
|
+
let patternChannel;
|
|
2328
|
+
let notFirstBeat;
|
|
2329
|
+
let stop;
|
|
2330
|
+
let instrument;
|
|
2331
|
+
let attenuation;
|
|
2332
|
+
let outSampleOffset;
|
|
2333
|
+
let isSequenceEnd;
|
|
2334
|
+
let sampleOffset = 0;
|
|
2335
|
+
let nextSampleOffset;
|
|
2336
|
+
let sampleBuffer = [];
|
|
2337
|
+
let leftChannelBuffer = [];
|
|
2338
|
+
let rightChannelBuffer = [];
|
|
2339
|
+
let channelIndex = 0;
|
|
2340
|
+
let panning = 0;
|
|
2341
|
+
let hasMore = 1;
|
|
2342
|
+
let sampleCache = {};
|
|
2343
|
+
let beatLength = zzfxR / BPM * 60 >> 2;
|
|
2344
|
+
// for each channel in order until there are no more
|
|
2345
|
+
for (; hasMore; channelIndex++) {
|
|
2346
|
+
// reset current values
|
|
2347
|
+
sampleBuffer = [hasMore = notFirstBeat = outSampleOffset = 0];
|
|
2348
|
+
// for each pattern in sequence
|
|
2349
|
+
sequence.forEach((patternIndex, sequenceIndex) => {
|
|
2350
|
+
// get pattern for current channel, use empty 1 note pattern if none found
|
|
2351
|
+
patternChannel = patterns[patternIndex][channelIndex] || [0, 0, 0];
|
|
2352
|
+
// check if there are more channels
|
|
2353
|
+
hasMore || (hasMore = !!patterns[patternIndex][channelIndex]);
|
|
2354
|
+
// get next offset, use the length of first channel
|
|
2355
|
+
nextSampleOffset = outSampleOffset + (patterns[patternIndex][0].length - 2 - !notFirstBeat) * beatLength;
|
|
2356
|
+
// for each beat in pattern, plus one extra if end of sequence
|
|
2357
|
+
isSequenceEnd = sequenceIndex == sequence.length - 1;
|
|
2358
|
+
for (i = 2, k = outSampleOffset; i < patternChannel.length + isSequenceEnd; notFirstBeat = ++i) {
|
|
2359
|
+
// <channel-note>
|
|
2360
|
+
note = patternChannel[i];
|
|
2361
|
+
// stop if end, different instrument or new note
|
|
2362
|
+
stop = i == patternChannel.length + isSequenceEnd - 1 && isSequenceEnd ||
|
|
2363
|
+
instrument != (patternChannel[0] || 0) || note;
|
|
2364
|
+
// fill buffer with samples for previous beat, most cpu intensive part
|
|
2365
|
+
for (j = 0; j < beatLength && notFirstBeat;
|
|
2366
|
+
// fade off attenuation at end of beat if stopping note, prevents clicking
|
|
2367
|
+
j++ > beatLength - 99 && stop ? attenuation += (attenuation < 1) / 99 : 0) {
|
|
2368
|
+
// copy sample to stereo buffers with panning
|
|
2369
|
+
sample = (1 - attenuation) * sampleBuffer[sampleOffset++] / 2 || 0;
|
|
2370
|
+
leftChannelBuffer[k] = (leftChannelBuffer[k] || 0) - sample * panning + sample;
|
|
2371
|
+
rightChannelBuffer[k] = (rightChannelBuffer[k++] || 0) + sample * panning + sample;
|
|
2372
|
+
}
|
|
2373
|
+
// set up for next note
|
|
2374
|
+
if (note) {
|
|
2375
|
+
// set attenuation
|
|
2376
|
+
attenuation = note % 1;
|
|
2377
|
+
panning = patternChannel[1] || 0;
|
|
2378
|
+
if (note |= 0) {
|
|
2379
|
+
// get cached sample
|
|
2380
|
+
sampleBuffer = sampleCache[[
|
|
2381
|
+
instrument = patternChannel[sampleOffset = 0] || 0,
|
|
2382
|
+
note
|
|
2383
|
+
]] = sampleCache[[instrument, note]] || (
|
|
2384
|
+
// add sample to cache
|
|
2385
|
+
instrumentParameters = [...instruments[instrument]],
|
|
2386
|
+
instrumentParameters[2] *= 2 ** ((note - 12) / 12),
|
|
2387
|
+
// allow negative values to stop notes
|
|
2388
|
+
note > 0 ? zzfxG(...instrumentParameters) : []);
|
|
2389
|
+
}
|
|
2390
|
+
}
|
|
2391
|
+
}
|
|
2392
|
+
// update the sample offset
|
|
2393
|
+
outSampleOffset = nextSampleOffset;
|
|
2394
|
+
});
|
|
2395
|
+
}
|
|
2396
|
+
return [leftChannelBuffer, rightChannelBuffer];
|
|
2397
|
+
}
|
|
2398
|
+
/**
|
|
2399
|
+
* LittleJS Tile Layer System
|
|
2400
|
+
* - Caches arrays of tiles to off screen canvas for fast rendering
|
|
2401
|
+
* - Unlimted numbers of layers, allocates canvases as needed
|
|
2402
|
+
* - Interfaces with EngineObject for collision
|
|
2403
|
+
* - Collision layer is separate from visible layers
|
|
2404
|
+
* - It is recommended to have a visible layer that matches the collision
|
|
2405
|
+
* - Tile layers can be drawn to using their context with canvas2d
|
|
2406
|
+
* - Drawn directly to the main canvas without using WebGL
|
|
2407
|
+
* @namespace TileCollision
|
|
2408
|
+
*/
|
|
2409
|
+
'use strict';
|
|
2410
|
+
/** The tile collision layer array, use setTileCollisionData and getTileCollisionData to access
|
|
2411
|
+
* @type {Array}
|
|
2412
|
+
* @memberof TileCollision */
|
|
2413
|
+
let tileCollision = [];
|
|
2414
|
+
/** Size of the tile collision layer
|
|
2415
|
+
* @type {Vector2}
|
|
2416
|
+
* @memberof TileCollision */
|
|
2417
|
+
let tileCollisionSize = vec2();
|
|
2418
|
+
/** Clear and initialize tile collision
|
|
2419
|
+
* @param {Vector2} size
|
|
2420
|
+
* @memberof TileCollision */
|
|
2421
|
+
function initTileCollision(size) {
|
|
2422
|
+
tileCollisionSize = size;
|
|
2423
|
+
tileCollision = [];
|
|
2424
|
+
for (let i = tileCollision.length = tileCollisionSize.area(); i--;)
|
|
2425
|
+
tileCollision[i] = 0;
|
|
2426
|
+
}
|
|
2427
|
+
/** Set tile collision data
|
|
2428
|
+
* @param {Vector2} pos
|
|
2429
|
+
* @param {Number} [data=0]
|
|
2430
|
+
* @memberof TileCollision */
|
|
2431
|
+
function setTileCollisionData(pos, data = 0) {
|
|
2432
|
+
pos.arrayCheck(tileCollisionSize) && (tileCollision[(pos.y | 0) * tileCollisionSize.x + pos.x | 0] = data);
|
|
2433
|
+
}
|
|
2434
|
+
/** Get tile collision data
|
|
2435
|
+
* @param {Vector2} pos
|
|
2436
|
+
* @return {Number}
|
|
2437
|
+
* @memberof TileCollision */
|
|
2438
|
+
function getTileCollisionData(pos) {
|
|
2439
|
+
return pos.arrayCheck(tileCollisionSize) ? tileCollision[(pos.y | 0) * tileCollisionSize.x + pos.x | 0] : 0;
|
|
2440
|
+
}
|
|
2441
|
+
/** Check if collision with another object should occur
|
|
2442
|
+
* @param {Vector2} pos
|
|
2443
|
+
* @param {Vector2} [size=Vector2(1,1)]
|
|
2444
|
+
* @param {EngineObject} [object]
|
|
2445
|
+
* @return {Boolean}
|
|
2446
|
+
* @memberof TileCollision */
|
|
2447
|
+
function tileCollisionTest(pos, size = vec2(), object) {
|
|
2448
|
+
const minX = max(pos.x - size.x / 2 | 0, 0);
|
|
2449
|
+
const minY = max(pos.y - size.y / 2 | 0, 0);
|
|
2450
|
+
const maxX = min(pos.x + size.x / 2, tileCollisionSize.x);
|
|
2451
|
+
const maxY = min(pos.y + size.y / 2, tileCollisionSize.y);
|
|
2452
|
+
for (let y = minY; y < maxY; ++y)
|
|
2453
|
+
for (let x = minX; x < maxX; ++x) {
|
|
2454
|
+
const tileData = tileCollision[y * tileCollisionSize.x + x];
|
|
2455
|
+
if (tileData && (!object || object.collideWithTile(tileData, vec2(x, y))))
|
|
2456
|
+
return 1;
|
|
2457
|
+
}
|
|
2458
|
+
}
|
|
2459
|
+
/** Return the center of tile if any that is hit (does not return the exact intersection)
|
|
2460
|
+
* @param {Vector2} posStart
|
|
2461
|
+
* @param {Vector2} posEnd
|
|
2462
|
+
* @param {EngineObject} [object]
|
|
2463
|
+
* @return {Vector2}
|
|
2464
|
+
* @memberof TileCollision */
|
|
2465
|
+
function tileCollisionRaycast(posStart, posEnd, object) {
|
|
2466
|
+
// test if a ray collides with tiles from start to end
|
|
2467
|
+
// todo: a way to get the exact hit point, it must still be inside the hit tile
|
|
2468
|
+
const delta = posEnd.subtract(posStart);
|
|
2469
|
+
const totalLength = delta.length();
|
|
2470
|
+
const normalizedDelta = delta.normalize();
|
|
2471
|
+
const unit = vec2(abs(1 / normalizedDelta.x), abs(1 / normalizedDelta.y));
|
|
2472
|
+
const flooredPosStart = posStart.floor();
|
|
2473
|
+
// setup iteration variables
|
|
2474
|
+
let pos = flooredPosStart;
|
|
2475
|
+
let xi = unit.x * (delta.x < 0 ? posStart.x - pos.x : pos.x - posStart.x + 1);
|
|
2476
|
+
let yi = unit.y * (delta.y < 0 ? posStart.y - pos.y : pos.y - posStart.y + 1);
|
|
2477
|
+
while (1) {
|
|
2478
|
+
// check for tile collision
|
|
2479
|
+
const tileData = getTileCollisionData(pos);
|
|
2480
|
+
if (tileData && (!object || object.collideWithTile(tileData, pos))) {
|
|
2481
|
+
debugRaycast && debugLine(posStart, posEnd, '#f00', .02);
|
|
2482
|
+
debugRaycast && debugPoint(pos.add(vec2(.5)), '#ff0');
|
|
2483
|
+
return pos.add(vec2(.5));
|
|
2484
|
+
}
|
|
2485
|
+
// check if past the end
|
|
2486
|
+
if (xi > totalLength && yi > totalLength)
|
|
2487
|
+
break;
|
|
2488
|
+
// get coordinates of the next tile to check
|
|
2489
|
+
if (xi > yi)
|
|
2490
|
+
pos.y += sign(delta.y), yi += unit.y;
|
|
2491
|
+
else
|
|
2492
|
+
pos.x += sign(delta.x), xi += unit.x;
|
|
2493
|
+
}
|
|
2494
|
+
debugRaycast && debugLine(posStart, posEnd, '#00f', .02);
|
|
2495
|
+
}
|
|
2496
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
2497
|
+
// Tile Layer Rendering System
|
|
2498
|
+
/**
|
|
2499
|
+
* Tile layer data object stores info about how to render a tile
|
|
2500
|
+
* @example
|
|
2501
|
+
* // create tile layer data with tile index 0 and random orientation and color
|
|
2502
|
+
* const tileIndex = 0;
|
|
2503
|
+
* const direction = randInt(4)
|
|
2504
|
+
* const mirror = randInt(2);
|
|
2505
|
+
* const color = randColor();
|
|
2506
|
+
* const data = new TileLayerData(tileIndex, direction, mirror, color);
|
|
2507
|
+
*/
|
|
2508
|
+
class TileLayerData {
|
|
2509
|
+
/** Create a tile layer data object, one for each tile in a TileLayer
|
|
2510
|
+
* @param {Number} [tile] - The tile to use, untextured if undefined
|
|
2511
|
+
* @param {Number} [direction=0] - Integer direction of tile, in 90 degree increments
|
|
2512
|
+
* @param {Boolean} [mirror=0] - If the tile should be mirrored along the x axis
|
|
2513
|
+
* @param {Color} [color=Color()] - Color of the tile */
|
|
2514
|
+
constructor(tile, direction = 0, mirror = 0, color = new Color()) {
|
|
2515
|
+
/** @property {Number} - The tile to use, untextured if undefined */
|
|
2516
|
+
this.tile = tile;
|
|
2517
|
+
/** @property {Number} - Integer direction of tile, in 90 degree increments */
|
|
2518
|
+
this.direction = direction;
|
|
2519
|
+
/** @property {Boolean} - If the tile should be mirrored along the x axis */
|
|
2520
|
+
this.mirror = mirror;
|
|
2521
|
+
/** @property {Color} - Color of the tile */
|
|
2522
|
+
this.color = color;
|
|
2523
|
+
}
|
|
2524
|
+
/** Set this tile to clear, it will not be rendered */
|
|
2525
|
+
clear() { this.tile = this.direction = this.mirror = 0; color = new Color; }
|
|
2526
|
+
}
|
|
2527
|
+
/**
|
|
2528
|
+
* Tile layer object - cached rendering system for tile layers
|
|
2529
|
+
* - Each Tile layer is rendered to an off screen canvas
|
|
2530
|
+
* - To allow dynamic modifications, layers are rendered using canvas 2d
|
|
2531
|
+
* - Some devices like mobile phones are limited to 4k texture resolution
|
|
2532
|
+
* - So with 16x16 tiles this limits layers to 256x256 on mobile devices
|
|
2533
|
+
* @extends EngineObject
|
|
2534
|
+
* @example
|
|
2535
|
+
* // create tile collision and visible tile layer
|
|
2536
|
+
* initTileCollision(vec2(200,100));
|
|
2537
|
+
* const tileLayer = new TileLayer();
|
|
2538
|
+
*/
|
|
2539
|
+
class TileLayer extends EngineObject {
|
|
2540
|
+
/** Create a tile layer object
|
|
2541
|
+
* @param {Vector2} [position=Vector2()] - World space position
|
|
2542
|
+
* @param {Vector2} [size=tileCollisionSize] - World space size
|
|
2543
|
+
* @param {Vector2} [tileSize=tileSizeDefault] - Size of tiles in source pixels
|
|
2544
|
+
* @param {Vector2} [scale=Vector2(1,1)] - How much to scale this layer when rendered
|
|
2545
|
+
* @param {Number} [renderOrder=0] - Objects sorted by renderOrder before being rendered
|
|
2546
|
+
*/
|
|
2547
|
+
constructor(pos, size = tileCollisionSize, tileSize = tileSizeDefault, scale = vec2(1), renderOrder = 0) {
|
|
2548
|
+
super(pos, size, -1, tileSize, 0, undefined, renderOrder);
|
|
2549
|
+
/** @property {HTMLCanvasElement} - The canvas used by this tile layer */
|
|
2550
|
+
this.canvas = document.createElement('canvas');
|
|
2551
|
+
/** @property {CanvasRenderingContext2D} - The 2D canvas context used by this tile layer */
|
|
2552
|
+
this.context = this.canvas.getContext('2d');
|
|
2553
|
+
/** @property {Vector2} - How much to scale this layer when rendered */
|
|
2554
|
+
this.scale = scale;
|
|
2555
|
+
/** @property {Boolean} [isOverlay=0] - If true this layer will render to overlay canvas and appear above all objects */
|
|
2556
|
+
this.isOverlay;
|
|
2557
|
+
// init tile data
|
|
2558
|
+
this.data = [];
|
|
2559
|
+
for (let j = this.size.area(); j--;)
|
|
2560
|
+
this.data.push(new TileLayerData);
|
|
2561
|
+
}
|
|
2562
|
+
/** Set data at a given position in the array
|
|
2563
|
+
* @param {Vector2} position - Local position in array
|
|
2564
|
+
* @param {TileLayerData} data - Data to set
|
|
2565
|
+
* @param {Boolean} [redraw=0] - Force the tile to redraw if true */
|
|
2566
|
+
setData(layerPos, data, redraw) {
|
|
2567
|
+
if (layerPos.arrayCheck(this.size)) {
|
|
2568
|
+
this.data[(layerPos.y | 0) * this.size.x + layerPos.x | 0] = data;
|
|
2569
|
+
redraw && this.drawTileData(layerPos);
|
|
2570
|
+
}
|
|
2571
|
+
}
|
|
2572
|
+
/** Get data at a given position in the array
|
|
2573
|
+
* @param {Vector2} layerPos - Local position in array
|
|
2574
|
+
* @return {TileLayerData} */
|
|
2575
|
+
getData(layerPos) { return layerPos.arrayCheck(this.size) && this.data[(layerPos.y | 0) * this.size.x + layerPos.x | 0]; }
|
|
2576
|
+
// Tile layers are not updated
|
|
2577
|
+
update() { }
|
|
2578
|
+
// Render the tile layer, called automatically by the engine
|
|
2579
|
+
render() {
|
|
2580
|
+
ASSERT(mainContext != this.context); // must call redrawEnd() after drawing tiles
|
|
2581
|
+
// flush and copy gl canvas because tile canvas does not use webgl
|
|
2582
|
+
glEnable && !glOverlay && !this.isOverlay && glCopyToContext(mainContext);
|
|
2583
|
+
// draw the entire cached level onto the canvas
|
|
2584
|
+
const pos = worldToScreen(this.pos.add(vec2(0, this.size.y * this.scale.y)));
|
|
2585
|
+
(this.isOverlay ? overlayContext : mainContext).drawImage(this.canvas, pos.x, pos.y, cameraScale * this.size.x * this.scale.x, cameraScale * this.size.y * this.scale.y);
|
|
2586
|
+
}
|
|
2587
|
+
/** Draw all the tile data to an offscreen canvas
|
|
2588
|
+
* - This may be slow in some browsers
|
|
2589
|
+
*/
|
|
2590
|
+
redraw() {
|
|
2591
|
+
this.redrawStart(1);
|
|
2592
|
+
this.drawAllTileData();
|
|
2593
|
+
this.redrawEnd();
|
|
2594
|
+
}
|
|
2595
|
+
/** Call to start the redraw process
|
|
2596
|
+
* @param {Boolean} [clear=0] - Should it clear the canvas before drawing */
|
|
2597
|
+
redrawStart(clear = 0) {
|
|
2598
|
+
// save current render settings
|
|
2599
|
+
this.savedRenderSettings = [mainCanvas, mainContext, mainCanvasSize, cameraPos, cameraScale];
|
|
2600
|
+
// hack: use normal rendering system to render the tiles
|
|
2601
|
+
mainCanvas = this.canvas;
|
|
2602
|
+
mainContext = this.context;
|
|
2603
|
+
cameraPos = this.size.scale(.5);
|
|
2604
|
+
cameraScale = this.tileSize.x;
|
|
2605
|
+
if (clear) {
|
|
2606
|
+
// clear and set size
|
|
2607
|
+
mainCanvas.width = this.size.x * this.tileSize.x;
|
|
2608
|
+
mainCanvas.height = this.size.y * this.tileSize.y;
|
|
2609
|
+
}
|
|
2610
|
+
// begin a new render for the tile canvas
|
|
2611
|
+
enginePreRender();
|
|
2612
|
+
}
|
|
2613
|
+
/** Call to end the redraw process */
|
|
2614
|
+
redrawEnd() {
|
|
2615
|
+
ASSERT(mainContext == this.context); // must call redrawStart() before drawing tiles
|
|
2616
|
+
glEnable && glCopyToContext(mainContext, 1);
|
|
2617
|
+
//debugSaveCanvas(this.canvas);
|
|
2618
|
+
// set stuff back to normal
|
|
2619
|
+
[mainCanvas, mainContext, mainCanvasSize, cameraPos, cameraScale] = this.savedRenderSettings;
|
|
2620
|
+
}
|
|
2621
|
+
/** Draw the tile at a given position
|
|
2622
|
+
* @param {Vector2} layerPos */
|
|
2623
|
+
drawTileData(layerPos) {
|
|
2624
|
+
// first clear out where the tile was
|
|
2625
|
+
const pos = layerPos.floor().add(this.pos).add(vec2(.5));
|
|
2626
|
+
this.drawCanvas2D(pos, vec2(1), 0, 0, (context) => context.clearRect(-.5, -.5, 1, 1));
|
|
2627
|
+
// draw the tile if not undefined
|
|
2628
|
+
const d = this.getData(layerPos);
|
|
2629
|
+
if (d.tile != undefined) {
|
|
2630
|
+
ASSERT(mainContext == this.context); // must call redrawStart() before drawing tiles
|
|
2631
|
+
drawTile(pos, vec2(1), d.tile, this.tileSize, d.color, d.direction * PI / 2, d.mirror);
|
|
2632
|
+
}
|
|
2633
|
+
}
|
|
2634
|
+
/** Draw all the tiles in this layer */
|
|
2635
|
+
drawAllTileData() {
|
|
2636
|
+
for (let x = this.size.x; x--;)
|
|
2637
|
+
for (let y = this.size.y; y--;)
|
|
2638
|
+
this.drawTileData(vec2(x, y));
|
|
2639
|
+
}
|
|
2640
|
+
/** Draw directly to the 2D canvas in world space (bipass webgl)
|
|
2641
|
+
* @param {Vector2} pos
|
|
2642
|
+
* @param {Vector2} size
|
|
2643
|
+
* @param {Number} [angle=0]
|
|
2644
|
+
* @param {Boolean} [mirror=0]
|
|
2645
|
+
* @param {Function} drawFunction */
|
|
2646
|
+
drawCanvas2D(pos, size, angle = 0, mirror, drawFunction) {
|
|
2647
|
+
const context = this.context;
|
|
2648
|
+
context.save();
|
|
2649
|
+
pos = pos.subtract(this.pos).multiply(this.tileSize);
|
|
2650
|
+
size = size.multiply(this.tileSize);
|
|
2651
|
+
context.translate(pos.x, this.canvas.height - pos.y);
|
|
2652
|
+
context.rotate(angle);
|
|
2653
|
+
context.scale(mirror ? -size.x : size.x, size.y);
|
|
2654
|
+
drawFunction(context);
|
|
2655
|
+
context.restore();
|
|
2656
|
+
}
|
|
2657
|
+
/** Draw a tile directly onto the layer canvas
|
|
2658
|
+
* @param {Vector2} pos
|
|
2659
|
+
* @param {Vector2} [size=Vector2(1,1)]
|
|
2660
|
+
* @param {Number} [tileIndex=-1]
|
|
2661
|
+
* @param {Vector2} [tileSize=tileSizeDefault]
|
|
2662
|
+
* @param {Color} [color=Color()]
|
|
2663
|
+
* @param {Number} [angle=0]
|
|
2664
|
+
* @param {Boolean} [mirror=0] */
|
|
2665
|
+
drawTile(pos, size = vec2(1), tileIndex = -1, tileSize = tileSizeDefault, color = new Color, angle, mirror) {
|
|
2666
|
+
this.drawCanvas2D(pos, size, angle, mirror, (context) => {
|
|
2667
|
+
if (tileIndex < 0) {
|
|
2668
|
+
// untextured
|
|
2669
|
+
context.fillStyle = color;
|
|
2670
|
+
context.fillRect(-.5, -.5, 1, 1);
|
|
2671
|
+
}
|
|
2672
|
+
else {
|
|
2673
|
+
const cols = tileImage.width / tileSize.x;
|
|
2674
|
+
context.globalAlpha = color.a; // only alpha, no color, is supported in this mode
|
|
2675
|
+
context.drawImage(tileImage, (tileIndex % cols) * tileSize.x, (tileIndex / cols | 0) * tileSize.y, tileSize.x, tileSize.y, -.5, -.5, 1, 1);
|
|
2676
|
+
}
|
|
2677
|
+
});
|
|
2678
|
+
}
|
|
2679
|
+
/** Draw a rectangle directly onto the layer canvas
|
|
2680
|
+
* @param {Vector2} pos
|
|
2681
|
+
* @param {Vector2} [size=Vector2(1,1)]
|
|
2682
|
+
* @param {Color} [color=Color()]
|
|
2683
|
+
* @param {Number} [angle=0] */
|
|
2684
|
+
drawRect(pos, size, color, angle) { this.drawTile(pos, size, -1, 0, color, angle); }
|
|
2685
|
+
}
|
|
2686
|
+
/**
|
|
2687
|
+
* LittleJS Particle System
|
|
2688
|
+
*/
|
|
2689
|
+
'use strict';
|
|
2690
|
+
/**
|
|
2691
|
+
* Particle Emitter - Spawns particles with the given settings
|
|
2692
|
+
* @extends EngineObject
|
|
2693
|
+
* @example
|
|
2694
|
+
* // create a particle emitter
|
|
2695
|
+
* let pos = vec2(2,3);
|
|
2696
|
+
* let particleEmiter = new ParticleEmitter
|
|
2697
|
+
* (
|
|
2698
|
+
* pos, 0, 1, 0, 500, PI, // pos, angle, emitSize, emitTime, emitRate, emiteCone
|
|
2699
|
+
* 0, vec2(16), // tileIndex, tileSize
|
|
2700
|
+
* new Color(1,1,1), new Color(0,0,0), // colorStartA, colorStartB
|
|
2701
|
+
* new Color(1,1,1,0), new Color(0,0,0,0), // colorEndA, colorEndB
|
|
2702
|
+
* 2, .2, .2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
|
|
2703
|
+
* .99, 1, 1, PI, .05, // damping, angleDamping, gravityScale, particleCone, fadeRate,
|
|
2704
|
+
* .5, 1 // randomness, collide, additive, randomColorLinear, renderOrder
|
|
2705
|
+
* );
|
|
2706
|
+
*/
|
|
2707
|
+
class ParticleEmitter extends EngineObject {
|
|
2708
|
+
/** Create a particle system with the given settings
|
|
2709
|
+
* @param {Vector2} position - World space position of the emitter
|
|
2710
|
+
* @param {Number} [angle=0] - Angle to emit the particles
|
|
2711
|
+
* @param {Number} [emitSize=0] - World space size of the emitter (float for circle diameter, vec2 for rect)
|
|
2712
|
+
* @param {Number} [emitTime=0] - How long to stay alive (0 is forever)
|
|
2713
|
+
* @param {Number} [emitRate=100] - How many particles per second to spawn, does not emit if 0
|
|
2714
|
+
* @param {Number} [emitConeAngle=PI] - Local angle to apply velocity to particles from emitter
|
|
2715
|
+
* @param {Number} [tileIndex=-1] - Index into tile sheet, if <0 no texture is applied
|
|
2716
|
+
* @param {Vector2} [tileSize=tileSizeDefault] - Tile size for particles
|
|
2717
|
+
* @param {Color} [colorStartA=Color()] - Color at start of life 1, randomized between start colors
|
|
2718
|
+
* @param {Color} [colorStartB=Color()] - Color at start of life 2, randomized between start colors
|
|
2719
|
+
* @param {Color} [colorEndA=Color(1,1,1,0)] - Color at end of life 1, randomized between end colors
|
|
2720
|
+
* @param {Color} [colorEndB=Color(1,1,1,0)] - Color at end of life 2, randomized between end colors
|
|
2721
|
+
* @param {Number} [particleTime=.5] - How long particles live
|
|
2722
|
+
* @param {Number} [sizeStart=.1] - How big are particles at start
|
|
2723
|
+
* @param {Number} [sizeEnd=1] - How big are particles at end
|
|
2724
|
+
* @param {Number} [speed=.1] - How fast are particles when spawned
|
|
2725
|
+
* @param {Number} [angleSpeed=.05] - How fast are particles rotating
|
|
2726
|
+
* @param {Number} [damping=1] - How much to dampen particle speed
|
|
2727
|
+
* @param {Number} [angleDamping=1] - How much to dampen particle angular speed
|
|
2728
|
+
* @param {Number} [gravityScale=0] - How much does gravity effect particles
|
|
2729
|
+
* @param {Number} [particleConeAngle=PI] - Cone for start particle angle
|
|
2730
|
+
* @param {Number} [fadeRate=.1] - How quick to fade in particles at start/end in percent of life
|
|
2731
|
+
* @param {Number} [randomness=.2] - Apply extra randomness percent
|
|
2732
|
+
* @param {Boolean} [collideTiles=0] - Do particles collide against tiles
|
|
2733
|
+
* @param {Boolean} [additive=0] - Should particles use addtive blend
|
|
2734
|
+
* @param {Boolean} [randomColorLinear=1] - Should color be randomized linearly or across each component
|
|
2735
|
+
* @param {Number} [renderOrder=0] - Render order for particles (additive is above other stuff by default)
|
|
2736
|
+
* @param {Boolean} [localSpace=0] - Should it be in local space of emitter (world space is default)
|
|
2737
|
+
*/
|
|
2738
|
+
constructor(pos, angle, emitSize = 0, emitTime = 0, emitRate = 100, emitConeAngle = PI, tileIndex = -1, tileSize = tileSizeDefault, colorStartA = new Color, colorStartB = new Color, colorEndA = new Color(1, 1, 1, 0), colorEndB = new Color(1, 1, 1, 0), particleTime = .5, sizeStart = .1, sizeEnd = 1, speed = .1, angleSpeed = .05, damping = 1, angleDamping = 1, gravityScale = 0, particleConeAngle = PI, fadeRate = .1, randomness = .2, collideTiles, additive, randomColorLinear = 1, renderOrder = additive ? 1e9 : 0, localSpace) {
|
|
2739
|
+
super(pos, vec2(), tileIndex, tileSize, angle, undefined, renderOrder);
|
|
2740
|
+
// emitter settings
|
|
2741
|
+
/** @property {Number} - World space size of the emitter (float for circle diameter, vec2 for rect) */
|
|
2742
|
+
this.emitSize = emitSize;
|
|
2743
|
+
/** @property {Number} - How long to stay alive (0 is forever) */
|
|
2744
|
+
this.emitTime = emitTime;
|
|
2745
|
+
/** @property {Number} - How many particles per second to spawn, does not emit if 0 */
|
|
2746
|
+
this.emitRate = emitRate;
|
|
2747
|
+
/** @property {Number} - Local angle to apply velocity to particles from emitter */
|
|
2748
|
+
this.emitConeAngle = emitConeAngle;
|
|
2749
|
+
// color settings
|
|
2750
|
+
/** @property {Color} - Color at start of life 1, randomized between start colors */
|
|
2751
|
+
this.colorStartA = colorStartA;
|
|
2752
|
+
/** @property {Color} - Color at start of life 2, randomized between start colors */
|
|
2753
|
+
this.colorStartB = colorStartB;
|
|
2754
|
+
/** @property {Color} - Color at end of life 1, randomized between end colors */
|
|
2755
|
+
this.colorEndA = colorEndA;
|
|
2756
|
+
/** @property {Color} - Color at end of life 2, randomized between end colors */
|
|
2757
|
+
this.colorEndB = colorEndB;
|
|
2758
|
+
/** @property {Boolean} - Should color be randomized linearly or across each component */
|
|
2759
|
+
this.randomColorLinear = randomColorLinear;
|
|
2760
|
+
// particle settings
|
|
2761
|
+
/** @property {Number} - How long particles live */
|
|
2762
|
+
this.particleTime = particleTime;
|
|
2763
|
+
/** @property {Number} - How big are particles at start */
|
|
2764
|
+
this.sizeStart = sizeStart;
|
|
2765
|
+
/** @property {Number} - How big are particles at end */
|
|
2766
|
+
this.sizeEnd = sizeEnd;
|
|
2767
|
+
/** @property {Number} - How fast are particles when spawned */
|
|
2768
|
+
this.speed = speed;
|
|
2769
|
+
/** @property {Number} - How fast are particles rotating */
|
|
2770
|
+
this.angleSpeed = angleSpeed;
|
|
2771
|
+
/** @property {Number} - How much to dampen particle speed */
|
|
2772
|
+
this.damping = damping;
|
|
2773
|
+
/** @property {Number} - How much to dampen particle angular speed */
|
|
2774
|
+
this.angleDamping = angleDamping;
|
|
2775
|
+
/** @property {Number} - How much does gravity effect particles */
|
|
2776
|
+
this.gravityScale = gravityScale;
|
|
2777
|
+
/** @property {Number} - Cone for start particle angle */
|
|
2778
|
+
this.particleConeAngle = particleConeAngle;
|
|
2779
|
+
/** @property {Number} - How quick to fade in particles at start/end in percent of life */
|
|
2780
|
+
this.fadeRate = fadeRate;
|
|
2781
|
+
/** @property {Number} - Apply extra randomness percent */
|
|
2782
|
+
this.randomness = randomness;
|
|
2783
|
+
/** @property {Number} - Do particles collide against tiles */
|
|
2784
|
+
this.collideTiles = collideTiles;
|
|
2785
|
+
/** @property {Number} - Should particles use addtive blend */
|
|
2786
|
+
this.additive = additive;
|
|
2787
|
+
/** @property {Boolean} - Should it be in local space of emitter */
|
|
2788
|
+
this.localSpace = localSpace;
|
|
2789
|
+
/** @property {Number} - If set the partile is drawn as a trail, stretched in the drection of velocity */
|
|
2790
|
+
this.trailScale = 0;
|
|
2791
|
+
// internal variables
|
|
2792
|
+
this.emitTimeBuffer = 0;
|
|
2793
|
+
}
|
|
2794
|
+
/** Update the emitter to spawn particles, called automatically by engine once each frame */
|
|
2795
|
+
update() {
|
|
2796
|
+
// only do default update to apply parent transforms
|
|
2797
|
+
this.parent && super.update();
|
|
2798
|
+
// update emitter
|
|
2799
|
+
if (!this.emitTime || this.getAliveTime() <= this.emitTime) {
|
|
2800
|
+
// emit particles
|
|
2801
|
+
if (this.emitRate * particleEmitRateScale) {
|
|
2802
|
+
const rate = 1 / this.emitRate / particleEmitRateScale;
|
|
2803
|
+
for (this.emitTimeBuffer += timeDelta; this.emitTimeBuffer > 0; this.emitTimeBuffer -= rate)
|
|
2804
|
+
this.emitParticle();
|
|
2805
|
+
}
|
|
2806
|
+
}
|
|
2807
|
+
else
|
|
2808
|
+
this.destroy();
|
|
2809
|
+
debugParticles && debugRect(this.pos, vec2(this.emitSize), '#0f0', 0, this.angle);
|
|
2810
|
+
}
|
|
2811
|
+
/** Spawn one particle
|
|
2812
|
+
* @return {Particle} */
|
|
2813
|
+
emitParticle() {
|
|
2814
|
+
// spawn a particle
|
|
2815
|
+
let pos = this.emitSize.x != undefined ? // check if vec2 was used for size
|
|
2816
|
+
vec2(rand(-.5, .5), rand(-.5, .5))
|
|
2817
|
+
.multiply(this.emitSize).rotate(this.angle) // box emitter
|
|
2818
|
+
: randInCircle(this.emitSize / 2); // circle emitter
|
|
2819
|
+
let angle = rand(this.particleConeAngle, -this.particleConeAngle);
|
|
2820
|
+
if (!this.localSpace) {
|
|
2821
|
+
pos = this.pos.add(pos);
|
|
2822
|
+
angle += this.angle;
|
|
2823
|
+
}
|
|
2824
|
+
const particle = new Particle(pos, this.tileIndex, this.tileSize, angle);
|
|
2825
|
+
// randomness scales each paremeter by a percentage
|
|
2826
|
+
const randomness = this.randomness;
|
|
2827
|
+
const randomizeScale = (v) => v + v * rand(randomness, -randomness);
|
|
2828
|
+
// randomize particle settings
|
|
2829
|
+
const particleTime = randomizeScale(this.particleTime);
|
|
2830
|
+
const sizeStart = randomizeScale(this.sizeStart);
|
|
2831
|
+
const sizeEnd = randomizeScale(this.sizeEnd);
|
|
2832
|
+
const speed = randomizeScale(this.speed);
|
|
2833
|
+
const angleSpeed = randomizeScale(this.angleSpeed) * randSign();
|
|
2834
|
+
const coneAngle = rand(this.emitConeAngle, -this.emitConeAngle);
|
|
2835
|
+
const colorStart = randColor(this.colorStartA, this.colorStartB, this.randomColorLinear);
|
|
2836
|
+
const colorEnd = randColor(this.colorEndA, this.colorEndB, this.randomColorLinear);
|
|
2837
|
+
const velocityAngle = this.localSpace ? coneAngle : this.angle + coneAngle;
|
|
2838
|
+
// build particle settings
|
|
2839
|
+
particle.colorStart = colorStart;
|
|
2840
|
+
particle.colorEndDelta = colorEnd.subtract(colorStart);
|
|
2841
|
+
particle.velocity = vec2().setAngle(velocityAngle, speed);
|
|
2842
|
+
particle.angleVelocity = angleSpeed;
|
|
2843
|
+
particle.lifeTime = particleTime;
|
|
2844
|
+
particle.sizeStart = sizeStart;
|
|
2845
|
+
particle.sizeEndDelta = sizeEnd - sizeStart;
|
|
2846
|
+
particle.fadeRate = this.fadeRate;
|
|
2847
|
+
particle.damping = this.damping;
|
|
2848
|
+
particle.angleDamping = this.angleDamping;
|
|
2849
|
+
particle.elasticity = this.elasticity;
|
|
2850
|
+
particle.friction = this.friction;
|
|
2851
|
+
particle.gravityScale = this.gravityScale;
|
|
2852
|
+
particle.collideTiles = this.collideTiles;
|
|
2853
|
+
particle.additive = this.additive;
|
|
2854
|
+
particle.renderOrder = this.renderOrder;
|
|
2855
|
+
particle.trailScale = this.trailScale;
|
|
2856
|
+
particle.mirror = randInt(2);
|
|
2857
|
+
particle.localSpaceEmitter = this.localSpace && this;
|
|
2858
|
+
// setup callbacks for particles
|
|
2859
|
+
particle.destroyCallback = this.particleDestroyCallback;
|
|
2860
|
+
this.particleCreateCallback && this.particleCreateCallback(particle);
|
|
2861
|
+
// return the newly created particle
|
|
2862
|
+
return particle;
|
|
2863
|
+
}
|
|
2864
|
+
// Particle emitters are not rendered, only the particles are
|
|
2865
|
+
render() { }
|
|
2866
|
+
}
|
|
2867
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
2868
|
+
/**
|
|
2869
|
+
* Particle Object - Created automatically by Particle Emitters
|
|
2870
|
+
* @extends EngineObject
|
|
2871
|
+
*/
|
|
2872
|
+
class Particle extends EngineObject {
|
|
2873
|
+
/**
|
|
2874
|
+
* Create a particle with the given settings
|
|
2875
|
+
* @param {Vector2} position - World space position of the particle
|
|
2876
|
+
* @param {Number} [tileIndex=-1] - Tile to use to render, untextured if -1
|
|
2877
|
+
* @param {Vector2} [tileSize=tileSizeDefault] - Size of tile in source pixels
|
|
2878
|
+
* @param {Number} [angle=0] - Angle to rotate the particle
|
|
2879
|
+
*/
|
|
2880
|
+
constructor(pos, tileIndex, tileSize, angle) { super(pos, vec2(), tileIndex, tileSize, angle); }
|
|
2881
|
+
/** Render the particle, automatically called each frame, sorted by renderOrder */
|
|
2882
|
+
render() {
|
|
2883
|
+
// modulate size and color
|
|
2884
|
+
const p = min((time - this.spawnTime) / this.lifeTime, 1);
|
|
2885
|
+
const radius = this.sizeStart + p * this.sizeEndDelta;
|
|
2886
|
+
const size = vec2(radius);
|
|
2887
|
+
const fadeRate = this.fadeRate / 2;
|
|
2888
|
+
const color = new Color(this.colorStart.r + p * this.colorEndDelta.r, this.colorStart.g + p * this.colorEndDelta.g, this.colorStart.b + p * this.colorEndDelta.b, (this.colorStart.a + p * this.colorEndDelta.a) *
|
|
2889
|
+
(p < fadeRate ? p / fadeRate : p > 1 - fadeRate ? (1 - p) / fadeRate : 1)); // fade alpha
|
|
2890
|
+
// draw the particle
|
|
2891
|
+
this.additive && setBlendMode(1);
|
|
2892
|
+
let pos = this.pos, angle = this.angle;
|
|
2893
|
+
if (this.localSpaceEmitter) {
|
|
2894
|
+
// in local space of emitter
|
|
2895
|
+
pos = this.localSpaceEmitter.pos.add(pos.rotate(-this.localSpaceEmitter.angle));
|
|
2896
|
+
angle += this.localSpaceEmitter.angle;
|
|
2897
|
+
}
|
|
2898
|
+
if (this.trailScale) {
|
|
2899
|
+
// trail style particles
|
|
2900
|
+
let velocity = this.velocity;
|
|
2901
|
+
if (this.localSpaceEmitter)
|
|
2902
|
+
velocity = velocity.rotate(-this.localSpaceEmitter.angle);
|
|
2903
|
+
const speed = velocity.length();
|
|
2904
|
+
const direction = velocity.scale(1 / speed);
|
|
2905
|
+
const trailLength = speed * this.trailScale;
|
|
2906
|
+
size.y = max(size.x, trailLength);
|
|
2907
|
+
angle = direction.angle();
|
|
2908
|
+
drawTile(pos.add(direction.multiply(vec2(0, -trailLength / 2))), size, this.tileIndex, this.tileSize, color, angle, this.mirror);
|
|
2909
|
+
}
|
|
2910
|
+
else
|
|
2911
|
+
drawTile(pos, size, this.tileIndex, this.tileSize, color, angle, this.mirror);
|
|
2912
|
+
this.additive && setBlendMode();
|
|
2913
|
+
debugParticles && debugRect(pos, size, '#f005', 0, angle);
|
|
2914
|
+
if (p == 1) {
|
|
2915
|
+
// destroy particle when it's time runs out
|
|
2916
|
+
this.color = color;
|
|
2917
|
+
this.size = size;
|
|
2918
|
+
this.destroyCallback && this.destroyCallback(this);
|
|
2919
|
+
this.destroyed = 1;
|
|
2920
|
+
}
|
|
2921
|
+
}
|
|
2922
|
+
}
|
|
2923
|
+
/**
|
|
2924
|
+
* LittleJS Medal System
|
|
2925
|
+
* - Tracks and displays medals
|
|
2926
|
+
* - Saves medals to local storage
|
|
2927
|
+
* - Newgrounds integration
|
|
2928
|
+
* @namespace Medals
|
|
2929
|
+
*/
|
|
2930
|
+
'use strict';
|
|
2931
|
+
/** List of all medals
|
|
2932
|
+
* @type {Array}
|
|
2933
|
+
* @memberof Medals */
|
|
2934
|
+
const medals = [];
|
|
2935
|
+
// Engine internal variables not exposed to documentation
|
|
2936
|
+
let medalsDisplayQueue = [], medalsSaveName, medalsDisplayTimeLast;
|
|
2937
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
2938
|
+
/** Initialize medals with a save name used for storage
|
|
2939
|
+
* - Call this after creating all medals
|
|
2940
|
+
* - Checks if medals are unlocked
|
|
2941
|
+
* @param {String} saveName
|
|
2942
|
+
* @memberof Medals */
|
|
2943
|
+
function medalsInit(saveName) {
|
|
2944
|
+
// check if medals are unlocked
|
|
2945
|
+
medalsSaveName = saveName;
|
|
2946
|
+
debugMedals || medals.forEach(medal => medal.unlocked = (localStorage[medal.storageKey()] | 0));
|
|
2947
|
+
}
|
|
2948
|
+
/**
|
|
2949
|
+
* Medal Object - Tracks an unlockable medal
|
|
2950
|
+
* @example
|
|
2951
|
+
* // create a medal
|
|
2952
|
+
* const medal_example = new Medal(0, 'Example Medal', 'More info about the medal goes here.', '🎖️');
|
|
2953
|
+
*
|
|
2954
|
+
* // initialize medals
|
|
2955
|
+
* medalsInit('Example Game');
|
|
2956
|
+
*
|
|
2957
|
+
* // unlock the medal
|
|
2958
|
+
* medal_example.unlock();
|
|
2959
|
+
*/
|
|
2960
|
+
class Medal {
|
|
2961
|
+
/** Create an medal object and adds it to the list of medals
|
|
2962
|
+
* @param {Number} id - The unique identifier of the medal
|
|
2963
|
+
* @param {String} name - Name of the medal
|
|
2964
|
+
* @param {String} [description] - Description of the medal
|
|
2965
|
+
* @param {String} [icon='🏆'] - Icon for the medal
|
|
2966
|
+
* @param {String} [src] - Image location for the medal
|
|
2967
|
+
*/
|
|
2968
|
+
constructor(id, name, description = '', icon = '🏆', src) {
|
|
2969
|
+
ASSERT(id >= 0 && !medals[id]);
|
|
2970
|
+
// save attributes and add to list of medals
|
|
2971
|
+
medals[this.id = id] = this;
|
|
2972
|
+
this.name = name;
|
|
2973
|
+
this.description = description;
|
|
2974
|
+
this.icon = icon;
|
|
2975
|
+
if (src)
|
|
2976
|
+
(this.image = new Image).src = src;
|
|
2977
|
+
}
|
|
2978
|
+
/** Unlocks a medal if not already unlocked */
|
|
2979
|
+
unlock() {
|
|
2980
|
+
if (medalsPreventUnlock || this.unlocked)
|
|
2981
|
+
return;
|
|
2982
|
+
// save the medal
|
|
2983
|
+
ASSERT(medalsSaveName); // save name must be set
|
|
2984
|
+
localStorage[this.storageKey()] = this.unlocked = 1;
|
|
2985
|
+
medalsDisplayQueue.push(this);
|
|
2986
|
+
newgrounds && newgrounds.unlockMedal(this.id);
|
|
2987
|
+
}
|
|
2988
|
+
/** Render a medal
|
|
2989
|
+
* @param {Number} [hidePercent=0] - How much to slide the medal off screen
|
|
2990
|
+
*/
|
|
2991
|
+
render(hidePercent = 0) {
|
|
2992
|
+
const context = overlayContext;
|
|
2993
|
+
const width = min(medalDisplaySize.x, mainCanvas.width);
|
|
2994
|
+
const x = overlayCanvas.width - width;
|
|
2995
|
+
const y = -medalDisplaySize.y * hidePercent;
|
|
2996
|
+
// draw containing rect and clip to that region
|
|
2997
|
+
context.save();
|
|
2998
|
+
context.beginPath();
|
|
2999
|
+
context.fillStyle = new Color(.9, .9, .9);
|
|
3000
|
+
context.strokeStyle = new Color(0, 0, 0);
|
|
3001
|
+
context.lineWidth = 3;
|
|
3002
|
+
context.fill(context.rect(x, y, width, medalDisplaySize.y));
|
|
3003
|
+
context.stroke();
|
|
3004
|
+
context.clip();
|
|
3005
|
+
// draw the icon and text
|
|
3006
|
+
this.renderIcon(vec2(x + 15 + medalDisplayIconSize / 2, y + medalDisplaySize.y / 2));
|
|
3007
|
+
const pos = vec2(x + medalDisplayIconSize + 30, y + 28);
|
|
3008
|
+
drawTextScreen(this.name, pos, 38, new Color(0, 0, 0), 0, 0, 'left');
|
|
3009
|
+
pos.y += 32;
|
|
3010
|
+
drawTextScreen(this.description, pos, 24, new Color(0, 0, 0), 0, 0, 'left');
|
|
3011
|
+
context.restore();
|
|
3012
|
+
}
|
|
3013
|
+
/** Render the icon for a medal
|
|
3014
|
+
* @param {Number} x - Screen space X position
|
|
3015
|
+
* @param {Number} y - Screen space Y position
|
|
3016
|
+
* @param {Number} [size=medalDisplayIconSize] - Screen space size
|
|
3017
|
+
*/
|
|
3018
|
+
renderIcon(pos, size = medalDisplayIconSize) {
|
|
3019
|
+
// draw the image or icon
|
|
3020
|
+
if (this.image)
|
|
3021
|
+
overlayContext.drawImage(this.image, pos.x - size / 2, pos.y - size / 2, size, size);
|
|
3022
|
+
else
|
|
3023
|
+
drawTextScreen(this.icon, pos, size * .7, new Color(0, 0, 0));
|
|
3024
|
+
}
|
|
3025
|
+
// Get local storage key used by the medal
|
|
3026
|
+
storageKey() { return medalsSaveName + '_' + this.id; }
|
|
3027
|
+
}
|
|
3028
|
+
// engine automatically renders medals
|
|
3029
|
+
function medalsRender() {
|
|
3030
|
+
if (!medalsDisplayQueue.length)
|
|
3031
|
+
return;
|
|
3032
|
+
// update first medal in queue
|
|
3033
|
+
const medal = medalsDisplayQueue[0];
|
|
3034
|
+
const time = timeReal - medalsDisplayTimeLast;
|
|
3035
|
+
if (!medalsDisplayTimeLast)
|
|
3036
|
+
medalsDisplayTimeLast = timeReal;
|
|
3037
|
+
else if (time > medalDisplayTime)
|
|
3038
|
+
medalsDisplayQueue.shift(medalsDisplayTimeLast = 0);
|
|
3039
|
+
else {
|
|
3040
|
+
// slide on/off medals
|
|
3041
|
+
const slideOffTime = medalDisplayTime - medalDisplaySlideTime;
|
|
3042
|
+
const hidePercent = time < medalDisplaySlideTime ? 1 - time / medalDisplaySlideTime :
|
|
3043
|
+
time > slideOffTime ? (time - slideOffTime) / medalDisplaySlideTime : 0;
|
|
3044
|
+
medal.render(hidePercent);
|
|
3045
|
+
}
|
|
3046
|
+
}
|
|
3047
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3048
|
+
// global Newgrounds object
|
|
3049
|
+
let newgrounds;
|
|
3050
|
+
/** This can used to enable Newgrounds functionality
|
|
3051
|
+
* @param {Number} app_id - The newgrounds App ID
|
|
3052
|
+
* @param {String} [cipher] - The encryption Key (AES-128/Base64)
|
|
3053
|
+
* @memberof Medals */
|
|
3054
|
+
function newgroundsInit(app_id, cipher) { newgrounds = new Newgrounds(app_id, cipher); }
|
|
3055
|
+
/**
|
|
3056
|
+
* Newgrounds API wrapper object
|
|
3057
|
+
* @example
|
|
3058
|
+
* // create a newgrounds object, replace the app id and cipher with your own
|
|
3059
|
+
* const app_id = '53123:1ZuSTQ9l';
|
|
3060
|
+
* const cipher = 'enF0vGH@Mj/FRASKL23Q==';
|
|
3061
|
+
* newgrounds = new Newgrounds(app_id, cipher);
|
|
3062
|
+
*/
|
|
3063
|
+
class Newgrounds {
|
|
3064
|
+
/** Create a newgrounds object
|
|
3065
|
+
* @param {Number} app_id - The newgrounds App ID
|
|
3066
|
+
* @param {String} [cipher] - The encryption Key (AES-128/Base64) */
|
|
3067
|
+
constructor(app_id, cipher) {
|
|
3068
|
+
ASSERT(!newgrounds && app_id);
|
|
3069
|
+
this.app_id = app_id;
|
|
3070
|
+
this.cipher = cipher;
|
|
3071
|
+
this.host = location ? location.hostname : '';
|
|
3072
|
+
// create an instance of CryptoJS for encrypted calls
|
|
3073
|
+
if (cipher)
|
|
3074
|
+
this.cryptoJS = this.CryptoJS();
|
|
3075
|
+
// get session id from url search params
|
|
3076
|
+
const url = new URL(location.href);
|
|
3077
|
+
this.session_id = url.searchParams.get('ngio_session_id');
|
|
3078
|
+
if (!this.session_id)
|
|
3079
|
+
return; // only use newgrounds when logged in
|
|
3080
|
+
// get medals
|
|
3081
|
+
const medalsResult = this.call('Medal.getList');
|
|
3082
|
+
this.medals = medalsResult ? medalsResult.result.data['medals'] : [];
|
|
3083
|
+
debugMedals && console.log(this.medals);
|
|
3084
|
+
for (const newgroundsMedal of this.medals) {
|
|
3085
|
+
const medal = medals[newgroundsMedal['id']];
|
|
3086
|
+
if (medal) {
|
|
3087
|
+
// copy newgrounds medal data
|
|
3088
|
+
medal.image = new Image;
|
|
3089
|
+
medal.image.src = newgroundsMedal['icon'];
|
|
3090
|
+
medal.name = newgroundsMedal['name'];
|
|
3091
|
+
medal.description = newgroundsMedal['description'];
|
|
3092
|
+
medal.unlocked = newgroundsMedal['unlocked'];
|
|
3093
|
+
medal.difficulty = newgroundsMedal['difficulty'];
|
|
3094
|
+
medal.value = newgroundsMedal['value'];
|
|
3095
|
+
if (medal.value)
|
|
3096
|
+
medal.description = medal.description + ' (' + medal.value + ')';
|
|
3097
|
+
}
|
|
3098
|
+
}
|
|
3099
|
+
// get scoreboards
|
|
3100
|
+
const scoreboardResult = this.call('ScoreBoard.getBoards');
|
|
3101
|
+
this.scoreboards = scoreboardResult ? scoreboardResult.result.data.scoreboards : [];
|
|
3102
|
+
debugMedals && console.log(this.scoreboards);
|
|
3103
|
+
const keepAliveMS = 5 * 60 * 1e3;
|
|
3104
|
+
setInterval(() => this.call('Gateway.ping', 0, 1), keepAliveMS);
|
|
3105
|
+
}
|
|
3106
|
+
/** Send message to unlock a medal by id
|
|
3107
|
+
* @param {Number} id - The medal id */
|
|
3108
|
+
unlockMedal(id) { return this.call('Medal.unlock', { 'id': id }, 1); }
|
|
3109
|
+
/** Send message to post score
|
|
3110
|
+
* @param {Number} id - The scoreboard id
|
|
3111
|
+
* @param {Number} value - The score value */
|
|
3112
|
+
postScore(id, value) { return this.call('ScoreBoard.postScore', { 'id': id, 'value': value }, 1); }
|
|
3113
|
+
/** Get scores from a scoreboard
|
|
3114
|
+
* @param {Number} id - The scoreboard id
|
|
3115
|
+
* @param {String} [user=0] - A user's id or name
|
|
3116
|
+
* @param {Number} [social=0] - If true, only social scores will be loaded
|
|
3117
|
+
* @param {Number} [skip=0] - Number of scores to skip before start
|
|
3118
|
+
* @param {Number} [limit=10] - Number of scores to include in the list
|
|
3119
|
+
* @return {Object} - The response JSON object
|
|
3120
|
+
*/
|
|
3121
|
+
getScores(id, user = 0, social = 0, skip = 0, limit = 10) { return this.call('ScoreBoard.getScores', { 'id': id, 'user': user, 'social': social, 'skip': skip, 'limit': limit }); }
|
|
3122
|
+
/** Send message to log a view */
|
|
3123
|
+
logView() { return this.call('App.logView', { 'host': this.host }, 1); }
|
|
3124
|
+
/** Send a message to call a component of the Newgrounds API
|
|
3125
|
+
* @param {String} component - Name of the component
|
|
3126
|
+
* @param {Object} [parameters=0] - Parameters to use for call
|
|
3127
|
+
* @param {Boolean} [async=0] - If true, don't wait for response before continuing (avoid stall)
|
|
3128
|
+
* @return {Object} - The response JSON object
|
|
3129
|
+
*/
|
|
3130
|
+
call(component, parameters = 0, async = 0) {
|
|
3131
|
+
const call = { 'component': component, 'parameters': parameters };
|
|
3132
|
+
if (this.cipher) {
|
|
3133
|
+
// encrypt using AES-128 Base64 with cryptoJS
|
|
3134
|
+
const cryptoJS = this.cryptoJS;
|
|
3135
|
+
const aesKey = cryptoJS['enc']['Base64']['parse'](this.cipher);
|
|
3136
|
+
const iv = cryptoJS['lib']['WordArray']['random'](16);
|
|
3137
|
+
const encrypted = cryptoJS['AES']['encrypt'](JSON.stringify(call), aesKey, { 'iv': iv });
|
|
3138
|
+
call['secure'] = cryptoJS['enc']['Base64']['stringify'](iv.concat(encrypted['ciphertext']));
|
|
3139
|
+
call['parameters'] = 0;
|
|
3140
|
+
}
|
|
3141
|
+
// build the input object
|
|
3142
|
+
const input = {
|
|
3143
|
+
'app_id': this.app_id,
|
|
3144
|
+
'session_id': this.session_id,
|
|
3145
|
+
'call': call
|
|
3146
|
+
};
|
|
3147
|
+
// build post data
|
|
3148
|
+
const formData = new FormData();
|
|
3149
|
+
formData.append('input', JSON.stringify(input));
|
|
3150
|
+
// send post data
|
|
3151
|
+
const xmlHttp = new XMLHttpRequest();
|
|
3152
|
+
const url = 'https://newgrounds.io/gateway_v3.php';
|
|
3153
|
+
xmlHttp.open('POST', url, !debugMedals && async);
|
|
3154
|
+
xmlHttp.send(formData);
|
|
3155
|
+
debugMedals && console.log(xmlHttp.responseText);
|
|
3156
|
+
return xmlHttp.responseText && JSON.parse(xmlHttp.responseText);
|
|
3157
|
+
}
|
|
3158
|
+
CryptoJS() {
|
|
3159
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3160
|
+
// Crypto-JS - https://github.com/brix/crypto-js - MIT License
|
|
3161
|
+
//
|
|
3162
|
+
// [The MIT License (MIT)](http://opensource.org/licenses/MIT)
|
|
3163
|
+
//
|
|
3164
|
+
// Copyright (c) 2009-2013 Jeff Mott
|
|
3165
|
+
// Copyright (c) 2013-2016 Evan Vosberg
|
|
3166
|
+
//
|
|
3167
|
+
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
3168
|
+
// of this software and associated documentation files (the "Software"), to deal
|
|
3169
|
+
// in the Software without restriction, including without limitation the rights
|
|
3170
|
+
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
3171
|
+
// copies of the Software, and to permit persons to whom the Software is
|
|
3172
|
+
// furnished to do so, subject to the following conditions:
|
|
3173
|
+
//
|
|
3174
|
+
// The above copyright notice and this permission notice shall be included in
|
|
3175
|
+
// all copies or substantial portions of the Software.
|
|
3176
|
+
//
|
|
3177
|
+
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
3178
|
+
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
3179
|
+
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
3180
|
+
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
3181
|
+
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
3182
|
+
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
3183
|
+
// THE SOFTWARE.
|
|
3184
|
+
return eval(Function("[M='GBMGXz^oVYPPKKbB`agTXU|LxPc_ZBcMrZvCr~wyGfWrwk@ATqlqeTp^N?p{we}jIpEnB_sEr`l?YDkDhWhprc|Er|XETG?pTl`e}dIc[_N~}fzRycIfpW{HTolvoPB_FMe_eH~BTMx]yyOhv?biWPCGc]kABencBhgERHGf{OL`Dj`c^sh@canhy[secghiyotcdOWgO{tJIE^JtdGQRNSCrwKYciZOa]Y@tcRATYKzv|sXpboHcbCBf`}SKeXPFM|RiJsSNaIb]QPc[D]Jy_O^XkOVTZep`ONmntLL`Qz~UupHBX_Ia~WX]yTRJIxG`ioZ{fefLJFhdyYoyLPvqgH?b`[TMnTwwfzDXhfM?rKs^aFr|nyBdPmVHTtAjXoYUloEziWDCw_suyYT~lSMksI~ZNCS[Bex~j]Vz?kx`gdYSEMCsHpjbyxQvw|XxX_^nQYue{sBzVWQKYndtYQMWRef{bOHSfQhiNdtR{o?cUAHQAABThwHPT}F{VvFmgN`E@FiFYS`UJmpQNM`X|tPKHlccT}z}k{sACHL?Rt@MkWplxO`ASgh?hBsuuP|xD~LSH~KBlRs]t|l|_tQAroDRqWS^SEr[sYdPB}TAROtW{mIkE|dWOuLgLmJrucGLpebrAFKWjikTUzS|j}M}szasKOmrjy[?hpwnEfX[jGpLt@^v_eNwSQHNwtOtDgWD{rk|UgASs@mziIXrsHN_|hZuxXlPJOsA^^?QY^yGoCBx{ekLuZzRqQZdsNSx@ezDAn{XNj@fRXIwrDX?{ZQHwTEfu@GhxDOykqts|n{jOeZ@c`dvTY?e^]ATvWpb?SVyg]GC?SlzteilZJAL]mlhLjYZazY__qcVFYvt@|bIQnSno@OXyt]OulzkWqH`rYFWrwGs`v|~XeTsIssLrbmHZCYHiJrX}eEzSssH}]l]IhPQhPoQ}rCXLyhFIT[clhzYOvyHqigxmjz`phKUU^TPf[GRAIhNqSOdayFP@FmKmuIzMOeoqdpxyCOwCthcLq?n`L`tLIBboNn~uXeFcPE{C~mC`h]jUUUQe^`UqvzCutYCgct|SBrAeiYQW?X~KzCz}guXbsUw?pLsg@hDArw?KeJD[BN?GD@wgFWCiHq@Ypp_QKFixEKWqRp]oJFuVIEvjDcTFu~Zz]a{IcXhWuIdMQjJ]lwmGQ|]g~c]Hl]pl`Pd^?loIcsoNir_kikBYyg?NarXZEGYspt_vLBIoj}LI[uBFvm}tbqvC|xyR~a{kob|HlctZslTGtPDhBKsNsoZPuH`U`Fqg{gKnGSHVLJ^O`zmNgMn~{rsQuoymw^JY?iUBvw_~mMr|GrPHTERS[MiNpY[Mm{ggHpzRaJaoFomtdaQ_?xuTRm}@KjU~RtPsAdxa|uHmy}n^i||FVL[eQAPrWfLm^ndczgF~Nk~aplQvTUpHvnTya]kOenZlLAQIm{lPl@CCTchvCF[fI{^zPkeYZTiamoEcKmBMfZhk_j_~Fjp|wPVZlkh_nHu]@tP|hS@^G^PdsQ~f[RqgTDqezxNFcaO}HZhb|MMiNSYSAnQWCDJukT~e|OTgc}sf[cnr?fyzTa|EwEtRG|I~|IO}O]S|rp]CQ}}DWhSjC_|z|oY|FYl@WkCOoPuWuqr{fJu?Brs^_EBI[@_OCKs}?]O`jnDiXBvaIWhhMAQDNb{U`bqVR}oqVAvR@AZHEBY@depD]OLh`kf^UsHhzKT}CS}HQKy}Q~AeMydXPQztWSSzDnghULQgMAmbWIZ|lWWeEXrE^EeNoZApooEmrXe{NAnoDf`m}UNlRdqQ@jOc~HLOMWs]IDqJHYoMziEedGBPOxOb?[X`KxkFRg@`mgFYnP{hSaxwZfBQqTm}_?RSEaQga]w[vxc]hMne}VfSlqUeMo_iqmd`ilnJXnhdj^EEFifvZyxYFRf^VaqBhLyrGlk~qowqzHOBlOwtx?i{m~`n^G?Yxzxux}b{LSlx]dS~thO^lYE}bzKmUEzwW^{rPGhbEov[Plv??xtyKJshbG`KuO?hjBdS@Ru}iGpvFXJRrvOlrKN?`I_n_tplk}kgwSXuKylXbRQ]]?a|{xiT[li?k]CJpwy^o@ebyGQrPfF`aszGKp]baIx~H?ElETtFh]dz[OjGl@C?]VDhr}OE@V]wLTc[WErXacM{We`F|utKKjgllAxvsVYBZ@HcuMgLboFHVZmi}eIXAIFhS@A@FGRbjeoJWZ_NKd^oEH`qgy`q[Tq{x?LRP|GfBFFJV|fgZs`MLbpPYUdIV^]mD@FG]pYAT^A^RNCcXVrPsgk{jTrAIQPs_`mD}rOqAZA[}RETFz]WkXFTz_m{N@{W@_fPKZLT`@aIqf|L^Mb|crNqZ{BVsijzpGPEKQQZGlApDn`ruH}cvF|iXcNqK}cxe_U~HRnKV}sCYb`D~oGvwG[Ca|UaybXea~DdD~LiIbGRxJ_VGheI{ika}KC[OZJLn^IBkPrQj_EuoFwZ}DpoBRcK]Q}?EmTv~i_Tul{bky?Iit~tgS|o}JL_VYcCQdjeJ_MfaA`FgCgc[Ii|CBHwq~nbJeYTK{e`CNstKfTKPzw{jdhp|qsZyP_FcugxCFNpKitlR~vUrx^NrSVsSTaEgnxZTmKc`R|lGJeX}ccKLsQZQhsFkeFd|ckHIVTlGMg`~uPwuHRJS_CPuN_ogXe{Ba}dO_UBhuNXby|h?JlgBIqMKx^_u{molgL[W_iavNQuOq?ap]PGB`clAicnl@k~pA?MWHEZ{HuTLsCpOxxrKlBh]FyMjLdFl|nMIvTHyGAlPogqfZ?PlvlFJvYnDQd}R@uAhtJmDfe|iJqdkYr}r@mEjjIetDl_I`TELfoR|qTBu@Tic[BaXjP?dCS~MUK[HPRI}OUOwAaf|_}HZzrwXvbnNgltjTwkBE~MztTQhtRSWoQHajMoVyBBA`kdgK~h`o[J`dm~pm]tk@i`[F~F]DBlJKklrkR]SNw@{aG~Vhl`KINsQkOy?WhcqUMTGDOM_]bUjVd|Yh_KUCCgIJ|LDIGZCPls{RzbVWVLEhHvWBzKq|^N?DyJB|__aCUjoEgsARki}j@DQXS`RNU|DJ^a~d{sh_Iu{ONcUtSrGWW@cvUjefHHi}eSSGrNtO?cTPBShLqzwMVjWQQCCFB^culBjZHEK_{dO~Q`YhJYFn]jq~XSnG@[lQr]eKrjXpG~L^h~tDgEma^AUFThlaR{xyuP@[^VFwXSeUbVetufa@dX]CLyAnDV@Bs[DnpeghJw^?UIana}r_CKGDySoRudklbgio}kIDpA@McDoPK?iYcG?_zOmnWfJp}a[JLR[stXMo?_^Ng[whQlrDbrawZeSZ~SJstIObdDSfAA{MV}?gNunLOnbMv_~KFQUAjIMj^GkoGxuYtYbGDImEYiwEMyTpMxN_LSnSMdl{bg@dtAnAMvhDTBR_FxoQgANniRqxd`pWv@rFJ|mWNWmh[GMJz_Nq`BIN@KsjMPASXORcdHjf~rJfgZYe_uulzqM_KdPlMsuvU^YJuLtofPhGonVOQxCMuXliNvJIaoC?hSxcxKVVxWlNs^ENDvCtSmO~WxI[itnjs^RDvI@KqG}YekaSbTaB]ki]XM@[ZnDAP~@|BzLRgOzmjmPkRE@_sobkT|SszXK[rZN?F]Z_u}Yue^[BZgLtR}FHzWyxWEX^wXC]MJmiVbQuBzkgRcKGUhOvUc_bga|Tx`KEM`JWEgTpFYVeXLCm|mctZR@uKTDeUONPozBeIkrY`cz]]~WPGMUf`MNUGHDbxZuO{gmsKYkAGRPqjc|_FtblEOwy}dnwCHo]PJhN~JoteaJ?dmYZeB^Xd?X^pOKDbOMF@Ugg^hETLdhwlA}PL@_ur|o{VZosP?ntJ_kG][g{Zq`Tu]dzQlSWiKfnxDnk}KOzp~tdFstMobmy[oPYjyOtUzMWdjcNSUAjRuqhLS@AwB^{BFnqjCmmlk?jpn}TksS{KcKkDboXiwK]qMVjm~V`LgWhjS^nLGwfhAYrjDSBL_{cRus~{?xar_xqPlArrYFd?pHKdMEZzzjJpfC?Hv}mAuIDkyBxFpxhstTx`IO{rp}XGuQ]VtbHerlRc_LFGWK[XluFcNGUtDYMZny[M^nVKVeMllQI[xtvwQnXFlWYqxZZFp_|]^oWX[{pOMpxXxvkbyJA[DrPzwD|LW|QcV{Nw~U^dgguSpG]ClmO@j_TENIGjPWwgdVbHganhM?ema|dBaqla|WBd`poj~klxaasKxGG^xbWquAl~_lKWxUkDFagMnE{zHug{b`A~IYcQYBF_E}wiA}K@yxWHrZ{[d~|ARsYsjeNWzkMs~IOqqp[yzDE|WFrivsidTcnbHFRoW@XpAV`lv_zj?B~tPCppRjgbbDTALeFaOf?VcjnKTQMLyp{NwdylHCqmo?oelhjWuXj~}{fpuX`fra?GNkDiChYgVSh{R[BgF~eQa^WVz}ATI_CpY?g_diae]|ijH`TyNIF}|D_xpmBq_JpKih{Ba|sWzhnAoyraiDvk`h{qbBfsylBGmRH}DRPdryEsSaKS~tIaeF[s]I~xxHVrcNe@Jjxa@jlhZueLQqHh_]twVMqG_EGuwyab{nxOF?`HCle}nBZzlTQjkLmoXbXhOtBglFoMz?eqre`HiE@vNwBulglmQjj]DB@pPkPUgA^sjOAUNdSu_`oAzar?n?eMnw{{hYmslYi[TnlJD'", ...']charCodeAtUinyxpf', "for(;e<10359;c[e++]=p-=128,A=A?p-A&&A:p==34&&p)for(p=1;p<128;y=f.map((n,x)=>(U=r[n]*2+1,U=Math.log(U/(h-U)),t-=a[x]*U,U/500)),t=~-h/(1+Math.exp(t))|1,i=o%h<t,o=o%h+(i?t:h-t)*(o>>17)-!i*t,f.map((n,x)=>(U=r[n]+=(i*h/2-r[n]<<13)/((C[n]+=C[n]<5)+1/20)>>13,a[x]+=y[x]*(i-t/h))),p=p*2+i)for(f='010202103203210431053105410642065206541'.split(t=0).map((n,x)=>(U=0,[...n].map((n,x)=>(U=U*997+(c[e-n]|0)|0)),h*32-1&U*997+p+!!A*129)*12+x);o<h*32;o=o*64|M.charCodeAt(d++)&63);for(C=String.fromCharCode(...c);r=/[\0-#?@\\\\~]/.exec(C);)with(C.split(r))C=join(shift());return C")([], [], 1 << 17, [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], new Uint16Array(51e6).fill(1 << 15), new Uint8Array(51e6), 0, 0, 0, 0));
|
|
3185
|
+
// end of Crypto-JS
|
|
3186
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3187
|
+
}
|
|
3188
|
+
}
|
|
3189
|
+
/**
|
|
3190
|
+
* LittleJS WebGL Interface
|
|
3191
|
+
* - All webgl used by the engine is wrapped up here
|
|
3192
|
+
* - For normal stuff you won't need to see or call anything in this file
|
|
3193
|
+
* - For advanced stuff there are helper functions to create shaders, textures, etc
|
|
3194
|
+
* - Can be disabled with glEnable to revert to 2D canvas rendering
|
|
3195
|
+
* - Batches sprite rendering on GPU for incredibly fast performance
|
|
3196
|
+
* - Sprite transform math is done in the shader where possible
|
|
3197
|
+
* @namespace WebGL
|
|
3198
|
+
*/
|
|
3199
|
+
'use strict';
|
|
3200
|
+
/** The WebGL canvas which appears above the main canvas and below the overlay canvas
|
|
3201
|
+
* @type {HTMLCanvasElement}
|
|
3202
|
+
* @memberof WebGL */
|
|
3203
|
+
let glCanvas;
|
|
3204
|
+
/** 2d context for glCanvas
|
|
3205
|
+
* @type {WebGLRenderingContext}
|
|
3206
|
+
* @memberof WebGL */
|
|
3207
|
+
let glContext;
|
|
3208
|
+
/** Main tile sheet texture automatically loaded by engine
|
|
3209
|
+
* @type {WebGLTexture}
|
|
3210
|
+
* @memberof WebGL */
|
|
3211
|
+
let glTileTexture;
|
|
3212
|
+
// WebGL internal variables not exposed to documentation
|
|
3213
|
+
let glActiveTexture, glShader, glArrayBuffer, glPositionData, glColorData, glBatchCount, glBatchAdditive, glAdditive;
|
|
3214
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3215
|
+
// Init WebGL, called automatically by the engine
|
|
3216
|
+
function glInit() {
|
|
3217
|
+
// create the canvas and tile texture
|
|
3218
|
+
glCanvas = document.createElement('canvas');
|
|
3219
|
+
glContext = glCanvas.getContext('webgl', { antialias: false });
|
|
3220
|
+
glTileTexture = glCreateTexture(tileImage);
|
|
3221
|
+
// some browsers are much faster without copying the gl buffer so we just overlay it instead
|
|
3222
|
+
glOverlay && document.body.appendChild(glCanvas);
|
|
3223
|
+
// setup vertex and fragment shaders
|
|
3224
|
+
glShader = glCreateProgram('precision highp float;' + // use highp for better accuracy
|
|
3225
|
+
'uniform mat4 m;' + // transform matrix
|
|
3226
|
+
'attribute vec2 p,t;' + // position, uv
|
|
3227
|
+
'attribute vec4 c,a;' + // color, additiveColor
|
|
3228
|
+
'varying vec4 v,d,e;' + // return uv, color, additiveColor
|
|
3229
|
+
'void main(){' + // shader entry point
|
|
3230
|
+
'gl_Position=m*vec4(p,1,1);' + // transform position
|
|
3231
|
+
'v=vec4(t,p);d=c;e=a;' + // pass stuff to fragment shader
|
|
3232
|
+
'}' // end of shader
|
|
3233
|
+
, 'precision highp float;' + // use highp for better accuracy
|
|
3234
|
+
'varying vec4 v,d,e;' + // uv, color, additiveColor
|
|
3235
|
+
'uniform sampler2D s;' + // texture
|
|
3236
|
+
'void main(){' + // shader entry point
|
|
3237
|
+
'gl_FragColor=texture2D(s,v.xy)*d+e;' + // modulate texture by color plus additive
|
|
3238
|
+
'}' // end of shader
|
|
3239
|
+
);
|
|
3240
|
+
// init buffers
|
|
3241
|
+
const vertexData = new ArrayBuffer(gl_VERTEX_BUFFER_SIZE);
|
|
3242
|
+
glArrayBuffer = glContext.createBuffer();
|
|
3243
|
+
glPositionData = new Float32Array(vertexData);
|
|
3244
|
+
glColorData = new Uint32Array(vertexData);
|
|
3245
|
+
glBatchCount = 0;
|
|
3246
|
+
}
|
|
3247
|
+
/** Set the WebGl blend mode, normally you should call setBlendMode instead
|
|
3248
|
+
* @param {Boolean} [additive=0]
|
|
3249
|
+
* @memberof WebGL */
|
|
3250
|
+
function glSetBlendMode(additive) {
|
|
3251
|
+
// setup blending
|
|
3252
|
+
glAdditive = additive;
|
|
3253
|
+
}
|
|
3254
|
+
/** Set the WebGl texture, not normally necessary unless multiple tile sheets are used
|
|
3255
|
+
* - This may also flush the gl buffer resulting in more draw calls and worse performance
|
|
3256
|
+
* @param {WebGLTexture} [texture=glTileTexture]
|
|
3257
|
+
* @memberof WebGL */
|
|
3258
|
+
function glSetTexture(texture = glTileTexture) {
|
|
3259
|
+
// must flush cache with the old texture to set a new one
|
|
3260
|
+
if (texture != glActiveTexture)
|
|
3261
|
+
glFlush();
|
|
3262
|
+
glContext.bindTexture(gl_TEXTURE_2D, glActiveTexture = texture);
|
|
3263
|
+
}
|
|
3264
|
+
/** Compile WebGL shader of the given type, will throw errors if in debug mode
|
|
3265
|
+
* @param {String} source
|
|
3266
|
+
* @param type
|
|
3267
|
+
* @return {WebGLShader}
|
|
3268
|
+
* @memberof WebGL */
|
|
3269
|
+
function glCompileShader(source, type) {
|
|
3270
|
+
// build the shader
|
|
3271
|
+
const shader = glContext.createShader(type);
|
|
3272
|
+
glContext.shaderSource(shader, source);
|
|
3273
|
+
glContext.compileShader(shader);
|
|
3274
|
+
// check for errors
|
|
3275
|
+
if (debug && !glContext.getShaderParameter(shader, gl_COMPILE_STATUS))
|
|
3276
|
+
throw glContext.getShaderInfoLog(shader);
|
|
3277
|
+
return shader;
|
|
3278
|
+
}
|
|
3279
|
+
/** Create WebGL program with given shaders
|
|
3280
|
+
* @param {WebGLShader} vsSource
|
|
3281
|
+
* @param {WebGLShader} fsSource
|
|
3282
|
+
* @return {WebGLProgram}
|
|
3283
|
+
* @memberof WebGL */
|
|
3284
|
+
function glCreateProgram(vsSource, fsSource) {
|
|
3285
|
+
// build the program
|
|
3286
|
+
const program = glContext.createProgram();
|
|
3287
|
+
glContext.attachShader(program, glCompileShader(vsSource, gl_VERTEX_SHADER));
|
|
3288
|
+
glContext.attachShader(program, glCompileShader(fsSource, gl_FRAGMENT_SHADER));
|
|
3289
|
+
glContext.linkProgram(program);
|
|
3290
|
+
// check for errors
|
|
3291
|
+
if (debug && !glContext.getProgramParameter(program, gl_LINK_STATUS))
|
|
3292
|
+
throw glContext.getProgramInfoLog(program);
|
|
3293
|
+
return program;
|
|
3294
|
+
}
|
|
3295
|
+
/** Create WebGL texture from an image and set the texture settings
|
|
3296
|
+
* @param {Image} image
|
|
3297
|
+
* @return {WebGLTexture}
|
|
3298
|
+
* @memberof WebGL */
|
|
3299
|
+
function glCreateTexture(image) {
|
|
3300
|
+
// build the texture
|
|
3301
|
+
const texture = glContext.createTexture();
|
|
3302
|
+
glContext.bindTexture(gl_TEXTURE_2D, texture);
|
|
3303
|
+
image && image.width && glContext.texImage2D(gl_TEXTURE_2D, 0, gl_RGBA, gl_RGBA, gl_UNSIGNED_BYTE, image);
|
|
3304
|
+
// use point filtering for pixelated rendering
|
|
3305
|
+
const filter = canvasPixelated ? gl_NEAREST : gl_LINEAR;
|
|
3306
|
+
glContext.texParameteri(gl_TEXTURE_2D, gl_TEXTURE_MIN_FILTER, filter);
|
|
3307
|
+
glContext.texParameteri(gl_TEXTURE_2D, gl_TEXTURE_MAG_FILTER, filter);
|
|
3308
|
+
glContext.texParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_S, gl_CLAMP_TO_EDGE);
|
|
3309
|
+
glContext.texParameteri(gl_TEXTURE_2D, gl_TEXTURE_WRAP_T, gl_CLAMP_TO_EDGE);
|
|
3310
|
+
return texture;
|
|
3311
|
+
}
|
|
3312
|
+
// called automatically by engine before render
|
|
3313
|
+
function glPreRender() {
|
|
3314
|
+
// clear and set to same size as main canvas
|
|
3315
|
+
glContext.viewport(0, 0, glCanvas.width = mainCanvas.width, glCanvas.height = mainCanvas.height);
|
|
3316
|
+
glContext.clear(gl_COLOR_BUFFER_BIT);
|
|
3317
|
+
// set up the shader
|
|
3318
|
+
glContext.useProgram(glShader);
|
|
3319
|
+
glContext.activeTexture(gl_TEXTURE0);
|
|
3320
|
+
glContext.bindTexture(gl_TEXTURE_2D, glActiveTexture = glTileTexture);
|
|
3321
|
+
glContext.bindBuffer(gl_ARRAY_BUFFER, glArrayBuffer);
|
|
3322
|
+
glContext.bufferData(gl_ARRAY_BUFFER, gl_VERTEX_BUFFER_SIZE, gl_DYNAMIC_DRAW);
|
|
3323
|
+
glSetBlendMode();
|
|
3324
|
+
// set vertex attributes
|
|
3325
|
+
let offset = 0;
|
|
3326
|
+
const initVertexAttribArray = (name, type, typeSize, size, normalize = 0) => {
|
|
3327
|
+
const location = glContext.getAttribLocation(glShader, name);
|
|
3328
|
+
glContext.enableVertexAttribArray(location);
|
|
3329
|
+
glContext.vertexAttribPointer(location, size, type, normalize, gl_VERTEX_BYTE_STRIDE, offset);
|
|
3330
|
+
offset += size * typeSize;
|
|
3331
|
+
};
|
|
3332
|
+
initVertexAttribArray('p', gl_FLOAT, 4, 2); // position
|
|
3333
|
+
initVertexAttribArray('t', gl_FLOAT, 4, 2); // texture coords
|
|
3334
|
+
initVertexAttribArray('c', gl_UNSIGNED_BYTE, 1, 4, 1); // color
|
|
3335
|
+
initVertexAttribArray('a', gl_UNSIGNED_BYTE, 1, 4, 1); // additiveColor
|
|
3336
|
+
// build the transform matrix
|
|
3337
|
+
const sx = 2 * cameraScale / mainCanvas.width;
|
|
3338
|
+
const sy = 2 * cameraScale / mainCanvas.height;
|
|
3339
|
+
glContext.uniformMatrix4fv(glContext.getUniformLocation(glShader, 'm'), 0, new Float32Array([
|
|
3340
|
+
sx, 0, 0, 0,
|
|
3341
|
+
0, sy, 0, 0,
|
|
3342
|
+
1, 1, -1, 1,
|
|
3343
|
+
-1 - sx * cameraPos.x, -1 - sy * cameraPos.y, 0, 0
|
|
3344
|
+
]));
|
|
3345
|
+
}
|
|
3346
|
+
/** Draw all sprites and clear out the buffer, called automatically by the system whenever necessary
|
|
3347
|
+
* @memberof WebGL */
|
|
3348
|
+
function glFlush() {
|
|
3349
|
+
if (!glBatchCount)
|
|
3350
|
+
return;
|
|
3351
|
+
const destBlend = glBatchAdditive ? gl_ONE : gl_ONE_MINUS_SRC_ALPHA;
|
|
3352
|
+
glContext.blendFuncSeparate(gl_SRC_ALPHA, destBlend, gl_ONE, destBlend);
|
|
3353
|
+
glContext.enable(gl_BLEND);
|
|
3354
|
+
// draw all the sprites in the batch and reset the buffer
|
|
3355
|
+
glContext.bufferSubData(gl_ARRAY_BUFFER, 0, glPositionData.subarray(0, glBatchCount * gl_VERTICES_PER_QUAD * gl_INDICIES_PER_VERT));
|
|
3356
|
+
glContext.drawArrays(gl_TRIANGLES, 0, glBatchCount * gl_VERTICES_PER_QUAD);
|
|
3357
|
+
glBatchCount = 0;
|
|
3358
|
+
glBatchAdditive = glAdditive;
|
|
3359
|
+
}
|
|
3360
|
+
/** Draw any sprites still in the buffer, copy to main canvas and clear
|
|
3361
|
+
* @param {CanvasRenderingContext2D} context
|
|
3362
|
+
* @param {Boolean} [forceDraw=0]
|
|
3363
|
+
* @memberof WebGL */
|
|
3364
|
+
function glCopyToContext(context, forceDraw) {
|
|
3365
|
+
if (!glBatchCount && !forceDraw)
|
|
3366
|
+
return;
|
|
3367
|
+
glFlush();
|
|
3368
|
+
// do not draw in overlay mode because the canvas is visible
|
|
3369
|
+
if (!glOverlay || forceDraw)
|
|
3370
|
+
context.drawImage(glCanvas, 0, 0);
|
|
3371
|
+
}
|
|
3372
|
+
/** Add a sprite to the gl draw list, used by all gl draw functions
|
|
3373
|
+
* @param x
|
|
3374
|
+
* @param y
|
|
3375
|
+
* @param sizeX
|
|
3376
|
+
* @param sizeY
|
|
3377
|
+
* @param angle
|
|
3378
|
+
* @param uv0X
|
|
3379
|
+
* @param uv0Y
|
|
3380
|
+
* @param uv1X
|
|
3381
|
+
* @param uv1Y
|
|
3382
|
+
* @param rgba
|
|
3383
|
+
* @param [rgbaAdditive=0]
|
|
3384
|
+
* @memberof WebGL */
|
|
3385
|
+
function glDraw(x, y, sizeX, sizeY, angle, uv0X, uv0Y, uv1X, uv1Y, rgba, rgbaAdditive = 0) {
|
|
3386
|
+
// flush if there is no room for more verts or if different blend mode
|
|
3387
|
+
if (glBatchCount == gl_MAX_BATCH || glBatchAdditive != glAdditive)
|
|
3388
|
+
glFlush();
|
|
3389
|
+
// prepare to create the verts from size and angle
|
|
3390
|
+
const c = Math.cos(angle) / 2, s = Math.sin(angle) / 2;
|
|
3391
|
+
const cx = c * sizeX, cy = c * sizeY, sx = s * sizeX, sy = s * sizeY;
|
|
3392
|
+
// setup 2 triangles to form a quad
|
|
3393
|
+
for (let i = 6, offset = glBatchCount++ * gl_VERTICES_PER_QUAD * gl_INDICIES_PER_VERT; i--;) {
|
|
3394
|
+
const a = i - 4 && i > 1, b = i - 5 && i - 2 && i - 1;
|
|
3395
|
+
glPositionData[offset++] = x + (a ? -cx : cx) + (b ? sy : -sy);
|
|
3396
|
+
glPositionData[offset++] = y + (b ? cy : -cy) + (a ? sx : -sx);
|
|
3397
|
+
glPositionData[offset++] = a ? uv0X : uv1X;
|
|
3398
|
+
glPositionData[offset++] = b ? uv0Y : uv1Y;
|
|
3399
|
+
glColorData[offset++] = rgba;
|
|
3400
|
+
glColorData[offset++] = rgbaAdditive;
|
|
3401
|
+
}
|
|
3402
|
+
}
|
|
3403
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3404
|
+
// post processing - can be enabled to pass other canvases through a final shader
|
|
3405
|
+
let glPostShader, glPostArrayBuffer, glPostTexture, glPostIncludeOverlay;
|
|
3406
|
+
/** Set up a post processing shader
|
|
3407
|
+
* @param {String} shaderCode
|
|
3408
|
+
* @param {Boolean} includeOverlay
|
|
3409
|
+
* @memberof WebGL */
|
|
3410
|
+
function glInitPostProcess(shaderCode, includeOverlay) {
|
|
3411
|
+
ASSERT(!glPostShader); // can only have 1 post effects shader
|
|
3412
|
+
if (!shaderCode) // default shader
|
|
3413
|
+
shaderCode = 'void mainImage(out vec4 c,vec2 p){c=texture2D(iChannel0,p/iResolution.xy);}';
|
|
3414
|
+
// create the shader
|
|
3415
|
+
glPostShader = glCreateProgram('precision highp float;' + // use highp for better accuracy
|
|
3416
|
+
'attribute vec2 p;' + // position
|
|
3417
|
+
'void main(){' + // shader entry point
|
|
3418
|
+
'gl_Position=vec4(p,1,1);' + // set position
|
|
3419
|
+
'}' // end of shader
|
|
3420
|
+
, 'precision highp float;' + // use highp for better accuracy
|
|
3421
|
+
'uniform sampler2D iChannel0;' + // input texture
|
|
3422
|
+
'uniform vec3 iResolution;' + // size of output texture
|
|
3423
|
+
'uniform float iTime;' + // time passed
|
|
3424
|
+
'\n' + shaderCode + '\n' + // insert custom shader code
|
|
3425
|
+
'void main(){' + // shader entry point
|
|
3426
|
+
'mainImage(gl_FragColor,gl_FragCoord.xy);' + // call post process function
|
|
3427
|
+
'gl_FragColor.a=1.;' + // always use full alpha
|
|
3428
|
+
'}' // end of shader
|
|
3429
|
+
);
|
|
3430
|
+
// create buffer and texture
|
|
3431
|
+
glPostArrayBuffer = glContext.createBuffer();
|
|
3432
|
+
glPostTexture = glCreateTexture();
|
|
3433
|
+
glPostIncludeOverlay = includeOverlay;
|
|
3434
|
+
// hide the original 2d canvas
|
|
3435
|
+
mainCanvas.style.visibility = 'hidden';
|
|
3436
|
+
}
|
|
3437
|
+
// Render the post processing shader, called automatically by the engine
|
|
3438
|
+
function glRenderPostProcess() {
|
|
3439
|
+
if (!glPostShader)
|
|
3440
|
+
return;
|
|
3441
|
+
// prepare to render post process shader
|
|
3442
|
+
if (glEnable) {
|
|
3443
|
+
glFlush(); // clear out the buffer
|
|
3444
|
+
mainContext.drawImage(glCanvas, 0, 0); // copy to the main canvas
|
|
3445
|
+
}
|
|
3446
|
+
else // set viewport
|
|
3447
|
+
glContext.viewport(0, 0, glCanvas.width = mainCanvas.width, glCanvas.height = mainCanvas.height);
|
|
3448
|
+
if (glPostIncludeOverlay) {
|
|
3449
|
+
// copy overlay canvas so it will be included in post processing
|
|
3450
|
+
mainContext.drawImage(overlayCanvas, 0, 0);
|
|
3451
|
+
// clear overlay canvas
|
|
3452
|
+
overlayCanvas.width = mainCanvas.width;
|
|
3453
|
+
}
|
|
3454
|
+
// setup shader program to draw one triangle
|
|
3455
|
+
glContext.useProgram(glPostShader);
|
|
3456
|
+
glContext.disable(gl_BLEND);
|
|
3457
|
+
glContext.bindBuffer(gl_ARRAY_BUFFER, glPostArrayBuffer);
|
|
3458
|
+
glContext.bufferData(gl_ARRAY_BUFFER, new Float32Array([-3, 1, 1, -3, 1, 1]), gl_STATIC_DRAW);
|
|
3459
|
+
glContext.pixelStorei(gl_UNPACK_FLIP_Y_WEBGL, true);
|
|
3460
|
+
// set textures, pass in the 2d canvas and gl canvas in separate texture channels
|
|
3461
|
+
glContext.activeTexture(gl_TEXTURE0);
|
|
3462
|
+
glContext.bindTexture(gl_TEXTURE_2D, glPostTexture);
|
|
3463
|
+
glContext.texImage2D(gl_TEXTURE_2D, 0, gl_RGBA, gl_RGBA, gl_UNSIGNED_BYTE, mainCanvas);
|
|
3464
|
+
// set vertex position attribute
|
|
3465
|
+
const vertexByteStride = 8;
|
|
3466
|
+
const pLocation = glContext.getAttribLocation(glPostShader, 'p');
|
|
3467
|
+
glContext.enableVertexAttribArray(pLocation);
|
|
3468
|
+
glContext.vertexAttribPointer(pLocation, 2, gl_FLOAT, 0, vertexByteStride, 0);
|
|
3469
|
+
// set uniforms and draw
|
|
3470
|
+
const uniformLocation = (name) => glContext.getUniformLocation(glPostShader, name);
|
|
3471
|
+
glContext.uniform1i(uniformLocation('iChannel0'), 0);
|
|
3472
|
+
glContext.uniform1f(uniformLocation('iTime'), time);
|
|
3473
|
+
glContext.uniform3f(uniformLocation('iResolution'), mainCanvas.width, mainCanvas.height, 1);
|
|
3474
|
+
glContext.drawArrays(gl_TRIANGLES, 0, 3);
|
|
3475
|
+
}
|
|
3476
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3477
|
+
// store gl constants as integers so their name doesn't use space in minifed
|
|
3478
|
+
const gl_ONE = 1, gl_TRIANGLES = 4, gl_SRC_ALPHA = 770, gl_ONE_MINUS_SRC_ALPHA = 771, gl_BLEND = 3042, gl_TEXTURE_2D = 3553, gl_UNSIGNED_BYTE = 5121, gl_BYTE = 5120, gl_FLOAT = 5126, gl_RGBA = 6408, gl_NEAREST = 9728, gl_LINEAR = 9729, gl_TEXTURE_MAG_FILTER = 10240, gl_TEXTURE_MIN_FILTER = 10241, gl_TEXTURE_WRAP_S = 10242, gl_TEXTURE_WRAP_T = 10243, gl_COLOR_BUFFER_BIT = 16384, gl_CLAMP_TO_EDGE = 33071, gl_TEXTURE0 = 33984, gl_TEXTURE1 = 33985, gl_ARRAY_BUFFER = 34962, gl_STATIC_DRAW = 35044, gl_DYNAMIC_DRAW = 35048, gl_FRAGMENT_SHADER = 35632, gl_VERTEX_SHADER = 35633, gl_COMPILE_STATUS = 35713, gl_LINK_STATUS = 35714, gl_UNPACK_FLIP_Y_WEBGL = 37440,
|
|
3479
|
+
// constants for batch rendering
|
|
3480
|
+
gl_VERTICES_PER_QUAD = 6, gl_INDICIES_PER_VERT = 6, gl_MAX_BATCH = 1 << 16, gl_VERTEX_BYTE_STRIDE = (4 * 2) * 2 + (4) * 2, // vec2 * 2 + (char * 4) * 2
|
|
3481
|
+
gl_VERTEX_BUFFER_SIZE = gl_MAX_BATCH * gl_VERTICES_PER_QUAD * gl_VERTEX_BYTE_STRIDE;
|
|
3482
|
+
/**
|
|
3483
|
+
* LittleJS - The Tiny JavaScript Game Engine That Can!
|
|
3484
|
+
* MIT License - Copyright 2021 Frank Force
|
|
3485
|
+
*
|
|
3486
|
+
* Engine Features
|
|
3487
|
+
* - Object oriented system with base class engine object
|
|
3488
|
+
* - Base class object handles update, physics, collision, rendering, etc
|
|
3489
|
+
* - Engine helper classes and functions like Vector2, Color, and Timer
|
|
3490
|
+
* - Super fast rendering system for tile sheets
|
|
3491
|
+
* - Sound effects audio with zzfx and music with zzfxm
|
|
3492
|
+
* - Input processing system with gamepad and touchscreen support
|
|
3493
|
+
* - Tile layer rendering and collision system
|
|
3494
|
+
* - Particle effect system
|
|
3495
|
+
* - Medal system tracks and displays achievements
|
|
3496
|
+
* - Debug tools and debug rendering system
|
|
3497
|
+
* - Post processing effects
|
|
3498
|
+
* - Call engineInit() to start it up!
|
|
3499
|
+
* @namespace Engine
|
|
3500
|
+
*/
|
|
3501
|
+
'use strict';
|
|
3502
|
+
/** Name of engine
|
|
3503
|
+
* @type {String}
|
|
3504
|
+
* @default
|
|
3505
|
+
* @memberof Engine */
|
|
3506
|
+
const engineName = 'LittleJS';
|
|
3507
|
+
/** Version of engine
|
|
3508
|
+
* @type {String}
|
|
3509
|
+
* @default
|
|
3510
|
+
* @memberof Engine */
|
|
3511
|
+
const engineVersion = '1.6.9';
|
|
3512
|
+
/** Frames per second to update objects
|
|
3513
|
+
* @type {Number}
|
|
3514
|
+
* @default
|
|
3515
|
+
* @memberof Engine */
|
|
3516
|
+
const frameRate = 60;
|
|
3517
|
+
/** How many seconds each frame lasts, engine uses a fixed time step
|
|
3518
|
+
* @type {Number}
|
|
3519
|
+
* @default 1/60
|
|
3520
|
+
* @memberof Engine */
|
|
3521
|
+
const timeDelta = 1 / frameRate;
|
|
3522
|
+
/** Array containing all engine objects
|
|
3523
|
+
* @type {Array}
|
|
3524
|
+
* @memberof Engine */
|
|
3525
|
+
let engineObjects = [];
|
|
3526
|
+
/** Array containing only objects that are set to collide with other objects this frame (for optimization)
|
|
3527
|
+
* @type {Array}
|
|
3528
|
+
* @memberof Engine */
|
|
3529
|
+
let engineObjectsCollide = [];
|
|
3530
|
+
/** Current update frame, used to calculate time
|
|
3531
|
+
* @type {Number}
|
|
3532
|
+
* @memberof Engine */
|
|
3533
|
+
let frame = 0;
|
|
3534
|
+
/** Current engine time since start in seconds, derived from frame
|
|
3535
|
+
* @type {Number}
|
|
3536
|
+
* @memberof Engine */
|
|
3537
|
+
let time = 0;
|
|
3538
|
+
/** Actual clock time since start in seconds (not affected by pause or frame rate clamping)
|
|
3539
|
+
* @type {Number}
|
|
3540
|
+
* @memberof Engine */
|
|
3541
|
+
let timeReal = 0;
|
|
3542
|
+
/** Is the game paused? Causes time and objects to not be updated
|
|
3543
|
+
* @type {Boolean}
|
|
3544
|
+
* @default 0
|
|
3545
|
+
* @memberof Engine */
|
|
3546
|
+
let paused = 0;
|
|
3547
|
+
/** Set if game is paused
|
|
3548
|
+
* @param {Boolean} paused
|
|
3549
|
+
* @memberof Engine */
|
|
3550
|
+
function setPaused(_paused) { paused = _paused; }
|
|
3551
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3552
|
+
/** Start up LittleJS engine with your callback functions
|
|
3553
|
+
* @param {Function} gameInit - Called once after the engine starts up, setup the game
|
|
3554
|
+
* @param {Function} gameUpdate - Called every frame at 60 frames per second, handle input and update the game state
|
|
3555
|
+
* @param {Function} gameUpdatePost - Called after physics and objects are updated, setup camera and prepare for render
|
|
3556
|
+
* @param {Function} gameRender - Called before objects are rendered, draw any background effects that appear behind objects
|
|
3557
|
+
* @param {Function} gameRenderPost - Called after objects are rendered, draw effects or hud that appear above all objects
|
|
3558
|
+
* @param {String} [tileImageSource] - Tile image to use, everything starts when the image is finished loading
|
|
3559
|
+
* @memberof Engine */
|
|
3560
|
+
function engineInit(gameInit, gameUpdate, gameUpdatePost, gameRender, gameRenderPost, tileImageSource) {
|
|
3561
|
+
// init engine when tiles load or fail to load
|
|
3562
|
+
tileImage.onerror = tileImage.onload = () => {
|
|
3563
|
+
// save tile image info
|
|
3564
|
+
tileImageFixBleed = vec2(tileFixBleedScale).divide(tileImageSize = vec2(tileImage.width, tileImage.height));
|
|
3565
|
+
debug && (tileImage.onload = () => ASSERT(1)); // tile sheet can not reloaded
|
|
3566
|
+
// setup html
|
|
3567
|
+
const styleBody = 'margin:0;overflow:hidden;' + // fill the window
|
|
3568
|
+
'background:#000;' + // set background color
|
|
3569
|
+
'touch-action:none;' + // prevent mobile pinch to resize
|
|
3570
|
+
'user-select:none;' + // prevent mobile hold to select
|
|
3571
|
+
'-webkit-user-select:none'; // compatibility for ios
|
|
3572
|
+
document.body.style = styleBody;
|
|
3573
|
+
document.body.appendChild(mainCanvas = document.createElement('canvas'));
|
|
3574
|
+
mainContext = mainCanvas.getContext('2d');
|
|
3575
|
+
// init stuff and start engine
|
|
3576
|
+
debugInit();
|
|
3577
|
+
glEnable && glInit();
|
|
3578
|
+
// create overlay canvas for hud to appear above gl canvas
|
|
3579
|
+
document.body.appendChild(overlayCanvas = document.createElement('canvas'));
|
|
3580
|
+
overlayContext = overlayCanvas.getContext('2d');
|
|
3581
|
+
// set canvas style
|
|
3582
|
+
const styleCanvas = 'position:absolute;' +
|
|
3583
|
+
'top:50%;left:50%;transform:translate(-50%,-50%);' + // center the canvas
|
|
3584
|
+
(canvasPixelated ? 'image-rendering:pixelated' : ''); // set pixelated rendering
|
|
3585
|
+
(glCanvas || mainCanvas).style = mainCanvas.style = overlayCanvas.style = styleCanvas;
|
|
3586
|
+
gameInit();
|
|
3587
|
+
engineUpdate();
|
|
3588
|
+
};
|
|
3589
|
+
// frame time tracking
|
|
3590
|
+
let frameTimeLastMS = 0, frameTimeBufferMS, averageFPS;
|
|
3591
|
+
// main update loop
|
|
3592
|
+
function engineUpdate(frameTimeMS = 0) {
|
|
3593
|
+
// update time keeping
|
|
3594
|
+
let frameTimeDeltaMS = frameTimeMS - frameTimeLastMS;
|
|
3595
|
+
frameTimeLastMS = frameTimeMS;
|
|
3596
|
+
if (debug || showWatermark)
|
|
3597
|
+
averageFPS = lerp(.05, averageFPS, 1e3 / (frameTimeDeltaMS || 1));
|
|
3598
|
+
const debugSpeedUp = debug && keyIsDown(107); // +
|
|
3599
|
+
const debugSpeedDown = debug && keyIsDown(109); // -
|
|
3600
|
+
if (debug) // +/- to speed/slow time
|
|
3601
|
+
frameTimeDeltaMS *= debugSpeedUp ? 5 : debugSpeedDown ? .2 : 1;
|
|
3602
|
+
timeReal += frameTimeDeltaMS / 1e3;
|
|
3603
|
+
frameTimeBufferMS += !paused * frameTimeDeltaMS;
|
|
3604
|
+
if (!debugSpeedUp)
|
|
3605
|
+
frameTimeBufferMS = min(frameTimeBufferMS, 50); // clamp incase of slow framerate
|
|
3606
|
+
if (canvasFixedSize.x) {
|
|
3607
|
+
// clear canvas and set fixed size
|
|
3608
|
+
mainCanvas.width = canvasFixedSize.x;
|
|
3609
|
+
mainCanvas.height = canvasFixedSize.y;
|
|
3610
|
+
// fit to window by adding space on top or bottom if necessary
|
|
3611
|
+
const aspect = innerWidth / innerHeight;
|
|
3612
|
+
const fixedAspect = mainCanvas.width / mainCanvas.height;
|
|
3613
|
+
(glCanvas || mainCanvas).style.width = mainCanvas.style.width = overlayCanvas.style.width = aspect < fixedAspect ? '100%' : '';
|
|
3614
|
+
(glCanvas || mainCanvas).style.height = mainCanvas.style.height = overlayCanvas.style.height = aspect < fixedAspect ? '' : '100%';
|
|
3615
|
+
}
|
|
3616
|
+
else {
|
|
3617
|
+
// clear canvas and set size to same as window
|
|
3618
|
+
mainCanvas.width = min(innerWidth, canvasMaxSize.x);
|
|
3619
|
+
mainCanvas.height = min(innerHeight, canvasMaxSize.y);
|
|
3620
|
+
}
|
|
3621
|
+
// clear overlay canvas and set size
|
|
3622
|
+
overlayCanvas.width = mainCanvas.width;
|
|
3623
|
+
overlayCanvas.height = mainCanvas.height;
|
|
3624
|
+
// save canvas size
|
|
3625
|
+
mainCanvasSize = vec2(mainCanvas.width, mainCanvas.height);
|
|
3626
|
+
if (paused) {
|
|
3627
|
+
// do post update even when paused
|
|
3628
|
+
inputUpdate();
|
|
3629
|
+
debugUpdate();
|
|
3630
|
+
gameUpdatePost();
|
|
3631
|
+
inputUpdatePost();
|
|
3632
|
+
}
|
|
3633
|
+
else {
|
|
3634
|
+
// apply time delta smoothing, improves smoothness of framerate in some browsers
|
|
3635
|
+
let deltaSmooth = 0;
|
|
3636
|
+
if (frameTimeBufferMS < 0 && frameTimeBufferMS > -9) {
|
|
3637
|
+
// force an update each frame if time is close enough (not just a fast refresh rate)
|
|
3638
|
+
deltaSmooth = frameTimeBufferMS;
|
|
3639
|
+
frameTimeBufferMS = 0;
|
|
3640
|
+
}
|
|
3641
|
+
// update multiple frames if necessary in case of slow framerate
|
|
3642
|
+
for (; frameTimeBufferMS >= 0; frameTimeBufferMS -= 1e3 / frameRate) {
|
|
3643
|
+
// update game and objects
|
|
3644
|
+
inputUpdate();
|
|
3645
|
+
gameUpdate();
|
|
3646
|
+
engineObjectsUpdate();
|
|
3647
|
+
// do post update
|
|
3648
|
+
debugUpdate();
|
|
3649
|
+
gameUpdatePost();
|
|
3650
|
+
inputUpdatePost();
|
|
3651
|
+
}
|
|
3652
|
+
// add the time smoothing back in
|
|
3653
|
+
frameTimeBufferMS += deltaSmooth;
|
|
3654
|
+
}
|
|
3655
|
+
// render sort then render while removing destroyed objects
|
|
3656
|
+
enginePreRender();
|
|
3657
|
+
gameRender();
|
|
3658
|
+
engineObjects.sort((a, b) => a.renderOrder - b.renderOrder);
|
|
3659
|
+
for (const o of engineObjects)
|
|
3660
|
+
o.destroyed || o.render();
|
|
3661
|
+
gameRenderPost();
|
|
3662
|
+
glRenderPostProcess();
|
|
3663
|
+
medalsRender();
|
|
3664
|
+
touchGamepadRender();
|
|
3665
|
+
debugRender();
|
|
3666
|
+
glEnable && glCopyToContext(mainContext);
|
|
3667
|
+
if (showWatermark) {
|
|
3668
|
+
// update fps
|
|
3669
|
+
overlayContext.textAlign = 'right';
|
|
3670
|
+
overlayContext.textBaseline = 'top';
|
|
3671
|
+
overlayContext.font = '1em monospace';
|
|
3672
|
+
overlayContext.fillStyle = '#000';
|
|
3673
|
+
const text = engineName + ' ' + 'v' + engineVersion + ' / '
|
|
3674
|
+
+ drawCount + ' / ' + engineObjects.length + ' / ' + averageFPS.toFixed(1)
|
|
3675
|
+
+ (glEnable ? ' GL' : ' 2D');
|
|
3676
|
+
overlayContext.fillText(text, mainCanvas.width - 3, 3);
|
|
3677
|
+
overlayContext.fillStyle = '#fff';
|
|
3678
|
+
overlayContext.fillText(text, mainCanvas.width - 2, 2);
|
|
3679
|
+
drawCount = 0;
|
|
3680
|
+
}
|
|
3681
|
+
requestAnimationFrame(engineUpdate);
|
|
3682
|
+
}
|
|
3683
|
+
// set tile image source to load the image and start the engine
|
|
3684
|
+
tileImageSource ? tileImage.src = tileImageSource : tileImage.onload();
|
|
3685
|
+
}
|
|
3686
|
+
// Called automatically by engine to setup render system
|
|
3687
|
+
function enginePreRender() {
|
|
3688
|
+
// save canvas size
|
|
3689
|
+
mainCanvasSize = vec2(mainCanvas.width, mainCanvas.height);
|
|
3690
|
+
// disable smoothing for pixel art
|
|
3691
|
+
mainContext.imageSmoothingEnabled = !canvasPixelated;
|
|
3692
|
+
// setup gl rendering if enabled
|
|
3693
|
+
glEnable && glPreRender();
|
|
3694
|
+
}
|
|
3695
|
+
/** Update each engine object, remove destroyed objects, and update time
|
|
3696
|
+
* @memberof Engine */
|
|
3697
|
+
function engineObjectsUpdate() {
|
|
3698
|
+
// get list of solid objects for physics optimzation
|
|
3699
|
+
engineObjectsCollide = engineObjects.filter(o => o.collideSolidObjects);
|
|
3700
|
+
// recursive object update
|
|
3701
|
+
function updateObject(o) {
|
|
3702
|
+
if (!o.destroyed) {
|
|
3703
|
+
o.update();
|
|
3704
|
+
for (const child of o.children)
|
|
3705
|
+
updateObject(child);
|
|
3706
|
+
}
|
|
3707
|
+
}
|
|
3708
|
+
for (const o of engineObjects)
|
|
3709
|
+
o.parent || updateObject(o);
|
|
3710
|
+
// remove destroyed objects
|
|
3711
|
+
engineObjects = engineObjects.filter(o => !o.destroyed);
|
|
3712
|
+
// increment frame and update time
|
|
3713
|
+
time = ++frame / frameRate;
|
|
3714
|
+
}
|
|
3715
|
+
/** Destroy and remove all objects
|
|
3716
|
+
* @memberof Engine */
|
|
3717
|
+
function engineObjectsDestroy() {
|
|
3718
|
+
for (const o of engineObjects)
|
|
3719
|
+
o.parent || o.destroy();
|
|
3720
|
+
engineObjects = engineObjects.filter(o => !o.destroyed);
|
|
3721
|
+
}
|
|
3722
|
+
/** Triggers a callback for each object within a given area
|
|
3723
|
+
* @param {Vector2} [pos] - Center of test area
|
|
3724
|
+
* @param {Number} [size] - Radius of circle if float, rectangle size if Vector2
|
|
3725
|
+
* @param {Function} [callbackFunction] - Calls this function on every object that passes the test
|
|
3726
|
+
* @param {Array} [objects=engineObjects] - List of objects to check
|
|
3727
|
+
* @memberof Engine */
|
|
3728
|
+
function engineObjectsCallback(pos, size, callbackFunction, objects = engineObjects) {
|
|
3729
|
+
if (!pos) // all objects
|
|
3730
|
+
{
|
|
3731
|
+
for (const o of objects)
|
|
3732
|
+
callbackFunction(o);
|
|
3733
|
+
}
|
|
3734
|
+
else if (size.x != undefined) // bounding box test
|
|
3735
|
+
{
|
|
3736
|
+
for (const o of objects)
|
|
3737
|
+
isOverlapping(pos, size, o.pos, o.size) && callbackFunction(o);
|
|
3738
|
+
}
|
|
3739
|
+
else // circle test
|
|
3740
|
+
{
|
|
3741
|
+
const sizeSquared = size * size;
|
|
3742
|
+
for (const o of objects)
|
|
3743
|
+
pos.distanceSquared(o.pos) < sizeSquared && callbackFunction(o);
|
|
3744
|
+
}
|
|
3745
|
+
}
|
|
3746
|
+
/**
|
|
3747
|
+
* LittleJS Module Export
|
|
3748
|
+
* - Export engine as a module with extra functions where necessary
|
|
3749
|
+
*/
|
|
3750
|
+
/** Set position of camera in world space
|
|
3751
|
+
* @param {Vector2} pos
|
|
3752
|
+
* @memberof Settings */
|
|
3753
|
+
function setCameraPos(pos) { cameraPos = pos; }
|
|
3754
|
+
/** Set scale of camera in world space
|
|
3755
|
+
* @param {Number} scale
|
|
3756
|
+
* @memberof Settings */
|
|
3757
|
+
function setCameraScale(scale) { cameraScale = scale; }
|
|
3758
|
+
/** Set max size of the canvas
|
|
3759
|
+
* @param {Vector2} size
|
|
3760
|
+
* @memberof Settings */
|
|
3761
|
+
function setCanvasMaxSize(size) { canvasMaxSize = size; }
|
|
3762
|
+
/** Set fixed size of the canvas
|
|
3763
|
+
* @param {Vector2} size
|
|
3764
|
+
* @memberof Settings */
|
|
3765
|
+
function setCanvasFixedSize(size) { canvasFixedSize = size; }
|
|
3766
|
+
/** Disables anti aliasing for pixel art if true
|
|
3767
|
+
* @param {Boolean} pixelated
|
|
3768
|
+
* @memberof Settings */
|
|
3769
|
+
function setCanvasPixelated(pixelated) { canvasPixelated = pixelated; }
|
|
3770
|
+
/** Set default font used for text rendering
|
|
3771
|
+
* @param {String} font
|
|
3772
|
+
* @memberof Settings */
|
|
3773
|
+
function setFontDefault(font) { fontDefault = font; }
|
|
3774
|
+
/** Set if webgl rendering is enabled
|
|
3775
|
+
* @param {Boolean} enable
|
|
3776
|
+
* @memberof Settings */
|
|
3777
|
+
function setGlEnable(enable) { glEnable = enable; }
|
|
3778
|
+
/** Set to not composite the WebGL canvas
|
|
3779
|
+
* @param {Boolean} overlay
|
|
3780
|
+
* @memberof Settings */
|
|
3781
|
+
function setGlOverlay(overlay) { glOverlay = overlay; }
|
|
3782
|
+
/** Set default size of tiles in pixels
|
|
3783
|
+
* @param {Vector2} size
|
|
3784
|
+
* @memberof Settings */
|
|
3785
|
+
function setTileSizeDefault(size) { tileSizeDefault = size; }
|
|
3786
|
+
/** Set to prevent tile bleeding from neighbors in pixels
|
|
3787
|
+
* @param {Number} scale
|
|
3788
|
+
* @memberof Settings */
|
|
3789
|
+
function setTileFixBleedScale(scale) { tileFixBleedScale = scale; }
|
|
3790
|
+
/** Set if collisions between objects are enabled
|
|
3791
|
+
* @param {Boolean} enable
|
|
3792
|
+
* @memberof Settings */
|
|
3793
|
+
function setEnablePhysicsSolver(enable) { enablePhysicsSolver = enable; }
|
|
3794
|
+
/** Set default object mass for collison calcuations
|
|
3795
|
+
* @param {Number} mass
|
|
3796
|
+
* @memberof Settings */
|
|
3797
|
+
function setObjectDefaultMass(mass) { objectDefaultMass = mass; }
|
|
3798
|
+
/** Set how much to slow velocity by each frame
|
|
3799
|
+
* @param {Number} damping
|
|
3800
|
+
* @memberof Settings */
|
|
3801
|
+
function setObjectDefaultDamping(damp) { objectDefaultDamping = damp; }
|
|
3802
|
+
/** Set how much to slow angular velocity each frame
|
|
3803
|
+
* @param {Number} damping
|
|
3804
|
+
* @memberof Settings */
|
|
3805
|
+
function setObjectDefaultAngleDamping(damp) { objectDefaultAngleDamping = damp; }
|
|
3806
|
+
/** Set how much to bounce when a collision occur
|
|
3807
|
+
* @param {Number} elasticity
|
|
3808
|
+
* @memberof Settings */
|
|
3809
|
+
function setObjectDefaultElasticity(elasticity) { objectDefaultElasticity = elasticity; }
|
|
3810
|
+
/** Set how much to slow when touching
|
|
3811
|
+
* @param {Number} friction
|
|
3812
|
+
* @memberof Settings */
|
|
3813
|
+
function setObjectDefaultFriction(friction) { objectDefaultFriction = friction; }
|
|
3814
|
+
/** Set max speed to avoid fast objects missing collisions
|
|
3815
|
+
* @param {Number} speed
|
|
3816
|
+
* @memberof Settings */
|
|
3817
|
+
function setObjectMaxSpeed(speed) { objectMaxSpeed = speed; }
|
|
3818
|
+
/** Set how much gravity to apply to objects along the Y axis
|
|
3819
|
+
* @param {Number} gravity
|
|
3820
|
+
* @memberof Settings */
|
|
3821
|
+
function setGravity(g) { gravity = g; }
|
|
3822
|
+
/** Set to scales emit rate of particles
|
|
3823
|
+
* @param {Number} scale
|
|
3824
|
+
* @memberof Settings */
|
|
3825
|
+
function setParticleEmitRateScale(scale) { particleEmitRateScale = scale; }
|
|
3826
|
+
/** Set if gamepads are enabled
|
|
3827
|
+
* @param {Boolean} enable
|
|
3828
|
+
* @memberof Settings */
|
|
3829
|
+
function setGamepadsEnable(enable) { gamepadsEnable = enable; }
|
|
3830
|
+
/** Set if the dpad input is also routed to the left analog stick
|
|
3831
|
+
* @param {Boolean} enable
|
|
3832
|
+
* @memberof Settings */
|
|
3833
|
+
function setGamepadDirectionEmulateStick(enable) { gamepadDirectionEmulateStick = enable; }
|
|
3834
|
+
/** Set if true the WASD keys are also routed to the direction keys
|
|
3835
|
+
* @param {Boolean} enable
|
|
3836
|
+
* @memberof Settings */
|
|
3837
|
+
function setInputWASDEmulateDirection(enable) { inputWASDEmulateDirection = enable; }
|
|
3838
|
+
/** Set if touch gamepad should appear on mobile devices
|
|
3839
|
+
* @param {Boolean} enable
|
|
3840
|
+
* @memberof Settings */
|
|
3841
|
+
function setTouchGamepadEnable(enable) { touchGamepadEnable = enable; }
|
|
3842
|
+
/** Set if touch gamepad should be analog stick or 8 way dpad
|
|
3843
|
+
* @param {Boolean} analog
|
|
3844
|
+
* @memberof Settings */
|
|
3845
|
+
function setTouchGamepadAnalog(analog) { touchGamepadAnalog = analog; }
|
|
3846
|
+
/** Set size of virutal gamepad for touch devices in pixels
|
|
3847
|
+
* @param {Number} size
|
|
3848
|
+
* @memberof Settings */
|
|
3849
|
+
function setTouchGamepadSize(size) { touchGamepadSize = size; }
|
|
3850
|
+
/** Set transparency of touch gamepad overlay
|
|
3851
|
+
* @param {Number} alpha
|
|
3852
|
+
* @memberof Settings */
|
|
3853
|
+
function setTouchGamepadAlpha(alpha) { touchGamepadAlpha = alpha; }
|
|
3854
|
+
/** Set to allow vibration hardware if it exists
|
|
3855
|
+
* @param {Boolean} enable
|
|
3856
|
+
* @memberof Settings */
|
|
3857
|
+
function setVibrateEnable(enable) { vibrateEnable = enable; }
|
|
3858
|
+
/** Set to disable all audio code
|
|
3859
|
+
* @param {Boolean} enable
|
|
3860
|
+
* @memberof Settings */
|
|
3861
|
+
function setSoundEnable(enable) { soundEnable = enable; }
|
|
3862
|
+
/** Set volume scale to apply to all sound, music and speech
|
|
3863
|
+
* @param {Number} volume
|
|
3864
|
+
* @memberof Settings */
|
|
3865
|
+
function setSoundVolume(volume) { soundVolume = volume; }
|
|
3866
|
+
/** Set default range where sound no longer plays
|
|
3867
|
+
* @param {Number} range
|
|
3868
|
+
* @memberof Settings */
|
|
3869
|
+
function setSoundDefaultRange(range) { soundDefaultRange = range; }
|
|
3870
|
+
/** Set default range percent to start tapering off sound
|
|
3871
|
+
* @param {Number} taper
|
|
3872
|
+
* @memberof Settings */
|
|
3873
|
+
function setSoundDefaultTaper(taper) { soundDefaultTaper = taper; }
|
|
3874
|
+
/** Set how long to show medals for in seconds
|
|
3875
|
+
* @param {Number} time
|
|
3876
|
+
* @memberof Settings */
|
|
3877
|
+
function setMedalDisplayTime(time) { medalDisplayTime = time; }
|
|
3878
|
+
/** Set how quickly to slide on/off medals in seconds
|
|
3879
|
+
* @param {Number} time
|
|
3880
|
+
* @memberof Settings */
|
|
3881
|
+
function setMedalDisplaySlideTime(time) { medalDisplaySlideTime = time; }
|
|
3882
|
+
/** Set size of medal display
|
|
3883
|
+
* @param {Vector2} size
|
|
3884
|
+
* @memberof Settings */
|
|
3885
|
+
function setMedalDisplaySize(size) { medalDisplaySize = size; }
|
|
3886
|
+
/** Set size of icon in medal display
|
|
3887
|
+
* @param {Number} size
|
|
3888
|
+
* @memberof Settings */
|
|
3889
|
+
function setMedalDisplayIconSize(size) { medalDisplayIconSize = size; }
|
|
3890
|
+
/** Set to stop medals from being unlockable
|
|
3891
|
+
* @param {Boolean} preventUnlock
|
|
3892
|
+
* @memberof Settings */
|
|
3893
|
+
function setMedalsPreventUnlock(prevent) { medalsPreventUnlock = prevent; }
|
|
3894
|
+
/** Set if watermark with FPS should be shown
|
|
3895
|
+
* @param {Boolean} show
|
|
3896
|
+
* @memberof Debug */
|
|
3897
|
+
function setShowWatermark(show) { showWatermark = show; }
|
|
3898
|
+
/** Set key code used to toggle debug mode, Esc by default
|
|
3899
|
+
* @param {Number} key
|
|
3900
|
+
* @memberof Debug */
|
|
3901
|
+
function setDebugKey(key) { debugKey = key; }
|
|
3902
|
+
export {
|
|
3903
|
+
// Setters for global variables
|
|
3904
|
+
setCameraPos, setCameraScale, setCanvasMaxSize, setCanvasFixedSize, setCanvasPixelated, setFontDefault, setGlEnable, setGlOverlay, setTileSizeDefault, setTileFixBleedScale, setEnablePhysicsSolver, setObjectDefaultMass, setObjectDefaultDamping, setObjectDefaultAngleDamping, setObjectDefaultElasticity, setObjectDefaultFriction, setObjectMaxSpeed, setGravity, setParticleEmitRateScale, setGamepadsEnable, setGamepadDirectionEmulateStick, setInputWASDEmulateDirection, setTouchGamepadEnable, setTouchGamepadAnalog, setTouchGamepadSize, setTouchGamepadAlpha, setVibrateEnable, setSoundEnable, setSoundVolume, setSoundDefaultRange, setSoundDefaultTaper, setMedalDisplayTime, setMedalDisplaySlideTime, setMedalDisplaySize, setMedalDisplayIconSize, setMedalsPreventUnlock, setShowWatermark, setDebugKey,
|
|
3905
|
+
// Settings
|
|
3906
|
+
canvasMaxSize, canvasFixedSize, canvasPixelated, fontDefault, tileSizeDefault, tileFixBleedScale, enablePhysicsSolver, objectDefaultMass, objectDefaultDamping, objectDefaultAngleDamping, objectDefaultElasticity, objectDefaultFriction, objectMaxSpeed, gravity, particleEmitRateScale, cameraPos, cameraScale, glEnable, glOverlay, gamepadsEnable, gamepadDirectionEmulateStick, inputWASDEmulateDirection, touchGamepadEnable, touchGamepadAnalog, touchGamepadSize, touchGamepadAlpha, vibrateEnable, soundEnable, soundVolume, soundDefaultRange, soundDefaultTaper, medalDisplayTime, medalDisplaySlideTime, medalDisplaySize, medalDisplayIconSize,
|
|
3907
|
+
// Globals
|
|
3908
|
+
debug, showWatermark,
|
|
3909
|
+
// Debug
|
|
3910
|
+
ASSERT, debugRect, debugCircle, debugPoint, debugLine, debugAABB, debugText, debugClear, debugSaveCanvas,
|
|
3911
|
+
// Utilities
|
|
3912
|
+
PI, abs, min, max, sign, mod, clamp, percent, lerp, smoothStep, nearestPowerOfTwo, isOverlapping, wave, formatTime,
|
|
3913
|
+
// Random
|
|
3914
|
+
rand, randInt, randSign, randInCircle, randVector, randColor, randSeed, setRandSeed, randSeeded,
|
|
3915
|
+
// Utility Classes
|
|
3916
|
+
Vector2, Color, Timer, vec2, rgb, hsl,
|
|
3917
|
+
// Base
|
|
3918
|
+
EngineObject,
|
|
3919
|
+
// Draw
|
|
3920
|
+
tileImage, mainCanvas, mainContext, overlayCanvas, overlayContext, mainCanvasSize, screenToWorld, worldToScreen, drawTile, drawRect, drawTileScreenSpace, drawRectScreenSpace, drawLine, drawCanvas2D, setBlendMode, drawTextScreen, drawText, engineFontImage, FontImage, isFullscreen, toggleFullscreen,
|
|
3921
|
+
// Input
|
|
3922
|
+
keyIsDown, keyWasPressed, keyWasReleased, clearInput, mouseIsDown, mouseWasPressed, mouseWasReleased, mousePos, mousePosScreen, mouseWheel, isUsingGamepad, preventDefaultInput, gamepadIsDown, gamepadWasPressed, gamepadWasReleased, gamepadStick, mouseToScreen, gamepadsUpdate, vibrate, vibrateStop, isTouchDevice,
|
|
3923
|
+
// Audio
|
|
3924
|
+
Sound, Music, playAudioFile, speak, speakStop, getNoteFrequency, audioContext, playSamples, zzfx,
|
|
3925
|
+
// Tiles
|
|
3926
|
+
tileCollision, tileCollisionSize, initTileCollision, setTileCollisionData, getTileCollisionData, tileCollisionTest, tileCollisionRaycast, TileLayerData, TileLayer,
|
|
3927
|
+
// Particles
|
|
3928
|
+
ParticleEmitter, Particle,
|
|
3929
|
+
// Medals
|
|
3930
|
+
medals, medalsPreventUnlock, medalsInit, newgroundsInit, Medal, Newgrounds,
|
|
3931
|
+
// WebGL
|
|
3932
|
+
glCanvas, glContext, glSetBlendMode, glSetTexture, glCompileShader, glCreateProgram, glCreateTexture, glInitPostProcess,
|
|
3933
|
+
// Engine
|
|
3934
|
+
engineName, engineVersion, frameRate, timeDelta, engineObjects, frame, time, timeReal, paused, setPaused, engineInit, engineObjectsUpdate, engineObjectsDestroy, engineObjectsCallback, };
|