littlejsengine 1.18.12 → 1.18.17

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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2
  "name": "littlejsengine",
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- "version": "1.18.12",
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+ "version": "1.18.17",
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  "description": "LittleJS - Tiny and Fast HTML5 Game Engine",
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  "main": "dist/littlejs.esm.js",
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  "types": "dist/littlejs.d.ts",
@@ -40,6 +40,9 @@
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  "build": "node src/engineBuild.mjs",
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  "test": "node --test --import ./test/setup.mjs \"test/**/*.test.mjs\""
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  },
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+ "engines": {
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+ "node": ">=18"
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+ },
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  "devDependencies": {
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  "bestzip": "^2.2.1",
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  "electron": "^38.2.0",
package/plugins/box2d.js CHANGED
@@ -83,6 +83,11 @@ class Box2dObject extends EngineObject
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  // destroy physics body, fixtures, and joints
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  ASSERT(this.body, 'Box2dObject has no body to destroy');
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  box2d.world.DestroyBody(this.body);
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+
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+ // remove from tracked list so paused / headless sessions don't leak
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+ const i = box2d.objects.indexOf(this);
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+ if (i >= 0)
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+ box2d.objects.splice(i, 1);
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  super.destroy();
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  }
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@@ -171,7 +176,9 @@ class Box2dObject extends EngineObject
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  /** Add a box shape to the body
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  * @param {Vector2} [size]
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  * @param {Vector2} [offset]
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- * @param {number} [angle]
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+ * @param {number} [angle] - LittleJS convention (clockwise positive).
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+ * Negated internally to match Box2D's CCW-positive convention so the
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+ * fixture aligns with the same angle passed to drawRect/drawTile.
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  * @param {number} [density]
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  * @param {number} [friction]
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  * @param {number} [restitution]
@@ -184,7 +191,7 @@ class Box2dObject extends EngineObject
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  ASSERT(isNumber(angle), 'angle must be a number');
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  const shape = new box2d.instance.b2PolygonShape();
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- shape.SetAsBox(size.x/2, size.y/2, box2d.vec2dTo(offset), angle);
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+ shape.SetAsBox(size.x/2, size.y/2, box2d.vec2dTo(offset), -angle);
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  return this.addShape(shape, density, friction, restitution, isSensor);
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  }
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@@ -200,23 +207,19 @@ class Box2dObject extends EngineObject
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  function box2dCreatePolygonShape(points)
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  {
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- function box2dCreatePointList(points)
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+ ASSERT(3 <= points.length && points.length <= 8);
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+ const buffer = box2d.instance._malloc(points.length * 8);
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+ for (let i=0, offset=0; i<points.length; ++i)
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  {
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- const buffer = box2d.instance._malloc(points.length * 8);
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- for (let i=0, offset=0; i<points.length; ++i)
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- {
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- box2d.instance.HEAPF32[buffer + offset >> 2] = points[i].x;
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- offset += 4;
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- box2d.instance.HEAPF32[buffer + offset >> 2] = points[i].y;
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- offset += 4;
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- }
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- return box2d.instance.wrapPointer(buffer, box2d.instance.b2Vec2);
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+ box2d.instance.HEAPF32[buffer + offset >> 2] = points[i].x;
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+ offset += 4;
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+ box2d.instance.HEAPF32[buffer + offset >> 2] = points[i].y;
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+ offset += 4;
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  }
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-
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- ASSERT(3 <= points.length && points.length <= 8);
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+ const box2dPoints = box2d.instance.wrapPointer(buffer, box2d.instance.b2Vec2);
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  const shape = new box2d.instance.b2PolygonShape();
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- const box2dPoints = box2dCreatePointList(points);
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  shape.Set(box2dPoints, points.length);
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+ box2d.instance._free(buffer);
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  return shape;
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  }
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@@ -486,9 +489,10 @@ class Box2dObject extends EngineObject
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  {
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  const data = new box2d.instance.b2MassData();
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  this.body.GetMassData(data);
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- localCenter && data.set_center(box2d.vec2dTo(localCenter));
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- mass && data.set_mass(mass);
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- momentOfInertia && data.set_I(momentOfInertia);
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+ // use !== undefined so setMass(0) (static-equivalent) isn't silently ignored
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+ if (localCenter !== undefined) data.set_center(box2d.vec2dTo(localCenter));
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+ if (mass !== undefined) data.set_mass(mass);
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+ if (momentOfInertia !== undefined) data.set_I(momentOfInertia);
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  this.body.SetMassData(data);
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  }
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@@ -1660,6 +1664,8 @@ class Box2dPlugin
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  const fixtureB = contact.GetFixtureB();
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  const objectA = fixtureA.GetBody().object;
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  const objectB = fixtureB.GetBody().object;
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+ // raw user-created b2Bodies may have no .object — skip those
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+ if (!objectA || !objectB) return;
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  objectA.beginContact(objectB);
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  objectB.beginContact(objectA);
1665
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  }
@@ -1670,6 +1676,7 @@ class Box2dPlugin
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  const fixtureB = contact.GetFixtureB();
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  const objectA = fixtureA.GetBody().object;
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  const objectB = fixtureB.GetBody().object;
1679
+ if (!objectA || !objectB) return;
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  objectA.endContact(objectB);
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  objectB.endContact(objectA);
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  };
@@ -2048,7 +2055,7 @@ async function box2dInit()
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  debugDraw.DrawTransform = function(transform)
2049
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  {
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  transform = box2d.instance.wrapPointer(transform, box2d.instance.b2Transform);
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- const pos = vec2(transform.get_p());
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+ const pos = box2d.vec2From(transform.get_p());
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  const angle = -transform.get_q().GetAngle();
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  const p1 = vec2(1,0), c1 = rgb(.75,0,0,.8);
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  const p2 = vec2(0,1), c2 = rgb(0,.75,0,.8);
@@ -129,4 +129,67 @@ function drawThreeSlice(pos, size, startTile, color, borderSize=1, additiveColor
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  const cornerPos = cornerOffset.multiply(vec2(flipX?-1:1, flipY?-flip:flip));
130
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  drawTile(pos.add(cornerPos.rotate(rotateAngle)), cornerSize, cornerTile, color, a, false, additiveColor, useWebGL, screenSpace, context);
131
131
  }
132
+ }
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+
134
+ /** Draw a crescent / moon-phase shape built from a polygon
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+ * Routes through drawPoly, so it supports WebGL, screen space, color, and outlines
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+ * @param {Vector2} pos - Center position
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+ * @param {number} [size] - Diameter
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+ * @param {number} [percent] - Moon phase over a full cycle (0=new, .25=first quarter, .5=full, .75=last quarter), wraps
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+ * @param {Color} [color] - Fill color
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+ * @param {number} [angle] - Angle to rotate by
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+ * @param {boolean} [invert] - Flip which side is illuminated
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+ * @param {number} [lineWidth] - Outline width, 0 for no outline
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+ * @param {Color} [lineColor] - Outline color
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+ * @param {boolean} [useWebGL=glEnable] - Use WebGL for rendering
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+ * @param {boolean} [screenSpace] - Use screen space coordinates
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+ * @param {CanvasRenderingContext2D} [context] - Canvas context to use
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+ * @memberof DrawUtilities */
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+ function drawCrescent(pos, size=1, percent=0, color=WHITE, angle=0, invert=false, lineWidth=0, lineColor=BLACK, useWebGL=glEnable, screenSpace=false, context)
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+ {
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+ const points = getCrescentPoints(pos, size, percent, angle, invert);
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+ drawPoly(points, color, lineWidth, lineColor, vec2(), 0, useWebGL, screenSpace, context);
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+ }
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+
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+ /** Get the list of points that make up a crescent / moon-phase shape
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+ * Returns world-space points with pos and angle baked in, ready for drawPoly or other use
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+ * @param {Vector2} pos - Center position
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+ * @param {number} [size] - Diameter
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+ * @param {number} [percent] - Moon phase over a full cycle (0=new, .25=first quarter, .5=full, .75=last quarter), wraps
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+ * @param {number} [angle] - Angle to rotate by
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+ * @param {boolean} [invert] - Flip which side is illuminated
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+ * @param {number} [sides=glCircleSides] - Number of sides for a full circle (halved per arc)
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+ * @return {Array<Vector2>} - List of points making up the crescent
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+ * @memberof DrawUtilities */
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+ function getCrescentPoints(pos, size=1, percent=0, angle=0, invert=false, sides=glCircleSides)
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+ {
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+ ASSERT(isVector2(pos), 'pos must be a vec2');
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+ ASSERT(isNumber(size) && isNumber(percent), 'size and percent must be numbers');
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+
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+ // map phase to a signed terminator curve: -1 new, 0 half, 1 full
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+ let p = mod(percent*4, 4); // quarter phase 0..4
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+ if (p >= 2) // second half of cycle flips orientation
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+ angle += PI;
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+ p = p <= 2 ? p-1 : 3-p;
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+ if (invert) // flip the illuminated side
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+ {
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+ p = -p;
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+ angle += PI;
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+ }
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+
180
+ // build the crescent: outer semicircle, then inner half-ellipse traced back
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+ const points = [];
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+ const segs = max(3, sides>>1);
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+ const radius = size/2;
184
+ for (let i=0; i<=segs; i++)
185
+ {
186
+ const t = i/segs*PI;
187
+ points.push(vec2(radius*cos(t), radius*sin(t)).rotate(angle).add(pos));
188
+ }
189
+ for (let i=segs; i>=0; i--)
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+ {
191
+ const t = i/segs*PI;
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+ points.push(vec2(radius*cos(t), -radius*p*sin(t)).rotate(angle).add(pos));
193
+ }
194
+ return points;
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195
  }
@@ -0,0 +1,330 @@
1
+ /**
2
+ * LittleJS Light System Plugin
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+ * - Adds 2D dynamic lighting to the scene
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+ * - Lights are first-class EngineObjects (the Light class)
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+ * - Each Light draws a soft falloff blob of its color into a shared lightmap
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+ * - Lights accumulate ADDITIVELY in the lightmap (red + blue = magenta)
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+ * - The lightmap is then MULTIPLIED with the scene during composite, so unlit
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+ * areas go to the ambient color and lit areas show the scene tinted by the
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+ * accumulated light color
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+ * - Draw the world at full brightness — the lightmap does the darkening
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+ * - Any EngineObject may override renderLight() to additively contribute to the
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+ * lightmap (e.g. emissive lava tiles, weapon flashes, glowing crystals)
13
+ * - Must be constructed BEFORE PostProcessPlugin so post-process sees lit pixels
14
+ * @namespace LightSystem
15
+ */
16
+
17
+ 'use strict';
18
+
19
+ ///////////////////////////////////////////////////////////////////////////////
20
+
21
+ /** Global Light System plugin object
22
+ * @type {LightSystemPlugin}
23
+ * @memberof LightSystem */
24
+ let lightSystem;
25
+
26
+ ///////////////////////////////////////////////////////////////////////////////
27
+
28
+ /**
29
+ * LightSystemPlugin
30
+ * - Owns the offscreen lightmap texture, falloff/composite shaders, and the
31
+ * per-frame render pass that multiplies the lightmap onto the WebGL scene
32
+ * - The composite is MULTIPLICATIVE: unlit areas get the ambient color, lit
33
+ * areas show the scene tinted by the accumulated light color. So you should
34
+ * draw your world at full brightness — the lightmap handles the darkening.
35
+ * @memberof LightSystem
36
+ */
37
+ class LightSystemPlugin
38
+ {
39
+ /** Create the global light system plugin.
40
+ * @param {Vector2} [textureSize] - Size of the lightmap texture (defaults to mainCanvasSize)
41
+ * @param {Color} [ambientColor] - Color applied to unlit areas of the scene (defaults to BLACK = pitch dark). Set a small RGB like rgb(0.1,0.1,0.15) for a faint "moonlight" baseline so unlit areas aren't fully black.
42
+ * @example
43
+ * // simplest usage
44
+ * new LightSystemPlugin();
45
+ */
46
+ constructor(textureSize, ambientColor)
47
+ {
48
+ ASSERT(!lightSystem, 'LightSystemPlugin already initialized');
49
+ ASSERT(!postProcess, 'LightSystemPlugin must be created before PostProcessPlugin');
50
+ lightSystem = this;
51
+
52
+ /** @property {boolean} - When false, the render pass is skipped entirely */
53
+ this.enabled = true;
54
+ /** @property {Color} - Baseline color applied to unlit areas of the scene. Defaults to BLACK (pitch dark). Set to a small RGB for a faint ambient. The lightmap is cleared to this color each frame, then lights add on top, then the result multiplies the scene. */
55
+ this.ambientColor = (ambientColor || BLACK).copy();
56
+ /** @property {Vector2} - Size of the lightmap texture (set at construction; falls back to mainCanvasSize at init time) */
57
+ this.textureSize = textureSize ? textureSize.copy() : undefined;
58
+
59
+ /** @property {WebGLTexture} - The lightmap texture */
60
+ this.texture = undefined;
61
+ /** @property {WebGLProgram} - Shader for drawing per-Light falloff blobs into the lightmap */
62
+ this.lightShader = undefined;
63
+ /** @property {WebGLProgram} - Shader for compositing the lightmap over the main scene */
64
+ this.compositeShader = undefined;
65
+ /** @property {WebGLVertexArrayObject} - Vertex array object for the light shader */
66
+ this.lightVAO = undefined;
67
+ /** @property {WebGLVertexArrayObject} - Vertex array object for the composite shader */
68
+ this.compositeVAO = undefined;
69
+
70
+ initLightSystem();
71
+ engineAddPlugin(undefined, lightSystemRender,
72
+ lightSystemContextLost, lightSystemContextRestored);
73
+
74
+ function initLightSystem()
75
+ {
76
+ if (headlessMode) return;
77
+ if (!glEnable)
78
+ {
79
+ console.warn('LightSystemPlugin: WebGL not enabled!');
80
+ return;
81
+ }
82
+
83
+ // resolve texture size default at init time (mainCanvasSize may
84
+ // not be set yet at the moment the constructor first ran)
85
+ if (!lightSystem.textureSize)
86
+ lightSystem.textureSize = mainCanvasSize.copy();
87
+
88
+ // allocate the lightmap texture with null data at textureSize
89
+ lightSystem.texture = glContext.createTexture();
90
+ glContext.bindTexture(glContext.TEXTURE_2D, lightSystem.texture);
91
+ glContext.texImage2D(glContext.TEXTURE_2D, 0, glContext.RGBA,
92
+ lightSystem.textureSize.x, lightSystem.textureSize.y, 0,
93
+ glContext.RGBA, glContext.UNSIGNED_BYTE, null);
94
+ glContext.texParameteri(glContext.TEXTURE_2D, glContext.TEXTURE_MAG_FILTER, glContext.LINEAR);
95
+ glContext.texParameteri(glContext.TEXTURE_2D, glContext.TEXTURE_MIN_FILTER, glContext.LINEAR);
96
+ glContext.texParameteri(glContext.TEXTURE_2D, glContext.TEXTURE_WRAP_S, glContext.CLAMP_TO_EDGE);
97
+ glContext.texParameteri(glContext.TEXTURE_2D, glContext.TEXTURE_WRAP_T, glContext.CLAMP_TO_EDGE);
98
+
99
+ // light falloff shader: one quad per Light, fragment computes radial falloff
100
+ lightSystem.lightShader = glCreateProgram(
101
+ '#version 300 es\n' +
102
+ 'precision highp float;'+
103
+ 'uniform mat4 m;'+
104
+ 'uniform vec2 lightPos;'+
105
+ 'uniform float radius;'+
106
+ 'in vec2 g;'+ // unit quad geometry [0..1]
107
+ 'out vec2 vWorldPos;'+
108
+ 'void main(){'+
109
+ 'vec2 worldP=lightPos+(g-.5)*2.*radius;'+
110
+ 'gl_Position=m*vec4(worldP,1,1);'+
111
+ 'vWorldPos=worldP;'+
112
+ '}'
113
+ ,
114
+ '#version 300 es\n' +
115
+ 'precision highp float;'+
116
+ 'uniform vec2 lightPos;'+
117
+ 'uniform float radius;'+
118
+ 'uniform float fadeRange;'+
119
+ 'uniform vec4 color;'+
120
+ 'in vec2 vWorldPos;'+
121
+ 'out vec4 c;'+
122
+ 'void main(){'+
123
+ 'float dist=distance(vWorldPos,lightPos);'+
124
+ 'float t=clamp((radius-dist)/max(fadeRange,1e-6),0.,1.);'+
125
+ 'c=vec4(color.rgb*t*color.a,1.);'+
126
+ '}'
127
+ );
128
+
129
+ // composite shader: fullscreen quad, samples the lightmap
130
+ lightSystem.compositeShader = glCreateProgram(
131
+ '#version 300 es\n' +
132
+ 'precision highp float;'+
133
+ 'in vec2 p;'+
134
+ 'void main(){'+
135
+ 'gl_Position=vec4(p+p-1.,1,1);'+
136
+ '}'
137
+ ,
138
+ '#version 300 es\n' +
139
+ 'precision highp float;'+
140
+ 'uniform sampler2D s;'+
141
+ 'uniform vec3 iResolution;'+
142
+ 'out vec4 c;'+
143
+ 'void main(){'+
144
+ 'vec2 uv=gl_FragCoord.xy/iResolution.xy;'+
145
+ 'c=vec4(texture(s,uv).rgb,1.);'+
146
+ '}'
147
+ );
148
+
149
+ // VAO for the per-Light quad — reuses the engine unit triangle-strip
150
+ lightSystem.lightVAO = glContext.createVertexArray();
151
+ glContext.bindVertexArray(lightSystem.lightVAO);
152
+ glContext.bindBuffer(glContext.ARRAY_BUFFER, glGeometryBuffer);
153
+ const gLight = glContext.getAttribLocation(lightSystem.lightShader, 'g');
154
+ glContext.enableVertexAttribArray(gLight);
155
+ glContext.vertexAttribPointer(gLight, 2, glContext.FLOAT, false, 8, 0);
156
+
157
+ // VAO for the composite fullscreen quad — same buffer, attribute named 'p'
158
+ lightSystem.compositeVAO = glContext.createVertexArray();
159
+ glContext.bindVertexArray(lightSystem.compositeVAO);
160
+ glContext.bindBuffer(glContext.ARRAY_BUFFER, glGeometryBuffer);
161
+ const pComp = glContext.getAttribLocation(lightSystem.compositeShader, 'p');
162
+ glContext.enableVertexAttribArray(pComp);
163
+ glContext.vertexAttribPointer(pComp, 2, glContext.FLOAT, false, 8, 0);
164
+ }
165
+ function lightSystemRender()
166
+ {
167
+ if (headlessMode || !glEnable) return;
168
+ if (!lightSystem.enabled) return;
169
+ if (!lightSystem.texture) return; // init failed or context lost
170
+
171
+ // 1. flush any in-flight sprite batch from earlier render passes
172
+ glFlush();
173
+ const prevAdditive = glAdditive;
174
+
175
+ // 2. bind lightmap as render target, clear to ambientColor
176
+ const ac = lightSystem.ambientColor;
177
+ glContext.bindFramebuffer(glContext.FRAMEBUFFER, glFramebuffer);
178
+ glContext.framebufferTexture2D(glContext.FRAMEBUFFER,
179
+ glContext.COLOR_ATTACHMENT0, glContext.TEXTURE_2D, lightSystem.texture, 0);
180
+ glContext.viewport(0, 0, lightSystem.textureSize.x, lightSystem.textureSize.y);
181
+ glContext.clearColor(ac.r, ac.g, ac.b, ac.a);
182
+ glContext.clear(glContext.COLOR_BUFFER_BIT);
183
+
184
+ // 3. walk engineObjects calling renderLight() — additive blend
185
+ // (lightmap accumulates raw additive color contributions)
186
+ setBlendMode(true);
187
+ glContext.enable(glContext.BLEND);
188
+ glContext.blendFunc(glContext.ONE, glContext.ONE);
189
+
190
+ for (const o of engineObjects)
191
+ o.destroyed || o.renderLight();
192
+
193
+ // 4. drain any sprite-batched draws (e.g. drawTile inside a
194
+ // custom renderLight override) so they hit the FBO, not the
195
+ // canvas after we unbind
196
+ glFlush();
197
+ glContext.bindFramebuffer(glContext.FRAMEBUFFER, null);
198
+ glContext.viewport(0, 0, mainCanvasSize.x, mainCanvasSize.y);
199
+
200
+ // 5. composite: fullscreen quad, multiplicative blend onto glCanvas
201
+ // (scene * lightmap — unlit areas go to black, lit areas are
202
+ // the scene tinted by the accumulated light color)
203
+ glContext.useProgram(lightSystem.compositeShader);
204
+ glContext.bindVertexArray(lightSystem.compositeVAO);
205
+ glContext.activeTexture(glContext.TEXTURE0);
206
+ glContext.bindTexture(glContext.TEXTURE_2D, lightSystem.texture);
207
+ const cs = lightSystem.compositeShader;
208
+ glContext.uniform1i(glContext.getUniformLocation(cs, 's'), 0);
209
+ glContext.uniform3f(glContext.getUniformLocation(cs, 'iResolution'),
210
+ mainCanvas.width, mainCanvas.height, 1);
211
+ glContext.blendFunc(glContext.DST_COLOR, glContext.ZERO);
212
+ glContext.drawArrays(glContext.TRIANGLE_STRIP, 0, 4);
213
+
214
+ // 6. restore engine state so subsequent draws use the engine's
215
+ // tracked texture binding (otherwise glSetTexture would think
216
+ // the prior texture was still bound when actually the lightmap
217
+ // is, and any debug text / future draw could sample the lightmap)
218
+ if (glActiveTexture)
219
+ glContext.bindTexture(glContext.TEXTURE_2D, glActiveTexture);
220
+ setBlendMode(prevAdditive);
221
+ glSetInstancedMode(true);
222
+ }
223
+ function lightSystemContextLost()
224
+ {
225
+ lightSystem.texture = undefined;
226
+ lightSystem.lightShader = undefined;
227
+ lightSystem.compositeShader = undefined;
228
+ lightSystem.lightVAO = undefined;
229
+ lightSystem.compositeVAO = undefined;
230
+ LOG('LightSystemPlugin: WebGL context lost');
231
+ }
232
+ function lightSystemContextRestored()
233
+ {
234
+ initLightSystem();
235
+ LOG('LightSystemPlugin: WebGL context restored');
236
+ }
237
+ }
238
+
239
+ /** Draw a single Light's falloff blob into the currently bound lightmap.
240
+ * Called by Light.renderLight() during the plugin's render pass.
241
+ * @param {Light} light */
242
+ drawLight(light)
243
+ {
244
+ if (headlessMode || !glEnable || !this.lightShader) return;
245
+
246
+ // drain any sprite-batched draws queued by a previous custom
247
+ // renderLight() override (e.g. drawRect inside a LavaTile). They were
248
+ // queued in the engine's instanced-vertex format and must flush with
249
+ // the engine's shader+VAO bound — NOT this plugin's light shader.
250
+ glFlush();
251
+
252
+ glContext.useProgram(this.lightShader);
253
+ glContext.bindVertexArray(this.lightVAO);
254
+
255
+ // re-apply the engine camera transform onto this shader. Divide by
256
+ // mainCanvasSize (not textureSize) so world→NDC matches the main
257
+ // pass; the viewport handles the lightmap's actual resolution.
258
+ // No y-flip here: the composite samples this FBO with
259
+ // gl_FragCoord/iResolution (origin bottom-left), so storing world
260
+ // +Y at the top of the texture lines up with the canvas convention.
261
+ const s = vec2(2*cameraScale).divide(mainCanvasSize);
262
+ const rotatedCam = cameraPos.rotate(-cameraAngle);
263
+ const p = vec2(-1).subtract(rotatedCam.multiply(s));
264
+ const ca = cos(cameraAngle);
265
+ const sa = sin(cameraAngle);
266
+ const transform = [
267
+ s.x * ca, s.y * sa, 0, 0,
268
+ -s.x * sa, s.y * ca, 0, 0,
269
+ 1, 1, 1, 0,
270
+ p.x, p.y, 0, 1];
271
+
272
+ const ls = this.lightShader;
273
+ glContext.uniformMatrix4fv(glContext.getUniformLocation(ls, 'm'), false, transform);
274
+ glContext.uniform2f(glContext.getUniformLocation(ls, 'lightPos'), light.pos.x, light.pos.y);
275
+ glContext.uniform1f(glContext.getUniformLocation(ls, 'radius'), light.radius);
276
+ glContext.uniform1f(glContext.getUniformLocation(ls, 'fadeRange'), light.fadeRange);
277
+ const c = light.color;
278
+ glContext.uniform4f(glContext.getUniformLocation(ls, 'color'), c.r, c.g, c.b, c.a);
279
+
280
+ glContext.drawArrays(glContext.TRIANGLE_STRIP, 0, 4);
281
+
282
+ // restore engine's instanced shader+VAO so subsequent renderLight()
283
+ // overrides that batch through drawRect/drawTile work correctly
284
+ glSetInstancedMode(true);
285
+ }
286
+ }
287
+
288
+ ///////////////////////////////////////////////////////////////////////////////
289
+
290
+ /**
291
+ * A Light is an EngineObject that contributes a soft additive blob of color
292
+ * to the LightSystem plugin's lightmap.
293
+ * @extends EngineObject
294
+ * @memberof LightSystem
295
+ * @example
296
+ * new Light(vec2(5, 5), 4, rgb(1, 0.5, 0)); // orange light, full soft blob
297
+ * new Light(vec2(0, 0), 8, rgb(1, 1, 1), 2); // white core with 2-unit soft halo
298
+ */
299
+ class Light extends EngineObject
300
+ {
301
+ /** Create a light object and add it to the engine object list
302
+ * @param {Vector2} pos - World space position
303
+ * @param {number} radius - Total extent of the light in world units
304
+ * @param {Color} [color] - Color of the light; alpha modulates intensity
305
+ * @param {number} [fadeRange] - Width of the soft edge in world units (defaults to radius) */
306
+ constructor(pos, radius, color, fadeRange)
307
+ {
308
+ super(pos, vec2(1), undefined, 0, color);
309
+ ASSERT(isNumber(radius) && radius >= 0, 'Light radius must be a non-negative number');
310
+ ASSERT(fadeRange === undefined || (isNumber(fadeRange) && fadeRange >= 0),
311
+ 'Light fadeRange must be a non-negative number when provided');
312
+
313
+ /** @property {number} - Total extent of the light in world units */
314
+ this.radius = radius;
315
+ /** @property {number} - Width of the soft edge in world units */
316
+ this.fadeRange = fadeRange === undefined ? radius : fadeRange;
317
+ }
318
+
319
+ /** Lights are invisible in the main render pass — they only contribute
320
+ * to the lightmap via renderLight(). */
321
+ render() {}
322
+
323
+ /** Draw this light's falloff blob into the lightmap.
324
+ * Called by LightSystemPlugin during its render pass. No-op when the
325
+ * plugin or WebGL is unavailable. */
326
+ renderLight()
327
+ {
328
+ lightSystem && lightSystem.drawLight(this);
329
+ }
330
+ }
@@ -60,7 +60,15 @@ function medalsInit(saveName)
60
60
  // check if medals are unlocked
61
61
  medalsSaveName = saveName;
62
62
  if (!debugMedals)
63
- medalsForEach(medal=> medal.unlocked = !!localStorage[medal.storageKey()]);
63
+ {
64
+ let saved = {};
65
+ try { saved = JSON.parse(localStorage[saveName] || '{}'); }
66
+ catch (e) { saved = {}; }
67
+ medalsForEach(medal => {
68
+ medal.unlocked = !!(saved[medal.id] && saved[medal.id].unlocked);
69
+ });
70
+ medalsSave();
71
+ }
64
72
 
65
73
  // engine automatically renders medals
66
74
  engineAddPlugin(undefined, medalsRender);
@@ -104,6 +112,31 @@ function medalsInit(saveName)
104
112
  function medalsForEach(callback)
105
113
  { Object.values(medals).forEach(medal=>callback(medal)); }
106
114
 
115
+ /** Reset all medals to locked and persist the cleared catalog
116
+ * @memberof Medals */
117
+ function medalsReset()
118
+ {
119
+ medalsForEach(medal => medal.unlocked = false);
120
+ medalsSave();
121
+ }
122
+
123
+ function medalsSave()
124
+ {
125
+ if (!medalsSaveName) return;
126
+ const data = {};
127
+ medalsForEach(medal => {
128
+ const entry = {
129
+ name: medal.name,
130
+ description: medal.description,
131
+ icon: medal.icon,
132
+ unlocked: medal.unlocked,
133
+ };
134
+ if (medal.image) entry.src = medal.image.src;
135
+ data[medal.id] = entry;
136
+ });
137
+ localStorage[medalsSaveName] = JSON.stringify(data);
138
+ }
139
+
107
140
  ///////////////////////////////////////////////////////////////////////////////
108
141
 
109
142
  /**
@@ -161,9 +194,9 @@ class Medal
161
194
  {
162
195
  if (medalsPreventUnlock || this.unlocked) return;
163
196
 
164
- // save the medal
165
197
  ASSERT(medalsSaveName, 'save name must be set');
166
- localStorage[this.storageKey()] = this.unlocked = true;
198
+ this.unlocked = true;
199
+ medalsSave();
167
200
  medalsDisplayQueue.push(this);
168
201
  }
169
202
 
@@ -221,8 +254,6 @@ class Medal
221
254
  drawTextScreen(this.icon, pos, size*.7, BLACK);
222
255
  }
223
256
 
224
- // Get local storage key used by the medal
225
- storageKey() { return medalsSaveName + '_' + this.id; }
226
257
  }
227
258
 
228
259
  ///////////////////////////////////////////////////////////////////////////////
@@ -82,8 +82,20 @@ class NewgroundsPlugin
82
82
 
83
83
  // get medals
84
84
  const medalsResult = this.call('Medal.getList');
85
+
86
+ // bail early if the first call failed (offline / bad session /
87
+ // server error) so we don't block the main thread on more sync
88
+ // XHRs that are guaranteed to also fail
89
+ if (!medalsResult || !medalsResult.result || medalsResult.result.error)
90
+ {
91
+ debugMedals && LOG('Newgrounds session unavailable; skipping plugin init');
92
+ this.medals = [];
93
+ this.scoreboards = [];
94
+ return;
95
+ }
96
+
85
97
  /** @property {Array} - Medals fetched from Newgrounds (empty until session is active) */
86
- this.medals = medalsResult ? medalsResult.result.data['medals'] : [];
98
+ this.medals = medalsResult.result.data?.['medals'] || [];
87
99
  debugMedals && LOG(this.medals);
88
100
  for (const newgroundsMedal of this.medals)
89
101
  {
@@ -103,11 +115,11 @@ class NewgroundsPlugin
103
115
  medal.description = medal.description + ` (${ medal.value })`;
104
116
  }
105
117
  }
106
-
118
+
107
119
  // get scoreboards
108
120
  const scoreboardResult = this.call('ScoreBoard.getBoards');
109
121
  /** @property {Array} - Scoreboards fetched from Newgrounds */
110
- this.scoreboards = scoreboardResult ? scoreboardResult.result.data.scoreboards : [];
122
+ this.scoreboards = scoreboardResult?.result?.data?.scoreboards || [];
111
123
  debugMedals && LOG(this.scoreboards);
112
124
 
113
125
  // keep the session alive with a ping every minute
@@ -271,11 +271,13 @@ class PathFinder
271
271
  if (dx !== 0 && dy !== 0)
272
272
  {
273
273
  // Diagonal step: refuse if either cardinal neighbor is
274
- // blocked or has cost. Prevents cutting through corners.
274
+ // blocked. Prevents cutting through walls at corners.
275
+ // (Costed-but-walkable cardinals do not block — diagonal
276
+ // movement around expensive terrain is standard A*.)
275
277
  const card1 = this.getNode(current.pos.x + dx, current.pos.y);
276
- if (!card1 || card1.cost > 0 || !card1.walkable) continue;
278
+ if (!card1 || !card1.walkable) continue;
277
279
  const card2 = this.getNode(current.pos.x, current.pos.y + dy);
278
- if (!card2 || card2.cost > 0 || !card2.walkable) continue;
280
+ if (!card2 || !card2.walkable) continue;
279
281
  stepCost = PATHFINDER_DIAGONAL_COST;
280
282
  }
281
283