littlejsengine 1.22.0 → 1.23.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/dist/littlejs.d.ts +633 -94
- package/dist/littlejs.esm.js +2203 -222
- package/dist/littlejs.esm.min.js +3 -3
- package/dist/littlejs.js +2190 -222
- package/dist/littlejs.min.js +2 -2
- package/dist/littlejs.release.js +716 -76
- package/package.json +1 -1
- package/plugins/lightSystem.js +8 -6
- package/plugins/parallax.js +174 -0
- package/plugins/particleEffects.js +37 -22
- package/plugins/pluginExport.js +8 -0
- package/plugins/render3d.js +15 -7
- package/plugins/render3dEditor.js +1021 -111
- package/plugins/render3dExtras.js +82 -21
- package/plugins/render3dLevel.js +300 -6
- package/src/engine.js +1 -1
- package/src/engineAudio.js +10 -2
- package/src/engineBuild.mjs +1 -0
- package/src/engineDraw.js +15 -3
- package/src/engineEditor.js +465 -36
- package/src/engineExport.js +5 -0
- package/src/engineInput.js +48 -6
- package/src/engineRelease.js +13 -2
- package/src/engineSettings.js +14 -0
package/package.json
CHANGED
package/plugins/lightSystem.js
CHANGED
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@@ -425,13 +425,13 @@ class LightSystemPlugin
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// an automatic size follows the canvas, so reallocate the lightmap when
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// the canvas changed size, after the flush so the batch keeps its texture
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const size = lightSystem.textureSize;
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-
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-
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const wantX = glClampTextureSize(mainCanvasSize.x), wantY = glClampTextureSize(mainCanvasSize.y);
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if (lightSystem.textureSizeAuto && (size.x !== wantX || size.y !== wantY))
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{
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-
lightSystem.textureSize =
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lightSystem.textureSize = vec2(wantX, wantY);
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glContext.bindTexture(glContext.TEXTURE_2D, lightSystem.texture);
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glContext.texImage2D(glContext.TEXTURE_2D, 0, glContext.RGBA,
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-
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wantX, wantY, 0,
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glContext.RGBA, glContext.UNSIGNED_BYTE, null);
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// put back the texture the engine tracks, a draw in renderLight must not sample the lightmap
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if (glActiveTexture)
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@@ -571,8 +571,10 @@ class LightSystemPlugin
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this.shadowMapSize = glClampTextureSize(this.shadowMapSize);
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this.shadowTextureSize = glClampTextureSize(this.shadowTextureSize);
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const size = this.textureSize;
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-
if (size)
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-
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if (!size) return;
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const x = glClampTextureSize(size.x), y = glClampTextureSize(size.y);
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if (x !== size.x || y !== size.y)
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this.textureSize = vec2(x, y); // only when it is too large, this runs every frame
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}
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/** Draw a single Light's falloff blob into the currently bound lightmap.
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@@ -0,0 +1,174 @@
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1
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/**
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* LittleJS Parallax Plugin
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* - A background layer that follows the camera by a part of its movement, so it looks far away
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* - Repeats across the view, so a level of any width has a background
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* - Draws mountains by default, or anything a game draws into it
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* @namespace Parallax
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*/
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'use strict';
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///////////////////////////////////////////////////////////////////////////////
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/**
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* A background layer with parallax: an image that follows the camera by a part of its movement and repeats across
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* the view, drawn once into a canvas by a function, mountains when none is given
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* - A far layer has a parallax near 1 and a low renderOrder, a near one a smaller parallax and a higher renderOrder
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* - The image should meet itself at its left and right edges to repeat without a seam, as the mountains do
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* @memberof Parallax
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* @extends CanvasLayer
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* @example
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* // three ranges of mountains, the far ones lighter and slower
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* for (let i = 3; i--;)
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* new ParallaxLayer(vec2(0, i*2), vec2(40, 20), .9 - i*.2, -1e3 + i,
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* parallaxMountains(hsl(.6, .3, .7 - i*.2), hsl(.6, .5, .2), i));
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*
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* // or draw your own image into the layer
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* new ParallaxLayer(vec2(), vec2(40, 20), .5, -1e3, (context, size)=>
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* {
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* context.fillStyle = '#fff';
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* context.fillRect(size.x/2 - 20, size.y/2 - 20, 40, 40);
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* });
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*/
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class ParallaxLayer extends CanvasLayer
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{
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/** Create a parallax layer and draw its image
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* @param {Vector2} [pos] - Where the middle of the image is in the world when the camera is there too
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* @param {Vector2} [size] - World size of one copy of the image
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* @param {number|Vector2} [parallax] - How much of the camera's movement it follows, 0 stays with the world
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* and 1 with the screen, a Vector2 to follow x and y by different amounts
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* @param {number} [renderOrder] - Low to draw behind the game, far layers lowest
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* @param {function(OffscreenCanvasRenderingContext2D, Vector2, ParallaxLayer): void} [drawFunction] - Draws
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* the image, given the canvas context, its size in pixels and the layer; mountains when not given
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* @param {Vector2} [canvasSize] - Size of the image in pixels */
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constructor(pos=vec2(), size=vec2(32, 16), parallax=.5, renderOrder=-1e3, drawFunction=parallaxMountains(),
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canvasSize=vec2(512, 256))
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{
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ASSERT(isNumber(parallax) || isVector2(parallax), 'parallax must be a number or a Vector2');
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ASSERT(typeof drawFunction == 'function', 'drawFunction must be a function');
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super(pos, size, 0, renderOrder, canvasSize);
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/** @property {Vector2} - How much of the camera's movement it follows on each axis, 0 stays with the world
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* and 1 with the screen */
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this.parallax = isVector2(parallax) ? /** @type {Vector2} */ (parallax).copy() :
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vec2(/** @type {number} */ (parallax));
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/** @property {boolean} - Repeat the image across the view, left and right */
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this.wrapX = true;
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/** @property {boolean} - Repeat the image up and down the view */
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this.wrapY = false;
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/** @property {number} - How much the camera's zoom changes its size on the screen: 1 like the world, 0 not
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* at all, the same on the screen at any zoom as it is at zoomScale */
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this.zoomFollow = 1;
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/** @property {number} - The camera scale its size is given for, used when zoomFollow is under 1 */
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this.zoomScale = cameraScale;
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/** @property {function(OffscreenCanvasRenderingContext2D, Vector2, ParallaxLayer): void} - Draws the
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* image, redraw() after changing it */
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this.drawFunction = drawFunction;
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this.redraw();
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}
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/** Draw the image again with drawFunction, after changing it or what it draws from */
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redraw()
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{
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const context = this.context;
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if (!context) return; // headless
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const size = vec2(this.canvas.width, this.canvas.height);
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context.clearRect(0, 0, size.x, size.y);
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this.drawFunction(context, size, this);
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this.updateWebGL();
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}
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// how much smaller it is drawn than its size, from the camera's zoom and how much of it the layer follows
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zoomFactor()
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{ return this.zoomFollow < 1 && cameraScale > 0 ? (this.zoomScale / cameraScale) ** (1 - this.zoomFollow) : 1; }
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/** World size one copy of the image is drawn at now, its size unless zoomFollow is under 1
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* @return {Vector2} */
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getDrawSize() { return this.size.scale(this.zoomFactor()); }
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/** Where each copy of the image is drawn now, in the world: one place, or with wrapping every place that
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* shows in the view
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* @return {Array<Vector2>} */
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getDrawPositions()
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{
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// its place seen from the camera is cut down by the parallax, and by the zoom it does not follow
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const zoom = this.zoomFactor(), size = this.size.scale(zoom), p = this.parallax;
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const offset = this.pos.subtract(cameraPos);
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const center = cameraPos.add(vec2(offset.x * (1 - p.x) * zoom, offset.y * (1 - p.y) * zoom));
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// the copies that reach into the view; a turned camera sees as far as its corner each way
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const view = mainCanvasSize.scale(.5 / (cameraScale || 1));
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const reach = cameraAngle ? vec2(view.length()) : view;
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const range = (wrap, axis)=>
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{
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if (!wrap || !(size[axis] > 0)) return [0, 0];
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const from = cameraPos[axis] - reach[axis] - size[axis] / 2 - center[axis];
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const to = cameraPos[axis] + reach[axis] + size[axis] / 2 - center[axis];
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const first = ceil(from / size[axis]);
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return [first, min(floor(to / size[axis]), first + 99)]; // a tiny image does not draw without end
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};
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const [x0, x1] = range(this.wrapX, 'x'), [y0, y1] = range(this.wrapY, 'y'), positions = [];
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for (let y = y0; y <= y1; ++y)
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for (let x = x0; x <= x1; ++x)
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positions.push(vec2(center.x + x * size.x, center.y + y * size.y));
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return positions;
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}
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// Render the layer, called automatically by the engine
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render()
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{
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const size = this.getDrawSize();
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for (const pos of this.getDrawPositions())
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this.draw(pos, size, this.color, 0, this.mirror, this.additiveColor, false);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// the ridge of a range of mountains: a height for each column of an image and one more, the last the same as the
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// first so the image repeats with no step; it wanders about the middle, turning now and then
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function parallaxRidge(width, height, random)
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{
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const pointiness = .2, levelness = .005, slopeRange = height / 256; // how often it turns, how hard it is
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const ridge = new Float32Array(width + 1), middle = height / 2; // pulled level, how steep it gets
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let y = middle, slope = random.float(-slopeRange, slopeRange);
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for (let x = 0; x <= width; ++x)
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{
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ridge[x] = y;
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y += slope -= (y - middle) * levelness;
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if (random.float() < pointiness)
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slope = random.float(-slopeRange, slopeRange);
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}
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// take out the difference between its ends, a little from each column, and keep it inside the image
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const drift = ridge[width] - ridge[0];
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for (let x = 0; x <= width; ++x)
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ridge[x] = clamp(ridge[x] - drift * x / width, 0, height);
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return ridge;
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}
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/** A draw function for a ParallaxLayer: a range of mountains across the image, shaded from the color of their
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* peaks down to the color of their feet, that repeats with no seam
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* @param {Color} [topColor] - Color at the peaks
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* @param {Color} [bottomColor] - Color at the bottom of the image
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* @param {number} [seed] - The same seed gives the same mountains, random when not given
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* @return {function(OffscreenCanvasRenderingContext2D, Vector2): void}
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* @memberof Parallax */
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function parallaxMountains(topColor=hsl(.6, .2, .6), bottomColor=hsl(.6, .3, .25), seed)
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{
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return (context, size)=>
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{
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const w = size.x, h = size.y;
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const random = new RandomGenerator(seed === undefined ? randInt(1e9) + 1 : seed * 7919 + 1);
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const ridge = parallaxRidge(w, h, random);
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// a strip one pixel wide with the shading, stretched down each column from its peak
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const strip = createCanvasContext(1, h);
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for (let i = h; i--;)
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{
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strip.fillStyle = topColor.lerp(bottomColor, i / h).toString();
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strip.fillRect(0, i, 1, 1);
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}
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for (let x = w; x--;)
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ridge[x] < h && context.drawImage(strip.canvas, 0, 0, 1, h, x, ridge[x], 1, h - ridge[x]);
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};
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}
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settings[setting.name] = value === '' || particleEffectShapes.includes(value) ? value : fallback;
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else if (isNumber(value))
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{
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-
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// an angle past half a turn comes around, a clamp would point it the other way
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const wraps = setting.name === 'angle' && isFinite(value) && abs(value) > PI;
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const clamped = clamp(wraps ? mod(value + PI, 2*PI) - PI : value, setting.hardMin, setting.hardMax);
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settings[setting.name] = setting.step >= 1 ? round(clamped) : clamped;
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}
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else
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@@ -257,9 +259,11 @@ function particleEffectsGet(name) { return particleEffectsByName.get(String(name
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* @param {string} text
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* @return {Array<Object>}
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* @memberof ParticleEffects */
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function particleEffectsParse(text)
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function particleEffectsParse(text) { return particleEffectsFromData(JSON.parse(text)); }
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// a library file's data, or one effect's, into sanitized effects
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function particleEffectsFromData(data)
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{
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const data = JSON.parse(text);
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const list = isArray(data?.effects) ? data.effects : data?.settings ? [data] : undefined;
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if (!list || !list.length)
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throw new Error('no effects in this file');
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@@ -278,7 +282,7 @@ function particleEffectsText(effects) { return JSON.stringify({version:1, effect
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* @memberof ParticleEffects */
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async function particleEffectsLoad(url)
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{
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const effects =
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const effects = particleEffectsFromData(await fetchJSON(url));
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particleEffectsAdd(effects);
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return effects;
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}
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@@ -456,7 +460,13 @@ function particleEffectTileInfo(s)
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* @memberof ParticleEffects */
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function particleEffectApply(emitter, effect)
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{
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// an effect written by hand or changed since it was added
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particleEffectSet(emitter, particleEffectSanitize(effect));
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}
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// set a 2D emitter to an effect that is sanitized already, as a play's is
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function particleEffectSet(emitter, effect)
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{
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const s = effect.settings, ended = emitter.emitTime < 0; // destroyed, its last particles going
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for (const setting of particleEffectSettings)
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if (!particleEffectIndirect.includes(setting.name))
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@@ -492,15 +502,14 @@ function particleEffectResolve(nameOrEffect, options)
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* - Attach it to an object with addChild to follow it
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* @param {string|Object} nameOrEffect - A built-in or added effect's name, or an effect
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* @param {Vector2} [pos]
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-
* @param {Object} [options]
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*
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*
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*
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*
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*
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* tinted by its colors
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502
|
-
*
|
|
503
|
-
* the effect's own for this play
|
|
505
|
+
* @param {Object} [options] - What to change for this play, each left out when not wanted:
|
|
506
|
+
* scale grows the whole effect, the built-ins fit a one unit object at 1;
|
|
507
|
+
* hue turns its colors around the color wheel, 1 is all the way;
|
|
508
|
+
* saturation multiplies its saturation, 0 is grey;
|
|
509
|
+
* angle is its direction, 0 is up, the effect's own angle when not given;
|
|
510
|
+
* tileInfo, a TileInfo or a TextureInfo, is the game's own art to draw with in place of the effect's shape,
|
|
511
|
+
* tinted by its colors, a whole texture drawn as one tile;
|
|
512
|
+
* and any effect setting by its name, emitTime, emitRate, speed and the rest, replaces the effect's own
|
|
504
513
|
* @return {ParticleEmitter|undefined} - undefined when there is no such effect
|
|
505
514
|
* @memberof ParticleEffects */
|
|
506
515
|
function particleEffect(nameOrEffect, pos=vec2(), options={})
|
|
@@ -508,7 +517,7 @@ function particleEffect(nameOrEffect, pos=vec2(), options={})
|
|
|
508
517
|
const effect = particleEffectResolve(nameOrEffect, options);
|
|
509
518
|
if (!effect) return;
|
|
510
519
|
const emitter = new ParticleEmitter(pos.copy());
|
|
511
|
-
|
|
520
|
+
particleEffectSet(emitter, effect);
|
|
512
521
|
emitter.scale = options.scale ?? 1;
|
|
513
522
|
if (options.angle !== undefined)
|
|
514
523
|
emitter.angle = options.angle;
|
|
@@ -572,7 +581,7 @@ function particleEffectFromEmitter(emitter, name='Effect')
|
|
|
572
581
|
p.velocity.y += (p.pos.x - c.x) * s * .002;
|
|
573
582
|
};
|
|
574
583
|
b('wind').update3D = (p, s)=> p.velocity.x += s * .004 * p.scale * min(p.age / p.lifeTime, 1);
|
|
575
|
-
// stick has no 3D push:
|
|
584
|
+
// stick has no 3D push: particleEffectApply3D makes it the emitter's stick, its grip on landing
|
|
576
585
|
}
|
|
577
586
|
|
|
578
587
|
/** Set a 3D emitter to an effect, live, so a running one keeps its particles; its place, scale and flatten stay
|
|
@@ -581,7 +590,13 @@ function particleEffectFromEmitter(emitter, name='Effect')
|
|
|
581
590
|
* @memberof ParticleEffects */
|
|
582
591
|
function particleEffectApply3D(emitter, effect)
|
|
583
592
|
{
|
|
584
|
-
|
|
593
|
+
// an effect written by hand or changed since it was added
|
|
594
|
+
particleEffectSet3D(emitter, particleEffectSanitize(effect));
|
|
595
|
+
}
|
|
596
|
+
|
|
597
|
+
// set a 3D emitter to an effect that is sanitized already, as a play's is
|
|
598
|
+
function particleEffectSet3D(emitter, effect)
|
|
599
|
+
{
|
|
585
600
|
const s = effect.settings, e = emitter;
|
|
586
601
|
// a circle is a sphere and a rectangle a box as deep as it is wide
|
|
587
602
|
e.emitSize = s.emitRect ? vec3(s.emitSize, s.emitHeight, s.emitSize) : s.emitSize;
|
|
@@ -594,8 +609,8 @@ function particleEffectApply3D(emitter, effect)
|
|
|
594
609
|
'randomness', 'additive', 'gravityScale', 'angleSpeed', 'angleDamping', 'collideLevel', 'restitution'])
|
|
595
610
|
e[name] = s[name];
|
|
596
611
|
e.trailTime = s.trailScale / 60; // a stretch of speed times trailScale is a streak of that many frames
|
|
597
|
-
|
|
598
|
-
e.
|
|
612
|
+
e.friction = s.friction;
|
|
613
|
+
e.stick = effect.behaviors.find(b=> b.name == 'stick')?.strength ?? 0; // in 3D the emitter grips on landing
|
|
599
614
|
// a 2D emitter at angle a shoots along (sin a, cos a), a z turn r takes up to (-sin r, cos r), so r is -a
|
|
600
615
|
e.rotation3D = vec3(0, 0, -s.angle);
|
|
601
616
|
e.particleUpdateCallback = particleEffectUpdateCallback(effect.behaviors, true);
|
|
@@ -605,8 +620,8 @@ function particleEffectApply3D(emitter, effect)
|
|
|
605
620
|
* - The same effect data as particleEffect, so the look carries across: a circle spawn area becomes a sphere and a
|
|
606
621
|
* rectangle a box as deep as it is wide, both flat across the way it emits with options.flatten, a disc or a
|
|
607
622
|
* sheet; a trail becomes a streak of the same length, and the settings the 3D emitter lacks (particleConeAngle,
|
|
608
|
-
* randomColorLinear, velocityInheritance, localSpace) are left out; the stick behavior becomes the
|
|
609
|
-
* particle lands
|
|
623
|
+
* randomColorLinear, velocityInheritance, localSpace) are left out; the stick behavior becomes the emitter's
|
|
624
|
+
* stick, its grip where a particle lands
|
|
610
625
|
* @param {string|Object} nameOrEffect - A built-in or added effect's name, or an effect
|
|
611
626
|
* @param {Vector3} [pos3D]
|
|
612
627
|
* @param {Object} [options] - scale, hue, saturation, angle, tileInfo and any setting as particleEffect; angle turns it
|
|
@@ -618,7 +633,7 @@ function particleEffect3D(nameOrEffect, pos3D=vec3(), options={})
|
|
|
618
633
|
const effect = particleEffectResolve(nameOrEffect, options);
|
|
619
634
|
if (!effect) return;
|
|
620
635
|
const e = new ParticleEmitter3D(pos3D.copy());
|
|
621
|
-
|
|
636
|
+
particleEffectSet3D(e, effect);
|
|
622
637
|
if (options.angle !== undefined)
|
|
623
638
|
e.rotation3D = vec3(0, 0, -options.angle);
|
|
624
639
|
e.scale3D = vec3(options.scale ?? 1);
|
package/plugins/pluginExport.js
CHANGED
|
@@ -116,6 +116,10 @@ export
|
|
|
116
116
|
setScene,
|
|
117
117
|
getScene,
|
|
118
118
|
|
|
119
|
+
// Parallax
|
|
120
|
+
ParallaxLayer,
|
|
121
|
+
parallaxMountains,
|
|
122
|
+
|
|
119
123
|
// Path Finding
|
|
120
124
|
PathFinder,
|
|
121
125
|
PathFinderNode,
|
|
@@ -196,6 +200,10 @@ export
|
|
|
196
200
|
level3DAddType,
|
|
197
201
|
level3DAddMesh,
|
|
198
202
|
level3DLoad,
|
|
203
|
+
level3DAddPrefab,
|
|
204
|
+
level3DLoadPrefab,
|
|
205
|
+
level3DSpawn,
|
|
206
|
+
Prefab3D,
|
|
199
207
|
level3DVoxelSetup,
|
|
200
208
|
|
|
201
209
|
// Three.js
|
package/plugins/render3d.js
CHANGED
|
@@ -433,12 +433,17 @@ function render3DShadowCaster()
|
|
|
433
433
|
light.intensity > 0 && light.color.a > 0 ? light : undefined;
|
|
434
434
|
}
|
|
435
435
|
|
|
436
|
+
// the widest cone a shadow map can look down, to each side; the light that casts the shadows lights no wider, or
|
|
437
|
+
// what is past the map's edge would be lit with nothing to shade it
|
|
438
|
+
const RENDER3D_SHADOW_CONE_MAX = 1.35;
|
|
439
|
+
|
|
436
440
|
// a light's cone as the four numbers the shader gets: the way it shines, scaled so that its dot with the way to
|
|
437
441
|
// a point, less the fourth number, is 0 at the edge of the cone and 1 where its fade starts; a light with no cone
|
|
438
442
|
// gets numbers that make it 1 every way
|
|
439
443
|
function render3DLightCone(light)
|
|
440
444
|
{
|
|
441
|
-
const
|
|
445
|
+
const widest = light === render3DShadowCaster() ? RENDER3D_SHADOW_CONE_MAX : PI;
|
|
446
|
+
const angle = light.directional ? 0 : min(light.coneAngle, widest);
|
|
442
447
|
if (!(angle > 0)) return [0, 0, 0, -1];
|
|
443
448
|
const outer = cos(angle), inner = cos(angle * (1 - clamp(light.coneSoftness)));
|
|
444
449
|
const k = 1 / max(inner - outer, 1e-4), forward = light.getForward3D();
|
|
@@ -1225,8 +1230,9 @@ class Render3DPlugin
|
|
|
1225
1230
|
// a spotlight's map looks down its cone with perspective, from just in front of it out to its radius
|
|
1226
1231
|
const pos = caster.getWorldPos3D(), forward = caster.getForward3D();
|
|
1227
1232
|
const up = abs(forward.y) > .99 ? vec3(0, 0, 1) : vec3(0, 1, 0);
|
|
1228
|
-
|
|
1229
|
-
const
|
|
1233
|
+
// the near plane stays in front of the far one however small the light
|
|
1234
|
+
const far = caster.radius, near = min(max(far / 500, .02), far / 2);
|
|
1235
|
+
const fov = min(caster.coneAngle, RENDER3D_SHADOW_CONE_MAX) * 2 + .1;
|
|
1230
1236
|
this.shadowMatrix = Matrix4.perspective(fov, 1, near, far).multiply(
|
|
1231
1237
|
Matrix4.lookAt(pos, pos.add(forward), up).invert());
|
|
1232
1238
|
this.shadowPlanes = render3DFrustumPlanes(this.shadowMatrix);
|
|
@@ -4660,7 +4666,7 @@ class InstancedMesh3D extends EngineObject3D
|
|
|
4660
4666
|
* - intensity multiplies the color, above 1 for a light brighter than white
|
|
4661
4667
|
* - radius is a world distance, so scale3D does not change it
|
|
4662
4668
|
* - An alpha, an intensity or a radius of 0 switches it off, and a light that is off takes none of those slots
|
|
4663
|
-
* - Draws nothing
|
|
4669
|
+
* - Draws nothing but its glow, when it has one; add a small emissive mesh if the lamp itself should be seen
|
|
4664
4670
|
* @extends EngineObject3D
|
|
4665
4671
|
* @memberof Render3D
|
|
4666
4672
|
* @example
|
|
@@ -4709,8 +4715,10 @@ class Light3D extends EngineObject3D
|
|
|
4709
4715
|
const r = render3D, c = this.color, pos = render3DObjectMatrix(this).getTranslation();
|
|
4710
4716
|
const toCamera = r.camera.pos.subtract(pos), distance = toCamera.length();
|
|
4711
4717
|
const at = distance ? pos.add(toCamera.scale(min(this.glow, distance) / 2 / distance)) : pos;
|
|
4712
|
-
const color = rgb(c.r, c.g, c.b, c.a * min(this.intensity, 1));
|
|
4713
|
-
|
|
4718
|
+
const color = rgb(c.r, c.g, c.b, c.a * min(this.intensity, 1)), texture = engineGlowTexture(this.glowFalloff);
|
|
4719
|
+
// a browser that can not make the glow's texture draws no glow, not a plain square
|
|
4720
|
+
if (texture || !glContext)
|
|
4721
|
+
r.drawBillboard(at, vec2(this.glow), texture, color);
|
|
4714
4722
|
}
|
|
4715
4723
|
}
|
|
4716
4724
|
|
|
@@ -4720,7 +4728,7 @@ class Light3D extends EngineObject3D
|
|
|
4720
4728
|
* - It shines from its position toward the origin, like a three.js DirectionalLight: only the direction to it
|
|
4721
4729
|
* counts, so moving it or its parent swings the light around; parent it to a sun in the sky and it follows
|
|
4722
4730
|
* - It cannot sit on the origin, since that leaves no direction
|
|
4723
|
-
* -
|
|
4731
|
+
* - It casts no shadow: the sun, render3D.sunDirection, does, or a spotlight set as render3D.shadowLight
|
|
4724
4732
|
* @extends Light3D
|
|
4725
4733
|
* @memberof Render3D
|
|
4726
4734
|
* @example
|