littlejsengine 1.22.0 → 1.23.1

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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  "name": "littlejsengine",
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- "version": "1.22.0",
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+ "version": "1.23.1",
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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",
@@ -39,7 +39,9 @@
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  "plugins/",
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  "!plugins/box2d.wasm.*",
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  "COPYRIGHT.txt",
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- "FAQ.md"
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+ "FAQ.md",
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+ "REFERENCE.md",
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+ "EDITOR.md"
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  ],
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  "scripts": {
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  "build": "node src/engineBuild.mjs",
@@ -53,7 +55,6 @@
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  },
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  "devDependencies": {
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  "bestzip": "^2.2.1",
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- "clean-jsdoc-theme": "~4.2.9",
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  "electron": "^38.2.0",
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  "electron-packager": "^17.1.2",
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  "google-closure-compiler": "~20230502.0.0",
package/plugins/gltf.js CHANGED
@@ -405,6 +405,11 @@ async function parseGLTF(data, baseUrl='')
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  for (const name of json.extensionsRequired || [])
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  if (name === 'KHR_draco_mesh_compression' || name === 'EXT_meshopt_compression')
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  throw new Error(`glTF with ${name} is not read, export it uncompressed`);
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+ else if (name === 'KHR_texture_basisu')
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+ throw new Error('glTF with KHR_texture_basisu textures is not read, export them as png or jpeg');
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+ // one that only may use them has other images to fall back on, or none: said, since it loads with them left out
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+ if (json.extensionsUsed?.includes('KHR_texture_basisu') && !json.extensionsRequired?.includes('KHR_texture_basisu'))
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+ console.warn('glTF: KHR_texture_basisu textures are not read and are left out, export them as png or jpeg');
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  // the buffers: the GLB's own, a data uri, or a file beside the model
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  const buffers = await Promise.all((json.buffers || []).map((buffer, i)=>
@@ -447,7 +452,8 @@ async function parseGLTF(data, baseUrl='')
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  const bitmap = normalTextures.has(index) ?
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  await createImageBitmap(blob, {colorSpaceConversion: 'none', premultiplyAlpha: 'none'}) :
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  opaque ? await createImageBitmap(blob, {premultiplyAlpha: 'none'}).then(gltfOpaqueImage) : await createImageBitmap(blob);
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- return new TextureInfo(bitmap, true, [sampler.wrapS ?? 10497, sampler.wrapT ?? 10497]); // REPEAT by default
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+ // REPEAT by default, and hard edged only when its sampler says NEAREST, not as the game's tiles are
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+ return new TextureInfo(bitmap, true, [sampler.wrapS ?? 10497, sampler.wrapT ?? 10497], sampler.magFilter === 9728);
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  }
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  catch (e) { LOG('glTF image not loaded', e); }
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  }));
@@ -557,17 +563,25 @@ function gltfOpaqueImage(image)
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  {
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  const gl = glContext, {width, height} = image;
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  if (gl.isContextLost()) return image; // nothing to read back through, it keeps its alpha
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- const texture = gl.createTexture(), framebuffer = gl.createFramebuffer(), bound = gl.getParameter(gl.FRAMEBUFFER_BINDING);
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- gl.bindTexture(gl.TEXTURE_2D, texture);
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- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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- gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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+ // the room to read into first: for a huge image it can fail, and must not with the framebuffer bound
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  const data = new Uint8ClampedArray(width * height * 4);
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- gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data); // row 0 is the image's first row, as uploaded
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- gl.bindFramebuffer(gl.FRAMEBUFFER, bound);
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- gl.bindTexture(gl.TEXTURE_2D, glActiveTexture);
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- gl.deleteFramebuffer(framebuffer);
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- gl.deleteTexture(texture);
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+ const texture = gl.createTexture(), framebuffer = gl.createFramebuffer(), bound = gl.getParameter(gl.FRAMEBUFFER_BINDING);
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+ try
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+ {
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+ gl.bindTexture(gl.TEXTURE_2D, texture);
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+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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+ gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data); // row 0 is the image's first row, as uploaded
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+ }
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+ finally
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+ {
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+ // the 2D renderer's own bindings back, whatever happened
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, bound);
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+ gl.bindTexture(gl.TEXTURE_2D, glActiveTexture);
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+ gl.deleteFramebuffer(framebuffer);
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+ gl.deleteTexture(texture);
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+ }
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  for (let i = 3; i < data.length; i += 4)
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  data[i] = 255;
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  image.close();
@@ -704,7 +718,7 @@ function gltfAccessor(json, buffers, index)
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  }
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  if (scale !== 1)
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  for (let i = 0; i < out.length; ++i)
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- out[i] /= scale;
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+ out[i] = max(out[i] / scale, -1); // a signed type's lowest value is -1 too, as the format says
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  return {data: out, components, count: a.count};
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  }
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@@ -768,8 +782,10 @@ function gltfPart(json, buffers, textures, primitive, matrix, name)
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  const [er, eg, eb] = material.emissiveFactor || [0, 0, 0];
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  if (er || eg || eb)
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  {
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+ // KHR_materials_emissive_strength makes it that many times brighter, emission above 1 in Blender
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+ const strength = material.extensions?.KHR_materials_emissive_strength?.emissiveStrength ?? 1;
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  part.emissiveMap = emissiveRef ? textures[emissiveRef.index] : gltfWhiteTexture();
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- part.emissiveMapColor = rgb(gltfSRGB(er), gltfSRGB(eg), gltfSRGB(eb));
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+ part.emissiveMapColor = rgb(gltfSRGB(er) * strength, gltfSRGB(eg) * strength, gltfSRGB(eb) * strength);
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  }
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  return part;
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  }
@@ -425,13 +425,13 @@ class LightSystemPlugin
425
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  // an automatic size follows the canvas, so reallocate the lightmap when
426
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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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- if (lightSystem.textureSizeAuto &&
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- (size.x !== mainCanvasSize.x || size.y !== mainCanvasSize.y))
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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 = mainCanvasSize.copy();
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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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- mainCanvasSize.x, mainCanvasSize.y, 0,
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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)
@@ -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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- this.textureSize = vec2(glClampTextureSize(size.x), glClampTextureSize(size.y));
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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.
@@ -0,0 +1,174 @@
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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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+
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+ 'use strict';
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+
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+ ///////////////////////////////////////////////////////////////////////////////
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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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+ {
47
+ 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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+
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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;
67
+ this.redraw();
68
+ }
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+
70
+ /** Draw the image again with drawFunction, after changing it or what it draws from */
71
+ redraw()
72
+ {
73
+ const context = this.context;
74
+ if (!context) return; // headless
75
+ const size = vec2(this.canvas.width, this.canvas.height);
76
+ context.clearRect(0, 0, size.x, size.y);
77
+ this.drawFunction(context, size, this);
78
+ this.updateWebGL();
79
+ }
80
+
81
+ // how much smaller it is drawn than its size, from the camera's zoom and how much of it the layer follows
82
+ zoomFactor()
83
+ { return this.zoomFollow < 1 && cameraScale > 0 ? (this.zoomScale / cameraScale) ** (1 - this.zoomFollow) : 1; }
84
+
85
+ /** World size one copy of the image is drawn at now, its size unless zoomFollow is under 1
86
+ * @return {Vector2} */
87
+ getDrawSize() { return this.size.scale(this.zoomFactor()); }
88
+
89
+ /** Where each copy of the image is drawn now, in the world: one place, or with wrapping every place that
90
+ * shows in the view
91
+ * @return {Array<Vector2>} */
92
+ getDrawPositions()
93
+ {
94
+ // its place seen from the camera is cut down by the parallax, and by the zoom it does not follow
95
+ const zoom = this.zoomFactor(), size = this.size.scale(zoom), p = this.parallax;
96
+ 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));
98
+
99
+ // the copies that reach into the view; a turned camera sees as far as its corner each way
100
+ const view = mainCanvasSize.scale(.5 / (cameraScale || 1));
101
+ const reach = cameraAngle ? vec2(view.length()) : view;
102
+ const range = (wrap, axis)=>
103
+ {
104
+ if (!wrap || !(size[axis] > 0)) return [0, 0];
105
+ const from = cameraPos[axis] - reach[axis] - size[axis] / 2 - center[axis];
106
+ const to = cameraPos[axis] + reach[axis] + size[axis] / 2 - center[axis];
107
+ const first = ceil(from / size[axis]);
108
+ return [first, min(floor(to / size[axis]), first + 99)]; // a tiny image does not draw without end
109
+ };
110
+ const [x0, x1] = range(this.wrapX, 'x'), [y0, y1] = range(this.wrapY, 'y'), positions = [];
111
+ for (let y = y0; y <= y1; ++y)
112
+ for (let x = x0; x <= x1; ++x)
113
+ positions.push(vec2(center.x + x * size.x, center.y + y * size.y));
114
+ return positions;
115
+ }
116
+
117
+ // Render the layer, called automatically by the engine
118
+ render()
119
+ {
120
+ const size = this.getDrawSize();
121
+ for (const pos of this.getDrawPositions())
122
+ this.draw(pos, size, this.color, 0, this.mirror, this.additiveColor, false);
123
+ }
124
+ }
125
+
126
+ ///////////////////////////////////////////////////////////////////////////////
127
+
128
+ // the ridge of a range of mountains: a height for each column of an image and one more, the last the same as the
129
+ // first so the image repeats with no step; it wanders about the middle, turning now and then
130
+ function parallaxRidge(width, height, random)
131
+ {
132
+ const pointiness = .2, levelness = .005, slopeRange = height / 256; // how often it turns, how hard it is
133
+ const ridge = new Float32Array(width + 1), middle = height / 2; // pulled level, how steep it gets
134
+ let y = middle, slope = random.float(-slopeRange, slopeRange);
135
+ for (let x = 0; x <= width; ++x)
136
+ {
137
+ ridge[x] = y;
138
+ y += slope -= (y - middle) * levelness;
139
+ if (random.float() < pointiness)
140
+ slope = random.float(-slopeRange, slopeRange);
141
+ }
142
+ // take out the difference between its ends, a little from each column, and keep it inside the image
143
+ const drift = ridge[width] - ridge[0];
144
+ for (let x = 0; x <= width; ++x)
145
+ ridge[x] = clamp(ridge[x] - drift * x / width, 0, height);
146
+ return ridge;
147
+ }
148
+
149
+ /** A draw function for a ParallaxLayer: a range of mountains across the image, shaded from the color of their
150
+ * peaks down to the color of their feet, that repeats with no seam
151
+ * @param {Color} [topColor] - Color at the peaks
152
+ * @param {Color} [bottomColor] - Color at the bottom of the image
153
+ * @param {number} [seed] - The same seed gives the same mountains, random when not given
154
+ * @return {function(OffscreenCanvasRenderingContext2D, Vector2): void}
155
+ * @memberof Parallax */
156
+ function parallaxMountains(topColor=hsl(.6, .2, .6), bottomColor=hsl(.6, .3, .25), seed)
157
+ {
158
+ return (context, size)=>
159
+ {
160
+ const w = size.x, h = size.y;
161
+ const random = new RandomGenerator(seed === undefined ? randInt(1e9) + 1 : seed * 7919 + 1);
162
+ const ridge = parallaxRidge(w, h, random);
163
+
164
+ // a strip one pixel wide with the shading, stretched down each column from its peak
165
+ const strip = createCanvasContext(1, h);
166
+ for (let i = h; i--;)
167
+ {
168
+ strip.fillStyle = topColor.lerp(bottomColor, i / h).toString();
169
+ strip.fillRect(0, i, 1, 1);
170
+ }
171
+ for (let x = w; x--;)
172
+ ridge[x] < h && context.drawImage(strip.canvas, 0, 0, 1, h, x, ridge[x], 1, h - ridge[x]);
173
+ };
174
+ }
@@ -178,7 +178,9 @@ function particleEffectSanitize(raw)
178
178
  settings[setting.name] = value === '' || particleEffectShapes.includes(value) ? value : fallback;
179
179
  else if (isNumber(value))
180
180
  {
181
- const clamped = clamp(value, setting.hardMin, setting.hardMax);
181
+ // an angle past half a turn comes around, a clamp would point it the other way
182
+ const wraps = setting.name === 'angle' && isFinite(value) && abs(value) > PI;
183
+ const clamped = clamp(wraps ? mod(value + PI, 2*PI) - PI : value, setting.hardMin, setting.hardMax);
182
184
  settings[setting.name] = setting.step >= 1 ? round(clamped) : clamped;
183
185
  }
184
186
  else
@@ -257,9 +259,11 @@ function particleEffectsGet(name) { return particleEffectsByName.get(String(name
257
259
  * @param {string} text
258
260
  * @return {Array<Object>}
259
261
  * @memberof ParticleEffects */
260
- function particleEffectsParse(text)
262
+ function particleEffectsParse(text) { return particleEffectsFromData(JSON.parse(text)); }
263
+
264
+ // a library file's data, or one effect's, into sanitized effects
265
+ function particleEffectsFromData(data)
261
266
  {
262
- const data = JSON.parse(text);
263
267
  const list = isArray(data?.effects) ? data.effects : data?.settings ? [data] : undefined;
264
268
  if (!list || !list.length)
265
269
  throw new Error('no effects in this file');
@@ -278,7 +282,7 @@ function particleEffectsText(effects) { return JSON.stringify({version:1, effect
278
282
  * @memberof ParticleEffects */
279
283
  async function particleEffectsLoad(url)
280
284
  {
281
- const effects = particleEffectsParse(JSON.stringify(await fetchJSON(url)));
285
+ const effects = particleEffectsFromData(await fetchJSON(url));
282
286
  particleEffectsAdd(effects);
283
287
  return effects;
284
288
  }
@@ -456,7 +460,13 @@ function particleEffectTileInfo(s)
456
460
  * @memberof ParticleEffects */
457
461
  function particleEffectApply(emitter, effect)
458
462
  {
459
- effect = particleEffectSanitize(effect); // an effect written by hand or changed since it was added
463
+ // an effect written by hand or changed since it was added
464
+ particleEffectSet(emitter, particleEffectSanitize(effect));
465
+ }
466
+
467
+ // set a 2D emitter to an effect that is sanitized already, as a play's is
468
+ function particleEffectSet(emitter, effect)
469
+ {
460
470
  const s = effect.settings, ended = emitter.emitTime < 0; // destroyed, its last particles going
461
471
  for (const setting of particleEffectSettings)
462
472
  if (!particleEffectIndirect.includes(setting.name))
@@ -492,15 +502,14 @@ function particleEffectResolve(nameOrEffect, options)
492
502
  * - Attach it to an object with addChild to follow it
493
503
  * @param {string|Object} nameOrEffect - A built-in or added effect's name, or an effect
494
504
  * @param {Vector2} [pos]
495
- * @param {Object} [options]
496
- * @param {number} [options.scale] - Grows the whole effect, the built-ins fit a one unit object at 1
497
- * @param {number} [options.hue] - Turns its colors around the color wheel, 1 is all the way
498
- * @param {number} [options.saturation] - Multiplies its saturation, 0 is grey
499
- * @param {number} [options.angle] - Direction, 0 is up; the effect's own angle when not given
500
- * @param {TileInfo|TextureInfo} [options.tileInfo] - The game's own art to draw with in place of the effect's shape,
501
- * tinted by its colors; a whole texture draws as one tile
502
- * @param {*} [options.settings] - Any effect setting by its name, emitTime, emitRate, speed and the rest, replacing
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
- particleEffectApply(emitter, effect);
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: particleEffect3D makes it the friction a particle lands with
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
- effect = particleEffectSanitize(effect); // an effect written by hand or changed since it was added
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
- const stick = effect.behaviors.find(b=> b.name == 'stick'); // in 3D, a grip on landing is less sliding
598
- e.friction = stick ? min(s.friction, 1 - stick.strength) : s.friction;
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 friction a
609
- * particle lands with
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
- particleEffectApply3D(e, effect);
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);
@@ -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
@@ -158,8 +158,11 @@ class PostProcessPlugin
158
158
  {
159
159
  // copy main canvas to work canvas at the backing store size,
160
160
  // mainCanvasSize is css pixels so it would lose resolution
161
- workCanvas.width = mainCanvas.width;
162
- workCanvas.height = mainCanvas.height;
161
+ // sized again only when the canvas changed, setting a size remakes the canvas even to the same one
162
+ if (workCanvas.width !== mainCanvas.width || workCanvas.height !== mainCanvas.height)
163
+ workCanvas.width = mainCanvas.width, workCanvas.height = mainCanvas.height;
164
+ else
165
+ workContext.clearRect(0, 0, workCanvas.width, workCanvas.height);
163
166
  glCopyToContext(workContext);
164
167
  workContext.drawImage(mainCanvas, 0, 0);
165
168
  // clear the main canvas with clearRect, resizing it would also