littlejsengine 1.23.0 → 1.24.0
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/CHANGELOG.md +234 -0
- package/COPYRIGHT.txt +38 -38
- package/EDITOR.md +359 -0
- package/FAQ.md +4 -9
- package/README.md +14 -8
- package/REFERENCE.md +2327 -0
- package/dist/littlejs.d.ts +149 -104
- package/dist/littlejs.esm.js +1652 -1332
- package/dist/littlejs.esm.min.js +3 -3
- package/dist/littlejs.js +1651 -1328
- package/dist/littlejs.min.js +2 -2
- package/dist/littlejs.release.js +1553 -1294
- package/package.json +5 -3
- package/plugins/gltf.js +29 -13
- package/plugins/pluginExport.js +0 -4
- package/plugins/postProcess.js +5 -2
- package/plugins/render3d.js +136 -31
- package/plugins/render3dEditor.js +51 -17
- package/plugins/render3dExtras.js +166 -70
- package/plugins/render3dLevel.js +52 -6
- package/plugins/textureSheet.js +1 -0
- package/plugins/tweenSystem.js +39 -34
- package/plugins/uiSystem.js +7 -3
- package/src/engine.js +1 -1
- package/src/engineAudio.js +9 -3
- package/src/engineBuild.mjs +17 -3
- package/src/engineDraw.js +11 -7
- package/src/engineEditor.js +52 -18
- package/src/engineExport.js +1 -0
- package/src/engineObject.js +675 -675
- package/src/engineRelease.js +5 -1
- package/src/engineTileLayer.js +119 -1
- package/src/engineUtilities.js +291 -291
- package/src/engineWebGL.js +12 -3
- package/plugins/zzfxm.js +0 -160
package/dist/littlejs.esm.js
CHANGED
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@@ -35,7 +35,7 @@ const engineName = 'LittleJS';
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35
35
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* @type {string}
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36
36
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* @default
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37
37
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* @memberof Engine */
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38
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-
const engineVersion = '1.
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38
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+
const engineVersion = '1.24.0';
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39
39
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40
40
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/** Frames per second to update
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41
41
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* @type {number}
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@@ -3169,295 +3169,295 @@ const PURPLE = debugProtectConstant(rgb(.5,0,1));
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3169
3169
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* @type {Color}
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3170
3170
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* @memberof Math */
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3171
3171
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const MAGENTA = debugProtectConstant(rgb(1,0,1));
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3172
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-
/**
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3173
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* LittleJS Utility Classes and Functions
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3174
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* - Timer - tracks time automatically with support for pause and real-time modes
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3175
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* - Time formatting helper
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3176
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* - JSON file fetching
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3177
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* - File saving (text, canvas, data URLs)
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3178
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* - Native share dialog support
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3179
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* - Local storage save data management
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3180
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* - Value noise (1D and 2D)
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3181
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* @namespace Utilities
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3182
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*/
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3183
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-
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3184
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/**
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3185
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* Timer object tracks how long has passed since it was set
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3186
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* @memberof Engine
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3187
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* @example
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3188
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* let a = new Timer; // creates a timer that is not set
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3189
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* a.set(3); // sets the timer to 3 seconds
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3190
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*
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3191
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* let b = new Timer(1); // creates a timer with 1 second left
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3192
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* b.unset(); // unset the timer
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3193
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*/
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3194
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class Timer
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3195
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{
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3196
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/** Create a timer object set time passed in
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3197
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* @param {number} [timeLeft] - How much time left before the timer is elapsed in seconds (undefined = unset)
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3198
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* @param {boolean} [useRealTime] - Should the timer keep running even when the game is paused? (useful for UI) */
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3199
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constructor(timeLeft, useRealTime=false)
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3200
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{
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3201
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ASSERT(timeLeft === undefined || isNumber(timeLeft), 'Constructed Timer is invalid.', timeLeft);
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3202
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this.useRealTime = useRealTime;
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3203
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const globalTime = this.getGlobalTime();
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3204
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/** @type {number|undefined} */
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3205
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this.time = timeLeft === undefined ? undefined : globalTime + timeLeft;
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3206
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/** @type {number|undefined} */
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3207
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this.setTime = timeLeft;
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3208
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}
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3209
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-
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3210
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/** Set the timer with seconds passed in
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3211
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* @param {number} [timeLeft] - How much time left before the timer is elapsed in seconds */
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3212
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set(timeLeft=0)
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3213
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{
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3214
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ASSERT(isNumber(timeLeft), 'Timer is invalid.', timeLeft);
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3215
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const globalTime = this.getGlobalTime();
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3216
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this.time = globalTime + timeLeft;
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3217
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this.setTime = timeLeft;
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3218
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}
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3219
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-
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3220
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/** Set if the timer should keep running even when the game is paused
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3221
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* @param {boolean} [useRealTime] */
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3222
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setUseRealTime(useRealTime=true)
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3223
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{
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3224
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ASSERT(!this.isSet(), 'Cannot change global time setting while timer is set.');
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3225
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this.useRealTime = useRealTime;
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3226
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}
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3227
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-
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3228
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/** Unset the timer */
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3229
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unset() { this.time = undefined; }
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3230
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-
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3231
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/** Returns true if set
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3232
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* @return {boolean} */
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3233
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isSet() { return this.time !== undefined; }
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3234
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-
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3235
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/** Returns true if set and has not elapsed
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3236
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* @return {boolean} */
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3237
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active() { return this.getGlobalTime() < this.time; }
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3238
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-
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3239
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/** Returns true if set and elapsed
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3240
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* @return {boolean} */
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3241
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elapsed() { return this.getGlobalTime() >= this.time; }
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3242
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-
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3243
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/** Get how long since elapsed, returns 0 if not set (returns negative if currently active)
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3244
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* @return {number} */
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3245
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get() { return this.isSet()? this.getGlobalTime() - this.time : 0; }
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3246
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-
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3247
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/** Get percentage elapsed based on time it was set to, returns 0 if not set.
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3248
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* Zero-duration timers report 1 (already elapsed).
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3249
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* @return {number} */
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3250
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getPercent()
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3251
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{
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3252
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-
if (!this.isSet()) return 0;
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3253
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-
if (!this.setTime) return 1;
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3254
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-
return 1 - percent(this.time - this.getGlobalTime(), 0, this.setTime);
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3255
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-
}
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3256
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-
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3257
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/** Get the time this timer was set to, returns 0 if not set
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3258
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* @return {number} */
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3259
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getSetTime() { return this.isSet() ? this.setTime : 0; }
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3260
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-
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3261
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/** Get the current global time this timer is based on
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3262
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* @return {number} */
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3263
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getGlobalTime() { return this.useRealTime ? timeReal : time; }
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3264
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-
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3265
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/** Returns this timer expressed as a string
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3266
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* @return {string} */
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3267
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toString() { return this.isSet() ? abs(this.get()) + ' seconds ' + (this.get()<0 ? 'before' : 'after' ) : 'unset'; }
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3268
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-
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3269
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/** Get how long since elapsed, returns 0 if not set (returns negative if currently active)
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3270
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* @return {number} */
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3271
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valueOf() { return this.get(); }
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3272
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}
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3273
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-
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3274
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-
///////////////////////////////////////////////////////////////////////////////
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3275
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-
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3276
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/** Formats seconds to mm:ss style for display purposes
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3277
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* @param {number} t - time in seconds
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3278
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* @return {string}
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3279
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-
* @memberof Utilities */
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3280
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function formatTime(t)
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3281
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{
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3282
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-
const signStr = t <= -1 ? '-' : ''; // no sign when it shows 0:00
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3283
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-
t = abs(t)|0;
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3284
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return signStr + (t/60|0) + ':' + (t%60<10?'0':'') + t%60;
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3285
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}
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3286
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-
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3287
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/** Fetches a JSON file from a URL and returns the parsed JSON object. Must be used with await!
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3288
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* @param {string} url - URL of JSON file
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3289
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* @return {Promise<object>}
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3290
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-
* @memberof Utilities */
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3291
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-
async function fetchJSON(url)
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3292
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-
{
|
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3293
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-
const response = await fetch(url);
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3294
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-
if (!response.ok)
|
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3295
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throw new Error(`Failed to fetch JSON from ${url}: ${response.status} ${response.statusText}`);
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3296
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-
const json = await response.json();
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3297
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editorJSONFetched(url, json); // debug builds remember the file a level came from, to save it by that name
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3298
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-
return json;
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3299
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-
}
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3300
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-
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3301
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-
///////////////////////////////////////////////////////////////////////////////
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|
3302
|
-
|
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3303
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-
/** Save a text file to disk
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3304
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* @param {string} text
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3305
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-
* @param {string} [filename]
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3306
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-
* @param {string} [type]
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3307
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-
* @memberof Utilities */
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3308
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-
function saveText(text, filename='text', type='text/plain')
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3309
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{ saveDataURL(URL.createObjectURL(new Blob([text], {'type':type})), filename, 1e3); } // freed once the download has it
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3310
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-
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3311
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/** Create an offscreen canvas to draw into, and return its 2D context
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3312
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* - The canvas is context.canvas, which is what TextureInfo and the like take
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3313
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-
* @param {number} width - In pixels
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3314
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-
* @param {number} [height] - In pixels, defaults to the width for a square
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3315
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-
* @param {boolean} [willReadFrequently] - Keep it in software, faster when getImageData is called on it often
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3316
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* @return {OffscreenCanvasRenderingContext2D}
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3317
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-
* @memberof Utilities */
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3318
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-
function createCanvasContext(width, height=width, willReadFrequently=false)
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3319
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-
{
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3320
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-
ASSERT(isNumber(width) && isNumber(height), 'canvas width and height must be numbers', width, height);
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3321
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-
return new OffscreenCanvas(width, height).getContext('2d', {willReadFrequently});
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3322
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-
}
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3323
|
-
|
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3324
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-
/** Save a canvas to disk
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3325
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-
* @param {HTMLCanvasElement|OffscreenCanvas} canvas
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3326
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-
* @param {string} [filename]
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3327
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-
* @param {string} [type]
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|
3328
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-
* @memberof Utilities */
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3329
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-
function saveCanvas(canvas, filename='screenshot', type='image/png')
|
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3330
|
-
{
|
|
3331
|
-
if (canvas instanceof OffscreenCanvas)
|
|
3332
|
-
{
|
|
3333
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-
// copy to temporary canvas and save
|
|
3334
|
-
const saveCanvas = document.createElement('canvas');
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|
3335
|
-
saveCanvas.width = canvas.width;
|
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3336
|
-
saveCanvas.height = canvas.height;
|
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3337
|
-
saveCanvas.getContext('2d').drawImage(canvas, 0, 0);
|
|
3338
|
-
saveDataURL(saveCanvas.toDataURL(type), filename);
|
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3339
|
-
}
|
|
3340
|
-
else
|
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3341
|
-
saveDataURL(canvas.toDataURL(type), filename);
|
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3342
|
-
}
|
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3343
|
-
|
|
3344
|
-
/** Save a data url to disk
|
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3345
|
-
* @param {string} url
|
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3346
|
-
* @param {string} [filename]
|
|
3347
|
-
* @param {number} [revokeTime] - how long before revoking the url
|
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3348
|
-
* @memberof Utilities */
|
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3349
|
-
function saveDataURL(url, filename='download', revokeTime)
|
|
3350
|
-
{
|
|
3351
|
-
ASSERT(isStringLike(url), 'saveDataURL requires url string');
|
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3352
|
-
ASSERT(isStringLike(filename), 'saveDataURL requires filename string');
|
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3353
|
-
|
|
3354
|
-
// create link for saving screenshots
|
|
3355
|
-
const link = document.createElement('a');
|
|
3356
|
-
link.download = filename;
|
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3357
|
-
link.href = url;
|
|
3358
|
-
link.click();
|
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3359
|
-
if (revokeTime !== undefined)
|
|
3360
|
-
setTimeout(()=> URL.revokeObjectURL(url), revokeTime);
|
|
3361
|
-
}
|
|
3362
|
-
|
|
3363
|
-
/** Share content using the native share dialog if available
|
|
3364
|
-
* @param {string} title - title of the share
|
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3365
|
-
* @param {string} url - url to share
|
|
3366
|
-
* @param {Function} [callback] - Called when share is complete
|
|
3367
|
-
* @memberof Utilities */
|
|
3368
|
-
function shareURL(title, url, callback)
|
|
3369
|
-
{
|
|
3370
|
-
ASSERT(isStringLike(title), 'shareURL requires title string');
|
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3371
|
-
ASSERT(isStringLike(url), 'shareURL requires url string');
|
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3372
|
-
navigator.share?.({title, url}).then(()=>callback?.(), ()=>{}); // a player who cancels is not an error
|
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3373
|
-
}
|
|
3374
|
-
|
|
3375
|
-
///////////////////////////////////////////////////////////////////////////////
|
|
3376
|
-
|
|
3377
|
-
/** Read save data from local storage
|
|
3378
|
-
* - The result has the type of defaultSaveData, or any when there is none
|
|
3379
|
-
* @template {Object<string, any>} [T=any]
|
|
3380
|
-
* @param {string} saveName - unique name for the game/save
|
|
3381
|
-
* @param {T} [defaultSaveData] - default values, result is {...default, ...loaded} so this must be an object
|
|
3382
|
-
* @return {T}
|
|
3383
|
-
* @memberof Utilities */
|
|
3384
|
-
function readSaveData(saveName, defaultSaveData)
|
|
3385
|
-
{
|
|
3386
|
-
ASSERT(isStringLike(saveName), 'readSaveData requires saveName string');
|
|
3387
|
-
ASSERT(defaultSaveData === undefined ||
|
|
3388
|
-
(typeof defaultSaveData === 'object' && defaultSaveData !== null),
|
|
3389
|
-
'readSaveData: default must be an object - the result is ' +
|
|
3390
|
-
'{...default, ...loaded}, so a scalar default yields {}. ' +
|
|
3391
|
-
'Use readSaveData(key, {best:0}).best');
|
|
3392
|
-
|
|
3393
|
-
// tolerate localStorage being unavailable (iOS private mode, sandboxed
|
|
3394
|
-
// iframes) and corrupt JSON in stored data
|
|
3395
|
-
let loadedData = {};
|
|
3396
|
-
try
|
|
3397
|
-
{
|
|
3398
|
-
const data = localStorage.getItem(saveName); // not the brackets, a name like 'key' or 'length' is a Storage member
|
|
3399
|
-
if (data)
|
|
3400
|
-
{
|
|
3401
|
-
try { loadedData = JSON.parse(data); }
|
|
3402
|
-
catch { LOG('readSaveData: corrupt JSON for', saveName, '— using defaults'); }
|
|
3403
|
-
}
|
|
3404
|
-
}
|
|
3405
|
-
catch { LOG('readSaveData: localStorage unavailable — using defaults'); }
|
|
3406
|
-
return { .../** @type {object} */ (defaultSaveData), ...loadedData };
|
|
3407
|
-
}
|
|
3408
|
-
|
|
3409
|
-
/** Write save data to local storage
|
|
3410
|
-
* @param {string} saveName - unique name for the game/save
|
|
3411
|
-
* @param {object} saveData - object containing data to be saved
|
|
3412
|
-
* @memberof Utilities */
|
|
3413
|
-
function writeSaveData(saveName, saveData)
|
|
3414
|
-
{
|
|
3415
|
-
ASSERT(isStringLike(saveName), 'writeSaveData requires saveName string');
|
|
3416
|
-
// tolerate localStorage being unavailable or quota exceeded
|
|
3417
|
-
try { localStorage.setItem(saveName, JSON.stringify(saveData)); }
|
|
3418
|
-
catch { LOG('writeSaveData: failed to write', saveName); }
|
|
3419
|
-
}
|
|
3420
|
-
|
|
3421
|
-
///////////////////////////////////////////////////////////////////////////////
|
|
3422
|
-
|
|
3423
|
-
// Deterministic well-distributed hash of an integer lattice index to [0, 1).
|
|
3424
|
-
// Murmur3 finalizer — adjacent integers produce uncorrelated outputs.
|
|
3425
|
-
function noiseHash(i)
|
|
3426
|
-
{
|
|
3427
|
-
let h = (i | 0) ^ 0x9e3779b9;
|
|
3428
|
-
h = Math.imul(h ^ (h >>> 16), 0x85ebca6b);
|
|
3429
|
-
h = Math.imul(h ^ (h >>> 13), 0xc2b2ae35);
|
|
3430
|
-
h ^= h >>> 16;
|
|
3431
|
-
return (h >>> 0) / 2**32;
|
|
3432
|
-
}
|
|
3433
|
-
|
|
3434
|
-
/** 1D value noise — returns a smooth value in [0, 1] for any real x.
|
|
3435
|
-
* Integer inputs land on deterministic lattice values; non-integer inputs
|
|
3436
|
-
* are interpolated with smoothStep for C1 continuity.
|
|
3437
|
-
* @param {number} x
|
|
3438
|
-
* @return {number}
|
|
3439
|
-
* @memberof Utilities */
|
|
3440
|
-
function noise1D(x)
|
|
3441
|
-
{
|
|
3442
|
-
const i = floor(x);
|
|
3443
|
-
return lerp(noiseHash(i), noiseHash(i + 1), smoothStep(x - i));
|
|
3444
|
-
}
|
|
3445
|
-
|
|
3446
|
-
/** 2D value noise — returns a smooth value in [0, 1] for any real (x, y).
|
|
3447
|
-
* @param {number} x
|
|
3448
|
-
* @param {number} y
|
|
3449
|
-
* @return {number}
|
|
3450
|
-
* @memberof Utilities */
|
|
3451
|
-
function noise2D(x, y)
|
|
3452
|
-
{
|
|
3453
|
-
const ix = floor(x), iy = floor(y);
|
|
3454
|
-
const fx = smoothStep(x - ix), fy = smoothStep(y - iy);
|
|
3455
|
-
// large prime decorrelates neighboring rows
|
|
3456
|
-
const h = (a, b) => noiseHash(a + b * 374761393);
|
|
3457
|
-
return lerp(
|
|
3458
|
-
lerp(h(ix, iy ), h(ix + 1, iy ), fx),
|
|
3459
|
-
lerp(h(ix, iy + 1), h(ix + 1, iy + 1), fx),
|
|
3460
|
-
fy);
|
|
3172
|
+
/**
|
|
3173
|
+
* LittleJS Utility Classes and Functions
|
|
3174
|
+
* - Timer - tracks time automatically with support for pause and real-time modes
|
|
3175
|
+
* - Time formatting helper
|
|
3176
|
+
* - JSON file fetching
|
|
3177
|
+
* - File saving (text, canvas, data URLs)
|
|
3178
|
+
* - Native share dialog support
|
|
3179
|
+
* - Local storage save data management
|
|
3180
|
+
* - Value noise (1D and 2D)
|
|
3181
|
+
* @namespace Utilities
|
|
3182
|
+
*/
|
|
3183
|
+
|
|
3184
|
+
/**
|
|
3185
|
+
* Timer object tracks how long has passed since it was set
|
|
3186
|
+
* @memberof Engine
|
|
3187
|
+
* @example
|
|
3188
|
+
* let a = new Timer; // creates a timer that is not set
|
|
3189
|
+
* a.set(3); // sets the timer to 3 seconds
|
|
3190
|
+
*
|
|
3191
|
+
* let b = new Timer(1); // creates a timer with 1 second left
|
|
3192
|
+
* b.unset(); // unset the timer
|
|
3193
|
+
*/
|
|
3194
|
+
class Timer
|
|
3195
|
+
{
|
|
3196
|
+
/** Create a timer object set time passed in
|
|
3197
|
+
* @param {number} [timeLeft] - How much time left before the timer is elapsed in seconds (undefined = unset)
|
|
3198
|
+
* @param {boolean} [useRealTime] - Should the timer keep running even when the game is paused? (useful for UI) */
|
|
3199
|
+
constructor(timeLeft, useRealTime=false)
|
|
3200
|
+
{
|
|
3201
|
+
ASSERT(timeLeft === undefined || isNumber(timeLeft), 'Constructed Timer is invalid.', timeLeft);
|
|
3202
|
+
this.useRealTime = useRealTime;
|
|
3203
|
+
const globalTime = this.getGlobalTime();
|
|
3204
|
+
/** @type {number|undefined} */
|
|
3205
|
+
this.time = timeLeft === undefined ? undefined : globalTime + timeLeft;
|
|
3206
|
+
/** @type {number|undefined} */
|
|
3207
|
+
this.setTime = timeLeft;
|
|
3208
|
+
}
|
|
3209
|
+
|
|
3210
|
+
/** Set the timer with seconds passed in
|
|
3211
|
+
* @param {number} [timeLeft] - How much time left before the timer is elapsed in seconds */
|
|
3212
|
+
set(timeLeft=0)
|
|
3213
|
+
{
|
|
3214
|
+
ASSERT(isNumber(timeLeft), 'Timer is invalid.', timeLeft);
|
|
3215
|
+
const globalTime = this.getGlobalTime();
|
|
3216
|
+
this.time = globalTime + timeLeft;
|
|
3217
|
+
this.setTime = timeLeft;
|
|
3218
|
+
}
|
|
3219
|
+
|
|
3220
|
+
/** Set if the timer should keep running even when the game is paused
|
|
3221
|
+
* @param {boolean} [useRealTime] */
|
|
3222
|
+
setUseRealTime(useRealTime=true)
|
|
3223
|
+
{
|
|
3224
|
+
ASSERT(!this.isSet(), 'Cannot change global time setting while timer is set.');
|
|
3225
|
+
this.useRealTime = useRealTime;
|
|
3226
|
+
}
|
|
3227
|
+
|
|
3228
|
+
/** Unset the timer */
|
|
3229
|
+
unset() { this.time = undefined; }
|
|
3230
|
+
|
|
3231
|
+
/** Returns true if set
|
|
3232
|
+
* @return {boolean} */
|
|
3233
|
+
isSet() { return this.time !== undefined; }
|
|
3234
|
+
|
|
3235
|
+
/** Returns true if set and has not elapsed
|
|
3236
|
+
* @return {boolean} */
|
|
3237
|
+
active() { return this.getGlobalTime() < this.time; }
|
|
3238
|
+
|
|
3239
|
+
/** Returns true if set and elapsed
|
|
3240
|
+
* @return {boolean} */
|
|
3241
|
+
elapsed() { return this.getGlobalTime() >= this.time; }
|
|
3242
|
+
|
|
3243
|
+
/** Get how long since elapsed, returns 0 if not set (returns negative if currently active)
|
|
3244
|
+
* @return {number} */
|
|
3245
|
+
get() { return this.isSet()? this.getGlobalTime() - this.time : 0; }
|
|
3246
|
+
|
|
3247
|
+
/** Get percentage elapsed based on time it was set to, returns 0 if not set.
|
|
3248
|
+
* Zero-duration timers report 1 (already elapsed).
|
|
3249
|
+
* @return {number} */
|
|
3250
|
+
getPercent()
|
|
3251
|
+
{
|
|
3252
|
+
if (!this.isSet()) return 0;
|
|
3253
|
+
if (!(this.setTime > 0)) return 1;
|
|
3254
|
+
return 1 - percent(this.time - this.getGlobalTime(), 0, this.setTime);
|
|
3255
|
+
}
|
|
3256
|
+
|
|
3257
|
+
/** Get the time this timer was set to, returns 0 if not set
|
|
3258
|
+
* @return {number} */
|
|
3259
|
+
getSetTime() { return this.isSet() ? this.setTime : 0; }
|
|
3260
|
+
|
|
3261
|
+
/** Get the current global time this timer is based on
|
|
3262
|
+
* @return {number} */
|
|
3263
|
+
getGlobalTime() { return this.useRealTime ? timeReal : time; }
|
|
3264
|
+
|
|
3265
|
+
/** Returns this timer expressed as a string
|
|
3266
|
+
* @return {string} */
|
|
3267
|
+
toString() { return this.isSet() ? abs(this.get()) + ' seconds ' + (this.get()<0 ? 'before' : 'after' ) : 'unset'; }
|
|
3268
|
+
|
|
3269
|
+
/** Get how long since elapsed, returns 0 if not set (returns negative if currently active)
|
|
3270
|
+
* @return {number} */
|
|
3271
|
+
valueOf() { return this.get(); }
|
|
3272
|
+
}
|
|
3273
|
+
|
|
3274
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3275
|
+
|
|
3276
|
+
/** Formats seconds to mm:ss style for display purposes
|
|
3277
|
+
* @param {number} t - time in seconds
|
|
3278
|
+
* @return {string}
|
|
3279
|
+
* @memberof Utilities */
|
|
3280
|
+
function formatTime(t)
|
|
3281
|
+
{
|
|
3282
|
+
const signStr = t <= -1 ? '-' : ''; // no sign when it shows 0:00
|
|
3283
|
+
t = abs(t)|0;
|
|
3284
|
+
return signStr + (t/60|0) + ':' + (t%60<10?'0':'') + t%60;
|
|
3285
|
+
}
|
|
3286
|
+
|
|
3287
|
+
/** Fetches a JSON file from a URL and returns the parsed JSON object. Must be used with await!
|
|
3288
|
+
* @param {string} url - URL of JSON file
|
|
3289
|
+
* @return {Promise<object>}
|
|
3290
|
+
* @memberof Utilities */
|
|
3291
|
+
async function fetchJSON(url)
|
|
3292
|
+
{
|
|
3293
|
+
const response = await fetch(url);
|
|
3294
|
+
if (!response.ok)
|
|
3295
|
+
throw new Error(`Failed to fetch JSON from ${url}: ${response.status} ${response.statusText}`);
|
|
3296
|
+
const json = await response.json();
|
|
3297
|
+
editorJSONFetched(url, json); // debug builds remember the file a level came from, to save it by that name
|
|
3298
|
+
return json;
|
|
3299
|
+
}
|
|
3300
|
+
|
|
3301
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3302
|
+
|
|
3303
|
+
/** Save a text file to disk
|
|
3304
|
+
* @param {string} text
|
|
3305
|
+
* @param {string} [filename]
|
|
3306
|
+
* @param {string} [type]
|
|
3307
|
+
* @memberof Utilities */
|
|
3308
|
+
function saveText(text, filename='text', type='text/plain')
|
|
3309
|
+
{ saveDataURL(URL.createObjectURL(new Blob([text], {'type':type})), filename, 1e3); } // freed once the download has it
|
|
3310
|
+
|
|
3311
|
+
/** Create an offscreen canvas to draw into, and return its 2D context
|
|
3312
|
+
* - The canvas is context.canvas, which is what TextureInfo and the like take
|
|
3313
|
+
* @param {number} width - In pixels
|
|
3314
|
+
* @param {number} [height] - In pixels, defaults to the width for a square
|
|
3315
|
+
* @param {boolean} [willReadFrequently] - Keep it in software, faster when getImageData is called on it often
|
|
3316
|
+
* @return {OffscreenCanvasRenderingContext2D}
|
|
3317
|
+
* @memberof Utilities */
|
|
3318
|
+
function createCanvasContext(width, height=width, willReadFrequently=false)
|
|
3319
|
+
{
|
|
3320
|
+
ASSERT(isNumber(width) && isNumber(height), 'canvas width and height must be numbers', width, height);
|
|
3321
|
+
return new OffscreenCanvas(width, height).getContext('2d', {willReadFrequently});
|
|
3322
|
+
}
|
|
3323
|
+
|
|
3324
|
+
/** Save a canvas to disk
|
|
3325
|
+
* @param {HTMLCanvasElement|OffscreenCanvas} canvas
|
|
3326
|
+
* @param {string} [filename]
|
|
3327
|
+
* @param {string} [type]
|
|
3328
|
+
* @memberof Utilities */
|
|
3329
|
+
function saveCanvas(canvas, filename='screenshot', type='image/png')
|
|
3330
|
+
{
|
|
3331
|
+
if (canvas instanceof OffscreenCanvas)
|
|
3332
|
+
{
|
|
3333
|
+
// copy to temporary canvas and save
|
|
3334
|
+
const saveCanvas = document.createElement('canvas');
|
|
3335
|
+
saveCanvas.width = canvas.width;
|
|
3336
|
+
saveCanvas.height = canvas.height;
|
|
3337
|
+
saveCanvas.getContext('2d').drawImage(canvas, 0, 0);
|
|
3338
|
+
saveDataURL(saveCanvas.toDataURL(type), filename);
|
|
3339
|
+
}
|
|
3340
|
+
else
|
|
3341
|
+
saveDataURL(canvas.toDataURL(type), filename);
|
|
3342
|
+
}
|
|
3343
|
+
|
|
3344
|
+
/** Save a data url to disk
|
|
3345
|
+
* @param {string} url
|
|
3346
|
+
* @param {string} [filename]
|
|
3347
|
+
* @param {number} [revokeTime] - how long before revoking the url
|
|
3348
|
+
* @memberof Utilities */
|
|
3349
|
+
function saveDataURL(url, filename='download', revokeTime)
|
|
3350
|
+
{
|
|
3351
|
+
ASSERT(isStringLike(url), 'saveDataURL requires url string');
|
|
3352
|
+
ASSERT(isStringLike(filename), 'saveDataURL requires filename string');
|
|
3353
|
+
|
|
3354
|
+
// create link for saving screenshots
|
|
3355
|
+
const link = document.createElement('a');
|
|
3356
|
+
link.download = filename;
|
|
3357
|
+
link.href = url;
|
|
3358
|
+
link.click();
|
|
3359
|
+
if (revokeTime !== undefined)
|
|
3360
|
+
setTimeout(()=> URL.revokeObjectURL(url), revokeTime);
|
|
3361
|
+
}
|
|
3362
|
+
|
|
3363
|
+
/** Share content using the native share dialog if available
|
|
3364
|
+
* @param {string} title - title of the share
|
|
3365
|
+
* @param {string} url - url to share
|
|
3366
|
+
* @param {Function} [callback] - Called when share is complete
|
|
3367
|
+
* @memberof Utilities */
|
|
3368
|
+
function shareURL(title, url, callback)
|
|
3369
|
+
{
|
|
3370
|
+
ASSERT(isStringLike(title), 'shareURL requires title string');
|
|
3371
|
+
ASSERT(isStringLike(url), 'shareURL requires url string');
|
|
3372
|
+
navigator.share?.({title, url}).then(()=>callback?.(), ()=>{}); // a player who cancels is not an error
|
|
3373
|
+
}
|
|
3374
|
+
|
|
3375
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3376
|
+
|
|
3377
|
+
/** Read save data from local storage
|
|
3378
|
+
* - The result has the type of defaultSaveData, or any when there is none
|
|
3379
|
+
* @template {Object<string, any>} [T=any]
|
|
3380
|
+
* @param {string} saveName - unique name for the game/save
|
|
3381
|
+
* @param {T} [defaultSaveData] - default values, result is {...default, ...loaded} so this must be an object
|
|
3382
|
+
* @return {T}
|
|
3383
|
+
* @memberof Utilities */
|
|
3384
|
+
function readSaveData(saveName, defaultSaveData)
|
|
3385
|
+
{
|
|
3386
|
+
ASSERT(isStringLike(saveName), 'readSaveData requires saveName string');
|
|
3387
|
+
ASSERT(defaultSaveData === undefined ||
|
|
3388
|
+
(typeof defaultSaveData === 'object' && defaultSaveData !== null),
|
|
3389
|
+
'readSaveData: default must be an object - the result is ' +
|
|
3390
|
+
'{...default, ...loaded}, so a scalar default yields {}. ' +
|
|
3391
|
+
'Use readSaveData(key, {best:0}).best');
|
|
3392
|
+
|
|
3393
|
+
// tolerate localStorage being unavailable (iOS private mode, sandboxed
|
|
3394
|
+
// iframes) and corrupt JSON in stored data
|
|
3395
|
+
let loadedData = {};
|
|
3396
|
+
try
|
|
3397
|
+
{
|
|
3398
|
+
const data = localStorage.getItem(saveName); // not the brackets, a name like 'key' or 'length' is a Storage member
|
|
3399
|
+
if (data)
|
|
3400
|
+
{
|
|
3401
|
+
try { loadedData = JSON.parse(data); }
|
|
3402
|
+
catch { LOG('readSaveData: corrupt JSON for', saveName, '— using defaults'); }
|
|
3403
|
+
}
|
|
3404
|
+
}
|
|
3405
|
+
catch { LOG('readSaveData: localStorage unavailable — using defaults'); }
|
|
3406
|
+
return { .../** @type {object} */ (defaultSaveData), ...loadedData };
|
|
3407
|
+
}
|
|
3408
|
+
|
|
3409
|
+
/** Write save data to local storage
|
|
3410
|
+
* @param {string} saveName - unique name for the game/save
|
|
3411
|
+
* @param {object} saveData - object containing data to be saved
|
|
3412
|
+
* @memberof Utilities */
|
|
3413
|
+
function writeSaveData(saveName, saveData)
|
|
3414
|
+
{
|
|
3415
|
+
ASSERT(isStringLike(saveName), 'writeSaveData requires saveName string');
|
|
3416
|
+
// tolerate localStorage being unavailable or quota exceeded
|
|
3417
|
+
try { localStorage.setItem(saveName, JSON.stringify(saveData)); }
|
|
3418
|
+
catch { LOG('writeSaveData: failed to write', saveName); }
|
|
3419
|
+
}
|
|
3420
|
+
|
|
3421
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
3422
|
+
|
|
3423
|
+
// Deterministic well-distributed hash of an integer lattice index to [0, 1).
|
|
3424
|
+
// Murmur3 finalizer — adjacent integers produce uncorrelated outputs.
|
|
3425
|
+
function noiseHash(i)
|
|
3426
|
+
{
|
|
3427
|
+
let h = (i | 0) ^ 0x9e3779b9;
|
|
3428
|
+
h = Math.imul(h ^ (h >>> 16), 0x85ebca6b);
|
|
3429
|
+
h = Math.imul(h ^ (h >>> 13), 0xc2b2ae35);
|
|
3430
|
+
h ^= h >>> 16;
|
|
3431
|
+
return (h >>> 0) / 2**32;
|
|
3432
|
+
}
|
|
3433
|
+
|
|
3434
|
+
/** 1D value noise — returns a smooth value in [0, 1] for any real x.
|
|
3435
|
+
* Integer inputs land on deterministic lattice values; non-integer inputs
|
|
3436
|
+
* are interpolated with smoothStep for C1 continuity.
|
|
3437
|
+
* @param {number} x
|
|
3438
|
+
* @return {number}
|
|
3439
|
+
* @memberof Utilities */
|
|
3440
|
+
function noise1D(x)
|
|
3441
|
+
{
|
|
3442
|
+
const i = floor(x);
|
|
3443
|
+
return lerp(noiseHash(i), noiseHash(i + 1), smoothStep(x - i));
|
|
3444
|
+
}
|
|
3445
|
+
|
|
3446
|
+
/** 2D value noise — returns a smooth value in [0, 1] for any real (x, y).
|
|
3447
|
+
* @param {number} x
|
|
3448
|
+
* @param {number} y
|
|
3449
|
+
* @return {number}
|
|
3450
|
+
* @memberof Utilities */
|
|
3451
|
+
function noise2D(x, y)
|
|
3452
|
+
{
|
|
3453
|
+
const ix = floor(x), iy = floor(y);
|
|
3454
|
+
const fx = smoothStep(x - ix), fy = smoothStep(y - iy);
|
|
3455
|
+
// large prime decorrelates neighboring rows
|
|
3456
|
+
const h = (a, b) => noiseHash(a + b * 374761393);
|
|
3457
|
+
return lerp(
|
|
3458
|
+
lerp(h(ix, iy ), h(ix + 1, iy ), fx),
|
|
3459
|
+
lerp(h(ix, iy + 1), h(ix + 1, iy + 1), fx),
|
|
3460
|
+
fy);
|
|
3461
3461
|
}
|
|
3462
3462
|
/**
|
|
3463
3463
|
* LittleJS Engine Settings
|
|
@@ -4317,679 +4317,679 @@ function setDebugKeysAlways(enable=true) { debugKeysAlways = enable; }
|
|
|
4317
4317
|
* @param {boolean} [show]
|
|
4318
4318
|
* @memberof Debug */
|
|
4319
4319
|
function setDebugTweakables(show=true) { debugTweakables = show; }
|
|
4320
|
-
/**
|
|
4321
|
-
* LittleJS Object System
|
|
4322
|
-
* - EngineObject is the base class for all game objects
|
|
4323
|
-
* - Handles automatic updating, rendering, physics, and collision
|
|
4324
|
-
* - Supports parent-child hierarchies with transform inheritance
|
|
4325
|
-
* - 2D physics with velocity, acceleration, damping, and gravity
|
|
4326
|
-
* - Collision system with tiles and other objects
|
|
4327
|
-
* - Renders sprites from tile sheets with color and rotation
|
|
4328
|
-
* - Objects sorted by renderOrder for layered rendering
|
|
4329
|
-
*/
|
|
4330
|
-
|
|
4331
|
-
/**
|
|
4332
|
-
* LittleJS Object Base Object Class
|
|
4333
|
-
* - Top level object class used by the engine
|
|
4334
|
-
* - Automatically adds self to object list
|
|
4335
|
-
* - Will be updated and rendered each frame
|
|
4336
|
-
* - Renders as a sprite from a tilesheet by default
|
|
4337
|
-
* - Can have color and additive color applied
|
|
4338
|
-
* - 2D Physics and collision system
|
|
4339
|
-
* - Sorted by renderOrder
|
|
4340
|
-
* - Objects can have children attached
|
|
4341
|
-
* - Parents are updated before children, and set child transform
|
|
4342
|
-
* - Call destroy() to get rid of objects
|
|
4343
|
-
*
|
|
4344
|
-
* The physics system used by objects is simple and fast with some caveats...
|
|
4345
|
-
* - Collision uses the axis aligned size, the object's rotation angle is only for rendering
|
|
4346
|
-
* - Objects are guaranteed to not intersect tile collision from physics
|
|
4347
|
-
* - If an object starts or is moved inside tile collision, it will not collide with that tile
|
|
4348
|
-
* - Collision for objects can be set to be solid to block other objects
|
|
4349
|
-
* - Objects may get pushed into overlapping other solid objects, if so they will push away
|
|
4350
|
-
* - A static solid (mass 0) moved by its velocity, like a door or an elevator, pushes objects out of its way
|
|
4351
|
-
* - Solid objects are more performance intensive and should be used sparingly
|
|
4352
|
-
* @memberof Engine
|
|
4353
|
-
* @example
|
|
4354
|
-
* // create an engine object, normally you would first extend the class with your own
|
|
4355
|
-
* const pos = vec2(2,3);
|
|
4356
|
-
* const object = new EngineObject(pos);
|
|
4357
|
-
*/
|
|
4358
|
-
class EngineObject
|
|
4359
|
-
{
|
|
4360
|
-
/** Create an engine object and adds it to the list of objects
|
|
4361
|
-
* @param {Vector2} [pos=vec2()] - World space position of the object
|
|
4362
|
-
* @param {Vector2} [size=vec2(1)] - World space size of the object
|
|
4363
|
-
* @param {TileInfo} [tileInfo] - Tile info to render object (undefined is untextured)
|
|
4364
|
-
* @param {number} [angle] - Angle the object is rotated by
|
|
4365
|
-
* @param {Color} [color=WHITE] - Color to apply to tile when rendered
|
|
4366
|
-
* @param {number} [renderOrder] - Objects sorted by renderOrder before being rendered
|
|
4367
|
-
*/
|
|
4368
|
-
constructor(pos=vec2(), size=vec2(1), tileInfo, angle=0, color=WHITE, renderOrder=0)
|
|
4369
|
-
{
|
|
4370
|
-
// check passed in params
|
|
4371
|
-
ASSERT(isVector2(pos), 'object pos must be a vec2');
|
|
4372
|
-
ASSERT(isVector2(size), 'object size must be a vec2');
|
|
4373
|
-
ASSERT(!tileInfo || tileInfo instanceof TileInfo, 'object tileInfo should be a TileInfo or undefined');
|
|
4374
|
-
ASSERT(typeof angle === 'number' && isFinite(angle), 'object angle should be a number');
|
|
4375
|
-
ASSERT(isColor(color), 'object color should be a valid rgba color');
|
|
4376
|
-
ASSERT(typeof renderOrder === 'number', 'object renderOrder should be a number');
|
|
4377
|
-
|
|
4378
|
-
/** @property {Vector2} - World space position of the object */
|
|
4379
|
-
this.pos = pos.copy();
|
|
4380
|
-
/** @property {Vector2} - World space width and height of the object */
|
|
4381
|
-
this.size = size.copy();
|
|
4382
|
-
/** @property {Vector2|undefined} - Size of object used for drawing, uses size if not set
|
|
4383
|
-
* @type {Vector2|undefined} */
|
|
4384
|
-
this.drawSize = undefined;
|
|
4385
|
-
/** @property {TileInfo|undefined} - Tile info to render object (undefined is untextured)
|
|
4386
|
-
* @type {TileInfo|undefined} */
|
|
4387
|
-
this.tileInfo = tileInfo;
|
|
4388
|
-
/** @property {number} - Angle to rotate the object */
|
|
4389
|
-
this.angle = angle;
|
|
4390
|
-
/** @property {Color} - Color to apply when rendered */
|
|
4391
|
-
this.color = color.copy();
|
|
4392
|
-
/** @property {Color|undefined} - Additive color to apply when rendered
|
|
4393
|
-
* @type {Color|undefined} */
|
|
4394
|
-
this.additiveColor = undefined;
|
|
4395
|
-
/** @property {Shader|undefined} - Custom shader to render with, undefined for the engine's own
|
|
4396
|
-
* @type {Shader|undefined} */
|
|
4397
|
-
this.shader = undefined;
|
|
4398
|
-
/** @property {boolean} - Does this object draw into the light system's shadow map; false for a floor layer, a background, a pickup */
|
|
4399
|
-
this.castShadow = true;
|
|
4400
|
-
/** @property {number} - With the light system, how much it lights itself: 0 lit only by the lights, 1 full
|
|
4401
|
-
* brightness in its own colors whatever the lights do, between partly; drawn into the lightmap through
|
|
4402
|
-
* renderEmissive, as 3D's emissive. Exact for solid pixels; a partly transparent one is self lit by its alpha
|
|
4403
|
-
* too, so a half alpha pixel shows at a quarter and a fading emissive sprite fades a little faster */
|
|
4404
|
-
this.emissive = 0;
|
|
4405
|
-
/** @property {boolean} - Should the rendered tile flip along the y axis. Affects rendering and the local→world transform of attached children (a mirrored parent flips its children's localPos.x and localAngle). Does not affect this object's own physics, collision, or localToWorld/worldToLocal. */
|
|
4406
|
-
this.mirror = false;
|
|
4407
|
-
/** @property {boolean} - Has object been destroyed? */
|
|
4408
|
-
this.destroyed = false;
|
|
4409
|
-
this.updatePass = 0; // the engine update pass it was last updated in, so nothing updates twice in one
|
|
4410
|
-
|
|
4411
|
-
// physical properties
|
|
4412
|
-
/** @property {number} - How heavy the object is, static if 0: a static object moves by its velocity but does not
|
|
4413
|
-
* collide on its own, the moving ones collide with it */
|
|
4414
|
-
this.mass = objectDefaultMass;
|
|
4415
|
-
/** @property {number} - Fraction of velocity kept each frame, 1 keeps all of it, 0 stops at once */
|
|
4416
|
-
this.damping = objectDefaultDamping;
|
|
4417
|
-
/** @property {number} - Fraction of angular velocity kept each frame, 1 keeps all of it, 0 stops at once */
|
|
4418
|
-
this.angleDamping = objectDefaultAngleDamping;
|
|
4419
|
-
/** @property {number} - How bouncy the object is when colliding (0-1) */
|
|
4420
|
-
this.restitution = objectDefaultRestitution;
|
|
4421
|
-
/** @property {number} - Fraction of sliding speed kept each frame on the ground, 1 is no friction, 0 stops at
|
|
4422
|
-
* once, the more slippery of the object and its ground is used */
|
|
4423
|
-
this.friction = objectDefaultFriction;
|
|
4424
|
-
/** @property {number} - How much to scale gravity by for this object */
|
|
4425
|
-
this.gravityScale = 1;
|
|
4426
|
-
/** @property {number} - Objects are sorted by render order */
|
|
4427
|
-
this.renderOrder = renderOrder;
|
|
4428
|
-
/** @property {Vector2} - Velocity of the object, in world units per frame */
|
|
4429
|
-
this.velocity = vec2();
|
|
4430
|
-
/** @property {number} - Angular velocity of the object, in radians per frame */
|
|
4431
|
-
this.angleVelocity = 0;
|
|
4432
|
-
/** @property {number} - Track when object was created */
|
|
4433
|
-
this.spawnTime = time;
|
|
4434
|
-
/** @property {Array<EngineObject>} - List of children of this object
|
|
4435
|
-
* @type {Array<EngineObject>} */
|
|
4436
|
-
this.children = [];
|
|
4437
|
-
/** @property {boolean} - Limit object speed along x and y axis */
|
|
4438
|
-
this.clampSpeed = true;
|
|
4439
|
-
/** @property {EngineObject|undefined} - Object we are standing on, if any
|
|
4440
|
-
* @type {EngineObject|undefined} */
|
|
4441
|
-
this.groundObject = undefined;
|
|
4442
|
-
|
|
4443
|
-
// parent child system
|
|
4444
|
-
/** @property {EngineObject|undefined} - Parent of object if in local space
|
|
4445
|
-
* @type {EngineObject|undefined} */
|
|
4446
|
-
this.parent = undefined;
|
|
4447
|
-
/** @property {Vector2|undefined} - Position relative to the parent, only while attached to one
|
|
4448
|
-
* @type {Vector2|undefined} */
|
|
4449
|
-
this.localPos = undefined;
|
|
4450
|
-
/** @property {number} - Local angle if child */
|
|
4451
|
-
this.localAngle = 0;
|
|
4452
|
-
|
|
4453
|
-
// collision flags
|
|
4454
|
-
/** @property {boolean} - Object collides with the level, its tile collision layers
|
|
4455
|
-
* @type {boolean} */
|
|
4456
|
-
this.collideLevel = false;
|
|
4457
|
-
/** @property {boolean} - Object collides with solid objects */
|
|
4458
|
-
this.collideSolidObjects = false;
|
|
4459
|
-
/** @property {boolean} - Object collides with and blocks other objects */
|
|
4460
|
-
this.isSolid = false;
|
|
4461
|
-
/** @property {boolean} - Object collides with raycasts */
|
|
4462
|
-
this.collideRaycast = false;
|
|
4463
|
-
|
|
4464
|
-
/** @property {boolean} - Object is skipped by engineObjectsDestroy, for things that outlive a level like a camera
|
|
4465
|
-
* - Calling destroy on it still destroys it, and its children go with it either way */
|
|
4466
|
-
this.persistent = false;
|
|
4467
|
-
|
|
4468
|
-
// add to list of objects
|
|
4469
|
-
engineObjects.push(this);
|
|
4470
|
-
}
|
|
4471
|
-
|
|
4472
|
-
/** Update the object transform, called automatically by engine even when paused
|
|
4473
|
-
* @param {boolean} [updateChildren] - Also update the children's transforms */
|
|
4474
|
-
updateTransforms(updateChildren=true)
|
|
4475
|
-
{
|
|
4476
|
-
const parent = this.parent;
|
|
4477
|
-
if (parent)
|
|
4478
|
-
{
|
|
4479
|
-
// compose with parent transform inline to avoid intermediate vector allocs
|
|
4480
|
-
const mirror = parent.getMirrorSign();
|
|
4481
|
-
const lp = this.localPos, pp = parent.pos;
|
|
4482
|
-
const lx = lp.x*mirror, ly = lp.y, pa = parent.angle;
|
|
4483
|
-
if (pa)
|
|
4484
|
-
{
|
|
4485
|
-
const c = cos(-pa), s = sin(-pa);
|
|
4486
|
-
this.pos.set(lx*c - ly*s + pp.x, lx*s + ly*c + pp.y);
|
|
4487
|
-
}
|
|
4488
|
-
else
|
|
4489
|
-
this.pos.set(lx + pp.x, ly + pp.y);
|
|
4490
|
-
this.angle = mirror*this.localAngle + pa;
|
|
4491
|
-
}
|
|
4492
|
-
|
|
4493
|
-
// update children
|
|
4494
|
-
if (updateChildren)
|
|
4495
|
-
for (const child of this.children)
|
|
4496
|
-
child.updateTransforms();
|
|
4497
|
-
}
|
|
4498
|
-
|
|
4499
|
-
/** Update the object physics, called automatically by engine once each frame. Can be overridden to stop or change how physics works for an object. */
|
|
4500
|
-
updatePhysics()
|
|
4501
|
-
{
|
|
4502
|
-
// child objects do not have physics
|
|
4503
|
-
ASSERT(!this.parent);
|
|
4504
|
-
|
|
4505
|
-
// bail if a collision callback destroyed us mid-frame
|
|
4506
|
-
if (this.destroyed) return;
|
|
4507
|
-
|
|
4508
|
-
// limit max speed to prevent missing collisions, only for what collides: with solids, or with tiles while it
|
|
4509
|
-
// has a mass, which tile collision needs; anything else moves as fast as it is told
|
|
4510
|
-
if (this.clampSpeed && enablePhysicsSolver && (this.collideSolidObjects || this.collideLevel && this.mass))
|
|
4511
|
-
{
|
|
4512
|
-
this.velocity.x = clamp(this.velocity.x, -objectMaxSpeed, objectMaxSpeed);
|
|
4513
|
-
this.velocity.y = clamp(this.velocity.y, -objectMaxSpeed, objectMaxSpeed);
|
|
4514
|
-
}
|
|
4515
|
-
|
|
4516
|
-
// physics sanity checks
|
|
4517
|
-
ASSERT(this.angleDamping >= 0 && this.angleDamping <= 1, 'angleDamping must be 0 to 1, the fraction kept each frame');
|
|
4518
|
-
ASSERT(this.damping >= 0 && this.damping <= 1, 'damping must be 0 to 1, the fraction of velocity kept each frame');
|
|
4519
|
-
|
|
4520
|
-
// apply physics; only the solver needs where the object was, so only then is it copied
|
|
4521
|
-
const solve = enablePhysicsSolver && this.mass;
|
|
4522
|
-
const oldPos = solve ? this.pos.copy() : undefined;
|
|
4523
|
-
this.velocity.x *= this.damping;
|
|
4524
|
-
this.velocity.y *= this.damping;
|
|
4525
|
-
if (this.mass)
|
|
4526
|
-
{
|
|
4527
|
-
// apply gravity only if it has mass
|
|
4528
|
-
this.velocity.x += gravity.x * this.gravityScale;
|
|
4529
|
-
this.velocity.y += gravity.y * this.gravityScale;
|
|
4530
|
-
}
|
|
4531
|
-
this.pos.x += this.velocity.x;
|
|
4532
|
-
this.pos.y += this.velocity.y;
|
|
4533
|
-
this.angle += this.angleVelocity *= this.angleDamping;
|
|
4534
|
-
|
|
4535
|
-
// don't do collision for static objects or if solver disabled
|
|
4536
|
-
if (!solve) return;
|
|
4537
|
-
|
|
4538
|
-
// which way is down for this object, a negative gravityScale falls up and lands on ceilings
|
|
4539
|
-
const gravityY = this.gravityScale < 0 ? -gravity.y : gravity.y;
|
|
4540
|
-
const wasFalling = this.velocity.y < 0 && gravityY < 0 || this.velocity.y > 0 && gravityY > 0;
|
|
4541
|
-
if (this.groundObject)
|
|
4542
|
-
{
|
|
4543
|
-
// apply friction in local space of ground object
|
|
4544
|
-
const friction = max(this.friction, this.groundObject.friction);
|
|
4545
|
-
const groundSpeed = this.groundObject.velocity.x;
|
|
4546
|
-
this.velocity.x = groundSpeed + (this.velocity.x - groundSpeed) * friction;
|
|
4547
|
-
this.groundObject = undefined;
|
|
4548
|
-
}
|
|
4549
|
-
|
|
4550
|
-
// an object with no width or height has no box to push out of, or to be pushed out of
|
|
4551
|
-
if (this.collideSolidObjects && this.size.x && this.size.y)
|
|
4552
|
-
{
|
|
4553
|
-
// check collisions against solid objects
|
|
4554
|
-
const epsilon = .001; // necessary to push slightly outside of the collision
|
|
4555
|
-
for (const o of engineObjectsCollideStaticLast)
|
|
4556
|
-
{
|
|
4557
|
-
// skip destroyed, child objects, self collision, or objects with no box
|
|
4558
|
-
if (o.destroyed || o.parent || o === this || !o.size.x || !o.size.y) continue;
|
|
4559
|
-
|
|
4560
|
-
// non solid objects don't collide with each other
|
|
4561
|
-
if (!this.isSolid && !o.isSolid) continue;
|
|
4562
|
-
|
|
4563
|
-
// check collision
|
|
4564
|
-
if (!this.isOverlappingObject(o)) continue;
|
|
4565
|
-
|
|
4566
|
-
// each moving object checks its own contacts, so a pair the other one already asked about this frame
|
|
4567
|
-
// is not asked twice: left overlapping, ignored or only nudged apart it is skipped, and one both said
|
|
4568
|
-
// to resolve, pushed back together since, is resolved again
|
|
4569
|
-
const answer = engineObjectsCollidePairAnswer(o, this);
|
|
4570
|
-
if (answer === false) continue;
|
|
4571
|
-
if (!answer)
|
|
4572
|
-
{
|
|
4573
|
-
// notify objects of collision and check if should be resolved
|
|
4574
|
-
const collide1 = this.collideWithObject(o);
|
|
4575
|
-
const collide2 = o.collideWithObject(this);
|
|
4576
|
-
if (!collide1 || !collide2)
|
|
4577
|
-
{
|
|
4578
|
-
engineObjectsCollidePairAdd(this, o);
|
|
4579
|
-
continue;
|
|
4580
|
-
}
|
|
4581
|
-
}
|
|
4582
|
-
|
|
4583
|
-
const wasOverlapping = isOverlapping(oldPos, this.size, o.pos, o.size);
|
|
4584
|
-
if (wasOverlapping && (!o.mass || o.groundObject))
|
|
4585
|
-
{
|
|
4586
|
-
// a static solid that moved into it, like a door or an elevator, pushes it out the shortest way
|
|
4587
|
-
// at once and carries it along, it would only drift out slowly and the solid would pass through;
|
|
4588
|
-
// an object standing on something counts as fixed too, so a stack on an elevator rides together;
|
|
4589
|
-
// it bounces off relative to the mover, a paddle moved by setting pos bounces a ball as a wall does
|
|
4590
|
-
const push = collideBoxBox(this.pos, this.size, o.pos, o.size);
|
|
4591
|
-
if (push)
|
|
4592
|
-
{
|
|
4593
|
-
this.pos.x += push.x + sign(push.x) * epsilon;
|
|
4594
|
-
this.pos.y += push.y + sign(push.y) * epsilon;
|
|
4595
|
-
const restitution = max(this.restitution, o.restitution);
|
|
4596
|
-
if (push.x)
|
|
4597
|
-
{
|
|
4598
|
-
const v = this.velocity.x - o.velocity.x;
|
|
4599
|
-
if (v * push.x < 0) // moving into it
|
|
4600
|
-
this.velocity.x = o.velocity.x - v * restitution;
|
|
4601
|
-
}
|
|
4602
|
-
else
|
|
4603
|
-
{
|
|
4604
|
-
const v = this.velocity.y - o.velocity.y;
|
|
4605
|
-
if (v * push.y < 0) // moving into it
|
|
4606
|
-
this.velocity.y = o.velocity.y - v * restitution;
|
|
4607
|
-
if (push.y * gravityY < 0) // pushed up against gravity, it stands on it
|
|
4608
|
-
this.groundObject = o;
|
|
4609
|
-
}
|
|
4610
|
-
}
|
|
4611
|
-
engineObjectsCollidePairAdd(this, o);
|
|
4612
|
-
|
|
4613
|
-
debugPhysics && debugOverlap(this.pos, this.size, o.pos, o.size, '#f00', undefined, false);
|
|
4614
|
-
continue;
|
|
4615
|
-
}
|
|
4616
|
-
if (wasOverlapping)
|
|
4617
|
-
{
|
|
4618
|
-
// if already was touching, try to push away
|
|
4619
|
-
const deltaPos = oldPos.subtract(o.pos);
|
|
4620
|
-
const length = deltaPos.length();
|
|
4621
|
-
const pushAwayAccel = .001;
|
|
4622
|
-
const velocity = length < .001 ? vec2(0, pushAwayAccel) : deltaPos.scale(pushAwayAccel/length);
|
|
4623
|
-
this.velocity = this.velocity.add(velocity);
|
|
4624
|
-
if (o.mass) // push away other object if not fixed
|
|
4625
|
-
o.velocity = o.velocity.subtract(velocity);
|
|
4626
|
-
engineObjectsCollidePairAdd(this, o);
|
|
4627
|
-
|
|
4628
|
-
debugPhysics && debugOverlap(this.pos, this.size, o.pos, o.size, '#f00', undefined, false);
|
|
4629
|
-
continue;
|
|
4630
|
-
}
|
|
4631
|
-
|
|
4632
|
-
// check for collision
|
|
4633
|
-
const sizeBoth = this.size.add(o.size);
|
|
4634
|
-
// prefer to push up if small delta, up away from this object's own gravity
|
|
4635
|
-
const smallStepUp = (gravityY > 0 ? o.pos.y - oldPos.y : oldPos.y - o.pos.y)*2 > sizeBoth.y - abs(gravityY);
|
|
4636
|
-
const isBlockedX = abs(oldPos.y - o.pos.y)*2 < sizeBoth.y;
|
|
4637
|
-
const isBlockedY = abs(oldPos.x - o.pos.x)*2 < sizeBoth.x;
|
|
4638
|
-
const restitution = max(this.restitution, o.restitution);
|
|
4639
|
-
|
|
4640
|
-
if (smallStepUp || isBlockedY || !isBlockedX) // resolve y collision
|
|
4641
|
-
{
|
|
4642
|
-
// push outside object collision
|
|
4643
|
-
this.pos.y = o.pos.y + (sizeBoth.y/2 + epsilon) * sign(oldPos.y - o.pos.y);
|
|
4644
|
-
if ((o.groundObject && wasFalling) || !o.mass)
|
|
4645
|
-
{
|
|
4646
|
-
// set ground object if landed on something
|
|
4647
|
-
if (wasFalling)
|
|
4648
|
-
this.groundObject = o;
|
|
4649
|
-
|
|
4650
|
-
// bounce if other object is fixed or grounded, relative to it so a rider keeps up with a
|
|
4651
|
-
// platform moving down instead of landing on it again every few frames
|
|
4652
|
-
this.velocity.y = o.velocity.y - (this.velocity.y - o.velocity.y) * restitution;
|
|
4653
|
-
}
|
|
4654
|
-
else // o has mass here, the other branch already handled the massless case
|
|
4655
|
-
{
|
|
4656
|
-
// inelastic collision
|
|
4657
|
-
const inelastic = (this.mass * this.velocity.y + o.mass * o.velocity.y) / (this.mass + o.mass);
|
|
4658
|
-
|
|
4659
|
-
// elastic collision
|
|
4660
|
-
const elastic0 = this.velocity.y * (this.mass - o.mass) / (this.mass + o.mass)
|
|
4661
|
-
+ o.velocity.y * 2 * o.mass / (this.mass + o.mass);
|
|
4662
|
-
const elastic1 = o.velocity.y * (o.mass - this.mass) / (this.mass + o.mass)
|
|
4663
|
-
+ this.velocity.y * 2 * this.mass / (this.mass + o.mass);
|
|
4664
|
-
|
|
4665
|
-
// lerp between elastic or inelastic based on restitution
|
|
4666
|
-
this.velocity.y = lerp(inelastic, elastic0, restitution);
|
|
4667
|
-
o.velocity.y = lerp(inelastic, elastic1, restitution);
|
|
4668
|
-
}
|
|
4669
|
-
}
|
|
4670
|
-
if (!smallStepUp && isBlockedX) // resolve x collision
|
|
4671
|
-
{
|
|
4672
|
-
// push outside collision
|
|
4673
|
-
this.pos.x = o.pos.x + (sizeBoth.x/2 + epsilon) * sign(oldPos.x - o.pos.x);
|
|
4674
|
-
if (o.mass)
|
|
4675
|
-
{
|
|
4676
|
-
// inelastic collision
|
|
4677
|
-
const inelastic = (this.mass * this.velocity.x + o.mass * o.velocity.x) / (this.mass + o.mass);
|
|
4678
|
-
|
|
4679
|
-
// elastic collision
|
|
4680
|
-
const elastic0 = this.velocity.x * (this.mass - o.mass) / (this.mass + o.mass)
|
|
4681
|
-
+ o.velocity.x * 2 * o.mass / (this.mass + o.mass);
|
|
4682
|
-
const elastic1 = o.velocity.x * (o.mass - this.mass) / (this.mass + o.mass)
|
|
4683
|
-
+ this.velocity.x * 2 * this.mass / (this.mass + o.mass);
|
|
4684
|
-
|
|
4685
|
-
// lerp between elastic or inelastic based on restitution
|
|
4686
|
-
this.velocity.x = lerp(inelastic, elastic0, restitution);
|
|
4687
|
-
o.velocity.x = lerp(inelastic, elastic1, restitution);
|
|
4688
|
-
}
|
|
4689
|
-
else // bounce if other object is fixed, relative to it as a landing is
|
|
4690
|
-
this.velocity.x = o.velocity.x - (this.velocity.x - o.velocity.x) * restitution;
|
|
4691
|
-
}
|
|
4692
|
-
engineObjectsCollidePairAdd(this, o, true);
|
|
4693
|
-
debugPhysics && debugOverlap(this.pos, this.size, o.pos, o.size, '#f0f', undefined, false);
|
|
4694
|
-
}
|
|
4695
|
-
}
|
|
4696
|
-
if (this.collideLevel)
|
|
4697
|
-
{
|
|
4698
|
-
// check collision against tiles
|
|
4699
|
-
const hitLayer = tileCollisionTest(this.pos, this.size, this);
|
|
4700
|
-
if (hitLayer)
|
|
4701
|
-
{
|
|
4702
|
-
// if already was stuck in collision, don't do anything
|
|
4703
|
-
// this should not happen unless something starts in collision
|
|
4704
|
-
if (!tileCollisionTest(oldPos, this.size, this))
|
|
4705
|
-
{
|
|
4706
|
-
// test which side we bounced off (or both if a corner)
|
|
4707
|
-
const isBlockedX = tileCollisionTest(vec2(this.pos.x, oldPos.y), this.size, this);
|
|
4708
|
-
const isBlockedY = tileCollisionTest(vec2(oldPos.x, this.pos.y), this.size, this);
|
|
4709
|
-
const restitution = max(this.restitution, hitLayer.restitution);
|
|
4710
|
-
if (isBlockedX)
|
|
4711
|
-
{
|
|
4712
|
-
// a ledge caught less than maxMove below its top lifts the object onto it instead of stopping it,
|
|
4713
|
-
// down off a ceiling ledge when gravity points up; zero gravity counts as down
|
|
4714
|
-
const epsilon = 1e-3;
|
|
4715
|
-
const maxMove = .1;
|
|
4716
|
-
const y = gravityY > 0 ?
|
|
4717
|
-
ceil( oldPos.y+this.size.y/2-1) - this.size.y/2 - epsilon :
|
|
4718
|
-
floor(oldPos.y-this.size.y/2+1) + this.size.y/2 + epsilon;
|
|
4719
|
-
if (abs(y - this.pos.y) < maxMove && !tileCollisionTest(vec2(this.pos.x, y), this.size, this))
|
|
4720
|
-
{
|
|
4721
|
-
this.pos.y = y;
|
|
4722
|
-
debugPhysics && debugRect(this.pos, this.size, '#ff0', 0, 0, false, false);
|
|
4723
|
-
return;
|
|
4724
|
-
}
|
|
4725
|
-
|
|
4726
|
-
// move to previous X position and bounce
|
|
4727
|
-
this.pos.x = oldPos.x;
|
|
4728
|
-
this.velocity.x *= -restitution;
|
|
4729
|
-
}
|
|
4730
|
-
if (isBlockedY || !isBlockedX)
|
|
4731
|
-
{
|
|
4732
|
-
if (wasFalling)
|
|
4733
|
-
{
|
|
4734
|
-
// adjust position to slightly away from nearest tile
|
|
4735
|
-
// this prevents gap between object and ground
|
|
4736
|
-
const epsilon = .0001;
|
|
4737
|
-
const offset = this.size.y/2 + epsilon;
|
|
4738
|
-
// rounded in the layer's space as its collision test is, or a bottom a hair below a
|
|
4739
|
-
// grid line would round to the row under it, inside the floor, and fall through
|
|
4740
|
-
const layerY = hitLayer.pos.y;
|
|
4741
|
-
this.pos.y = layerY + (gravityY < 0 ?
|
|
4742
|
-
floor(oldPos.y - layerY - this.size.y/2) + offset :
|
|
4743
|
-
ceil( oldPos.y - layerY + this.size.y/2) - offset);
|
|
4744
|
-
|
|
4745
|
-
// set ground object for tile collision
|
|
4746
|
-
this.groundObject = hitLayer;
|
|
4747
|
-
}
|
|
4748
|
-
else
|
|
4749
|
-
{
|
|
4750
|
-
// move to previous Y position
|
|
4751
|
-
this.pos.y = oldPos.y;
|
|
4752
|
-
this.groundObject = undefined;
|
|
4753
|
-
}
|
|
4754
|
-
// bounce velocity
|
|
4755
|
-
this.velocity.y *= -restitution;
|
|
4756
|
-
}
|
|
4757
|
-
debugPhysics && debugRect(this.pos, this.size, '#f00', 0, 0, false, false);
|
|
4758
|
-
}
|
|
4759
|
-
}
|
|
4760
|
-
}
|
|
4761
|
-
}
|
|
4762
|
-
|
|
4763
|
-
/** Update the object, called automatically by engine once each frame. Does nothing by default. */
|
|
4764
|
-
update() {}
|
|
4765
|
-
|
|
4766
|
-
/** Render the object, draws a tile by default, automatically called each frame, sorted by renderOrder */
|
|
4767
|
-
render()
|
|
4768
|
-
{
|
|
4769
|
-
// default object render
|
|
4770
|
-
drawTile(this.pos, this.drawSize || this.size, this.tileInfo, this.color, this.angle, this.mirror, this.additiveColor, glEnable, false);
|
|
4771
|
-
}
|
|
4772
|
-
|
|
4773
|
-
/** Optional hook called during the light system plugin's lightmap pass to draw this object's lightmap contribution. Does nothing by default. */
|
|
4774
|
-
renderLight() {}
|
|
4775
|
-
|
|
4776
|
-
/** Draw this object into the light system's shadow map, called during its shadow pass when castShadow is set.
|
|
4777
|
-
* Calls render() by default so the object casts its own shape; override to cast a different one, like a blob at a character's feet so its body stays lit;
|
|
4778
|
-
* screen space WebGL draws in render() are skipped during the pass */
|
|
4779
|
-
renderShadow() { this.render(); }
|
|
4780
|
-
|
|
4781
|
-
/** Draw this object's shape into the light system's lightmap, called during its light pass when emissive is above
|
|
4782
|
-
* 0; what it draws shows in its own colors that much brighter. Calls render() by default so the whole object
|
|
4783
|
-
* glows; override to glow a part, like a robot's eyes */
|
|
4784
|
-
renderEmissive() { this.render(); }
|
|
4785
|
-
|
|
4786
|
-
/** Destroy this object, destroy its children, detach its parent, and mark it for removal
|
|
4787
|
-
* @param {boolean} [immediate] - true removes attached effects like particle emitters at once, false lets them finish first */
|
|
4788
|
-
destroy(immediate=false)
|
|
4789
|
-
{
|
|
4790
|
-
if (this.destroyed) return;
|
|
4791
|
-
|
|
4792
|
-
// disconnect from parent and destroy children
|
|
4793
|
-
this.destroyed = true;
|
|
4794
|
-
this.parent?.removeChild(this);
|
|
4795
|
-
for (const child of this.children)
|
|
4796
|
-
{
|
|
4797
|
-
child.parent = undefined;
|
|
4798
|
-
child.destroy(immediate);
|
|
4799
|
-
}
|
|
4800
|
-
}
|
|
4801
|
-
|
|
4802
|
-
/** Convert from local space to world space
|
|
4803
|
-
* @param {Vector2} pos - local space point */
|
|
4804
|
-
localToWorld(pos) { return this.pos.add(pos.rotate(this.angle)); }
|
|
4805
|
-
|
|
4806
|
-
/** Convert from world space to local space
|
|
4807
|
-
* @param {Vector2} pos - world space point */
|
|
4808
|
-
worldToLocal(pos) { return pos.subtract(this.pos).rotate(-this.angle); }
|
|
4809
|
-
|
|
4810
|
-
/** Convert from local space to world space for a vector (rotation only)
|
|
4811
|
-
* @param {Vector2} vec - local space vector */
|
|
4812
|
-
localToWorldVector(vec) { return vec.rotate(this.angle); }
|
|
4813
|
-
|
|
4814
|
-
/** Convert from world space to local space for a vector (rotation only)
|
|
4815
|
-
* @param {Vector2} vec - world space vector */
|
|
4816
|
-
worldToLocalVector(vec) { return vec.rotate(-this.angle); }
|
|
4817
|
-
|
|
4818
|
-
/** Called to check if a tile collision should be resolved. Return true for physics to resolve the collision or false to ignore and resolve it manually.
|
|
4819
|
-
* - Called for each solid tile the physics tests, which can be several times a frame for the same tile, and for
|
|
4820
|
-
* positions it only tries, so keep it free of side effects or guard them to once a frame
|
|
4821
|
-
* - this.pos has already moved, so a check on where it came from, like a one way platform, needs the position
|
|
4822
|
-
* saved in update, as the platformer example does
|
|
4823
|
-
* @param {number} tileData - the value of the tile at the position
|
|
4824
|
-
* @param {Vector2} pos - the tile's bottom left corner in world space
|
|
4825
|
-
* @return {boolean} - true if the collision should be resolved by modifying it's position and velocity */
|
|
4826
|
-
collideWithTile(tileData, pos) { return tileData > 0; }
|
|
4827
|
-
|
|
4828
|
-
/** Called by the engine to check if an object collision should be resolved. Return true for physics to resolve the collision or false to ignore and resolve it manually.
|
|
4829
|
-
* - Both objects of a touching pair are asked once a frame, whichever order they update in; an object that
|
|
4830
|
-
* destroys itself here is gone at the end of the frame and is still asked about the pairs left this frame, so a
|
|
4831
|
-
* bullet that should hit one thing checks its own destroyed flag first
|
|
4832
|
-
* @param {EngineObject} object - the object to test against
|
|
4833
|
-
* @param {Vector3} [push] - what it would take to move this object clear, a Vector3 from the 3D plugin, undefined in 2D
|
|
4834
|
-
* @return {boolean} - true if the collision should be resolved by modifying it's position and velocity
|
|
4835
|
-
*/
|
|
4836
|
-
collideWithObject(object, push) { return true; }
|
|
4837
|
-
|
|
4838
|
-
/** Get this object's up vector
|
|
4839
|
-
* @param {number} [scale] - length of the vector
|
|
4840
|
-
* @return {Vector2} */
|
|
4841
|
-
getUp(scale=1) { return vec2().setAngle(this.angle, scale); }
|
|
4842
|
-
|
|
4843
|
-
/** Get this object's right vector
|
|
4844
|
-
* @param {number} [scale] - length of the vector
|
|
4845
|
-
* @return {Vector2} */
|
|
4846
|
-
getRight(scale=1) { return vec2().setAngle(this.angle+PI/2, scale); }
|
|
4847
|
-
|
|
4848
|
-
/** How long since the object was created
|
|
4849
|
-
* @return {number} */
|
|
4850
|
-
getAliveTime() { return time - this.spawnTime; }
|
|
4851
|
-
|
|
4852
|
-
/** Get the speed of this object
|
|
4853
|
-
* @return {number} */
|
|
4854
|
-
getSpeed() { return this.velocity.length(); }
|
|
4855
|
-
|
|
4856
|
-
/** Apply acceleration to this object (adjust velocity, not affected by mass)
|
|
4857
|
-
* - Does nothing on a static object (mass 0), set its velocity instead
|
|
4858
|
-
* @param {Vector2} acceleration */
|
|
4859
|
-
applyAcceleration(acceleration)
|
|
4860
|
-
{ if (this.mass) this.velocity = this.velocity.add(acceleration); }
|
|
4861
|
-
|
|
4862
|
-
/** Apply angular acceleration to this object
|
|
4863
|
-
* - Does nothing on a static object (mass 0), set its angleVelocity instead
|
|
4864
|
-
* @param {number} acceleration */
|
|
4865
|
-
applyAngularAcceleration(acceleration)
|
|
4866
|
-
{ if (this.mass) this.angleVelocity += acceleration; }
|
|
4867
|
-
|
|
4868
|
-
/** Apply force to this object (adjust velocity, affected by mass)
|
|
4869
|
-
* - Does nothing on a static object (mass 0), set its velocity instead
|
|
4870
|
-
* @param {Vector2} force */
|
|
4871
|
-
applyForce(force)
|
|
4872
|
-
{ if (this.mass) this.applyAcceleration(force.scale(1/this.mass)); }
|
|
4873
|
-
|
|
4874
|
-
/** Get the direction of the mirror
|
|
4875
|
-
* @return {number} -1 if this.mirror is true, or 1 if not mirrored */
|
|
4876
|
-
getMirrorSign() { return this.mirror ? -1 : 1; }
|
|
4877
|
-
|
|
4878
|
-
/** Attaches a child to this with a local transform, returns child for chaining
|
|
4879
|
-
* @param {EngineObject} child
|
|
4880
|
-
* @param {Vector2} [localPos=vec2()]
|
|
4881
|
-
* @param {number} [localAngle]
|
|
4882
|
-
* @return {EngineObject} The child object added */
|
|
4883
|
-
addChild(child, localPos=vec2(), localAngle=0)
|
|
4884
|
-
{
|
|
4885
|
-
ASSERT(!this.destroyed, 'cannot add child to destroyed object');
|
|
4886
|
-
if (this.destroyed) return child;
|
|
4887
|
-
ASSERT(!child.parent && !this.children.includes(child), 'child already has a parent, removeChild it first or use attach');
|
|
4888
|
-
ASSERT(child instanceof EngineObject, 'child must be an EngineObject');
|
|
4889
|
-
ASSERT(!child.destroyed, 'cannot add a destroyed child');
|
|
4890
|
-
for (let p = /** @type {EngineObject} */ (this); p; p = p.parent)
|
|
4891
|
-
ASSERT(p !== child, 'cannot add an object as a child of itself or of its own child');
|
|
4892
|
-
this.children.push(child);
|
|
4893
|
-
child.parent = this;
|
|
4894
|
-
child.localPos = localPos.copy();
|
|
4895
|
-
child.localAngle = localAngle;
|
|
4896
|
-
child.updateTransforms();
|
|
4897
|
-
return child;
|
|
4898
|
-
}
|
|
4899
|
-
|
|
4900
|
-
/** Attaches a child to this without moving it: the local transform is worked out from where the child is now,
|
|
4901
|
-
* where addChild takes one; a child of something else is moved over, returns child for chaining
|
|
4902
|
-
* @param {EngineObject} child
|
|
4903
|
-
* @return {EngineObject} The child object attached */
|
|
4904
|
-
attach(child)
|
|
4905
|
-
{
|
|
4906
|
-
ASSERT(child instanceof EngineObject, 'child must be an EngineObject');
|
|
4907
|
-
ASSERT(child !== this, 'cannot attach self');
|
|
4908
|
-
child.parent?.removeChild(child);
|
|
4909
|
-
// the local values that updateTransforms turns back into the child's current pos and angle
|
|
4910
|
-
const mirror = this.getMirrorSign(), local = this.worldToLocal(child.pos);
|
|
4911
|
-
local.x *= mirror;
|
|
4912
|
-
return this.addChild(child, local, mirror * (child.angle - this.angle));
|
|
4913
|
-
}
|
|
4914
|
-
|
|
4915
|
-
/** Removes a child from this one, it stays where it is in the world
|
|
4916
|
-
* @param {EngineObject} child */
|
|
4917
|
-
removeChild(child)
|
|
4918
|
-
{
|
|
4919
|
-
ASSERT(child.parent === this && this.children.includes(child));
|
|
4920
|
-
const i = this.children.indexOf(child);
|
|
4921
|
-
if (i < 0) return; // not a child of this one, release has no assert
|
|
4922
|
-
this.children.splice(i, 1);
|
|
4923
|
-
child.parent = child.localPos = undefined;
|
|
4924
|
-
}
|
|
4925
|
-
|
|
4926
|
-
/** Check if this object's box overlaps another object's box
|
|
4927
|
-
* @param {EngineObject} object
|
|
4928
|
-
* @return {boolean} */
|
|
4929
|
-
isOverlappingObject(object)
|
|
4930
|
-
{ return this.isOverlapping(object.pos, object.size); }
|
|
4931
|
-
|
|
4932
|
-
/** Check if overlapping a point or aligned bounding box
|
|
4933
|
-
* @param {Vector2} pos - Center of box
|
|
4934
|
-
* @param {Vector2} [size=vec2()] - Size of box, uses a point if undefined
|
|
4935
|
-
* @return {boolean} */
|
|
4936
|
-
isOverlapping(pos, size=vec2())
|
|
4937
|
-
{ return isOverlapping(this.pos, this.size, pos, size); }
|
|
4938
|
-
|
|
4939
|
-
/** Set how this object collides
|
|
4940
|
-
* @param {boolean} [collideSolidObjects] - Does it collide with solid objects?
|
|
4941
|
-
* @param {boolean} [isSolid] - Does it collide with and block other objects? (expensive in large numbers)
|
|
4942
|
-
* @param {boolean} [collideLevel] - Does it collide with the level, its tile collision layers?
|
|
4943
|
-
* @param {boolean} [collideRaycast] - Does it collide with raycasts? */
|
|
4944
|
-
setCollision(collideSolidObjects=true, isSolid=true, collideLevel=true, collideRaycast=true)
|
|
4945
|
-
{
|
|
4946
|
-
ASSERT(collideSolidObjects || !isSolid, 'solid objects must be set to collide');
|
|
4947
|
-
|
|
4948
|
-
this.collideSolidObjects = collideSolidObjects;
|
|
4949
|
-
this.isSolid = isSolid;
|
|
4950
|
-
this.collideLevel = collideLevel;
|
|
4951
|
-
this.collideRaycast = collideRaycast;
|
|
4952
|
-
}
|
|
4953
|
-
|
|
4954
|
-
/** @deprecated since 1.20, use collideLevel
|
|
4955
|
-
* @type {boolean} */
|
|
4956
|
-
get collideTiles() { return this.collideLevel; }
|
|
4957
|
-
set collideTiles(collide) { this.collideLevel = collide; }
|
|
4958
|
-
|
|
4959
|
-
/** Returns string containing info about this object for debugging
|
|
4960
|
-
* @return {string} */
|
|
4961
|
-
toString()
|
|
4962
|
-
{
|
|
4963
|
-
let text = 'type = ' + this.constructor.name;
|
|
4964
|
-
if (this.pos.x || this.pos.y)
|
|
4965
|
-
text += '\npos = ' + this.pos;
|
|
4966
|
-
if (this.velocity.x || this.velocity.y)
|
|
4967
|
-
text += '\nvelocity = ' + this.velocity;
|
|
4968
|
-
if (this.size.x || this.size.y)
|
|
4969
|
-
text += '\nsize = ' + this.size;
|
|
4970
|
-
if (this.angle)
|
|
4971
|
-
text += '\nangle = ' + this.angle.toFixed(3);
|
|
4972
|
-
text += '\ncolor = ' + this.color;
|
|
4973
|
-
return text;
|
|
4974
|
-
}
|
|
4975
|
-
|
|
4976
|
-
/** Render debug info for this object */
|
|
4977
|
-
renderDebugInfo()
|
|
4978
|
-
{
|
|
4979
|
-
if (!debug) return;
|
|
4980
|
-
|
|
4981
|
-
// check if there is anything to show
|
|
4982
|
-
const hasPhysics = this.collideLevel || this.collideSolidObjects || this.isSolid;
|
|
4983
|
-
if (!hasPhysics && !this.parent) return;
|
|
4984
|
-
|
|
4985
|
-
// show object info for debugging
|
|
4986
|
-
const size = vec2(max(this.size.x, .2), max(this.size.y, .2));
|
|
4987
|
-
const color = rgb(this.collideLevel?1:0, this.collideSolidObjects?1:0, this.isSolid?1:0, .5);
|
|
4988
|
-
debugRect(this.pos, size, color, 0, hasPhysics ? 0 : this.angle, hasPhysics, false); // collision ignores the angle
|
|
4989
|
-
if (this.parent)
|
|
4990
|
-
debugRect(this.pos, size.scale(.8), rgb(1,1,1,.5), 0, this.angle, false, false);
|
|
4991
|
-
this.parent && debugLine(this.pos, this.parent.pos, rgb(1,1,1,.5), .5, 0, false);
|
|
4992
|
-
}
|
|
4320
|
+
/**
|
|
4321
|
+
* LittleJS Object System
|
|
4322
|
+
* - EngineObject is the base class for all game objects
|
|
4323
|
+
* - Handles automatic updating, rendering, physics, and collision
|
|
4324
|
+
* - Supports parent-child hierarchies with transform inheritance
|
|
4325
|
+
* - 2D physics with velocity, acceleration, damping, and gravity
|
|
4326
|
+
* - Collision system with tiles and other objects
|
|
4327
|
+
* - Renders sprites from tile sheets with color and rotation
|
|
4328
|
+
* - Objects sorted by renderOrder for layered rendering
|
|
4329
|
+
*/
|
|
4330
|
+
|
|
4331
|
+
/**
|
|
4332
|
+
* LittleJS Object Base Object Class
|
|
4333
|
+
* - Top level object class used by the engine
|
|
4334
|
+
* - Automatically adds self to object list
|
|
4335
|
+
* - Will be updated and rendered each frame
|
|
4336
|
+
* - Renders as a sprite from a tilesheet by default
|
|
4337
|
+
* - Can have color and additive color applied
|
|
4338
|
+
* - 2D Physics and collision system
|
|
4339
|
+
* - Sorted by renderOrder
|
|
4340
|
+
* - Objects can have children attached
|
|
4341
|
+
* - Parents are updated before children, and set child transform
|
|
4342
|
+
* - Call destroy() to get rid of objects
|
|
4343
|
+
*
|
|
4344
|
+
* The physics system used by objects is simple and fast with some caveats...
|
|
4345
|
+
* - Collision uses the axis aligned size, the object's rotation angle is only for rendering
|
|
4346
|
+
* - Objects are guaranteed to not intersect tile collision from physics
|
|
4347
|
+
* - If an object starts or is moved inside tile collision, it will not collide with that tile
|
|
4348
|
+
* - Collision for objects can be set to be solid to block other objects
|
|
4349
|
+
* - Objects may get pushed into overlapping other solid objects, if so they will push away
|
|
4350
|
+
* - A static solid (mass 0) moved by its velocity, like a door or an elevator, pushes objects out of its way
|
|
4351
|
+
* - Solid objects are more performance intensive and should be used sparingly
|
|
4352
|
+
* @memberof Engine
|
|
4353
|
+
* @example
|
|
4354
|
+
* // create an engine object, normally you would first extend the class with your own
|
|
4355
|
+
* const pos = vec2(2,3);
|
|
4356
|
+
* const object = new EngineObject(pos);
|
|
4357
|
+
*/
|
|
4358
|
+
class EngineObject
|
|
4359
|
+
{
|
|
4360
|
+
/** Create an engine object and adds it to the list of objects
|
|
4361
|
+
* @param {Vector2} [pos=vec2()] - World space position of the object
|
|
4362
|
+
* @param {Vector2} [size=vec2(1)] - World space size of the object
|
|
4363
|
+
* @param {TileInfo} [tileInfo] - Tile info to render object (undefined is untextured)
|
|
4364
|
+
* @param {number} [angle] - Angle the object is rotated by
|
|
4365
|
+
* @param {Color} [color=WHITE] - Color to apply to tile when rendered
|
|
4366
|
+
* @param {number} [renderOrder] - Objects sorted by renderOrder before being rendered
|
|
4367
|
+
*/
|
|
4368
|
+
constructor(pos=vec2(), size=vec2(1), tileInfo, angle=0, color=WHITE, renderOrder=0)
|
|
4369
|
+
{
|
|
4370
|
+
// check passed in params
|
|
4371
|
+
ASSERT(isVector2(pos), 'object pos must be a vec2');
|
|
4372
|
+
ASSERT(isVector2(size), 'object size must be a vec2');
|
|
4373
|
+
ASSERT(!tileInfo || tileInfo instanceof TileInfo, 'object tileInfo should be a TileInfo or undefined');
|
|
4374
|
+
ASSERT(typeof angle === 'number' && isFinite(angle), 'object angle should be a number');
|
|
4375
|
+
ASSERT(isColor(color), 'object color should be a valid rgba color');
|
|
4376
|
+
ASSERT(typeof renderOrder === 'number', 'object renderOrder should be a number');
|
|
4377
|
+
|
|
4378
|
+
/** @property {Vector2} - World space position of the object */
|
|
4379
|
+
this.pos = pos.copy();
|
|
4380
|
+
/** @property {Vector2} - World space width and height of the object */
|
|
4381
|
+
this.size = size.copy();
|
|
4382
|
+
/** @property {Vector2|undefined} - Size of object used for drawing, uses size if not set
|
|
4383
|
+
* @type {Vector2|undefined} */
|
|
4384
|
+
this.drawSize = undefined;
|
|
4385
|
+
/** @property {TileInfo|undefined} - Tile info to render object (undefined is untextured)
|
|
4386
|
+
* @type {TileInfo|undefined} */
|
|
4387
|
+
this.tileInfo = tileInfo;
|
|
4388
|
+
/** @property {number} - Angle to rotate the object */
|
|
4389
|
+
this.angle = angle;
|
|
4390
|
+
/** @property {Color} - Color to apply when rendered */
|
|
4391
|
+
this.color = color.copy();
|
|
4392
|
+
/** @property {Color|undefined} - Additive color to apply when rendered
|
|
4393
|
+
* @type {Color|undefined} */
|
|
4394
|
+
this.additiveColor = undefined;
|
|
4395
|
+
/** @property {Shader|undefined} - Custom shader to render with, undefined for the engine's own
|
|
4396
|
+
* @type {Shader|undefined} */
|
|
4397
|
+
this.shader = undefined;
|
|
4398
|
+
/** @property {boolean} - Does this object draw into the light system's shadow map; false for a floor layer, a background, a pickup */
|
|
4399
|
+
this.castShadow = true;
|
|
4400
|
+
/** @property {number} - With the light system, how much it lights itself: 0 lit only by the lights, 1 full
|
|
4401
|
+
* brightness in its own colors whatever the lights do, between partly; drawn into the lightmap through
|
|
4402
|
+
* renderEmissive, as 3D's emissive. Exact for solid pixels; a partly transparent one is self lit by its alpha
|
|
4403
|
+
* too, so a half alpha pixel shows at a quarter and a fading emissive sprite fades a little faster */
|
|
4404
|
+
this.emissive = 0;
|
|
4405
|
+
/** @property {boolean} - Should the rendered tile flip along the y axis. Affects rendering and the local→world transform of attached children (a mirrored parent flips its children's localPos.x and localAngle). Does not affect this object's own physics, collision, or localToWorld/worldToLocal. */
|
|
4406
|
+
this.mirror = false;
|
|
4407
|
+
/** @property {boolean} - Has object been destroyed? */
|
|
4408
|
+
this.destroyed = false;
|
|
4409
|
+
this.updatePass = 0; // the engine update pass it was last updated in, so nothing updates twice in one
|
|
4410
|
+
|
|
4411
|
+
// physical properties
|
|
4412
|
+
/** @property {number} - How heavy the object is, static if 0: a static object moves by its velocity but does not
|
|
4413
|
+
* collide on its own, the moving ones collide with it */
|
|
4414
|
+
this.mass = objectDefaultMass;
|
|
4415
|
+
/** @property {number} - Fraction of velocity kept each frame, 1 keeps all of it, 0 stops at once */
|
|
4416
|
+
this.damping = objectDefaultDamping;
|
|
4417
|
+
/** @property {number} - Fraction of angular velocity kept each frame, 1 keeps all of it, 0 stops at once */
|
|
4418
|
+
this.angleDamping = objectDefaultAngleDamping;
|
|
4419
|
+
/** @property {number} - How bouncy the object is when colliding (0-1) */
|
|
4420
|
+
this.restitution = objectDefaultRestitution;
|
|
4421
|
+
/** @property {number} - Fraction of sliding speed kept each frame on the ground, 1 is no friction, 0 stops at
|
|
4422
|
+
* once, the more slippery of the object and its ground is used */
|
|
4423
|
+
this.friction = objectDefaultFriction;
|
|
4424
|
+
/** @property {number} - How much to scale gravity by for this object */
|
|
4425
|
+
this.gravityScale = 1;
|
|
4426
|
+
/** @property {number} - Objects are sorted by render order */
|
|
4427
|
+
this.renderOrder = renderOrder;
|
|
4428
|
+
/** @property {Vector2} - Velocity of the object, in world units per frame */
|
|
4429
|
+
this.velocity = vec2();
|
|
4430
|
+
/** @property {number} - Angular velocity of the object, in radians per frame */
|
|
4431
|
+
this.angleVelocity = 0;
|
|
4432
|
+
/** @property {number} - Track when object was created */
|
|
4433
|
+
this.spawnTime = time;
|
|
4434
|
+
/** @property {Array<EngineObject>} - List of children of this object
|
|
4435
|
+
* @type {Array<EngineObject>} */
|
|
4436
|
+
this.children = [];
|
|
4437
|
+
/** @property {boolean} - Limit object speed along x and y axis */
|
|
4438
|
+
this.clampSpeed = true;
|
|
4439
|
+
/** @property {EngineObject|undefined} - Object we are standing on, if any
|
|
4440
|
+
* @type {EngineObject|undefined} */
|
|
4441
|
+
this.groundObject = undefined;
|
|
4442
|
+
|
|
4443
|
+
// parent child system
|
|
4444
|
+
/** @property {EngineObject|undefined} - Parent of object if in local space
|
|
4445
|
+
* @type {EngineObject|undefined} */
|
|
4446
|
+
this.parent = undefined;
|
|
4447
|
+
/** @property {Vector2|undefined} - Position relative to the parent, only while attached to one
|
|
4448
|
+
* @type {Vector2|undefined} */
|
|
4449
|
+
this.localPos = undefined;
|
|
4450
|
+
/** @property {number} - Local angle if child */
|
|
4451
|
+
this.localAngle = 0;
|
|
4452
|
+
|
|
4453
|
+
// collision flags
|
|
4454
|
+
/** @property {boolean} - Object collides with the level, its tile collision layers
|
|
4455
|
+
* @type {boolean} */
|
|
4456
|
+
this.collideLevel = false;
|
|
4457
|
+
/** @property {boolean} - Object collides with solid objects */
|
|
4458
|
+
this.collideSolidObjects = false;
|
|
4459
|
+
/** @property {boolean} - Object collides with and blocks other objects */
|
|
4460
|
+
this.isSolid = false;
|
|
4461
|
+
/** @property {boolean} - Object collides with raycasts */
|
|
4462
|
+
this.collideRaycast = false;
|
|
4463
|
+
|
|
4464
|
+
/** @property {boolean} - Object is skipped by engineObjectsDestroy, for things that outlive a level like a camera
|
|
4465
|
+
* - Calling destroy on it still destroys it, and its children go with it either way */
|
|
4466
|
+
this.persistent = false;
|
|
4467
|
+
|
|
4468
|
+
// add to list of objects
|
|
4469
|
+
engineObjects.push(this);
|
|
4470
|
+
}
|
|
4471
|
+
|
|
4472
|
+
/** Update the object transform, called automatically by engine even when paused
|
|
4473
|
+
* @param {boolean} [updateChildren] - Also update the children's transforms */
|
|
4474
|
+
updateTransforms(updateChildren=true)
|
|
4475
|
+
{
|
|
4476
|
+
const parent = this.parent;
|
|
4477
|
+
if (parent)
|
|
4478
|
+
{
|
|
4479
|
+
// compose with parent transform inline to avoid intermediate vector allocs
|
|
4480
|
+
const mirror = parent.getMirrorSign();
|
|
4481
|
+
const lp = this.localPos, pp = parent.pos;
|
|
4482
|
+
const lx = lp.x*mirror, ly = lp.y, pa = parent.angle;
|
|
4483
|
+
if (pa)
|
|
4484
|
+
{
|
|
4485
|
+
const c = cos(-pa), s = sin(-pa);
|
|
4486
|
+
this.pos.set(lx*c - ly*s + pp.x, lx*s + ly*c + pp.y);
|
|
4487
|
+
}
|
|
4488
|
+
else
|
|
4489
|
+
this.pos.set(lx + pp.x, ly + pp.y);
|
|
4490
|
+
this.angle = mirror*this.localAngle + pa;
|
|
4491
|
+
}
|
|
4492
|
+
|
|
4493
|
+
// update children
|
|
4494
|
+
if (updateChildren)
|
|
4495
|
+
for (const child of this.children)
|
|
4496
|
+
child.updateTransforms();
|
|
4497
|
+
}
|
|
4498
|
+
|
|
4499
|
+
/** Update the object physics, called automatically by engine once each frame. Can be overridden to stop or change how physics works for an object. */
|
|
4500
|
+
updatePhysics()
|
|
4501
|
+
{
|
|
4502
|
+
// child objects do not have physics
|
|
4503
|
+
ASSERT(!this.parent);
|
|
4504
|
+
|
|
4505
|
+
// bail if a collision callback destroyed us mid-frame
|
|
4506
|
+
if (this.destroyed) return;
|
|
4507
|
+
|
|
4508
|
+
// limit max speed to prevent missing collisions, only for what collides: with solids, or with tiles while it
|
|
4509
|
+
// has a mass, which tile collision needs; anything else moves as fast as it is told
|
|
4510
|
+
if (this.clampSpeed && enablePhysicsSolver && (this.collideSolidObjects || this.collideLevel && this.mass))
|
|
4511
|
+
{
|
|
4512
|
+
this.velocity.x = clamp(this.velocity.x, -objectMaxSpeed, objectMaxSpeed);
|
|
4513
|
+
this.velocity.y = clamp(this.velocity.y, -objectMaxSpeed, objectMaxSpeed);
|
|
4514
|
+
}
|
|
4515
|
+
|
|
4516
|
+
// physics sanity checks
|
|
4517
|
+
ASSERT(this.angleDamping >= 0 && this.angleDamping <= 1, 'angleDamping must be 0 to 1, the fraction kept each frame');
|
|
4518
|
+
ASSERT(this.damping >= 0 && this.damping <= 1, 'damping must be 0 to 1, the fraction of velocity kept each frame');
|
|
4519
|
+
|
|
4520
|
+
// apply physics; only the solver needs where the object was, so only then is it copied
|
|
4521
|
+
const solve = enablePhysicsSolver && this.mass;
|
|
4522
|
+
const oldPos = solve ? this.pos.copy() : undefined;
|
|
4523
|
+
this.velocity.x *= this.damping;
|
|
4524
|
+
this.velocity.y *= this.damping;
|
|
4525
|
+
if (this.mass)
|
|
4526
|
+
{
|
|
4527
|
+
// apply gravity only if it has mass
|
|
4528
|
+
this.velocity.x += gravity.x * this.gravityScale;
|
|
4529
|
+
this.velocity.y += gravity.y * this.gravityScale;
|
|
4530
|
+
}
|
|
4531
|
+
this.pos.x += this.velocity.x;
|
|
4532
|
+
this.pos.y += this.velocity.y;
|
|
4533
|
+
this.angle += this.angleVelocity *= this.angleDamping;
|
|
4534
|
+
|
|
4535
|
+
// don't do collision for static objects or if solver disabled
|
|
4536
|
+
if (!solve) return;
|
|
4537
|
+
|
|
4538
|
+
// which way is down for this object, a negative gravityScale falls up and lands on ceilings
|
|
4539
|
+
const gravityY = this.gravityScale < 0 ? -gravity.y : gravity.y;
|
|
4540
|
+
const wasFalling = this.velocity.y < 0 && gravityY < 0 || this.velocity.y > 0 && gravityY > 0;
|
|
4541
|
+
if (this.groundObject)
|
|
4542
|
+
{
|
|
4543
|
+
// apply friction in local space of ground object
|
|
4544
|
+
const friction = max(this.friction, this.groundObject.friction);
|
|
4545
|
+
const groundSpeed = this.groundObject.velocity.x;
|
|
4546
|
+
this.velocity.x = groundSpeed + (this.velocity.x - groundSpeed) * friction;
|
|
4547
|
+
this.groundObject = undefined;
|
|
4548
|
+
}
|
|
4549
|
+
|
|
4550
|
+
// an object with no width or height has no box to push out of, or to be pushed out of
|
|
4551
|
+
if (this.collideSolidObjects && this.size.x && this.size.y)
|
|
4552
|
+
{
|
|
4553
|
+
// check collisions against solid objects
|
|
4554
|
+
const epsilon = .001; // necessary to push slightly outside of the collision
|
|
4555
|
+
for (const o of engineObjectsCollideStaticLast)
|
|
4556
|
+
{
|
|
4557
|
+
// skip destroyed, child objects, self collision, or objects with no box
|
|
4558
|
+
if (o.destroyed || o.parent || o === this || !o.size.x || !o.size.y) continue;
|
|
4559
|
+
|
|
4560
|
+
// non solid objects don't collide with each other
|
|
4561
|
+
if (!this.isSolid && !o.isSolid) continue;
|
|
4562
|
+
|
|
4563
|
+
// check collision
|
|
4564
|
+
if (!this.isOverlappingObject(o)) continue;
|
|
4565
|
+
|
|
4566
|
+
// each moving object checks its own contacts, so a pair the other one already asked about this frame
|
|
4567
|
+
// is not asked twice: left overlapping, ignored or only nudged apart it is skipped, and one both said
|
|
4568
|
+
// to resolve, pushed back together since, is resolved again
|
|
4569
|
+
const answer = engineObjectsCollidePairAnswer(o, this);
|
|
4570
|
+
if (answer === false) continue;
|
|
4571
|
+
if (!answer)
|
|
4572
|
+
{
|
|
4573
|
+
// notify objects of collision and check if should be resolved
|
|
4574
|
+
const collide1 = this.collideWithObject(o);
|
|
4575
|
+
const collide2 = o.collideWithObject(this);
|
|
4576
|
+
if (!collide1 || !collide2)
|
|
4577
|
+
{
|
|
4578
|
+
engineObjectsCollidePairAdd(this, o);
|
|
4579
|
+
continue;
|
|
4580
|
+
}
|
|
4581
|
+
}
|
|
4582
|
+
|
|
4583
|
+
const wasOverlapping = isOverlapping(oldPos, this.size, o.pos, o.size);
|
|
4584
|
+
if (wasOverlapping && (!o.mass || o.groundObject))
|
|
4585
|
+
{
|
|
4586
|
+
// a static solid that moved into it, like a door or an elevator, pushes it out the shortest way
|
|
4587
|
+
// at once and carries it along, it would only drift out slowly and the solid would pass through;
|
|
4588
|
+
// an object standing on something counts as fixed too, so a stack on an elevator rides together;
|
|
4589
|
+
// it bounces off relative to the mover, a paddle moved by setting pos bounces a ball as a wall does
|
|
4590
|
+
const push = collideBoxBox(this.pos, this.size, o.pos, o.size);
|
|
4591
|
+
if (push)
|
|
4592
|
+
{
|
|
4593
|
+
this.pos.x += push.x + sign(push.x) * epsilon;
|
|
4594
|
+
this.pos.y += push.y + sign(push.y) * epsilon;
|
|
4595
|
+
const restitution = max(this.restitution, o.restitution);
|
|
4596
|
+
if (push.x)
|
|
4597
|
+
{
|
|
4598
|
+
const v = this.velocity.x - o.velocity.x;
|
|
4599
|
+
if (v * push.x < 0) // moving into it
|
|
4600
|
+
this.velocity.x = o.velocity.x - v * restitution;
|
|
4601
|
+
}
|
|
4602
|
+
else
|
|
4603
|
+
{
|
|
4604
|
+
const v = this.velocity.y - o.velocity.y;
|
|
4605
|
+
if (v * push.y < 0) // moving into it
|
|
4606
|
+
this.velocity.y = o.velocity.y - v * restitution;
|
|
4607
|
+
if (push.y * gravityY < 0) // pushed up against gravity, it stands on it
|
|
4608
|
+
this.groundObject = o;
|
|
4609
|
+
}
|
|
4610
|
+
}
|
|
4611
|
+
engineObjectsCollidePairAdd(this, o);
|
|
4612
|
+
|
|
4613
|
+
debugPhysics && debugOverlap(this.pos, this.size, o.pos, o.size, '#f00', undefined, false);
|
|
4614
|
+
continue;
|
|
4615
|
+
}
|
|
4616
|
+
if (wasOverlapping)
|
|
4617
|
+
{
|
|
4618
|
+
// if already was touching, try to push away
|
|
4619
|
+
const deltaPos = oldPos.subtract(o.pos);
|
|
4620
|
+
const length = deltaPos.length();
|
|
4621
|
+
const pushAwayAccel = .001;
|
|
4622
|
+
const velocity = length < .001 ? vec2(0, pushAwayAccel) : deltaPos.scale(pushAwayAccel/length);
|
|
4623
|
+
this.velocity = this.velocity.add(velocity);
|
|
4624
|
+
if (o.mass) // push away other object if not fixed
|
|
4625
|
+
o.velocity = o.velocity.subtract(velocity);
|
|
4626
|
+
engineObjectsCollidePairAdd(this, o);
|
|
4627
|
+
|
|
4628
|
+
debugPhysics && debugOverlap(this.pos, this.size, o.pos, o.size, '#f00', undefined, false);
|
|
4629
|
+
continue;
|
|
4630
|
+
}
|
|
4631
|
+
|
|
4632
|
+
// check for collision
|
|
4633
|
+
const sizeBoth = this.size.add(o.size);
|
|
4634
|
+
// prefer to push up if small delta, up away from this object's own gravity
|
|
4635
|
+
const smallStepUp = (gravityY > 0 ? o.pos.y - oldPos.y : oldPos.y - o.pos.y)*2 > sizeBoth.y - abs(gravityY);
|
|
4636
|
+
const isBlockedX = abs(oldPos.y - o.pos.y)*2 < sizeBoth.y;
|
|
4637
|
+
const isBlockedY = abs(oldPos.x - o.pos.x)*2 < sizeBoth.x;
|
|
4638
|
+
const restitution = max(this.restitution, o.restitution);
|
|
4639
|
+
|
|
4640
|
+
if (smallStepUp || isBlockedY || !isBlockedX) // resolve y collision
|
|
4641
|
+
{
|
|
4642
|
+
// push outside object collision
|
|
4643
|
+
this.pos.y = o.pos.y + (sizeBoth.y/2 + epsilon) * sign(oldPos.y - o.pos.y);
|
|
4644
|
+
if ((o.groundObject && wasFalling) || !o.mass)
|
|
4645
|
+
{
|
|
4646
|
+
// set ground object if landed on something
|
|
4647
|
+
if (wasFalling)
|
|
4648
|
+
this.groundObject = o;
|
|
4649
|
+
|
|
4650
|
+
// bounce if other object is fixed or grounded, relative to it so a rider keeps up with a
|
|
4651
|
+
// platform moving down instead of landing on it again every few frames
|
|
4652
|
+
this.velocity.y = o.velocity.y - (this.velocity.y - o.velocity.y) * restitution;
|
|
4653
|
+
}
|
|
4654
|
+
else // o has mass here, the other branch already handled the massless case
|
|
4655
|
+
{
|
|
4656
|
+
// inelastic collision
|
|
4657
|
+
const inelastic = (this.mass * this.velocity.y + o.mass * o.velocity.y) / (this.mass + o.mass);
|
|
4658
|
+
|
|
4659
|
+
// elastic collision
|
|
4660
|
+
const elastic0 = this.velocity.y * (this.mass - o.mass) / (this.mass + o.mass)
|
|
4661
|
+
+ o.velocity.y * 2 * o.mass / (this.mass + o.mass);
|
|
4662
|
+
const elastic1 = o.velocity.y * (o.mass - this.mass) / (this.mass + o.mass)
|
|
4663
|
+
+ this.velocity.y * 2 * this.mass / (this.mass + o.mass);
|
|
4664
|
+
|
|
4665
|
+
// lerp between elastic or inelastic based on restitution
|
|
4666
|
+
this.velocity.y = lerp(inelastic, elastic0, restitution);
|
|
4667
|
+
o.velocity.y = lerp(inelastic, elastic1, restitution);
|
|
4668
|
+
}
|
|
4669
|
+
}
|
|
4670
|
+
if (!smallStepUp && isBlockedX) // resolve x collision
|
|
4671
|
+
{
|
|
4672
|
+
// push outside collision
|
|
4673
|
+
this.pos.x = o.pos.x + (sizeBoth.x/2 + epsilon) * sign(oldPos.x - o.pos.x);
|
|
4674
|
+
if (o.mass)
|
|
4675
|
+
{
|
|
4676
|
+
// inelastic collision
|
|
4677
|
+
const inelastic = (this.mass * this.velocity.x + o.mass * o.velocity.x) / (this.mass + o.mass);
|
|
4678
|
+
|
|
4679
|
+
// elastic collision
|
|
4680
|
+
const elastic0 = this.velocity.x * (this.mass - o.mass) / (this.mass + o.mass)
|
|
4681
|
+
+ o.velocity.x * 2 * o.mass / (this.mass + o.mass);
|
|
4682
|
+
const elastic1 = o.velocity.x * (o.mass - this.mass) / (this.mass + o.mass)
|
|
4683
|
+
+ this.velocity.x * 2 * this.mass / (this.mass + o.mass);
|
|
4684
|
+
|
|
4685
|
+
// lerp between elastic or inelastic based on restitution
|
|
4686
|
+
this.velocity.x = lerp(inelastic, elastic0, restitution);
|
|
4687
|
+
o.velocity.x = lerp(inelastic, elastic1, restitution);
|
|
4688
|
+
}
|
|
4689
|
+
else // bounce if other object is fixed, relative to it as a landing is
|
|
4690
|
+
this.velocity.x = o.velocity.x - (this.velocity.x - o.velocity.x) * restitution;
|
|
4691
|
+
}
|
|
4692
|
+
engineObjectsCollidePairAdd(this, o, true);
|
|
4693
|
+
debugPhysics && debugOverlap(this.pos, this.size, o.pos, o.size, '#f0f', undefined, false);
|
|
4694
|
+
}
|
|
4695
|
+
}
|
|
4696
|
+
if (this.collideLevel)
|
|
4697
|
+
{
|
|
4698
|
+
// check collision against tiles
|
|
4699
|
+
const hitLayer = tileCollisionTest(this.pos, this.size, this);
|
|
4700
|
+
if (hitLayer)
|
|
4701
|
+
{
|
|
4702
|
+
// if already was stuck in collision, don't do anything
|
|
4703
|
+
// this should not happen unless something starts in collision
|
|
4704
|
+
if (!tileCollisionTest(oldPos, this.size, this))
|
|
4705
|
+
{
|
|
4706
|
+
// test which side we bounced off (or both if a corner)
|
|
4707
|
+
const isBlockedX = tileCollisionTest(vec2(this.pos.x, oldPos.y), this.size, this);
|
|
4708
|
+
const isBlockedY = tileCollisionTest(vec2(oldPos.x, this.pos.y), this.size, this);
|
|
4709
|
+
const restitution = max(this.restitution, hitLayer.restitution);
|
|
4710
|
+
if (isBlockedX)
|
|
4711
|
+
{
|
|
4712
|
+
// a ledge caught less than maxMove below its top lifts the object onto it instead of stopping it,
|
|
4713
|
+
// down off a ceiling ledge when gravity points up; zero gravity counts as down
|
|
4714
|
+
const epsilon = 1e-3;
|
|
4715
|
+
const maxMove = .1;
|
|
4716
|
+
const y = gravityY > 0 ?
|
|
4717
|
+
ceil( oldPos.y+this.size.y/2-1) - this.size.y/2 - epsilon :
|
|
4718
|
+
floor(oldPos.y-this.size.y/2+1) + this.size.y/2 + epsilon;
|
|
4719
|
+
if (abs(y - this.pos.y) < maxMove && !tileCollisionTest(vec2(this.pos.x, y), this.size, this))
|
|
4720
|
+
{
|
|
4721
|
+
this.pos.y = y;
|
|
4722
|
+
debugPhysics && debugRect(this.pos, this.size, '#ff0', 0, 0, false, false);
|
|
4723
|
+
return;
|
|
4724
|
+
}
|
|
4725
|
+
|
|
4726
|
+
// move to previous X position and bounce
|
|
4727
|
+
this.pos.x = oldPos.x;
|
|
4728
|
+
this.velocity.x *= -restitution;
|
|
4729
|
+
}
|
|
4730
|
+
if (isBlockedY || !isBlockedX)
|
|
4731
|
+
{
|
|
4732
|
+
if (wasFalling)
|
|
4733
|
+
{
|
|
4734
|
+
// adjust position to slightly away from nearest tile
|
|
4735
|
+
// this prevents gap between object and ground
|
|
4736
|
+
const epsilon = .0001;
|
|
4737
|
+
const offset = this.size.y/2 + epsilon;
|
|
4738
|
+
// rounded in the layer's space as its collision test is, or a bottom a hair below a
|
|
4739
|
+
// grid line would round to the row under it, inside the floor, and fall through
|
|
4740
|
+
const layerY = hitLayer.pos.y;
|
|
4741
|
+
this.pos.y = layerY + (gravityY < 0 ?
|
|
4742
|
+
floor(oldPos.y - layerY - this.size.y/2) + offset :
|
|
4743
|
+
ceil( oldPos.y - layerY + this.size.y/2) - offset);
|
|
4744
|
+
|
|
4745
|
+
// set ground object for tile collision
|
|
4746
|
+
this.groundObject = hitLayer;
|
|
4747
|
+
}
|
|
4748
|
+
else
|
|
4749
|
+
{
|
|
4750
|
+
// move to previous Y position
|
|
4751
|
+
this.pos.y = oldPos.y;
|
|
4752
|
+
this.groundObject = undefined;
|
|
4753
|
+
}
|
|
4754
|
+
// bounce velocity
|
|
4755
|
+
this.velocity.y *= -restitution;
|
|
4756
|
+
}
|
|
4757
|
+
debugPhysics && debugRect(this.pos, this.size, '#f00', 0, 0, false, false);
|
|
4758
|
+
}
|
|
4759
|
+
}
|
|
4760
|
+
}
|
|
4761
|
+
}
|
|
4762
|
+
|
|
4763
|
+
/** Update the object, called automatically by engine once each frame. Does nothing by default. */
|
|
4764
|
+
update() {}
|
|
4765
|
+
|
|
4766
|
+
/** Render the object, draws a tile by default, automatically called each frame, sorted by renderOrder */
|
|
4767
|
+
render()
|
|
4768
|
+
{
|
|
4769
|
+
// default object render
|
|
4770
|
+
drawTile(this.pos, this.drawSize || this.size, this.tileInfo, this.color, this.angle, this.mirror, this.additiveColor, glEnable, false);
|
|
4771
|
+
}
|
|
4772
|
+
|
|
4773
|
+
/** Optional hook called during the light system plugin's lightmap pass to draw this object's lightmap contribution. Does nothing by default. */
|
|
4774
|
+
renderLight() {}
|
|
4775
|
+
|
|
4776
|
+
/** Draw this object into the light system's shadow map, called during its shadow pass when castShadow is set.
|
|
4777
|
+
* Calls render() by default so the object casts its own shape; override to cast a different one, like a blob at a character's feet so its body stays lit;
|
|
4778
|
+
* screen space WebGL draws in render() are skipped during the pass */
|
|
4779
|
+
renderShadow() { this.render(); }
|
|
4780
|
+
|
|
4781
|
+
/** Draw this object's shape into the light system's lightmap, called during its light pass when emissive is above
|
|
4782
|
+
* 0; what it draws shows in its own colors that much brighter. Calls render() by default so the whole object
|
|
4783
|
+
* glows; override to glow a part, like a robot's eyes */
|
|
4784
|
+
renderEmissive() { this.render(); }
|
|
4785
|
+
|
|
4786
|
+
/** Destroy this object, destroy its children, detach its parent, and mark it for removal
|
|
4787
|
+
* @param {boolean} [immediate] - true removes attached effects like particle emitters at once, false lets them finish first */
|
|
4788
|
+
destroy(immediate=false)
|
|
4789
|
+
{
|
|
4790
|
+
if (this.destroyed) return;
|
|
4791
|
+
|
|
4792
|
+
// disconnect from parent and destroy children
|
|
4793
|
+
this.destroyed = true;
|
|
4794
|
+
this.parent?.removeChild(this);
|
|
4795
|
+
for (const child of this.children)
|
|
4796
|
+
{
|
|
4797
|
+
child.parent = undefined;
|
|
4798
|
+
child.destroy(immediate);
|
|
4799
|
+
}
|
|
4800
|
+
}
|
|
4801
|
+
|
|
4802
|
+
/** Convert from local space to world space
|
|
4803
|
+
* @param {Vector2} pos - local space point */
|
|
4804
|
+
localToWorld(pos) { return this.pos.add(pos.rotate(this.angle)); }
|
|
4805
|
+
|
|
4806
|
+
/** Convert from world space to local space
|
|
4807
|
+
* @param {Vector2} pos - world space point */
|
|
4808
|
+
worldToLocal(pos) { return pos.subtract(this.pos).rotate(-this.angle); }
|
|
4809
|
+
|
|
4810
|
+
/** Convert from local space to world space for a vector (rotation only)
|
|
4811
|
+
* @param {Vector2} vec - local space vector */
|
|
4812
|
+
localToWorldVector(vec) { return vec.rotate(this.angle); }
|
|
4813
|
+
|
|
4814
|
+
/** Convert from world space to local space for a vector (rotation only)
|
|
4815
|
+
* @param {Vector2} vec - world space vector */
|
|
4816
|
+
worldToLocalVector(vec) { return vec.rotate(-this.angle); }
|
|
4817
|
+
|
|
4818
|
+
/** Called to check if a tile collision should be resolved. Return true for physics to resolve the collision or false to ignore and resolve it manually.
|
|
4819
|
+
* - Called for each solid tile the physics tests, which can be several times a frame for the same tile, and for
|
|
4820
|
+
* positions it only tries, so keep it free of side effects or guard them to once a frame
|
|
4821
|
+
* - this.pos has already moved, so a check on where it came from, like a one way platform, needs the position
|
|
4822
|
+
* saved in update, as the platformer example does
|
|
4823
|
+
* @param {number} tileData - the value of the tile at the position
|
|
4824
|
+
* @param {Vector2} pos - the tile's bottom left corner in world space
|
|
4825
|
+
* @return {boolean} - true if the collision should be resolved by modifying it's position and velocity */
|
|
4826
|
+
collideWithTile(tileData, pos) { return tileData > 0; }
|
|
4827
|
+
|
|
4828
|
+
/** Called by the engine to check if an object collision should be resolved. Return true for physics to resolve the collision or false to ignore and resolve it manually.
|
|
4829
|
+
* - Both objects of a touching pair are asked once a frame, whichever order they update in; an object that
|
|
4830
|
+
* destroys itself here is gone at the end of the frame and is still asked about the pairs left this frame, so a
|
|
4831
|
+
* bullet that should hit one thing checks its own destroyed flag first
|
|
4832
|
+
* @param {EngineObject} object - the object to test against
|
|
4833
|
+
* @param {Vector3} [push] - what it would take to move this object clear, a Vector3 from the 3D plugin, undefined in 2D
|
|
4834
|
+
* @return {boolean} - true if the collision should be resolved by modifying it's position and velocity
|
|
4835
|
+
*/
|
|
4836
|
+
collideWithObject(object, push) { return true; }
|
|
4837
|
+
|
|
4838
|
+
/** Get this object's up vector
|
|
4839
|
+
* @param {number} [scale] - length of the vector
|
|
4840
|
+
* @return {Vector2} */
|
|
4841
|
+
getUp(scale=1) { return vec2().setAngle(this.angle, scale); }
|
|
4842
|
+
|
|
4843
|
+
/** Get this object's right vector
|
|
4844
|
+
* @param {number} [scale] - length of the vector
|
|
4845
|
+
* @return {Vector2} */
|
|
4846
|
+
getRight(scale=1) { return vec2().setAngle(this.angle+PI/2, scale); }
|
|
4847
|
+
|
|
4848
|
+
/** How long since the object was created
|
|
4849
|
+
* @return {number} */
|
|
4850
|
+
getAliveTime() { return time - this.spawnTime; }
|
|
4851
|
+
|
|
4852
|
+
/** Get the speed of this object
|
|
4853
|
+
* @return {number} */
|
|
4854
|
+
getSpeed() { return this.velocity.length(); }
|
|
4855
|
+
|
|
4856
|
+
/** Apply acceleration to this object (adjust velocity, not affected by mass)
|
|
4857
|
+
* - Does nothing on a static object (mass 0), set its velocity instead
|
|
4858
|
+
* @param {Vector2} acceleration */
|
|
4859
|
+
applyAcceleration(acceleration)
|
|
4860
|
+
{ if (this.mass) this.velocity = this.velocity.add(acceleration); }
|
|
4861
|
+
|
|
4862
|
+
/** Apply angular acceleration to this object
|
|
4863
|
+
* - Does nothing on a static object (mass 0), set its angleVelocity instead
|
|
4864
|
+
* @param {number} acceleration */
|
|
4865
|
+
applyAngularAcceleration(acceleration)
|
|
4866
|
+
{ if (this.mass) this.angleVelocity += acceleration; }
|
|
4867
|
+
|
|
4868
|
+
/** Apply force to this object (adjust velocity, affected by mass)
|
|
4869
|
+
* - Does nothing on a static object (mass 0), set its velocity instead
|
|
4870
|
+
* @param {Vector2} force */
|
|
4871
|
+
applyForce(force)
|
|
4872
|
+
{ if (this.mass) this.applyAcceleration(force.scale(1/this.mass)); }
|
|
4873
|
+
|
|
4874
|
+
/** Get the direction of the mirror
|
|
4875
|
+
* @return {number} -1 if this.mirror is true, or 1 if not mirrored */
|
|
4876
|
+
getMirrorSign() { return this.mirror ? -1 : 1; }
|
|
4877
|
+
|
|
4878
|
+
/** Attaches a child to this with a local transform, returns child for chaining
|
|
4879
|
+
* @param {EngineObject} child
|
|
4880
|
+
* @param {Vector2} [localPos=vec2()]
|
|
4881
|
+
* @param {number} [localAngle]
|
|
4882
|
+
* @return {EngineObject} The child object added */
|
|
4883
|
+
addChild(child, localPos=vec2(), localAngle=0)
|
|
4884
|
+
{
|
|
4885
|
+
ASSERT(!this.destroyed, 'cannot add child to destroyed object');
|
|
4886
|
+
if (this.destroyed) return child;
|
|
4887
|
+
ASSERT(!child.parent && !this.children.includes(child), 'child already has a parent, removeChild it first or use attach');
|
|
4888
|
+
ASSERT(child instanceof EngineObject, 'child must be an EngineObject');
|
|
4889
|
+
ASSERT(!child.destroyed, 'cannot add a destroyed child');
|
|
4890
|
+
for (let p = /** @type {EngineObject} */ (this); p; p = p.parent)
|
|
4891
|
+
ASSERT(p !== child, 'cannot add an object as a child of itself or of its own child');
|
|
4892
|
+
this.children.push(child);
|
|
4893
|
+
child.parent = this;
|
|
4894
|
+
child.localPos = localPos.copy();
|
|
4895
|
+
child.localAngle = localAngle;
|
|
4896
|
+
child.updateTransforms();
|
|
4897
|
+
return child;
|
|
4898
|
+
}
|
|
4899
|
+
|
|
4900
|
+
/** Attaches a child to this without moving it: the local transform is worked out from where the child is now,
|
|
4901
|
+
* where addChild takes one; a child of something else is moved over, returns child for chaining
|
|
4902
|
+
* @param {EngineObject} child
|
|
4903
|
+
* @return {EngineObject} The child object attached */
|
|
4904
|
+
attach(child)
|
|
4905
|
+
{
|
|
4906
|
+
ASSERT(child instanceof EngineObject, 'child must be an EngineObject');
|
|
4907
|
+
ASSERT(child !== this, 'cannot attach self');
|
|
4908
|
+
child.parent?.removeChild(child);
|
|
4909
|
+
// the local values that updateTransforms turns back into the child's current pos and angle
|
|
4910
|
+
const mirror = this.getMirrorSign(), local = this.worldToLocal(child.pos);
|
|
4911
|
+
local.x *= mirror;
|
|
4912
|
+
return this.addChild(child, local, mirror * (child.angle - this.angle));
|
|
4913
|
+
}
|
|
4914
|
+
|
|
4915
|
+
/** Removes a child from this one, it stays where it is in the world
|
|
4916
|
+
* @param {EngineObject} child */
|
|
4917
|
+
removeChild(child)
|
|
4918
|
+
{
|
|
4919
|
+
ASSERT(child.parent === this && this.children.includes(child));
|
|
4920
|
+
const i = this.children.indexOf(child);
|
|
4921
|
+
if (i < 0) return; // not a child of this one, release has no assert
|
|
4922
|
+
this.children.splice(i, 1);
|
|
4923
|
+
child.parent = child.localPos = undefined;
|
|
4924
|
+
}
|
|
4925
|
+
|
|
4926
|
+
/** Check if this object's box overlaps another object's box
|
|
4927
|
+
* @param {EngineObject} object
|
|
4928
|
+
* @return {boolean} */
|
|
4929
|
+
isOverlappingObject(object)
|
|
4930
|
+
{ return this.isOverlapping(object.pos, object.size); }
|
|
4931
|
+
|
|
4932
|
+
/** Check if overlapping a point or aligned bounding box
|
|
4933
|
+
* @param {Vector2} pos - Center of box
|
|
4934
|
+
* @param {Vector2} [size=vec2()] - Size of box, uses a point if undefined
|
|
4935
|
+
* @return {boolean} */
|
|
4936
|
+
isOverlapping(pos, size=vec2())
|
|
4937
|
+
{ return isOverlapping(this.pos, this.size, pos, size); }
|
|
4938
|
+
|
|
4939
|
+
/** Set how this object collides
|
|
4940
|
+
* @param {boolean} [collideSolidObjects] - Does it collide with solid objects?
|
|
4941
|
+
* @param {boolean} [isSolid] - Does it collide with and block other objects? (expensive in large numbers)
|
|
4942
|
+
* @param {boolean} [collideLevel] - Does it collide with the level, its tile collision layers?
|
|
4943
|
+
* @param {boolean} [collideRaycast] - Does it collide with raycasts? */
|
|
4944
|
+
setCollision(collideSolidObjects=true, isSolid=true, collideLevel=true, collideRaycast=true)
|
|
4945
|
+
{
|
|
4946
|
+
ASSERT(collideSolidObjects || !isSolid, 'solid objects must be set to collide');
|
|
4947
|
+
|
|
4948
|
+
this.collideSolidObjects = collideSolidObjects;
|
|
4949
|
+
this.isSolid = isSolid;
|
|
4950
|
+
this.collideLevel = collideLevel;
|
|
4951
|
+
this.collideRaycast = collideRaycast;
|
|
4952
|
+
}
|
|
4953
|
+
|
|
4954
|
+
/** @deprecated since 1.20, use collideLevel
|
|
4955
|
+
* @type {boolean} */
|
|
4956
|
+
get collideTiles() { return this.collideLevel; }
|
|
4957
|
+
set collideTiles(collide) { this.collideLevel = collide; }
|
|
4958
|
+
|
|
4959
|
+
/** Returns string containing info about this object for debugging
|
|
4960
|
+
* @return {string} */
|
|
4961
|
+
toString()
|
|
4962
|
+
{
|
|
4963
|
+
let text = 'type = ' + this.constructor.name;
|
|
4964
|
+
if (this.pos.x || this.pos.y)
|
|
4965
|
+
text += '\npos = ' + this.pos;
|
|
4966
|
+
if (this.velocity.x || this.velocity.y)
|
|
4967
|
+
text += '\nvelocity = ' + this.velocity;
|
|
4968
|
+
if (this.size.x || this.size.y)
|
|
4969
|
+
text += '\nsize = ' + this.size;
|
|
4970
|
+
if (this.angle)
|
|
4971
|
+
text += '\nangle = ' + this.angle.toFixed(3);
|
|
4972
|
+
text += '\ncolor = ' + this.color;
|
|
4973
|
+
return text;
|
|
4974
|
+
}
|
|
4975
|
+
|
|
4976
|
+
/** Render debug info for this object */
|
|
4977
|
+
renderDebugInfo()
|
|
4978
|
+
{
|
|
4979
|
+
if (!debug) return;
|
|
4980
|
+
|
|
4981
|
+
// check if there is anything to show
|
|
4982
|
+
const hasPhysics = this.collideLevel || this.collideSolidObjects || this.isSolid;
|
|
4983
|
+
if (!hasPhysics && !this.parent) return;
|
|
4984
|
+
|
|
4985
|
+
// show object info for debugging
|
|
4986
|
+
const size = vec2(max(this.size.x, .2), max(this.size.y, .2));
|
|
4987
|
+
const color = rgb(this.collideLevel?1:0, this.collideSolidObjects?1:0, this.isSolid?1:0, .5);
|
|
4988
|
+
debugRect(this.pos, size, color, 0, hasPhysics ? 0 : this.angle, hasPhysics, false); // collision ignores the angle
|
|
4989
|
+
if (this.parent)
|
|
4990
|
+
debugRect(this.pos, size.scale(.8), rgb(1,1,1,.5), 0, this.angle, false, false);
|
|
4991
|
+
this.parent && debugLine(this.pos, this.parent.pos, rgb(1,1,1,.5), .5, 0, false);
|
|
4992
|
+
}
|
|
4993
4993
|
}
|
|
4994
4994
|
/**
|
|
4995
4995
|
* LittleJS Drawing System
|
|
@@ -5934,7 +5934,7 @@ function drawRegularPoly(pos, size=vec2(1), sides=3, color=WHITE, lineWidth=0, l
|
|
|
5934
5934
|
// build regular polygon points
|
|
5935
5935
|
const points = [];
|
|
5936
5936
|
const sizeX = size.x/2, sizeY = size.y/2;
|
|
5937
|
-
for (let i=sides; i
|
|
5937
|
+
for (let i=sides; i-- > 0;) // a count that is not whole, or below zero, still ends
|
|
5938
5938
|
{
|
|
5939
5939
|
const a = (i/sides)*PI*2;
|
|
5940
5940
|
points.push(vec2(sin(a)*sizeX, cos(a)*sizeY));
|
|
@@ -6045,7 +6045,7 @@ function drawEllipse(pos, size=vec2(1), color=WHITE, angle=0, lineWidth=0, lineC
|
|
|
6045
6045
|
if (!ring)
|
|
6046
6046
|
{
|
|
6047
6047
|
const points = [];
|
|
6048
|
-
for (let i=sides; i
|
|
6048
|
+
for (let i=sides; i-- > 0;)
|
|
6049
6049
|
{
|
|
6050
6050
|
const a = (i/sides)*PI*2;
|
|
6051
6051
|
points.push(vec2(sin(a), cos(a)));
|
|
@@ -6145,7 +6145,7 @@ function drawEllipseGradient(pos, size=vec2(1), colorInner=WHITE, colorOuter=CLE
|
|
|
6145
6145
|
const startA = (offset%sides)/sides*PI*2;
|
|
6146
6146
|
const points = [rim(startA)];
|
|
6147
6147
|
const colors = [outerInt];
|
|
6148
|
-
for (let i=sides; i
|
|
6148
|
+
for (let i=sides; i-- > 0;)
|
|
6149
6149
|
{
|
|
6150
6150
|
const a = ((i+offset)%sides)/sides*PI*2;
|
|
6151
6151
|
points.push(pos);
|
|
@@ -6568,7 +6568,8 @@ function isOnScreen(pos, size=0)
|
|
|
6568
6568
|
function setAdditiveBlendMode(additive=true)
|
|
6569
6569
|
{
|
|
6570
6570
|
glAdditive = additive;
|
|
6571
|
-
drawContext
|
|
6571
|
+
if (drawContext) // none headless
|
|
6572
|
+
drawContext.globalCompositeOperation = additive ? 'lighter' : 'source-over';
|
|
6572
6573
|
}
|
|
6573
6574
|
|
|
6574
6575
|
/** Set the Shader that 2D draws use from now on, none for the engine's own
|
|
@@ -6691,9 +6692,12 @@ function drawImageColor(context, image, sx, sy, sWidth, sHeight, dx, dy, dWidth,
|
|
|
6691
6692
|
}
|
|
6692
6693
|
else
|
|
6693
6694
|
{
|
|
6694
|
-
// copy to offscreen canvas
|
|
6695
|
-
|
|
6696
|
-
workReadCanvas.height
|
|
6695
|
+
// copy to offscreen canvas, sized again only when the size changes: setting a size remakes the canvas even
|
|
6696
|
+
// to the same one, and a game's tinted tiles are mostly of one size
|
|
6697
|
+
if (workReadCanvas.width !== sWidth || workReadCanvas.height !== sHeight)
|
|
6698
|
+
workReadCanvas.width = sWidth, workReadCanvas.height = sHeight;
|
|
6699
|
+
else
|
|
6700
|
+
workReadContext.clearRect(0, 0, sWidth, sHeight);
|
|
6697
6701
|
workReadContext.drawImage(image, sx|0, sy|0, sWidth, sHeight, 0, 0, sWidth, sHeight);
|
|
6698
6702
|
|
|
6699
6703
|
// tint image using offscreen work context
|
|
@@ -8426,7 +8430,7 @@ function touchGamepadPointerUp(e)
|
|
|
8426
8430
|
* - 2D spatial audio based on camera position with distance-based falloff
|
|
8427
8431
|
* - Sound instance management (pause, resume, stop)
|
|
8428
8432
|
* - Speech synthesis for text-to-speech
|
|
8429
|
-
* - Music playback
|
|
8433
|
+
* - Music playback from audio files, looping by default
|
|
8430
8434
|
* - Web Audio API integration with master gain control
|
|
8431
8435
|
* - Sounds and the master bus can route through effects, see the audio effects plugin
|
|
8432
8436
|
* @namespace Audio
|
|
@@ -8639,7 +8643,13 @@ class Sound
|
|
|
8639
8643
|
*/
|
|
8640
8644
|
constructor(asset, randomness, range, taper=soundDefaultTaper, onloadCallback)
|
|
8641
8645
|
{
|
|
8642
|
-
if (!soundEnable || headlessMode)
|
|
8646
|
+
if (!soundEnable || headlessMode)
|
|
8647
|
+
{
|
|
8648
|
+
// no sound is made: it counts as loaded, so a game that waits for its sounds goes on
|
|
8649
|
+
this.loadedPercent = 1;
|
|
8650
|
+
onloadCallback?.(this);
|
|
8651
|
+
return;
|
|
8652
|
+
}
|
|
8643
8653
|
const rangeIsDefault = range === undefined;
|
|
8644
8654
|
if (rangeIsDefault)
|
|
8645
8655
|
range = soundDefaultRange;
|
|
@@ -9298,7 +9308,7 @@ function playAudioBuffer(buffer, volume=1, rate=1, pan=0, loop=false, gainNode,
|
|
|
9298
9308
|
}
|
|
9299
9309
|
|
|
9300
9310
|
///////////////////////////////////////////////////////////////////////////////
|
|
9301
|
-
//
|
|
9311
|
+
// ZzFX - Zuper Zmall Zound Zynth - v1.4.0 by Frank Force
|
|
9302
9312
|
|
|
9303
9313
|
/** Generate and play a ZzFX sound
|
|
9304
9314
|
*
|
|
@@ -9583,6 +9593,10 @@ const tileLayersTiledFlips = [[0,0], [3,1], [2,1], [3,0], [0,1], [1,0], [2,0], [
|
|
|
9583
9593
|
* Load tile layers from exported data
|
|
9584
9594
|
* - Tiled maps come in as they are, flipped and turned tiles included, from one tileset image (a second tileset's
|
|
9585
9595
|
* tiles continue its numbering), finite maps in the CSV or array layer format; layer offsets and parallax are not read
|
|
9596
|
+
* - A tileset kept in the map with a margin or a spacing, a sheet with gaps between its tiles, is read where its
|
|
9597
|
+
* tiles are, whatever padding the tile info has; one in a file of its own (a tsx) is not read, pass a tile info
|
|
9598
|
+
* with its padding
|
|
9599
|
+
* - An LDtk level loads through tileLayersFromLDtk, which makes it a map like these
|
|
9586
9600
|
* - Group layers are flattened in order, each replaced by the layers inside it, so the layer indices
|
|
9587
9601
|
* (collisionLayer and the returned array) count that flattened list; a group's tint, opacity and
|
|
9588
9602
|
* visibility carry to the layers inside it
|
|
@@ -9615,6 +9629,18 @@ function tileLayersLoad(tileMapData, tileInfo=tileLayerDefaultTile(), renderOrde
|
|
|
9615
9629
|
ASSERT(tileMapData.width && tileMapData.height);
|
|
9616
9630
|
ASSERT(tileMapData.layers && tileMapData.layers.length);
|
|
9617
9631
|
|
|
9632
|
+
// a sheet with a margin around its tiles or a spacing between them: the first tile is at the margin and each
|
|
9633
|
+
// cell is a tile and a spacing, which is a padding of half the spacing counted from there, by the tileset's
|
|
9634
|
+
// own count of columns, since the image's width does not say with a spacing that is not all around
|
|
9635
|
+
const tileset = tileMapData.tilesets?.[0];
|
|
9636
|
+
if (tileInfo && tileset && (tileset.margin > 0 || tileset.spacing > 0))
|
|
9637
|
+
{
|
|
9638
|
+
const margin = tileset.margin || 0, spacing = tileset.spacing || 0, size = tileInfo.size;
|
|
9639
|
+
const width = tileInfo.textureInfo?.size.x || 0;
|
|
9640
|
+
const columns = tileset.columns || max(1, floor((width - margin*2 + spacing) / (size.x + spacing)));
|
|
9641
|
+
tileInfo = new TileInfo(vec2(margin), size, tileInfo.textureInfo, spacing / 2, tileInfo.bleed, columns);
|
|
9642
|
+
}
|
|
9643
|
+
|
|
9618
9644
|
// flatten group layers in order, a group's color and visibility carry to the layers inside it
|
|
9619
9645
|
/** @type {Array<{dataLayer: Object, color?: Color, visible?: boolean}>} */
|
|
9620
9646
|
const layers = [];
|
|
@@ -9692,6 +9718,107 @@ function tileLayersLoad(tileMapData, tileInfo=tileLayerDefaultTile(), renderOrde
|
|
|
9692
9718
|
function tileLayersColor(hex)
|
|
9693
9719
|
{ return new Color().setHex(hex.length === 9 ? '#' + hex.slice(3) + hex.slice(1, 3) : hex); }
|
|
9694
9720
|
|
|
9721
|
+
// the Tiled property type of an LDtk field type, for the ones Tiled has a property for
|
|
9722
|
+
const tileLayersLDtkTypes = {Int: 'int', Float: 'float', Bool: 'bool', String: 'string', Multilines: 'string',
|
|
9723
|
+
Color: 'color', FilePath: 'file'};
|
|
9724
|
+
|
|
9725
|
+
/**
|
|
9726
|
+
* Make a Tiled map of a level of an LDtk project, to load with tileLayersLoad and objectLayersLoad
|
|
9727
|
+
* - Each Tiles, AutoLayer and IntGrid layer is a tile layer, the bottom one first as in Tiled, so the last layer
|
|
9728
|
+
* of the LDtk file is layer 0; where LDtk stacks tiles in a cell, an edge over a fill, each tile over another
|
|
9729
|
+
* goes in a layer of its own just above, named with (2), (3) and so on, so a layer of the first tiles has one
|
|
9730
|
+
* wherever the LDtk layer has any, which makes it the one for collision
|
|
9731
|
+
* - An IntGrid layer with no tiles is a hidden layer of its values, for collision: pass its index as collisionLayer
|
|
9732
|
+
* - An Entities layer is an object layer: an entity's name is its type for objectLayersAddType, it is placed at
|
|
9733
|
+
* its middle, and its Int, Float, Bool, String, Color and FilePath fields are its properties (an enum is a string)
|
|
9734
|
+
* - The tileset is the first tile layer's, with its padding and spacing; give tileLayersLoad a tile info of its image
|
|
9735
|
+
* - The level is in the project file (not saved as separate level files), its layers of one grid size; a layer of
|
|
9736
|
+
* another grid size or another tileset is left out, with a warning in debug builds
|
|
9737
|
+
* - The level editor edits the map this returns, and saves it as a Tiled map
|
|
9738
|
+
* @param {Object} ldtk - The LDtk project, its JSON
|
|
9739
|
+
* @param {number|string} [level] - Which level, by its index or its identifier
|
|
9740
|
+
* @return {Object} - A Tiled map: width, height, tilewidth, tileheight, tilesets and layers
|
|
9741
|
+
* @example
|
|
9742
|
+
* const map = tileLayersFromLDtk(await fetchJSON('world.ldtk'), 'Level_0');
|
|
9743
|
+
* const layers = tileLayersLoad(map, tile(0, 16), 0, 1); // layer 1 is solid
|
|
9744
|
+
* objectLayersLoad(map);
|
|
9745
|
+
* @memberof TileLayers */
|
|
9746
|
+
function tileLayersFromLDtk(ldtk, level=0)
|
|
9747
|
+
{
|
|
9748
|
+
const levels = ldtk?.levels || [];
|
|
9749
|
+
const data = typeof level === 'string' ? levels.find((l)=> l.identifier === level) : levels[level];
|
|
9750
|
+
ASSERT(data, 'LDtk level not found', level);
|
|
9751
|
+
ASSERT(isArray(data.layerInstances), 'LDtk level has no layers: levels saved as separate files are not read');
|
|
9752
|
+
const instances = data.layerInstances;
|
|
9753
|
+
const tiled = (l)=> l.__type !== 'Entities';
|
|
9754
|
+
const first = instances.find((l)=> tiled(l) && l.__tilesetDefUid != undefined) || instances.find(tiled) || instances[0];
|
|
9755
|
+
const grid = first?.__gridSize || 16;
|
|
9756
|
+
const width = first?.__cWid || ceil(data.pxWid / grid), height = first?.__cHei || ceil(data.pxHei / grid);
|
|
9757
|
+
const map = {width, height, tilewidth: grid, tileheight: grid, orientation: 'orthogonal', renderorder: 'right-down',
|
|
9758
|
+
infinite: false, layers: [], nextlayerid: 1, nextobjectid: 1};
|
|
9759
|
+
|
|
9760
|
+
// the tileset of the first layer that has one, where its tiles are in its image
|
|
9761
|
+
const tileset = (ldtk?.defs?.tilesets || []).find((t)=> t.uid === first?.__tilesetDefUid);
|
|
9762
|
+
if (tileset)
|
|
9763
|
+
map.tilesets = [{firstgid: 1, name: String(tileset.relPath || '').replace(/^.*[\\/]/, '').replace(/\.\w+$/, ''),
|
|
9764
|
+
image: tileset.relPath, imagewidth: tileset.pxWid, imageheight: tileset.pxHei,
|
|
9765
|
+
tilewidth: tileset.tileGridSize, tileheight: tileset.tileGridSize, margin: tileset.padding || 0,
|
|
9766
|
+
spacing: tileset.spacing || 0, columns: tileset.__cWid, tilecount: tileset.__cWid * tileset.__cHei}];
|
|
9767
|
+
|
|
9768
|
+
// LDtk lists the top layer first, Tiled the bottom one
|
|
9769
|
+
for (let i = instances.length; i--;)
|
|
9770
|
+
{
|
|
9771
|
+
const instance = instances[i], name = instance.__identifier, id = map.nextlayerid++;
|
|
9772
|
+
if (!tiled(instance))
|
|
9773
|
+
{
|
|
9774
|
+
const objects = (instance.entityInstances || []).map((entity)=>
|
|
9775
|
+
{
|
|
9776
|
+
// an entity is placed by its pivot, an object here by its middle
|
|
9777
|
+
const [pivotX=0, pivotY=0] = entity.__pivot || [], w = entity.width || 0, h = entity.height || 0;
|
|
9778
|
+
const properties = [];
|
|
9779
|
+
for (const field of entity.fieldInstances || [])
|
|
9780
|
+
{
|
|
9781
|
+
const type = tileLayersLDtkTypes[field.__type] || (/^(Local|Extern)Enum\./.test(field.__type) && 'string');
|
|
9782
|
+
type && field.__value != undefined && properties.push({name: field.__identifier, type, value: field.__value});
|
|
9783
|
+
}
|
|
9784
|
+
return {id: map.nextobjectid++, name: '', type: entity.__identifier, x: entity.px[0] + (.5 - pivotX) * w,
|
|
9785
|
+
y: entity.px[1] + (.5 - pivotY) * h, width: w, height: h, rotation: 0, visible: true, properties};
|
|
9786
|
+
});
|
|
9787
|
+
map.layers.push({id, name, type: 'objectgroup', objects, opacity: 1, visible: true, x: 0, y: 0});
|
|
9788
|
+
continue;
|
|
9789
|
+
}
|
|
9790
|
+
const tiles = [...(instance.autoLayerTiles || []), ...(instance.gridTiles || [])];
|
|
9791
|
+
const usable = instance.__gridSize === grid && instance.__cWid === width && instance.__cHei === height &&
|
|
9792
|
+
(!tiles.length || instance.__tilesetDefUid === tileset?.uid);
|
|
9793
|
+
if (!usable)
|
|
9794
|
+
{
|
|
9795
|
+
debug && console.warn(`tileLayersFromLDtk: layer ${name} has another grid or tileset, left out`);
|
|
9796
|
+
continue;
|
|
9797
|
+
}
|
|
9798
|
+
const empty = ()=> new Array(width * height).fill(0), stacks = [empty()];
|
|
9799
|
+
if (tiles.length)
|
|
9800
|
+
{
|
|
9801
|
+
// a tile's place in pixels, its tile in the sheet, and its flips: bit 0 across, bit 1 down, which are
|
|
9802
|
+
// Tiled's two top bits; LDtk lists them in the order it draws them, so the first in a cell is the
|
|
9803
|
+
// bottom one and each after it goes a layer higher
|
|
9804
|
+
const depth = new Uint16Array(width * height);
|
|
9805
|
+
for (const t of tiles)
|
|
9806
|
+
{
|
|
9807
|
+
const x = floor(t.px[0] / grid), y = floor(t.px[1] / grid), cell = x + y * width;
|
|
9808
|
+
if (x >= 0 && x < width && y >= 0 && y < height)
|
|
9809
|
+
(stacks[depth[cell]++] ||= empty())[cell] =
|
|
9810
|
+
(t.t + 1 | (t.f & 1 ? 0x80000000 : 0) | (t.f & 2 ? 0x40000000 : 0)) >>> 0;
|
|
9811
|
+
}
|
|
9812
|
+
}
|
|
9813
|
+
else
|
|
9814
|
+
(instance.intGridCsv || []).forEach((value, k)=> k < stacks[0].length && (stacks[0][k] = value));
|
|
9815
|
+
const visible = instance.__type === 'IntGrid' && !tiles.length ? false : instance.visible !== false;
|
|
9816
|
+
stacks.forEach((data, k)=> map.layers.push({id: k ? map.nextlayerid++ : id, name: k ? `${name} (${k + 1})` : name,
|
|
9817
|
+
type: 'tilelayer', width, height, data, opacity: instance.__opacity ?? 1, visible, x: 0, y: 0}));
|
|
9818
|
+
}
|
|
9819
|
+
return map;
|
|
9820
|
+
}
|
|
9821
|
+
|
|
9695
9822
|
///////////////////////////////////////////////////////////////////////////////
|
|
9696
9823
|
// Object layers
|
|
9697
9824
|
|
|
@@ -9786,7 +9913,8 @@ function objectLayersMake(tileMapData, object)
|
|
|
9786
9913
|
const name = object.type || object.class, type = objectLayersTypes.get(name);
|
|
9787
9914
|
if (!type)
|
|
9788
9915
|
{
|
|
9789
|
-
|
|
9916
|
+
// an object with no type, a shape or a text someone drew in Tiled, is not one a game makes
|
|
9917
|
+
debug && name && console.warn(`objectLayersLoad: no type added for ${name}, skipped`);
|
|
9790
9918
|
return;
|
|
9791
9919
|
}
|
|
9792
9920
|
const {height=0, tilewidth=1, tileheight=1} = tileMapData;
|
|
@@ -11870,6 +11998,9 @@ function glDrawUntextured(x, y, sizeX, sizeY, angle, rgba)
|
|
|
11870
11998
|
glDraw(x, y, sizeX, sizeY, angle, 0, 0, 0, 0, 0, rgba);
|
|
11871
11999
|
}
|
|
11872
12000
|
|
|
12001
|
+
// the list and the vectors glDrawPointsTransform writes its points into
|
|
12002
|
+
const glPointsOut = [], glPointsPool = [];
|
|
12003
|
+
|
|
11873
12004
|
/** Transform and add a polygon to the gl draw list
|
|
11874
12005
|
* @param {Array<Vector2>} points - Array of Vector2 points
|
|
11875
12006
|
* @param {number} rgba - Color of the polygon as a 32-bit integer
|
|
@@ -11882,15 +12013,21 @@ function glDrawUntextured(x, y, sizeX, sizeY, angle, rgba)
|
|
|
11882
12013
|
* @memberof WebGL */
|
|
11883
12014
|
function glDrawPointsTransform(points, rgba, x, y, sx, sy, angle, tristrip=true)
|
|
11884
12015
|
{
|
|
11885
|
-
|
|
12016
|
+
// written into vectors kept for this, a circle would make one for each of its sides at every draw; they are
|
|
12017
|
+
// read into the batch before this returns
|
|
12018
|
+
const pointsOut = glPointsOut, pool = glPointsPool, count = points.length;
|
|
12019
|
+
pointsOut.length = count;
|
|
11886
12020
|
const sa = sin(-angle);
|
|
11887
12021
|
const ca = cos(-angle);
|
|
11888
|
-
for (
|
|
12022
|
+
for (let i = 0; i < count; ++i)
|
|
11889
12023
|
{
|
|
11890
12024
|
// transform the point
|
|
12025
|
+
const p = points[i], out = pool[i] ||= vec2();
|
|
11891
12026
|
const px = p.x*sx;
|
|
11892
12027
|
const py = p.y*sy;
|
|
11893
|
-
|
|
12028
|
+
out.x = x + ca*px - sa*py;
|
|
12029
|
+
out.y = y + sa*px + ca*py;
|
|
12030
|
+
pointsOut[i] = out;
|
|
11894
12031
|
}
|
|
11895
12032
|
const drawPoints = tristrip ? glPolyStrip(pointsOut) : pointsOut;
|
|
11896
12033
|
glDrawPoints(drawPoints, rgba);
|
|
@@ -13325,8 +13462,11 @@ class PostProcessPlugin
|
|
|
13325
13462
|
{
|
|
13326
13463
|
// copy main canvas to work canvas at the backing store size,
|
|
13327
13464
|
// mainCanvasSize is css pixels so it would lose resolution
|
|
13328
|
-
|
|
13329
|
-
workCanvas.height
|
|
13465
|
+
// sized again only when the canvas changed, setting a size remakes the canvas even to the same one
|
|
13466
|
+
if (workCanvas.width !== mainCanvas.width || workCanvas.height !== mainCanvas.height)
|
|
13467
|
+
workCanvas.width = mainCanvas.width, workCanvas.height = mainCanvas.height;
|
|
13468
|
+
else
|
|
13469
|
+
workContext.clearRect(0, 0, workCanvas.width, workCanvas.height);
|
|
13330
13470
|
glCopyToContext(workContext);
|
|
13331
13471
|
workContext.drawImage(mainCanvas, 0, 0);
|
|
13332
13472
|
// clear the main canvas with clearRect, resizing it would also
|
|
@@ -14420,164 +14560,6 @@ class Light extends EngineObject
|
|
|
14420
14560
|
}
|
|
14421
14561
|
}
|
|
14422
14562
|
|
|
14423
|
-
/**
|
|
14424
|
-
* LittleJS ZzFXM Plugin
|
|
14425
|
-
* @namespace ZzFXM
|
|
14426
|
-
*/
|
|
14427
|
-
|
|
14428
|
-
/**
|
|
14429
|
-
* Music Object - Stores a zzfx music track for later use
|
|
14430
|
-
*
|
|
14431
|
-
* <a href=https://keithclark.github.io/ZzFXM/>Create music with the ZzFXM tracker.</a>
|
|
14432
|
-
* @extends Sound
|
|
14433
|
-
* @memberof ZzFXM
|
|
14434
|
-
* @example
|
|
14435
|
-
* // create some music
|
|
14436
|
-
* const music_example = new ZzFXMusic(
|
|
14437
|
-
* [
|
|
14438
|
-
* [ // instruments
|
|
14439
|
-
* [,0,400] // simple note
|
|
14440
|
-
* ],
|
|
14441
|
-
* [ // patterns
|
|
14442
|
-
* [ // pattern 1
|
|
14443
|
-
* [ // channel 0
|
|
14444
|
-
* 0, -1, // instrument 0, left speaker
|
|
14445
|
-
* 1, 0, 9, 1 // channel notes
|
|
14446
|
-
* ],
|
|
14447
|
-
* [ // channel 1
|
|
14448
|
-
* 0, 1, // instrument 0, right speaker
|
|
14449
|
-
* 0, 12, 17, -1 // channel notes
|
|
14450
|
-
* ]
|
|
14451
|
-
* ],
|
|
14452
|
-
* ],
|
|
14453
|
-
* [0, 0, 0, 0], // sequence, play pattern 0 four times
|
|
14454
|
-
* 90 // BPM
|
|
14455
|
-
* ]);
|
|
14456
|
-
*
|
|
14457
|
-
* // play the music on a loop
|
|
14458
|
-
* music_example.playMusic();
|
|
14459
|
-
*/
|
|
14460
|
-
class ZzFXMusic extends Sound
|
|
14461
|
-
{
|
|
14462
|
-
/** Create a music object and cache the zzfx music samples for later use
|
|
14463
|
-
* @param {[Array, Array, Array, number?, ...any[]]} zzfxMusic - Array of zzfx music parameters: instruments, patterns, sequence, and an optional BPM; anything after it, like the tracker's metadata, is ignored
|
|
14464
|
-
*/
|
|
14465
|
-
constructor(zzfxMusic)
|
|
14466
|
-
{
|
|
14467
|
-
super(undefined);
|
|
14468
|
-
|
|
14469
|
-
if (!soundEnable || headlessMode) return;
|
|
14470
|
-
const [instruments, patterns, sequence, BPM] = zzfxMusic;
|
|
14471
|
-
super.sampleChannels = zzfxM(instruments, patterns, sequence, BPM); // the setter, without declaring a field that hides it in the typings
|
|
14472
|
-
this.buildSampleBuffer(); // hand the samples to an audio buffer now, like a zzfx sound, so the arrays are released
|
|
14473
|
-
this.loadedPercent = 1; // generated in place, so it is loaded like a zzfx sound
|
|
14474
|
-
}
|
|
14475
|
-
}
|
|
14476
|
-
|
|
14477
|
-
///////////////////////////////////////////////////////////////////////////////
|
|
14478
|
-
// ZzFX Music Renderer v2.0.3 by Keith Clark and Frank Force
|
|
14479
|
-
|
|
14480
|
-
/** Generate samples for a ZzFM song with given parameters
|
|
14481
|
-
* @param {Array} instruments - Array of ZzFX sound parameters
|
|
14482
|
-
* @param {Array} patterns - Array of pattern data
|
|
14483
|
-
* @param {Array} sequence - Array of pattern indexes
|
|
14484
|
-
* @param {number} [BPM] - Playback speed of the song in BPM
|
|
14485
|
-
* @return {Array} - Left and right channel sample data
|
|
14486
|
-
* @memberof ZzFXM */
|
|
14487
|
-
function zzfxM(instruments, patterns, sequence, BPM = 125)
|
|
14488
|
-
{
|
|
14489
|
-
let i, j, k;
|
|
14490
|
-
let instrumentParameters;
|
|
14491
|
-
let note;
|
|
14492
|
-
let sample;
|
|
14493
|
-
let patternChannel;
|
|
14494
|
-
let notFirstBeat;
|
|
14495
|
-
let stop;
|
|
14496
|
-
let instrument;
|
|
14497
|
-
let attenuation;
|
|
14498
|
-
let outSampleOffset;
|
|
14499
|
-
let isSequenceEnd;
|
|
14500
|
-
let sampleOffset = 0;
|
|
14501
|
-
let nextSampleOffset;
|
|
14502
|
-
let sampleBuffer = [];
|
|
14503
|
-
let leftChannelBuffer = [];
|
|
14504
|
-
let rightChannelBuffer = [];
|
|
14505
|
-
let channelIndex = 0;
|
|
14506
|
-
let panning = 0;
|
|
14507
|
-
let hasMore = 1;
|
|
14508
|
-
let sampleCache = {};
|
|
14509
|
-
let beatLength = audioDefaultSampleRate / BPM * 60 >> 2;
|
|
14510
|
-
|
|
14511
|
-
// for each channel in order until there are no more
|
|
14512
|
-
for (; hasMore; channelIndex++) {
|
|
14513
|
-
|
|
14514
|
-
// reset current values
|
|
14515
|
-
sampleBuffer = [hasMore = notFirstBeat = outSampleOffset = 0];
|
|
14516
|
-
|
|
14517
|
-
// for each pattern in sequence
|
|
14518
|
-
sequence.forEach((patternIndex, sequenceIndex)=> {
|
|
14519
|
-
// get pattern for current channel, use empty 1 note pattern if none found
|
|
14520
|
-
patternChannel = patterns[patternIndex][channelIndex] || [0, 0, 0];
|
|
14521
|
-
|
|
14522
|
-
// check if there are more channels
|
|
14523
|
-
hasMore |= patterns[patternIndex][channelIndex]&&1;
|
|
14524
|
-
|
|
14525
|
-
// get next offset, use the length of first channel
|
|
14526
|
-
nextSampleOffset = outSampleOffset + (patterns[patternIndex][0].length - 2 - (notFirstBeat?0:1)) * beatLength;
|
|
14527
|
-
// for each beat in pattern, plus one extra if end of sequence
|
|
14528
|
-
isSequenceEnd = sequenceIndex === sequence.length - 1;
|
|
14529
|
-
for (i = 2, k = outSampleOffset; i < patternChannel.length + isSequenceEnd; notFirstBeat = ++i) {
|
|
14530
|
-
|
|
14531
|
-
// <channel-note>
|
|
14532
|
-
note = patternChannel[i];
|
|
14533
|
-
|
|
14534
|
-
// stop if end, different instrument or new note
|
|
14535
|
-
stop = i === patternChannel.length + isSequenceEnd - 1 && isSequenceEnd ||
|
|
14536
|
-
instrument !== (patternChannel[0] || 0) || note | 0;
|
|
14537
|
-
|
|
14538
|
-
// fill buffer with samples for previous beat, most cpu intensive part
|
|
14539
|
-
for (j = 0; j < beatLength && notFirstBeat;
|
|
14540
|
-
|
|
14541
|
-
// fade off attenuation at end of beat if stopping note, prevents clicking
|
|
14542
|
-
j++ > beatLength - 99 && stop && attenuation < 1? attenuation += 1 / 99 : 0
|
|
14543
|
-
) {
|
|
14544
|
-
// copy sample to stereo buffers with panning
|
|
14545
|
-
sample = (1 - attenuation) * sampleBuffer[sampleOffset++] / 2 || 0;
|
|
14546
|
-
leftChannelBuffer[k] = (leftChannelBuffer[k] || 0) - sample * panning + sample;
|
|
14547
|
-
rightChannelBuffer[k] = (rightChannelBuffer[k++] || 0) + sample * panning + sample;
|
|
14548
|
-
}
|
|
14549
|
-
|
|
14550
|
-
// set up for next note
|
|
14551
|
-
if (note) {
|
|
14552
|
-
// set attenuation
|
|
14553
|
-
attenuation = note % 1;
|
|
14554
|
-
panning = patternChannel[1] || 0;
|
|
14555
|
-
if (note |= 0) {
|
|
14556
|
-
// get cached sample
|
|
14557
|
-
sampleBuffer = sampleCache[
|
|
14558
|
-
[
|
|
14559
|
-
instrument = patternChannel[sampleOffset = 0] || 0,
|
|
14560
|
-
note
|
|
14561
|
-
]
|
|
14562
|
-
] = sampleCache[[instrument, note]] || (
|
|
14563
|
-
// add sample to cache
|
|
14564
|
-
instrumentParameters = [...instruments[instrument]],
|
|
14565
|
-
instrumentParameters[2] = (instrumentParameters[2] || 220) * 2**(note / 12 - 1),
|
|
14566
|
-
|
|
14567
|
-
// allow negative values to stop notes
|
|
14568
|
-
note > 0 ? zzfxG(...instrumentParameters) : []
|
|
14569
|
-
);
|
|
14570
|
-
}
|
|
14571
|
-
}
|
|
14572
|
-
}
|
|
14573
|
-
|
|
14574
|
-
// update the sample offset
|
|
14575
|
-
outSampleOffset = nextSampleOffset;
|
|
14576
|
-
});
|
|
14577
|
-
}
|
|
14578
|
-
|
|
14579
|
-
return [leftChannelBuffer, rightChannelBuffer];
|
|
14580
|
-
}
|
|
14581
14563
|
/**
|
|
14582
14564
|
* LittleJS Audio Effects Plugin
|
|
14583
14565
|
* - Web Audio effects with a wet/dry mix: filter, reverb, delay, distortion, compressor
|
|
@@ -15567,8 +15549,7 @@ class UISystemPlugin
|
|
|
15567
15549
|
}
|
|
15568
15550
|
}
|
|
15569
15551
|
|
|
15570
|
-
/** Destroy and remove all objects
|
|
15571
|
-
* @memberof UISystem */
|
|
15552
|
+
/** Destroy and remove all objects */
|
|
15572
15553
|
destroyObjects()
|
|
15573
15554
|
{
|
|
15574
15555
|
for (const o of this.uiObjects)
|
|
@@ -16089,8 +16070,10 @@ class UIObject
|
|
|
16089
16070
|
return void inputClearKey(0, 0, false, true, false);
|
|
16090
16071
|
}
|
|
16091
16072
|
}
|
|
16073
|
+
// the object that was the active one going into this update: one pressed and let go inside a
|
|
16074
|
+
// frame is clicked on the next, with its release, not on both
|
|
16092
16075
|
if (!uiSystem.activateOnPress)
|
|
16093
|
-
if (!mouseDown && this.isActiveObject() && this.interactive)
|
|
16076
|
+
if (!mouseDown && isActive && this.isActiveObject() && this.interactive)
|
|
16094
16077
|
this.click();
|
|
16095
16078
|
if (this.destroyed) return;
|
|
16096
16079
|
}
|
|
@@ -16833,7 +16816,10 @@ class UIVideo extends UIObject
|
|
|
16833
16816
|
if (this.destroyed)
|
|
16834
16817
|
return;
|
|
16835
16818
|
|
|
16819
|
+
// let go of the media too, a paused video keeps what it has loaded
|
|
16836
16820
|
this.video.pause();
|
|
16821
|
+
this.video.removeAttribute?.('src');
|
|
16822
|
+
this.video.load?.();
|
|
16837
16823
|
this.video.remove();
|
|
16838
16824
|
super.destroy();
|
|
16839
16825
|
}
|
|
@@ -20172,6 +20158,7 @@ function loadAtlas(imageSrc, jsonSrc, padding=textureSheetPadding)
|
|
|
20172
20158
|
for (const group of parseAtlas(data))
|
|
20173
20159
|
{
|
|
20174
20160
|
// reserve a block of full size cells, one per frame
|
|
20161
|
+
if (!group.frames.length) continue; // a tag with no frames, the groups after it still load
|
|
20175
20162
|
const sourceSize = group.frames[0].sourceSize;
|
|
20176
20163
|
const blockSize = vec2(sourceSize.x*group.frames.length, sourceSize.y);
|
|
20177
20164
|
const added = textureSheetAdd(blockSize, sourceSize, padding);
|
|
@@ -20957,45 +20944,50 @@ function tweenUpdate(gameDelta, realDelta)
|
|
|
20957
20944
|
const list = tweenUpdateList.length ? [] : tweenUpdateList, pass = ++tweenUpdatePass;
|
|
20958
20945
|
for (const t of tweenActive)
|
|
20959
20946
|
list.push(t);
|
|
20960
|
-
|
|
20947
|
+
// the list is let go however the walk ends: a callback that throws must not leave it held, or every
|
|
20948
|
+
// update after would take it for an update still going and make a list of its own
|
|
20949
|
+
try
|
|
20961
20950
|
{
|
|
20962
|
-
|
|
20963
|
-
// stopped, or started again by a callback this update, or during an update a callback ran inside it, which
|
|
20964
|
-
// counts on from this one
|
|
20965
|
-
if (!t.active || t.activePass >= pass) continue;
|
|
20966
|
-
let dt;
|
|
20967
|
-
if (enginePath)
|
|
20951
|
+
for (let i = list.length; i--;)
|
|
20968
20952
|
{
|
|
20969
|
-
|
|
20970
|
-
|
|
20971
|
-
|
|
20972
|
-
t.
|
|
20973
|
-
|
|
20974
|
-
|
|
20975
|
-
|
|
20976
|
-
|
|
20977
|
-
|
|
20953
|
+
const t = list[i];
|
|
20954
|
+
// stopped, or started again by a callback this update, or during an update a callback ran inside it, which
|
|
20955
|
+
// counts on from this one
|
|
20956
|
+
if (!t.active || t.activePass >= pass) continue;
|
|
20957
|
+
let dt;
|
|
20958
|
+
if (enginePath)
|
|
20959
|
+
{
|
|
20960
|
+
// a paused tween keeps count too, so it does not jump when resumed
|
|
20961
|
+
dt = t.useRealTime ? timeReal - t.lastTimeReal : time - t.lastTime;
|
|
20962
|
+
t.lastTime = time;
|
|
20963
|
+
t.lastTimeReal = timeReal;
|
|
20964
|
+
}
|
|
20965
|
+
else
|
|
20966
|
+
dt = t.useRealTime ? realDelta : gameDelta;
|
|
20967
|
+
if (t.target?.destroyed) { t.stop(); continue; } // its object is gone, paused or not
|
|
20968
|
+
if (t.paused || dt <= 0) continue;
|
|
20978
20969
|
|
|
20979
|
-
|
|
20980
|
-
|
|
20981
|
-
|
|
20982
|
-
|
|
20983
|
-
|
|
20984
|
-
|
|
20985
|
-
|
|
20986
|
-
|
|
20987
|
-
|
|
20988
|
-
|
|
20989
|
-
|
|
20990
|
-
|
|
20991
|
-
|
|
20992
|
-
|
|
20993
|
-
|
|
20994
|
-
|
|
20995
|
-
|
|
20970
|
+
t.life -= dt;
|
|
20971
|
+
if (t.life > 1e-9) // the engine's deltas add up a rounding error short of the duration
|
|
20972
|
+
{
|
|
20973
|
+
t.callback(t.interp(t.life));
|
|
20974
|
+
}
|
|
20975
|
+
else
|
|
20976
|
+
{
|
|
20977
|
+
// Completion: fire end value, remove from active, start the next iteration
|
|
20978
|
+
// of a loop or pingPong, or when there is none it has completed, fire onComplete
|
|
20979
|
+
t.callback(t.interp(0));
|
|
20980
|
+
if (!t.active || t.activePass >= pass)
|
|
20981
|
+
continue; // stopped or restarted by its own callback, the run it was on ends without completing
|
|
20982
|
+
tweenDeactivate(t);
|
|
20983
|
+
const next = t.thenCallback;
|
|
20984
|
+
t.thenCallback = undefined;
|
|
20985
|
+
if (!(next && next()) && t.onComplete)
|
|
20986
|
+
t.onComplete();
|
|
20987
|
+
}
|
|
20996
20988
|
}
|
|
20997
20989
|
}
|
|
20998
|
-
list.length = 0;
|
|
20990
|
+
finally { list.length = 0; }
|
|
20999
20991
|
}
|
|
21000
20992
|
|
|
21001
20993
|
/** Stop every active tween, ending loops too, without calling their then-callbacks.
|
|
@@ -23377,17 +23369,19 @@ function render3DInstance(mesh, matrix, tileInfo, color)
|
|
|
23377
23369
|
// make room for one more instance of a mesh under a texture and the current draw state, flushing a batch that
|
|
23378
23370
|
// differs first, and return where its 24 floats go in mesh.instanceData: the matrix, the tint and the uv rect
|
|
23379
23371
|
// drawMesh passes whether its matrix mirrors, and its batch then culls by the mesh and winds by that at the flush,
|
|
23380
|
-
// so it never sets the draw state for them, which would move the state's version at every draw
|
|
23381
|
-
|
|
23372
|
+
// so it never sets the draw state for them, which would move the state's version at every draw; drawBillboard
|
|
23373
|
+
// passes that its batch is unlit, for the same reason
|
|
23374
|
+
function render3DInstanceSlot(mesh, textureInfo, mirrored, unlit=false)
|
|
23382
23375
|
{
|
|
23383
23376
|
const r = render3D;
|
|
23384
23377
|
if (mesh.instanceCount && (mesh.instanceTextureInfo !== textureInfo || mesh.instanceMirrored !== mirrored
|
|
23385
|
-
|| render3DStateChanged(mesh.instanceState)))
|
|
23378
|
+
|| mesh.instanceUnlit !== unlit || render3DStateChanged(mesh.instanceState)))
|
|
23386
23379
|
render3DFlushInstances(mesh);
|
|
23387
23380
|
if (!mesh.instanceCount)
|
|
23388
23381
|
{
|
|
23389
23382
|
mesh.instanceTextureInfo = textureInfo;
|
|
23390
23383
|
mesh.instanceMirrored = mirrored;
|
|
23384
|
+
mesh.instanceUnlit = unlit;
|
|
23391
23385
|
mesh.instanceState = render3DCaptureBatchState();
|
|
23392
23386
|
r.instanceMeshes.push(mesh);
|
|
23393
23387
|
}
|
|
@@ -23421,6 +23415,8 @@ function render3DFlushInstances(only)
|
|
|
23421
23415
|
const state = mesh.instanceState;
|
|
23422
23416
|
if (mesh.instanceMirrored !== undefined) // a drawMesh batch: culled by its mesh, wound by its matrices
|
|
23423
23417
|
state.cullBackFaces = !mesh.doubleSided, state.mirrored = mesh.instanceMirrored;
|
|
23418
|
+
if (mesh.instanceUnlit) // a batch of sprites
|
|
23419
|
+
state.lighting = false;
|
|
23424
23420
|
render3DDrawInstanced(mesh, buffer, count, mesh.instanceTextureInfo, state);
|
|
23425
23421
|
}
|
|
23426
23422
|
if (!only)
|
|
@@ -23777,6 +23773,7 @@ class Render3DPlugin
|
|
|
23777
23773
|
/** @type {TextureInfo|undefined} */
|
|
23778
23774
|
this.streamTileInfo = undefined;
|
|
23779
23775
|
this.streamState = undefined; // captured state the pending batch was drawn under
|
|
23776
|
+
this.streamUnlit = false; // the pending batch is drawn unlit whatever that state says, billboards are
|
|
23780
23777
|
/** @type {Mesh|undefined} */
|
|
23781
23778
|
this.capture = undefined; // the mesh a bake is filling
|
|
23782
23779
|
/** @type {Array<{distance: number, state: Object, draw: function(): void}>|undefined} */
|
|
@@ -23985,8 +23982,8 @@ class Render3DPlugin
|
|
|
23985
23982
|
}
|
|
23986
23983
|
|
|
23987
23984
|
/** Find the nearest object under a screen position or along a ray, for clicking on things
|
|
23988
|
-
* -
|
|
23989
|
-
*
|
|
23985
|
+
* - A mesh is hit on its triangles, the ones that face the ray as they are drawn, both sides of a doubleSided
|
|
23986
|
+
* mesh; a sprite is hit as the quad it draws, and a height map or a voxel map on its surface
|
|
23990
23987
|
* - engineObjectsRaycast3D is the other half of this, every object along a ray instead of the nearest
|
|
23991
23988
|
* @param {Vector2|Ray3D} from - A screen position like mousePosScreen, or a ray to look along
|
|
23992
23989
|
* @param {Array<EngineObject>} [objects] - Defaults to every object; only those with a mesh or a sprite count
|
|
@@ -24167,6 +24164,8 @@ class Render3DPlugin
|
|
|
24167
24164
|
{
|
|
24168
24165
|
if (!this.streamCount || !render3DCanDraw()) return;
|
|
24169
24166
|
const gl = glContext;
|
|
24167
|
+
if (this.streamUnlit)
|
|
24168
|
+
this.streamState.lighting = false; // its own copy of the state
|
|
24170
24169
|
render3DSetDrawUniforms(RENDER3D_IDENTITY, this.streamTileInfo, WHITE, RENDER3D_FULL_UV_RECT, this.streamState);
|
|
24171
24170
|
render3DBindVertexBuffer(this.streamBuffer);
|
|
24172
24171
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.streamFloats, 0, this.streamCount * RENDER3D_VERTEX_FLOATS);
|
|
@@ -24401,13 +24400,34 @@ class Render3DPlugin
|
|
|
24401
24400
|
return this.queueTransparent(p, ()=> this.drawBillboard(p, s, tileInfo, c, angle, upright));
|
|
24402
24401
|
}
|
|
24403
24402
|
|
|
24404
|
-
//
|
|
24405
|
-
//
|
|
24406
|
-
const
|
|
24407
|
-
this.
|
|
24408
|
-
|
|
24409
|
-
|
|
24410
|
-
|
|
24403
|
+
// unlit on screen, in the shadow map the object's flag decides; the batch is told, the draw state is not
|
|
24404
|
+
// set, which would move its version at every sprite
|
|
24405
|
+
const unlit = !this.shadowPass;
|
|
24406
|
+
if (!this.blend && this.depthTest && this.instancing)
|
|
24407
|
+
{
|
|
24408
|
+
// an opaque sprite is one more instance of the shared quad, as a mesh's uses are: every sprite of a
|
|
24409
|
+
// sheet is one instanced draw at the end of the stage, with nothing written per corner; the shader
|
|
24410
|
+
// drops its see through texels, so it needs no sorting
|
|
24411
|
+
if (!render3DCanDraw() || this.shadowPass && !this.lighting) return; // unlit things cast no shadow
|
|
24412
|
+
if (this.frustumCulling && !render3DSphereVisible(pos.x, pos.y, pos.z, hypot(size.x, size.y) / 2))
|
|
24413
|
+
return;
|
|
24414
|
+
const quad = this.billboardMesh, cb = this.cameraBack, uv = render3DGetTileUVs(tileInfo);
|
|
24415
|
+
render3DMeshUpload(quad);
|
|
24416
|
+
// the quad's half axes, doubled for its unit square
|
|
24417
|
+
const a = render3DBillboardAxes(size, angle, upright);
|
|
24418
|
+
const k = render3DInstanceSlot(quad, render3DTextureOf(tileInfo), false, unlit), data = quad.instanceData;
|
|
24419
|
+
data[k] = a[0] * 2; data[k+1] = a[1] * 2; data[k+2] = a[2] * 2; data[k+3] = 0;
|
|
24420
|
+
data[k+4] = a[3] * 2; data[k+5] = a[4] * 2; data[k+6] = a[5] * 2; data[k+7] = 0;
|
|
24421
|
+
data[k+8] = cb.x; data[k+9] = cb.y; data[k+10] = cb.z; data[k+11] = 0;
|
|
24422
|
+
data[k+12] = pos.x; data[k+13] = pos.y; data[k+14] = pos.z; data[k+15] = 1;
|
|
24423
|
+
data[k+16] = color.r; data[k+17] = color.g; data[k+18] = color.b; data[k+19] = color.a;
|
|
24424
|
+
data[k+20] = uv.x; data[k+21] = uv.y; data[k+22] = uv.w; data[k+23] = uv.h;
|
|
24425
|
+
return;
|
|
24426
|
+
}
|
|
24427
|
+
|
|
24428
|
+
// one that blends is drawn in its sorted place: the quad's six stream vertices written straight in with no
|
|
24429
|
+
// vectors made, for sprites that blend, and for particles when instancing is off
|
|
24430
|
+
const uvRect = render3DBeginStrip(6, tileInfo, unlit);
|
|
24411
24431
|
if (!uvRect) return;
|
|
24412
24432
|
const a = render3DBillboardAxes(size, angle, upright);
|
|
24413
24433
|
const rx = a[0], ry = a[1], rz = a[2], ux = a[3], uy = a[4], uz = a[5];
|
|
@@ -25519,8 +25539,9 @@ function render3DRenderDepth()
|
|
|
25519
25539
|
// which way they face, so keeping the count even keeps every strip facing out.
|
|
25520
25540
|
|
|
25521
25541
|
// make room in the stream for a strip of count vertices under the current state and texture, flushing a batch that
|
|
25522
|
-
// differs first; returns the uv rect to map the vertices with, or undefined when nothing can be drawn
|
|
25523
|
-
|
|
25542
|
+
// differs first; returns the uv rect to map the vertices with, or undefined when nothing can be drawn; unlit draws
|
|
25543
|
+
// the batch unlit whatever the state says, so a billboard does not set the state and set it back at every draw
|
|
25544
|
+
function render3DBeginStrip(count, tileInfo, unlit=false)
|
|
25524
25545
|
{
|
|
25525
25546
|
const r = render3D;
|
|
25526
25547
|
if (!render3DCanDraw()) return;
|
|
@@ -25528,12 +25549,13 @@ function render3DBeginStrip(count, tileInfo)
|
|
|
25528
25549
|
ASSERT(count <= RENDER3D_MAX_STREAM_VERTS, 'strip is too large for the stream, bake it into a mesh');
|
|
25529
25550
|
if (count > RENDER3D_MAX_STREAM_VERTS) return;
|
|
25530
25551
|
const textureInfo = render3DTextureOf(tileInfo);
|
|
25531
|
-
if (r.streamCount && (textureInfo !== r.streamTileInfo ||
|
|
25532
|
-
|| r.streamCount + count > RENDER3D_MAX_STREAM_VERTS))
|
|
25552
|
+
if (r.streamCount && (textureInfo !== r.streamTileInfo || r.streamUnlit !== unlit
|
|
25553
|
+
|| render3DStateChanged(r.streamState) || r.streamCount + count > RENDER3D_MAX_STREAM_VERTS))
|
|
25533
25554
|
r.flush();
|
|
25534
25555
|
render3DFlushBeforeOverlay();
|
|
25535
25556
|
if (!r.streamCount)
|
|
25536
25557
|
r.streamState = render3DCaptureBatchState();
|
|
25558
|
+
r.streamUnlit = unlit;
|
|
25537
25559
|
r.streamTileInfo = textureInfo;
|
|
25538
25560
|
return render3DGetTileUVs(tileInfo);
|
|
25539
25561
|
}
|
|
@@ -27328,8 +27350,8 @@ function engineObjectsCollect3D(pos, size, objects=engineObjects, testCenters=fa
|
|
|
27328
27350
|
return collected;
|
|
27329
27351
|
}
|
|
27330
27352
|
|
|
27331
|
-
// how far along a ray an object is hit, or undefined for a miss;
|
|
27332
|
-
//
|
|
27353
|
+
// how far along a ray an object is hit, or undefined for a miss; a mesh is hit on its triangles, in its own space,
|
|
27354
|
+
// and a sprite as the quad it draws
|
|
27333
27355
|
function render3DRaycastObject(ray, o)
|
|
27334
27356
|
{
|
|
27335
27357
|
if (o.destroyed || !(o instanceof EngineObject3D)) return;
|
|
@@ -27346,25 +27368,55 @@ function render3DRaycastObject(ray, o)
|
|
|
27346
27368
|
const distance = raycastSphere(ray, center, radius);
|
|
27347
27369
|
if (distance === undefined) return;
|
|
27348
27370
|
|
|
27349
|
-
// the sphere
|
|
27350
|
-
//
|
|
27371
|
+
// the sphere and then the box in the mesh's own space are quick rejects, and a ray that meets the box is tested
|
|
27372
|
+
// against the triangles; the direction is not made unit length, so the distance holds in the world;
|
|
27351
27373
|
// a mesh flattened to nothing on an axis has no inverse, it is hit as a disc like a sprite
|
|
27352
27374
|
if (!matrix.determinant()) return render3DRaycastDisc(ray, center, radius);
|
|
27353
27375
|
const inverse = matrix.copy().invert(), bounds = mesh.bounds || mesh.getBounds();
|
|
27354
27376
|
const local = new Ray3D(inverse.transformPoint(ray.origin), inverse.transformDirection(ray.direction));
|
|
27355
27377
|
const hit = raycastBox(local, bounds.min.add(bounds.max).scale(.5), bounds.max.subtract(bounds.min));
|
|
27356
|
-
if (hit
|
|
27357
|
-
|
|
27358
|
-
|
|
27359
|
-
|
|
27360
|
-
|
|
27361
|
-
|
|
27378
|
+
if (hit === undefined || !ray.direction.lengthSquared())
|
|
27379
|
+
return hit; // a ray of no length is where it starts, inside the box
|
|
27380
|
+
return render3DRaycastMesh(local, mesh);
|
|
27381
|
+
}
|
|
27382
|
+
|
|
27383
|
+
// how far along a ray, in the mesh's own space, its nearest triangle is hit, or undefined: the triangles that face
|
|
27384
|
+
// the ray as the pass draws them, clockwise from the front, and the back faces too of a doubleSided mesh; a strip's
|
|
27385
|
+
// triangle i is (i-2, i-1, i), the odd ones read the other way, and a join between its pieces has no area and is
|
|
27386
|
+
// never hit; nothing is kept between calls, so a mesh that changed is hit as it is now
|
|
27387
|
+
function render3DRaycastMesh(ray, mesh)
|
|
27388
|
+
{
|
|
27389
|
+
const points = mesh.points, indices = mesh.indices, both = mesh.doubleSided;
|
|
27390
|
+
const ox = ray.origin.x, oy = ray.origin.y, oz = ray.origin.z;
|
|
27391
|
+
const dx = ray.direction.x, dy = ray.direction.y, dz = ray.direction.z;
|
|
27392
|
+
const count = indices ? indices.length / 3 | 0 : points.length - 2;
|
|
27393
|
+
let nearest;
|
|
27394
|
+
for (let i = 0; i < count; ++i)
|
|
27362
27395
|
{
|
|
27363
|
-
|
|
27364
|
-
|
|
27365
|
-
|
|
27396
|
+
// the corners clockwise from the front: an indexed list is written the other way round
|
|
27397
|
+
let a, b, c;
|
|
27398
|
+
if (indices)
|
|
27399
|
+
a = points[indices[i*3]], b = points[indices[i*3+2]], c = points[indices[i*3+1]];
|
|
27400
|
+
else
|
|
27401
|
+
a = points[i & 1 ? i + 1 : i], b = points[i & 1 ? i : i + 1], c = points[i + 2];
|
|
27402
|
+
|
|
27403
|
+
// Moller and Trumbore: the determinant is the ray along the face's normal, below zero from the front
|
|
27404
|
+
const e1x = b.x - a.x, e1y = b.y - a.y, e1z = b.z - a.z;
|
|
27405
|
+
const e2x = c.x - a.x, e2y = c.y - a.y, e2z = c.z - a.z;
|
|
27406
|
+
const hx = dy * e2z - dz * e2y, hy = dz * e2x - dx * e2z, hz = dx * e2y - dy * e2x;
|
|
27407
|
+
const det = e1x * hx + e1y * hy + e1z * hz;
|
|
27408
|
+
if (both ? !det : !(det < 0)) continue;
|
|
27409
|
+
const sx = ox - a.x, sy = oy - a.y, sz = oz - a.z;
|
|
27410
|
+
const u = (sx * hx + sy * hy + sz * hz) / det;
|
|
27411
|
+
if (!(u >= 0 && u <= 1)) continue;
|
|
27412
|
+
const qx = sy * e1z - sz * e1y, qy = sz * e1x - sx * e1z, qz = sx * e1y - sy * e1x;
|
|
27413
|
+
const v = (dx * qx + dy * qy + dz * qz) / det;
|
|
27414
|
+
if (!(v >= 0 && u + v <= 1)) continue;
|
|
27415
|
+
const t = (e2x * qx + e2y * qy + e2z * qz) / det;
|
|
27416
|
+
if (t >= 0 && !(t >= nearest))
|
|
27417
|
+
nearest = t;
|
|
27366
27418
|
}
|
|
27367
|
-
return
|
|
27419
|
+
return nearest;
|
|
27368
27420
|
}
|
|
27369
27421
|
|
|
27370
27422
|
// a sprite is the quad drawBillboard draws, its size3D grown by the x and y scale as the draw does, facing the camera
|
|
@@ -27742,10 +27794,12 @@ class InstancedMesh3D extends EngineObject3D
|
|
|
27742
27794
|
* - radius is a world distance, so scale3D does not change it
|
|
27743
27795
|
* - An alpha, an intensity or a radius of 0 switches it off, and a light that is off takes none of those slots
|
|
27744
27796
|
* - Draws nothing but its glow, when it has one; add a small emissive mesh if the lamp itself should be seen
|
|
27797
|
+
* - addFlare gives it a lens flare, see LensFlare3D
|
|
27745
27798
|
* @extends EngineObject3D
|
|
27746
27799
|
* @memberof Render3D
|
|
27747
27800
|
* @example
|
|
27748
27801
|
* const torch = new Light3D(vec3(0, 3, 0), 10, hsl(.1, 1, .65));
|
|
27802
|
+
* torch.addFlare(); // light in the lens when the torch is in view
|
|
27749
27803
|
*/
|
|
27750
27804
|
class Light3D extends EngineObject3D
|
|
27751
27805
|
{
|
|
@@ -27780,6 +27834,49 @@ class Light3D extends EngineObject3D
|
|
|
27780
27834
|
* bright core */
|
|
27781
27835
|
this.glowFalloff = 1;
|
|
27782
27836
|
this.additive = true; // the glow is added on, in the transparent stage; a light with none draws nothing
|
|
27837
|
+
/** @type {LensFlare3D|undefined} */
|
|
27838
|
+
this.flareObject = undefined;
|
|
27839
|
+
}
|
|
27840
|
+
|
|
27841
|
+
/** Give the light a lens flare, made with the arguments of LensFlare3D, in place of the one it had
|
|
27842
|
+
* @param {number} [size] - Scales every part of it
|
|
27843
|
+
* @param {number} [count] - How many ghosts there are, besides the glow at the light
|
|
27844
|
+
* @param {number} [intensity] - How bright it is
|
|
27845
|
+
* @param {number} [saturation] - How colorful the ghosts are
|
|
27846
|
+
* @return {LensFlare3D} - The flare, to change: light.addFlare().shapes = ['hex'] */
|
|
27847
|
+
addFlare(size, count, intensity, saturation)
|
|
27848
|
+
{
|
|
27849
|
+
const flare = new LensFlare3D(size, count, intensity, saturation);
|
|
27850
|
+
this.flare = flare;
|
|
27851
|
+
return flare;
|
|
27852
|
+
}
|
|
27853
|
+
|
|
27854
|
+
/** The light's lens flare, undefined for none: addFlare makes it, or set a LensFlare3D of your own, and
|
|
27855
|
+
* destroying the flare takes it away
|
|
27856
|
+
* - The flare is the light's: it is attached to the light as its child, so it stays through a scene change
|
|
27857
|
+
* when the light does, and is destroyed with the light or when another takes its place
|
|
27858
|
+
* @type {LensFlare3D|undefined} */
|
|
27859
|
+
get flare() { return this.flareObject && !this.flareObject.destroyed ? this.flareObject : undefined; }
|
|
27860
|
+
|
|
27861
|
+
set flare(flare)
|
|
27862
|
+
{
|
|
27863
|
+
const old = this.flare; // a flare that was destroyed on its own is no flare
|
|
27864
|
+
if (flare === old) return;
|
|
27865
|
+
old && old.destroy();
|
|
27866
|
+
if (flare)
|
|
27867
|
+
{
|
|
27868
|
+
flare.light = this;
|
|
27869
|
+
flare.parent || this.addChild(flare);
|
|
27870
|
+
}
|
|
27871
|
+
this.flareObject = flare || undefined;
|
|
27872
|
+
}
|
|
27873
|
+
|
|
27874
|
+
/** Destroy the light, and its flare with it
|
|
27875
|
+
* @param {boolean} [immediate] */
|
|
27876
|
+
destroy(immediate)
|
|
27877
|
+
{
|
|
27878
|
+
this.flare = undefined;
|
|
27879
|
+
super.destroy(immediate);
|
|
27783
27880
|
}
|
|
27784
27881
|
|
|
27785
27882
|
/** Draw the glow, a quad facing the camera with a soft round glow on it, pulled toward the camera by half its
|
|
@@ -29298,31 +29395,74 @@ class Trail3D extends EngineObject3D
|
|
|
29298
29395
|
// lens flare
|
|
29299
29396
|
|
|
29300
29397
|
// the shapes a flare is made of, white on clear on one smooth texture made the first time it is asked for: a soft
|
|
29301
|
-
// glow, a flat disc with a brighter rim,
|
|
29398
|
+
// glow, a flat disc with a brighter rim, a ring, a hexagon like the blades of a lens, a streak across, and a star
|
|
29399
|
+
// of six rays; undefined headless or without a canvas
|
|
29400
|
+
const render3DFlareShapes = ['glow', 'disc', 'ring', 'hex', 'streak', 'star'];
|
|
29302
29401
|
let render3DFlareTiles;
|
|
29303
29402
|
function render3DFlareTile(shape)
|
|
29304
29403
|
{
|
|
29305
29404
|
if (!render3DFlareTiles)
|
|
29306
29405
|
{
|
|
29307
29406
|
if (headlessMode || !glContext || typeof OffscreenCanvas == 'undefined') return;
|
|
29308
|
-
const cell = 128, shapes =
|
|
29407
|
+
const cell = 128, shapes = render3DFlareShapes, context = createCanvasContext(cell * shapes.length, cell);
|
|
29309
29408
|
// each shape is how see-through it is from its middle out
|
|
29310
29409
|
const alpha =
|
|
29311
29410
|
{
|
|
29312
29411
|
glow: (t)=> engineGlowAlpha(t, 1),
|
|
29313
29412
|
disc: (t)=> t < .8 ? .4 + .1 * t : t < .92 ? .48 + (t - .8) * 3 : (1 - t) / .08 * .84,
|
|
29314
29413
|
ring: (t)=> max(0, 1 - abs(t - .86) / .12),
|
|
29414
|
+
hex: (t)=> t < .8 ? .4 + .1 * t : t < .92 ? .48 + (t - .8) * 3 : (1 - t) / .08 * .84,
|
|
29415
|
+
streak: (t)=> (1 - t) ** 1.5,
|
|
29315
29416
|
};
|
|
29316
|
-
|
|
29417
|
+
// a round gradient from the middle of the cell out, squashed for a ray and cut to a path for the hexagon
|
|
29418
|
+
const fill = (shape, r, path)=>
|
|
29317
29419
|
{
|
|
29318
|
-
const
|
|
29319
|
-
const gradient = context.createRadialGradient(x, y, 0, x, y, r);
|
|
29420
|
+
const steps = 32, gradient = context.createRadialGradient(0, 0, 0, 0, 0, r);
|
|
29320
29421
|
for (let k = 0; k <= steps; ++k)
|
|
29321
29422
|
gradient.addColorStop(k / steps, 'rgba(255,255,255,' + clamp(alpha[shape](k / steps)).toFixed(4) + ')');
|
|
29322
29423
|
context.fillStyle = gradient;
|
|
29323
29424
|
context.beginPath();
|
|
29324
|
-
context.arc(
|
|
29425
|
+
path ? path() : context.arc(0, 0, r, 0, 2 * PI);
|
|
29325
29426
|
context.fill();
|
|
29427
|
+
};
|
|
29428
|
+
const ray = (r, angle)=>
|
|
29429
|
+
{
|
|
29430
|
+
context.save();
|
|
29431
|
+
context.rotate(angle);
|
|
29432
|
+
context.scale(1, .07);
|
|
29433
|
+
fill('streak', r);
|
|
29434
|
+
context.restore();
|
|
29435
|
+
};
|
|
29436
|
+
shapes.forEach((shape, i)=>
|
|
29437
|
+
{
|
|
29438
|
+
const r = cell / 2 - 2;
|
|
29439
|
+
context.save();
|
|
29440
|
+
context.translate(i * cell + cell / 2, cell / 2);
|
|
29441
|
+
if (shape == 'hex')
|
|
29442
|
+
{
|
|
29443
|
+
// a gradient is round, so the hexagon is set pixel by pixel, by how far each is toward a side
|
|
29444
|
+
const image = context.createImageData(cell, cell), data = image.data, apothem = r * cos(PI / 6);
|
|
29445
|
+
for (let k = 0; k < cell * cell; ++k)
|
|
29446
|
+
{
|
|
29447
|
+
const x = abs(k % cell + .5 - cell / 2), y = abs((k / cell | 0) + .5 - cell / 2);
|
|
29448
|
+
const t = max(y, x * cos(PI / 6) + y / 2) / apothem;
|
|
29449
|
+
data[k * 4] = data[k * 4 + 1] = data[k * 4 + 2] = 255;
|
|
29450
|
+
data[k * 4 + 3] = t < 1 ? clamp(alpha.hex(t)) * 255 : 0;
|
|
29451
|
+
}
|
|
29452
|
+
context.putImageData(image, i * cell, 0);
|
|
29453
|
+
}
|
|
29454
|
+
else if (shape == 'streak')
|
|
29455
|
+
ray(r, 0);
|
|
29456
|
+
else if (shape == 'star')
|
|
29457
|
+
{
|
|
29458
|
+
for (let k = 3; k--;)
|
|
29459
|
+
ray(r, k * PI / 3 + PI / 2);
|
|
29460
|
+
context.scale(.3, .3);
|
|
29461
|
+
fill('glow', r);
|
|
29462
|
+
}
|
|
29463
|
+
else
|
|
29464
|
+
fill(shape, r);
|
|
29465
|
+
context.restore();
|
|
29326
29466
|
});
|
|
29327
29467
|
const texture = new TextureInfo(context.canvas, true, false, false); // smooth even in a pixel art game
|
|
29328
29468
|
render3DFlareTiles = new Map(shapes.map((shape, i)=>
|
|
@@ -29331,16 +29471,32 @@ function render3DFlareTile(shape)
|
|
|
29331
29471
|
return render3DFlareTiles.get(shape) || render3DFlareTiles.get('glow');
|
|
29332
29472
|
}
|
|
29333
29473
|
|
|
29474
|
+
/**
|
|
29475
|
+
* A part of a lens flare
|
|
29476
|
+
* @typedef {Object} LensFlareElement
|
|
29477
|
+
* @property {number} at - Where along the line: 0 the sun, 1 the middle of the screen, 2 as far past it
|
|
29478
|
+
* @property {number|Vector2} size - How big across, as a part of the screen's height, a vector for a part wider
|
|
29479
|
+
* than it is tall
|
|
29480
|
+
* @property {Color} color - Its color, the alpha how bright
|
|
29481
|
+
* @property {string} [shape] - glow, disc, ring, hex, streak or star, a glow when left out
|
|
29482
|
+
* @property {TileInfo} [tileInfo] - A tile of the game's own to draw in place of a shape, best white on clear
|
|
29483
|
+
* @property {number} [angle] - How far it is turned, in radians
|
|
29484
|
+
* @memberof Render3D
|
|
29485
|
+
*/
|
|
29486
|
+
|
|
29334
29487
|
/**
|
|
29335
29488
|
* LensFlare3D - The sun's lens flare, the old kind: a glow at the sun and a row of discs and rings of different
|
|
29336
29489
|
* sizes along the line from the sun through the middle of the screen
|
|
29337
29490
|
* - Make one and it shows, over the 3D scene and under what the game draws after, a HUD; destroy it to take it away
|
|
29338
29491
|
* - It follows render3D.sunDirection, and fades out as the sun leaves the screen or goes behind something
|
|
29492
|
+
* - A Light3D gets one of its own with light.addFlare()
|
|
29339
29493
|
* - flareSize, count, intensity and saturation set its look, seed picks another arrangement, and its color tints it,
|
|
29340
|
-
* with the sun's own color;
|
|
29341
|
-
*
|
|
29494
|
+
* with the sun's own color; shapes says what its ghosts are, glowSize and ghostSize how big its parts are; or
|
|
29495
|
+
* give it elements of your own, which may be tiles of the game's
|
|
29496
|
+
* - visible is how much of the sun shows, 0 to 1, eased over fadeTime, there for a game to read; it is 0 while the
|
|
29497
|
+
* sun is off the screen, where nothing is tested
|
|
29342
29498
|
* - What hides the sun is found with a ray from the camera, against the level and every object that is not see
|
|
29343
|
-
* through, each
|
|
29499
|
+
* through, each on the triangles of its mesh, see render3D.pick; turn it off with occlusion
|
|
29344
29500
|
* - It needs WebGL, and it draws nothing in the shadow of renderAfter2D
|
|
29345
29501
|
* @extends EngineObject3D
|
|
29346
29502
|
* @memberof Render3D
|
|
@@ -29370,48 +29526,61 @@ class LensFlare3D extends EngineObject3D
|
|
|
29370
29526
|
this.saturation = saturation;
|
|
29371
29527
|
/** @property {number} - Picks the arrangement of the ghosts, another seed is another flare */
|
|
29372
29528
|
this.seed = 1;
|
|
29373
|
-
/** @property {Array<
|
|
29374
|
-
*
|
|
29375
|
-
*
|
|
29376
|
-
*
|
|
29377
|
-
|
|
29529
|
+
/** @property {Array<string>|undefined} - The shapes the ghosts are picked from, glow, disc, ring, hex,
|
|
29530
|
+
* streak or star: ['hex'] makes every ghost a hexagon, and a shape listed twice is picked twice as often;
|
|
29531
|
+
* discs, rings and glows when not set
|
|
29532
|
+
* @type {Array<string>|undefined} */
|
|
29533
|
+
this.shapes = undefined;
|
|
29534
|
+
/** @property {number} - Scales the glow at the sun, 0 for none */
|
|
29535
|
+
this.glowSize = 1;
|
|
29536
|
+
/** @property {number} - Scales the ghosts */
|
|
29537
|
+
this.ghostSize = 1;
|
|
29538
|
+
/** @property {Array<LensFlareElement>|undefined} - The parts of the flare, to set your own in place of the
|
|
29539
|
+
* ones made from count, seed, saturation, shapes, glowSize and ghostSize
|
|
29540
|
+
* @type {Array<LensFlareElement>|undefined} */
|
|
29378
29541
|
this.elements = undefined;
|
|
29379
29542
|
/** @property {Light3D|undefined} - A light the flare is of in place of the sun, a lamp or a spotlight: the
|
|
29380
29543
|
* flare is at the light and in its color, smaller from farther than the light reaches, hidden by what is
|
|
29381
|
-
* in front of the light, and a spotlight's shows from inside its beam only
|
|
29544
|
+
* in front of the light, and a spotlight's shows from inside its beam only; a DirectionalLight3D's is far
|
|
29545
|
+
* away where it shines from, like the sun's; the flare is destroyed when its light is; light.addFlare
|
|
29546
|
+
* sets this
|
|
29382
29547
|
* @type {Light3D|undefined} */
|
|
29383
29548
|
this.light = undefined;
|
|
29384
29549
|
/** @property {boolean} - Fade out when something is between the camera and the sun */
|
|
29385
29550
|
this.occlusion = true;
|
|
29386
29551
|
/** @property {number} - Seconds the flare takes to fade out or in when the sun is hidden or shows again */
|
|
29387
29552
|
this.fadeTime = .15;
|
|
29388
|
-
/** @property {number} - How much of the sun shows, 0 hidden or behind the camera to 1 in
|
|
29553
|
+
/** @property {number} - How much of the sun shows, 0 hidden, off the screen or behind the camera to 1 in
|
|
29554
|
+
* plain view, eased */
|
|
29389
29555
|
this.visible = 1;
|
|
29390
29556
|
this.renderOrder = 1e9; // over the game's sprites, it is light in the lens
|
|
29391
29557
|
this.madeKey = '';
|
|
29392
|
-
/** @type {Array<
|
|
29558
|
+
/** @type {Array<LensFlareElement>} */
|
|
29393
29559
|
this.made = [];
|
|
29394
29560
|
}
|
|
29395
29561
|
|
|
29396
|
-
/** The parts of the flare: the elements set by hand, or the ones made from count, seed
|
|
29397
|
-
* and a core at the sun and the ghosts, made again when one of those changes
|
|
29398
|
-
* @return {Array<
|
|
29562
|
+
/** The parts of the flare: the elements set by hand, or the ones made from count, seed, saturation, shapes,
|
|
29563
|
+
* glowSize and ghostSize, a glow and a core at the sun and the ghosts, made again when one of those changes
|
|
29564
|
+
* @return {Array<LensFlareElement>} */
|
|
29399
29565
|
getElements()
|
|
29400
29566
|
{
|
|
29401
29567
|
if (this.elements) return this.elements;
|
|
29402
|
-
const
|
|
29568
|
+
const shapes = this.shapes?.length ? this.shapes : undefined, glow = this.glowSize, ghost = this.ghostSize;
|
|
29569
|
+
const key = [this.count, this.seed, this.saturation, glow, ghost, shapes?.length, shapes].join();
|
|
29403
29570
|
if (key !== this.madeKey)
|
|
29404
29571
|
{
|
|
29405
29572
|
const random = new RandomGenerator(this.seed * 7919 + 1), s = clamp(this.saturation);
|
|
29406
|
-
|
|
29407
|
-
|
|
29408
|
-
{at: 0, size: .
|
|
29573
|
+
/** @type {Array<LensFlareElement>} */
|
|
29574
|
+
const made = this.made = glow > 0 ? [
|
|
29575
|
+
{at: 0, size: .7 * glow, color: hsl(0, 0, 1, .5), shape: 'glow'},
|
|
29576
|
+
{at: 0, size: .25 * glow, color: hsl(0, 0, 1, .9), shape: 'glow'}] : [];
|
|
29409
29577
|
for (let i = 0; i < this.count; ++i)
|
|
29410
29578
|
{
|
|
29411
29579
|
// spread along the line, each a place of its own, the far ones bigger
|
|
29412
29580
|
const at = (i + random.float(.2, .8)) / max(this.count, 1) * 1.9 + .2;
|
|
29413
|
-
const pick = random.float(), shape = pick
|
|
29414
|
-
|
|
29581
|
+
const pick = random.float(), shape = shapes ? shapes[min(pick * shapes.length | 0, shapes.length - 1)] :
|
|
29582
|
+
pick < .5 ? 'disc' : pick < .8 ? 'ring' : 'glow';
|
|
29583
|
+
made.push({at, size: random.float(.04, .1) * (1 + at) * ghost, shape,
|
|
29415
29584
|
color: hsl(random.float(), s * .9, .6, random.float(.15, .4))});
|
|
29416
29585
|
}
|
|
29417
29586
|
this.madeKey = key;
|
|
@@ -29419,69 +29588,85 @@ class LensFlare3D extends EngineObject3D
|
|
|
29419
29588
|
return this.made;
|
|
29420
29589
|
}
|
|
29421
29590
|
|
|
29422
|
-
// what the flare is of, seen from the camera: the way to it, how far it is, Infinity for the sun
|
|
29423
|
-
//
|
|
29591
|
+
// what the flare is of, seen from the camera: the way to it, how far it is, Infinity for the sun and for a
|
|
29592
|
+
// directional light, which shines from its place toward the origin, and a point to find it on the screen by;
|
|
29593
|
+
// undefined with no direction, or a light that is gone or at the camera
|
|
29424
29594
|
flareSource()
|
|
29425
29595
|
{
|
|
29426
29596
|
const camera = render3D.camera.pos, light = this.light;
|
|
29427
|
-
if (
|
|
29597
|
+
if (light?.destroyed) return;
|
|
29598
|
+
if (!light || light.directional)
|
|
29428
29599
|
{
|
|
29429
|
-
const
|
|
29430
|
-
if (!
|
|
29431
|
-
const direction =
|
|
29600
|
+
const from = light ? light.getWorldPos3D() : render3D.sunDirection;
|
|
29601
|
+
if (!from.lengthSquared()) return;
|
|
29602
|
+
const direction = from.normalize();
|
|
29432
29603
|
return {direction, distance: Infinity, pos: camera.add(direction.scale(100))};
|
|
29433
29604
|
}
|
|
29434
|
-
if (light.destroyed) return;
|
|
29435
29605
|
const pos = light.getWorldPos3D(), offset = pos.subtract(camera), distance = offset.length();
|
|
29436
29606
|
return distance ? {direction: offset.scale(1 / distance), distance, pos} : undefined;
|
|
29437
29607
|
}
|
|
29438
29608
|
|
|
29439
|
-
|
|
29440
|
-
|
|
29441
|
-
|
|
29442
|
-
|
|
29443
|
-
{
|
|
29444
|
-
const source = this.flareSource();
|
|
29445
|
-
return source && render3D.worldToScreen(source.pos);
|
|
29446
|
-
}
|
|
29447
|
-
|
|
29448
|
-
/** The parts of the flare as they are drawn now: each one's place on the screen, its size in pixels and its
|
|
29449
|
-
* color, dimmed by how much of the sun shows; empty when there is nothing to draw
|
|
29450
|
-
* @return {Array<{pos: Vector2, size: number, color: Color, shape: string}>} */
|
|
29451
|
-
getScreenElements()
|
|
29609
|
+
// how the flare would show with nothing in the way: where its source is on the screen, how strong it is there,
|
|
29610
|
+
// fading as it leaves the screen, its tint and the height its sizes are parts of; undefined when it would not
|
|
29611
|
+
// show at all, behind the camera, off the screen, or of a light that is off or seen from outside its cone
|
|
29612
|
+
flareLook()
|
|
29452
29613
|
{
|
|
29453
|
-
const
|
|
29454
|
-
|
|
29614
|
+
const source = this.flareSource(), center = mainCanvasSize.scale(.5);
|
|
29615
|
+
const sun = source && render3D.worldToScreen(source.pos);
|
|
29616
|
+
if (!sun || !center.x || !center.y) return;
|
|
29455
29617
|
// it fades as the sun leaves the screen, gone when it is a third of the screen past the edge
|
|
29456
29618
|
const off = max(abs(sun.x - center.x) / center.x, abs(sun.y - center.y) / center.y);
|
|
29457
|
-
const strength =
|
|
29458
|
-
if (!(strength > 0)) return
|
|
29619
|
+
const strength = clamp((1.3 - off) / .5) * this.intensity;
|
|
29620
|
+
if (!(strength > 0)) return;
|
|
29459
29621
|
let tint = this.color.multiply(render3D.sunColor), height = mainCanvasSize.y * this.flareSize;
|
|
29460
|
-
const light = this.light
|
|
29622
|
+
const light = this.light;
|
|
29461
29623
|
if (light)
|
|
29462
29624
|
{
|
|
29463
|
-
if (!source) return [];
|
|
29464
29625
|
// a light's flare is the light's color, as bright as the light up to 1, and only from inside its cone
|
|
29465
29626
|
const cone = render3DLightCone(light), d = source.direction;
|
|
29466
29627
|
const inCone = clamp(-(cone[0] * d.x + cone[1] * d.y + cone[2] * d.z) - cone[3]);
|
|
29467
29628
|
const c = light.color, bright = c.a * clamp(light.intensity) * inCone;
|
|
29468
|
-
if (!(bright > 0)) return
|
|
29629
|
+
if (!(bright > 0)) return;
|
|
29469
29630
|
tint = this.color.multiply(rgb(c.r, c.g, c.b, bright));
|
|
29470
|
-
|
|
29631
|
+
if (!light.directional)
|
|
29632
|
+
height *= min(1, light.radius / source.distance); // smaller from farther than it reaches
|
|
29471
29633
|
}
|
|
29634
|
+
return height > 0 ? {sun, center, strength, tint, height} : undefined;
|
|
29635
|
+
}
|
|
29636
|
+
|
|
29637
|
+
/** Where the sun, or the flare's light, is on the screen, in pixels like mousePosScreen, undefined when it is
|
|
29638
|
+
* behind the camera
|
|
29639
|
+
* @return {Vector2|undefined} */
|
|
29640
|
+
getScreenPos()
|
|
29641
|
+
{
|
|
29642
|
+
const source = this.flareSource();
|
|
29643
|
+
return source && render3D.worldToScreen(source.pos);
|
|
29644
|
+
}
|
|
29645
|
+
|
|
29646
|
+
/** The parts of the flare as they are drawn now: each one's place on the screen, its size in pixels, a vector
|
|
29647
|
+
* when the element's is, and its color, dimmed by how much of the sun shows; empty when there is nothing to draw
|
|
29648
|
+
* @return {Array<{pos: Vector2, size: number|Vector2, color: Color, shape: string|undefined,
|
|
29649
|
+
* tileInfo: TileInfo|undefined, angle: number}>} */
|
|
29650
|
+
getScreenElements()
|
|
29651
|
+
{
|
|
29652
|
+
const look = this.visible > 0 && this.flareLook();
|
|
29653
|
+
if (!look) return [];
|
|
29654
|
+
const {sun, center, tint, height} = look, strength = look.strength * this.visible;
|
|
29472
29655
|
return this.getElements().map((e)=>
|
|
29473
29656
|
{
|
|
29474
29657
|
const c = e.color.multiply(tint);
|
|
29475
29658
|
// along the line and past the middle, a lerp would stop there
|
|
29476
|
-
|
|
29477
|
-
|
|
29659
|
+
const size = typeof e.size == 'number' ? e.size * height : e.size.scale(height);
|
|
29660
|
+
return {pos: sun.add(center.subtract(sun).scale(e.at)), size, shape: e.shape, tileInfo: e.tileInfo,
|
|
29661
|
+
angle: e.angle || 0, color: rgb(c.r, c.g, c.b, c.a * strength)};
|
|
29478
29662
|
});
|
|
29479
29663
|
}
|
|
29480
29664
|
|
|
29481
29665
|
/** Is something between the camera and the sun, or the flare's light: the level, or an object that is not see
|
|
29482
|
-
* through
|
|
29666
|
+
* through, hit on its triangles as render3D.pick hits it, so a mesh the camera is inside hides nothing unless
|
|
29667
|
+
* it is doubleSided
|
|
29483
29668
|
* @return {boolean} */
|
|
29484
|
-
|
|
29669
|
+
isHidden()
|
|
29485
29670
|
{
|
|
29486
29671
|
const source = this.flareSource();
|
|
29487
29672
|
if (!source) return true;
|
|
@@ -29495,22 +29680,29 @@ class LensFlare3D extends EngineObject3D
|
|
|
29495
29680
|
for (const map of maps)
|
|
29496
29681
|
if (map.raycast(ray, reach, (type)=> !map.blockType(type).seeThrough))
|
|
29497
29682
|
return true;
|
|
29498
|
-
//
|
|
29499
|
-
//
|
|
29500
|
-
|
|
29501
|
-
|
|
29502
|
-
|
|
29503
|
-
|
|
29504
|
-
|
|
29505
|
-
|
|
29683
|
+
// a light's lamp, the mesh the light is inside, does not hide it: one whose box, in its own space, the light
|
|
29684
|
+
// is in
|
|
29685
|
+
const lamp = (o)=>
|
|
29686
|
+
{
|
|
29687
|
+
if (!this.light || reach === Infinity || !o.mesh || o instanceof HeightMap) return false;
|
|
29688
|
+
const matrix = render3DObjectMatrix(o);
|
|
29689
|
+
if (!matrix.determinant()) return false;
|
|
29690
|
+
const p = matrix.copy().invert().transformPoint(source.pos), b = o.mesh.bounds || o.mesh.getBounds();
|
|
29691
|
+
return p.x >= b.min.x && p.x <= b.max.x && p.y >= b.min.y && p.y <= b.max.y &&
|
|
29692
|
+
p.z >= b.min.z && p.z <= b.max.z;
|
|
29693
|
+
};
|
|
29694
|
+
const hit = render3D.pick(ray, blockers.filter((o)=> !maps.some((map)=> map === o) && !lamp(o)));
|
|
29506
29695
|
return !!hit && hit.distance < reach;
|
|
29507
29696
|
}
|
|
29508
29697
|
|
|
29509
|
-
/** Ease visible toward whether the sun shows, called automatically each frame
|
|
29698
|
+
/** Ease visible toward whether the sun shows, called automatically each frame; a flare that would not show
|
|
29699
|
+
* wherever the sun is, off the screen or its light off, looks for nothing in the way */
|
|
29510
29700
|
update()
|
|
29511
29701
|
{
|
|
29512
29702
|
super.update();
|
|
29513
|
-
|
|
29703
|
+
if (this.light?.destroyed)
|
|
29704
|
+
return this.destroy(); // the flare of a light that is gone
|
|
29705
|
+
const shows = !!this.flareLook() && !(this.occlusion && this.isHidden());
|
|
29514
29706
|
const step = this.fadeTime > 0 ? timeDelta / this.fadeTime : 1;
|
|
29515
29707
|
this.visible = clamp(this.visible + (shows ? step : -step));
|
|
29516
29708
|
}
|
|
@@ -29524,8 +29716,9 @@ class LensFlare3D extends EngineObject3D
|
|
|
29524
29716
|
setAdditiveBlendMode(true);
|
|
29525
29717
|
for (const e of elements)
|
|
29526
29718
|
{
|
|
29527
|
-
const tileInfo = render3DFlareTile(e.shape);
|
|
29528
|
-
|
|
29719
|
+
const tileInfo = e.tileInfo || render3DFlareTile(e.shape);
|
|
29720
|
+
const size = typeof e.size == 'number' ? vec2(e.size) : e.size;
|
|
29721
|
+
tileInfo && drawTile(e.pos, size, tileInfo, e.color, e.angle, false, undefined, true, true);
|
|
29529
29722
|
}
|
|
29530
29723
|
setAdditiveBlendMode(false);
|
|
29531
29724
|
}
|
|
@@ -30639,8 +30832,9 @@ function level3DAddMesh(name, mesh, tileInfo, color=WHITE)
|
|
|
30639
30832
|
* are added before its objects are made, one the game added itself keeps its place
|
|
30640
30833
|
* - A level may set the scene too, in a scene block beside its objects: sky, three colors for straight up, the
|
|
30641
30834
|
* horizon and straight down, ambient, how much of them lights the scene, .5 when not given, sunDirection and
|
|
30642
|
-
* sunColor, fog, its start and end, fogColor, the horizon color when not given, and
|
|
30643
|
-
* leaves out stays as the game set it, and a level with no block changes
|
|
30835
|
+
* sunColor, fog, its start and end, fogColor, the horizon color when not given, shadows, and lensFlare, the
|
|
30836
|
+
* sun's lens flare; what the block leaves out stays as the game set it, and a level with no block changes
|
|
30837
|
+
* nothing
|
|
30644
30838
|
* @param {Object} level - The level, the level editor edits this same object
|
|
30645
30839
|
* @return {Array<any>} - What each object's type made, a function that made nothing is left out
|
|
30646
30840
|
* @memberof Level3D */
|
|
@@ -30671,7 +30865,8 @@ let level3DVoxelTiles, level3DVoxelSetupMap, level3DVoxelMap;
|
|
|
30671
30865
|
|
|
30672
30866
|
/** How a level's block map is made: the sheet its blocks show tiles of, and a function to set it up
|
|
30673
30867
|
* - A level's voxels block makes a VoxelMap when the level loads, with texture 0 and the default tile size unless
|
|
30674
|
-
* a sheet is given here; a block's type shows that tile of the sheet on every face
|
|
30868
|
+
* a sheet is given here; a block's type shows that tile of the sheet on every face; a game that has loaded no
|
|
30869
|
+
* image gets plain blocks, a color for each type
|
|
30675
30870
|
* - setup is called with each map a level makes, to give block types their own faces or make them see-through
|
|
30676
30871
|
* - Call it before level3DLoad; with no arguments the defaults are back
|
|
30677
30872
|
* @param {TileInfo} [tileInfo] - The sheet's first tile, as for a VoxelMap
|
|
@@ -30733,7 +30928,7 @@ function level3DVoxelsMake(voxels)
|
|
|
30733
30928
|
{
|
|
30734
30929
|
const shape = level3DVoxelsShape(voxels);
|
|
30735
30930
|
if (!shape || typeof VoxelMap == 'undefined') return;
|
|
30736
|
-
const map = new VoxelMap(shape.pos, shape.size, level3DVoxelTiles ||
|
|
30931
|
+
const map = new VoxelMap(shape.pos, shape.size, level3DVoxelTiles || level3DVoxelPlainTiles());
|
|
30737
30932
|
level3DVoxelsDecode(voxels.blocks, map.data);
|
|
30738
30933
|
level3DVoxelSetupMap?.(map);
|
|
30739
30934
|
map.rebuild();
|
|
@@ -30795,6 +30990,31 @@ function level3DTerrainSetColors(map, terrain, paint=level3DTerrainPaint(terrain
|
|
|
30795
30990
|
map.colors = map.heights.map((row, r)=> row.map((v, c)=> palette[paint.cells[r * map.columns + c]] || base));
|
|
30796
30991
|
}
|
|
30797
30992
|
|
|
30993
|
+
// the sheet a level's blocks show when the game gave none with level3DVoxelSetup: the game's first image, as a
|
|
30994
|
+
// VoxelMap takes it, or, for a game that has loaded no image, plain tiles made here, a color for each type, so a
|
|
30995
|
+
// block map in a game with no art can still be seen and painted
|
|
30996
|
+
let level3DVoxelPlain;
|
|
30997
|
+
function level3DVoxelPlainTiles()
|
|
30998
|
+
{
|
|
30999
|
+
if (textureInfos[0]?.size.x || headlessMode || typeof OffscreenCanvas == 'undefined')
|
|
31000
|
+
return tile();
|
|
31001
|
+
if (!level3DVoxelPlain)
|
|
31002
|
+
{
|
|
31003
|
+
// 16 by 16 tiles of 16 pixels, each a color of its own with a darker edge, so the blocks read as blocks
|
|
31004
|
+
const context = createCanvasContext(256);
|
|
31005
|
+
for (let i = 0; i < 256; ++i)
|
|
31006
|
+
{
|
|
31007
|
+
const x = i % 16 * 16, y = (i / 16 | 0) * 16, hue = i * .618 % 1;
|
|
31008
|
+
context.fillStyle = hsl(hue, .45, .4).toString();
|
|
31009
|
+
context.fillRect(x, y, 16, 16);
|
|
31010
|
+
context.fillStyle = hsl(hue, .5, .55).toString();
|
|
31011
|
+
context.fillRect(x + 1, y + 1, 14, 14);
|
|
31012
|
+
}
|
|
31013
|
+
level3DVoxelPlain = new TextureInfo(context.canvas);
|
|
31014
|
+
}
|
|
31015
|
+
return tile(0, 16, level3DVoxelPlain, 0);
|
|
31016
|
+
}
|
|
31017
|
+
|
|
30798
31018
|
// the HeightMap of a level's terrain block, undefined when it has none or it is wrong
|
|
30799
31019
|
function level3DTerrainMake(terrain)
|
|
30800
31020
|
{
|
|
@@ -30839,8 +31059,25 @@ function level3DSceneApply(scene)
|
|
|
30839
31059
|
r.fogColor = color(scene.fogColor) || r.fogColor;
|
|
30840
31060
|
if (typeof scene.shadows === 'boolean')
|
|
30841
31061
|
r.shadows = scene.shadows;
|
|
31062
|
+
if (typeof scene.lensFlare === 'boolean')
|
|
31063
|
+
level3DSceneFlare(scene.lensFlare);
|
|
30842
31064
|
}
|
|
30843
31065
|
|
|
31066
|
+
// the sun's lens flare as a scene sets it: on makes one unless the sun has a flare already, the game's own or an
|
|
31067
|
+
// earlier level's, and off takes away the one a scene made, never the game's
|
|
31068
|
+
let level3DSunFlare;
|
|
31069
|
+
function level3DSceneFlare(on)
|
|
31070
|
+
{
|
|
31071
|
+
if (!on)
|
|
31072
|
+
{
|
|
31073
|
+
level3DSunFlare && !level3DSunFlare.destroyed && level3DSunFlare.destroy();
|
|
31074
|
+
level3DSunFlare = undefined;
|
|
31075
|
+
}
|
|
31076
|
+
else if (!level3DSunHasFlare())
|
|
31077
|
+
level3DSunFlare = new LensFlare3D;
|
|
31078
|
+
}
|
|
31079
|
+
const level3DSunHasFlare = ()=> engineObjects.some((o)=> o instanceof LensFlare3D && !o.destroyed && !o.light);
|
|
31080
|
+
|
|
30844
31081
|
// a vec3 of an array of three numbers, as the file has them, or the fallback
|
|
30845
31082
|
function level3DVector(value, fallback)
|
|
30846
31083
|
{
|
|
@@ -31189,7 +31426,8 @@ level3DAddType('Cylinder', function(pos, properties)
|
|
|
31189
31426
|
{ return level3DMakeShape(pos, properties, level3DCylinderMesh ||= buildCylinder()); },
|
|
31190
31427
|
{color: WHITE, tile: -1, solid: true});
|
|
31191
31428
|
// a light, a spotlight with a cone: cone is the angle in degrees from its forward out to the edge of its beam, the
|
|
31192
|
-
// object's rotation aims it, softness is how much of the cone fades,
|
|
31429
|
+
// object's rotation aims it, softness is how much of the cone fades, shadows makes it the one that casts them, and
|
|
31430
|
+
// lensFlare gives it a lens flare; not flare, since a property is also set on the object, where flare is the flare
|
|
31193
31431
|
level3DAddType('Light', function(pos, properties)
|
|
31194
31432
|
{
|
|
31195
31433
|
const light = new Light3D(pos, properties.radius, properties.color, properties.intensity);
|
|
@@ -31197,8 +31435,9 @@ level3DAddType('Light', function(pos, properties)
|
|
|
31197
31435
|
light.coneSoftness = properties.softness;
|
|
31198
31436
|
if (properties.shadows && render3D)
|
|
31199
31437
|
render3D.shadowLight = light;
|
|
31438
|
+
properties.lensFlare && light.addFlare();
|
|
31200
31439
|
return light;
|
|
31201
|
-
}, {color: WHITE, radius: 5, intensity: 1, cone: 0, softness: .2, shadows: false});
|
|
31440
|
+
}, {color: WHITE, radius: 5, intensity: 1, cone: 0, softness: .2, shadows: false, lensFlare: false});
|
|
31202
31441
|
|
|
31203
31442
|
/**
|
|
31204
31443
|
* LittleJS Particle Effects Plugin
|
|
@@ -32364,6 +32603,11 @@ async function parseGLTF(data, baseUrl='')
|
|
|
32364
32603
|
for (const name of json.extensionsRequired || [])
|
|
32365
32604
|
if (name === 'KHR_draco_mesh_compression' || name === 'EXT_meshopt_compression')
|
|
32366
32605
|
throw new Error(`glTF with ${name} is not read, export it uncompressed`);
|
|
32606
|
+
else if (name === 'KHR_texture_basisu')
|
|
32607
|
+
throw new Error('glTF with KHR_texture_basisu textures is not read, export them as png or jpeg');
|
|
32608
|
+
// one that only may use them has other images to fall back on, or none: said, since it loads with them left out
|
|
32609
|
+
if (json.extensionsUsed?.includes('KHR_texture_basisu') && !json.extensionsRequired?.includes('KHR_texture_basisu'))
|
|
32610
|
+
console.warn('glTF: KHR_texture_basisu textures are not read and are left out, export them as png or jpeg');
|
|
32367
32611
|
|
|
32368
32612
|
// the buffers: the GLB's own, a data uri, or a file beside the model
|
|
32369
32613
|
const buffers = await Promise.all((json.buffers || []).map((buffer, i)=>
|
|
@@ -32406,7 +32650,8 @@ async function parseGLTF(data, baseUrl='')
|
|
|
32406
32650
|
const bitmap = normalTextures.has(index) ?
|
|
32407
32651
|
await createImageBitmap(blob, {colorSpaceConversion: 'none', premultiplyAlpha: 'none'}) :
|
|
32408
32652
|
opaque ? await createImageBitmap(blob, {premultiplyAlpha: 'none'}).then(gltfOpaqueImage) : await createImageBitmap(blob);
|
|
32409
|
-
|
|
32653
|
+
// REPEAT by default, and hard edged only when its sampler says NEAREST, not as the game's tiles are
|
|
32654
|
+
return new TextureInfo(bitmap, true, [sampler.wrapS ?? 10497, sampler.wrapT ?? 10497], sampler.magFilter === 9728);
|
|
32410
32655
|
}
|
|
32411
32656
|
catch (e) { LOG('glTF image not loaded', e); }
|
|
32412
32657
|
}));
|
|
@@ -32516,17 +32761,25 @@ function gltfOpaqueImage(image)
|
|
|
32516
32761
|
{
|
|
32517
32762
|
const gl = glContext, {width, height} = image;
|
|
32518
32763
|
if (gl.isContextLost()) return image; // nothing to read back through, it keeps its alpha
|
|
32519
|
-
|
|
32520
|
-
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
32521
|
-
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
|
32522
|
-
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
|
|
32523
|
-
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
|
32764
|
+
// the room to read into first: for a huge image it can fail, and must not with the framebuffer bound
|
|
32524
32765
|
const data = new Uint8ClampedArray(width * height * 4);
|
|
32525
|
-
gl.
|
|
32526
|
-
|
|
32527
|
-
|
|
32528
|
-
|
|
32529
|
-
|
|
32766
|
+
const texture = gl.createTexture(), framebuffer = gl.createFramebuffer(), bound = gl.getParameter(gl.FRAMEBUFFER_BINDING);
|
|
32767
|
+
try
|
|
32768
|
+
{
|
|
32769
|
+
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
32770
|
+
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
|
|
32771
|
+
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
|
|
32772
|
+
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
|
32773
|
+
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, data); // row 0 is the image's first row, as uploaded
|
|
32774
|
+
}
|
|
32775
|
+
finally
|
|
32776
|
+
{
|
|
32777
|
+
// the 2D renderer's own bindings back, whatever happened
|
|
32778
|
+
gl.bindFramebuffer(gl.FRAMEBUFFER, bound);
|
|
32779
|
+
gl.bindTexture(gl.TEXTURE_2D, glActiveTexture);
|
|
32780
|
+
gl.deleteFramebuffer(framebuffer);
|
|
32781
|
+
gl.deleteTexture(texture);
|
|
32782
|
+
}
|
|
32530
32783
|
for (let i = 3; i < data.length; i += 4)
|
|
32531
32784
|
data[i] = 255;
|
|
32532
32785
|
image.close();
|
|
@@ -32663,7 +32916,7 @@ function gltfAccessor(json, buffers, index)
|
|
|
32663
32916
|
}
|
|
32664
32917
|
if (scale !== 1)
|
|
32665
32918
|
for (let i = 0; i < out.length; ++i)
|
|
32666
|
-
out[i]
|
|
32919
|
+
out[i] = max(out[i] / scale, -1); // a signed type's lowest value is -1 too, as the format says
|
|
32667
32920
|
return {data: out, components, count: a.count};
|
|
32668
32921
|
}
|
|
32669
32922
|
|
|
@@ -32727,8 +32980,10 @@ function gltfPart(json, buffers, textures, primitive, matrix, name)
|
|
|
32727
32980
|
const [er, eg, eb] = material.emissiveFactor || [0, 0, 0];
|
|
32728
32981
|
if (er || eg || eb)
|
|
32729
32982
|
{
|
|
32983
|
+
// KHR_materials_emissive_strength makes it that many times brighter, emission above 1 in Blender
|
|
32984
|
+
const strength = material.extensions?.KHR_materials_emissive_strength?.emissiveStrength ?? 1;
|
|
32730
32985
|
part.emissiveMap = emissiveRef ? textures[emissiveRef.index] : gltfWhiteTexture();
|
|
32731
|
-
part.emissiveMapColor = rgb(gltfSRGB(er), gltfSRGB(eg), gltfSRGB(eb));
|
|
32986
|
+
part.emissiveMapColor = rgb(gltfSRGB(er) * strength, gltfSRGB(eg) * strength, gltfSRGB(eb) * strength);
|
|
32732
32987
|
}
|
|
32733
32988
|
return part;
|
|
32734
32989
|
}
|
|
@@ -33632,10 +33887,10 @@ class LevelEditor
|
|
|
33632
33887
|
onPanel(element) {}
|
|
33633
33888
|
|
|
33634
33889
|
/** Called by Save with the text of the file and its name; return true when the game kept it itself, and the
|
|
33635
|
-
* editor writes no file, to set or override
|
|
33890
|
+
* editor writes no file, to set or override; it may be async
|
|
33636
33891
|
* @param {string} text
|
|
33637
33892
|
* @param {string} fileName
|
|
33638
|
-
* @return {boolean|void} */
|
|
33893
|
+
* @return {boolean|void|Promise<boolean|void>} */
|
|
33639
33894
|
onSave(text, fileName) { return false; }
|
|
33640
33895
|
|
|
33641
33896
|
/** True while the editor is open, the game is paused under it
|
|
@@ -34002,7 +34257,7 @@ function editorMapRestore(map)
|
|
|
34002
34257
|
if (!map.layers || data.some((layer)=> !Array.isArray(layer))) return map;
|
|
34003
34258
|
const objects = editorObjectGroups(map.layers).map((group)=> group.objects ?? []);
|
|
34004
34259
|
const url = editorFetchedURLs.get(map), hash = editorMapHash(data, objects, editorMapLayout(map));
|
|
34005
|
-
const fileName = url
|
|
34260
|
+
const fileName = editorFileName(url, 'level.json');
|
|
34006
34261
|
const record = {map, url, fileName, key: editorMapKey(map, url, hash), hash,
|
|
34007
34262
|
original: data.map((layer)=> [...layer]), originalObjects: editorObjectsCopy(objects),
|
|
34008
34263
|
originalSize: {width: map.width, height: map.height}, layers: []};
|
|
@@ -34033,6 +34288,8 @@ function editorMapRestore(map)
|
|
|
34033
34288
|
editorRestoreObjects(map, saved);
|
|
34034
34289
|
console.warn(`LittleJS editor: brought back unsaved edits to ${record.fileName}, ` +
|
|
34035
34290
|
'Save in the editor (Esc then 0) writes them to the file');
|
|
34291
|
+
saved.stale && console.warn(`LittleJS editor: they are older than the last edits to ${record.fileName}, ` +
|
|
34292
|
+
'which storage had no room for');
|
|
34036
34293
|
}
|
|
34037
34294
|
return map;
|
|
34038
34295
|
}
|
|
@@ -34234,6 +34491,7 @@ async function editorSaveText(record, text, pickAgain)
|
|
|
34234
34491
|
if (error?.name === 'AbortError') return; // the picker was closed, nothing saved
|
|
34235
34492
|
record.fileHandle = undefined; // a file it could not write, a download instead, and not kept
|
|
34236
34493
|
editorFileStore.set(editorFileKey(record), undefined);
|
|
34494
|
+
console.warn(`LittleJS editor: ${record.fileName} could not be written, downloaded instead`, error);
|
|
34237
34495
|
}
|
|
34238
34496
|
}
|
|
34239
34497
|
saveText(text, record.fileName, 'application/json');
|
|
@@ -34250,15 +34508,35 @@ const editorSaves = ()=> readSaveData(editorSaveName(), {});
|
|
|
34250
34508
|
// if the last autosave did not fit in storage, the panel says so
|
|
34251
34509
|
let editorSaveFailed = false;
|
|
34252
34510
|
|
|
34253
|
-
// write the autosaves, noting whether storage took them
|
|
34254
|
-
|
|
34511
|
+
// write the autosaves, noting whether storage took them; when it did not, the autosave it still has of this map
|
|
34512
|
+
// is an older one, and is marked so, for the reload that brings it back to say so
|
|
34513
|
+
function editorWriteSaves(saves, key, name=editorSaveName())
|
|
34255
34514
|
{
|
|
34256
34515
|
try
|
|
34257
34516
|
{
|
|
34258
|
-
localStorage.setItem(
|
|
34259
|
-
editorSaveFailed = false;
|
|
34517
|
+
localStorage.setItem(name, JSON.stringify(saves));
|
|
34518
|
+
return editorSaveFailed = false;
|
|
34260
34519
|
}
|
|
34261
34520
|
catch { editorSaveFailed = true; }
|
|
34521
|
+
try
|
|
34522
|
+
{
|
|
34523
|
+
const kept = readSaveData(name, {});
|
|
34524
|
+
if (!kept[key] || kept[key].stale) return true;
|
|
34525
|
+
kept[key].stale = true;
|
|
34526
|
+
localStorage.setItem(name, JSON.stringify(kept));
|
|
34527
|
+
}
|
|
34528
|
+
catch {} // no room for the mark either
|
|
34529
|
+
return true;
|
|
34530
|
+
}
|
|
34531
|
+
|
|
34532
|
+
// the name of the file a level was fetched from, as it is on disk: without its folder and query, and with what
|
|
34533
|
+
// the url spells with a percent as it is written, so it is the name a picked file has
|
|
34534
|
+
function editorFileName(url, fallback)
|
|
34535
|
+
{
|
|
34536
|
+
const name = url?.split(/[?#]/)[0].split('/').pop();
|
|
34537
|
+
if (!name) return fallback;
|
|
34538
|
+
try { return decodeURIComponent(name); }
|
|
34539
|
+
catch { return name; }
|
|
34262
34540
|
}
|
|
34263
34541
|
|
|
34264
34542
|
// a map's name for its autosave, the file it was fetched from without a query, or its size, layer names and data as loaded; a map with
|
|
@@ -34314,12 +34592,12 @@ function editorAutosave(record)
|
|
|
34314
34592
|
else
|
|
34315
34593
|
saves[record.key] = {hash: record.hash, savedHash: record.savedHash, width: map.width, height: map.height,
|
|
34316
34594
|
layers: data, objects, nextobjectid: map.nextobjectid};
|
|
34317
|
-
editorWriteSaves(saves);
|
|
34595
|
+
editorWriteSaves(saves, record.key);
|
|
34318
34596
|
}
|
|
34319
34597
|
|
|
34320
34598
|
// paint every cell of a map's layers from a list of tile data, the tile layers of the map in order, and set its
|
|
34321
34599
|
// object layers' objects from a list of them; data of another size resizes the map, which needs the Restart hook
|
|
34322
|
-
function editorPaintData(record, data, objects, width=record.map.width, height=record.map.height)
|
|
34600
|
+
function editorPaintData(record, data, objects, width=record.map.width, height=record.map.height, keepUnknown=false)
|
|
34323
34601
|
{
|
|
34324
34602
|
editorStrokeEnd();
|
|
34325
34603
|
if (width !== record.map.width || height !== record.map.height)
|
|
@@ -34339,7 +34617,9 @@ function editorPaintData(record, data, objects, width=record.map.width, height=r
|
|
|
34339
34617
|
if (gids?.length === width * height)
|
|
34340
34618
|
gids.forEach((gid, i)=> editorPaint(layer, vec2(i % width, height - 1 - (i / width | 0)), gid));
|
|
34341
34619
|
}
|
|
34342
|
-
|
|
34620
|
+
// an autosave from before the file had an object layer leaves that layer as the file has it; Reset to file
|
|
34621
|
+
// empties a layer the file did not have
|
|
34622
|
+
editorObjectLayers(record).forEach((layer, i)=> objects && !(keepUnknown && i >= objects.length) &&
|
|
34343
34623
|
editorChangeObjects(layer, (list)=> list.splice(0, list.length, ...editorObjectsCopy(objects[i] ?? []))));
|
|
34344
34624
|
});
|
|
34345
34625
|
editorStroke ? editorStrokeEnd() : editorAutosave(record);
|
|
@@ -34359,7 +34639,7 @@ function editorApplyPending(record)
|
|
|
34359
34639
|
return false;
|
|
34360
34640
|
}
|
|
34361
34641
|
record.pending = record.pendingUnfit = undefined;
|
|
34362
|
-
editorPaintData(record, saved.layers, saved.objects, saved.width, saved.height);
|
|
34642
|
+
editorPaintData(record, saved.layers, saved.objects, saved.width, saved.height, true);
|
|
34363
34643
|
return true;
|
|
34364
34644
|
}
|
|
34365
34645
|
|
|
@@ -34464,8 +34744,7 @@ function editorClearSelections()
|
|
|
34464
34744
|
function editorMapChanged(record, before)
|
|
34465
34745
|
{
|
|
34466
34746
|
const stroke = [{resize: record, before, after: editorMapSnapshot(record)}];
|
|
34467
|
-
|
|
34468
|
-
editorRedoList.length = 0;
|
|
34747
|
+
editorUndoPush(stroke);
|
|
34469
34748
|
editorChanged(stroke);
|
|
34470
34749
|
}
|
|
34471
34750
|
|
|
@@ -34542,12 +34821,20 @@ function editorPaint(layer, pos, gid)
|
|
|
34542
34821
|
(editorStroke ||= []).push({layer, pos: pos.copy(), before, after: gid});
|
|
34543
34822
|
}
|
|
34544
34823
|
|
|
34824
|
+
// an edit goes on the undo list, which keeps the last 100, as the 3D editor's does: a fill of a large layer is
|
|
34825
|
+
// an entry for every cell, and a session of them would hold millions
|
|
34826
|
+
function editorUndoPush(stroke)
|
|
34827
|
+
{
|
|
34828
|
+
editorUndoList.push(stroke);
|
|
34829
|
+
editorUndoList.length > 100 && editorUndoList.shift();
|
|
34830
|
+
editorRedoList.length = 0;
|
|
34831
|
+
}
|
|
34832
|
+
|
|
34545
34833
|
// the stroke is done, it can be undone as one
|
|
34546
34834
|
function editorStrokeEnd()
|
|
34547
34835
|
{
|
|
34548
34836
|
if (!editorStroke) return;
|
|
34549
|
-
|
|
34550
|
-
editorRedoList.length = 0;
|
|
34837
|
+
editorUndoPush(editorStroke);
|
|
34551
34838
|
editorChanged(editorStroke);
|
|
34552
34839
|
editorStroke = undefined;
|
|
34553
34840
|
}
|
|
@@ -34957,7 +35244,7 @@ function editorUpdateObjects(space)
|
|
|
34957
35244
|
if (!editorObjectSelection.has(hit.id))
|
|
34958
35245
|
editorObjectSelection = new Set([hit.id]);
|
|
34959
35246
|
editorObjectDrag = {start: snap(mouse), from: new Map(editorSelectedObjects().map((object)=>
|
|
34960
|
-
[object.id,
|
|
35247
|
+
[object.id, {x: object.x, y: object.y}]))};
|
|
34961
35248
|
}
|
|
34962
35249
|
else if (editorObjectSelection.size)
|
|
34963
35250
|
editorObjectSelection.clear();
|
|
@@ -34972,8 +35259,10 @@ function editorUpdateObjects(space)
|
|
|
34972
35259
|
{
|
|
34973
35260
|
for (const object of list)
|
|
34974
35261
|
{
|
|
34975
|
-
|
|
34976
|
-
from
|
|
35262
|
+
// from the numbers it had, in the map's own units: through cells and back they pick up a hair
|
|
35263
|
+
const from = drag.from.get(object.id), {tilewidth=1, tileheight=1} = record.map;
|
|
35264
|
+
if (from)
|
|
35265
|
+
object.x = from.x + delta.x * tilewidth, object.y = from.y - delta.y * tileheight;
|
|
34977
35266
|
}
|
|
34978
35267
|
});
|
|
34979
35268
|
}
|
|
@@ -36694,7 +36983,7 @@ function editor3DSceneState()
|
|
|
36694
36983
|
const r = render3D;
|
|
36695
36984
|
return {sky: r.sky, ambientColor: r.ambientColor.copy(), ambientGroundColor: r.ambientGroundColor?.copy(),
|
|
36696
36985
|
fogStart: r.fogStart, fogEnd: r.fogEnd, fogColor: r.fogColor?.copy(), sunDirection: r.sunDirection.copy(),
|
|
36697
|
-
sunColor: r.sunColor.copy(), shadows: r.shadows};
|
|
36986
|
+
sunColor: r.sunColor.copy(), shadows: r.shadows, sunFlare: !!level3DSunFlare && !level3DSunFlare.destroyed};
|
|
36698
36987
|
}
|
|
36699
36988
|
function editor3DSceneRestore(state)
|
|
36700
36989
|
{
|
|
@@ -36709,6 +36998,7 @@ function editor3DSceneRestore(state)
|
|
|
36709
36998
|
r.sunDirection = state.sunDirection.copy();
|
|
36710
36999
|
r.sunColor = state.sunColor.copy();
|
|
36711
37000
|
r.shadows = state.shadows;
|
|
37001
|
+
level3DSceneFlare(state.sunFlare); // a flare an earlier level's scene gave the sun, never the game's own
|
|
36712
37002
|
}
|
|
36713
37003
|
|
|
36714
37004
|
// the scene on screen as a block, to start a level's scene from: a sky only when the dome's colors are known
|
|
@@ -36730,6 +37020,7 @@ function editor3DSceneFromView()
|
|
|
36730
37020
|
scene.fog = [editor3DRound(r.fogStart || 0), editor3DRound(r.fogEnd || 0)];
|
|
36731
37021
|
scene.fogColor = editor3DHex(r.fogColor || canvasClearColor);
|
|
36732
37022
|
scene.shadows = !!r.shadows;
|
|
37023
|
+
scene.lensFlare = level3DSunHasFlare();
|
|
36733
37024
|
return scene;
|
|
36734
37025
|
}
|
|
36735
37026
|
|
|
@@ -36868,7 +37159,7 @@ function editor3DLevelLoaded(level)
|
|
|
36868
37159
|
const original = editor3DCopy(editor3DObjects()), originalParts = editor3DLevelParts();
|
|
36869
37160
|
const hash = editor3DContentHash(original, originalParts);
|
|
36870
37161
|
// sceneBase is the scene the game set, taken before the level's own block is applied
|
|
36871
|
-
const record = {fileName: url
|
|
37162
|
+
const record = {fileName: editorFileName(url, 'level3D.json'), key: url ?? 'level #' + hash, original,
|
|
36872
37163
|
originalParts, sceneBase: render3D ? editor3DSceneState() : undefined, hash, pending: undefined,
|
|
36873
37164
|
fileHandle: undefined, undo: [], redo: []};
|
|
36874
37165
|
editor3DRecords.set(level, record);
|
|
@@ -36969,6 +37260,7 @@ function editor3DChange(change)
|
|
|
36969
37260
|
const before = editor3DCopy(editor3DObjects()), after = editor3DCopy(before);
|
|
36970
37261
|
change(after);
|
|
36971
37262
|
if (editor3DSame(before, after)) return false;
|
|
37263
|
+
editor3DFixIds(after); // an object added with no id, or with one in use, gets one of its own
|
|
36972
37264
|
editor3DSetObjects(after);
|
|
36973
37265
|
editor3DStroke ||= {before, parts: editor3DLevelParts()};
|
|
36974
37266
|
return true;
|
|
@@ -37742,7 +38034,7 @@ function editor3DPrefabJSON(name)
|
|
|
37742
38034
|
|
|
37743
38035
|
// the prefabs opened one inside the other, each with the level it was opened from, its name, the selection there
|
|
37744
38036
|
// and the ids of that level's objects that had something made for them
|
|
37745
|
-
/** @type {Array<{level: Object, name: string, selection: Array<number>, made: Set<number>, entered?: string
|
|
38037
|
+
/** @type {Array<{level: Object, name: string, selection: Array<number>, made: Set<number>, entered?: string}>} */
|
|
37746
38038
|
const editor3DPrefabStack = [];
|
|
37747
38039
|
// the levels that are a prefab being edited, they have no autosave of their own
|
|
37748
38040
|
const editor3DPrefabLevels = new WeakSet;
|
|
@@ -37751,6 +38043,28 @@ const editor3DPrefabLevels = new WeakSet;
|
|
|
37751
38043
|
let editor3DPrefabEdits = {};
|
|
37752
38044
|
// the prefabs of the game's own that were edited and are not in a file yet
|
|
37753
38045
|
const editor3DPrefabDirty = new Set;
|
|
38046
|
+
// what is known of each prefab's file, by its name, so it outlasts the prefab being closed and opened again: the
|
|
38047
|
+
// save being written, for the next to wait on, what the file has since a Save, and what the prefab holds now
|
|
38048
|
+
/** @type {Map<string, {saving?: Promise<any>, saved?: string, content?: string}>} */
|
|
38049
|
+
const editor3DPrefabFiles = new Map;
|
|
38050
|
+
function editor3DPrefabFile(name)
|
|
38051
|
+
{
|
|
38052
|
+
editor3DPrefabFiles.has(name) || editor3DPrefabFiles.set(name, {});
|
|
38053
|
+
return editor3DPrefabFiles.get(name);
|
|
38054
|
+
}
|
|
38055
|
+
|
|
38056
|
+
// say if a prefab of the game's own is in its file, now that it holds this: once a Save has written it, it is
|
|
38057
|
+
// when what it holds is what was written; before any Save it is not once it was edited
|
|
38058
|
+
function editor3DPrefabFileCheck(name, content, edited=false)
|
|
38059
|
+
{
|
|
38060
|
+
const file = editor3DPrefabFile(name);
|
|
38061
|
+
file.content = content;
|
|
38062
|
+
if (level3DPrefabs.get(name)?.fromLevel) return; // one of the level's own is saved with the level
|
|
38063
|
+
if (file.saved !== undefined)
|
|
38064
|
+
content === file.saved ? editor3DPrefabDirty.delete(name) : editor3DPrefabDirty.add(name);
|
|
38065
|
+
else if (edited)
|
|
38066
|
+
editor3DPrefabDirty.add(name);
|
|
38067
|
+
}
|
|
37754
38068
|
|
|
37755
38069
|
// destroy what the level being edited has in the world, its objects' and its maps'
|
|
37756
38070
|
function editor3DPrefabClear()
|
|
@@ -37804,9 +38118,10 @@ function editor3DPrefabBack()
|
|
|
37804
38118
|
level3DPrefabSet(frame.name, prefab, fromLevel);
|
|
37805
38119
|
if (fromLevel)
|
|
37806
38120
|
editor3DPrefabEdits[frame.name] = prefab;
|
|
37807
|
-
else if (JSON.stringify(objects) !== frame.saved)
|
|
37808
|
-
editor3DPrefabDirty.add(frame.name); // not what Save wrote while it was open
|
|
37809
38121
|
}
|
|
38122
|
+
// one of the game's own is in its file or not by what it holds now, edited here or not: undone back to how it
|
|
38123
|
+
// was opened after a Save, it is not what the file has
|
|
38124
|
+
editor3DPrefabFileCheck(frame.name, JSON.stringify(objects), changed);
|
|
37810
38125
|
|
|
37811
38126
|
// the level it was opened from is the editor's again, with its own undo
|
|
37812
38127
|
const level = editor3DLevel = frame.level, record = editor3DRecords.get(level);
|
|
@@ -38134,8 +38449,10 @@ function editor3DAutosave(level=editor3DLevel, known)
|
|
|
38134
38449
|
if (known?.fromLevel && JSON.stringify(objects) !== frame.entered)
|
|
38135
38450
|
edits[frame.name] = known.attached ? {attached: true, objects} : {objects};
|
|
38136
38451
|
});
|
|
38137
|
-
|
|
38138
|
-
|
|
38452
|
+
// with nothing edited any more, an undo back to how the prefab was, the level's autosave is the level's own
|
|
38453
|
+
// again, which takes away one of an edit that was undone and keeps the level's other edits
|
|
38454
|
+
const prefabs = {...editor3DLevelPart('prefabs', root), ...edits};
|
|
38455
|
+
root && editor3DAutosave(Object.keys(prefabs).length ? {...root, prefabs} : root, editor3DRecords.get(root));
|
|
38139
38456
|
return;
|
|
38140
38457
|
}
|
|
38141
38458
|
const record = known ?? editor3DRecords.get(level);
|
|
@@ -38149,12 +38466,9 @@ function editor3DAutosave(level=editor3DLevel, known)
|
|
|
38149
38466
|
else
|
|
38150
38467
|
saves[record.key] = {hash: record.hash, savedHash: record.savedHash, objects: editor3DCopy(objects),
|
|
38151
38468
|
...parts};
|
|
38152
|
-
|
|
38153
|
-
|
|
38154
|
-
|
|
38155
|
-
editor3DSaveFailed = false;
|
|
38156
|
-
}
|
|
38157
|
-
catch { editor3DSaveFailed = true; }
|
|
38469
|
+
const failed = editorSaveFailed; // the 2D editor's own flag is its own
|
|
38470
|
+
editor3DSaveFailed = editorWriteSaves(saves, record.key, editor3DSaveName());
|
|
38471
|
+
editorSaveFailed = failed;
|
|
38158
38472
|
}
|
|
38159
38473
|
|
|
38160
38474
|
// put the autosaved edits of a file that changed into the level, as one undo
|
|
@@ -38211,16 +38525,23 @@ async function editor3DSave(pickAgain=false)
|
|
|
38211
38525
|
// inside a prefab, Save writes the prefab as a file of its own, or the game keeps it itself
|
|
38212
38526
|
const text = editor3DLevelJSON(level), name = open.name + '.json';
|
|
38213
38527
|
const written = JSON.stringify(editor3DObjects()); // as the file has it
|
|
38528
|
+
// its place in line is the prefab's, by its name: closed and opened again it is a new level here, and its
|
|
38529
|
+
// saves still go in the order they were asked for
|
|
38530
|
+
const file = editor3DPrefabFile(open.name), before = file.saving;
|
|
38214
38531
|
const saved = (async ()=>
|
|
38215
38532
|
{
|
|
38216
|
-
await
|
|
38533
|
+
await before;
|
|
38217
38534
|
const kept = await editorCall('onSave', text, name) === true;
|
|
38218
38535
|
kept || saveText(text, name, 'application/json');
|
|
38219
|
-
|
|
38220
|
-
|
|
38536
|
+
file.saved = written;
|
|
38537
|
+
// it is in its file when what it holds now is what was written: edited again while the save was
|
|
38538
|
+
// kept, or gone back from with more edits, it still waits
|
|
38539
|
+
const at = editor3DPrefabStack.indexOf(open);
|
|
38540
|
+
const now = at < 0 ? file.content : JSON.stringify((editor3DPrefabStack[at + 1]?.level ?? editor3DLevel).objects);
|
|
38541
|
+
editor3DPrefabFileCheck(open.name, now ?? written);
|
|
38221
38542
|
return kept ? 'kept' : 'downloaded';
|
|
38222
38543
|
})();
|
|
38223
|
-
|
|
38544
|
+
file.saving = saved.catch(()=> {});
|
|
38224
38545
|
return saved;
|
|
38225
38546
|
}
|
|
38226
38547
|
// what is written, kept as it is now: the level can change while the file is picked and written, and those
|
|
@@ -39688,6 +40009,8 @@ function editor3DSceneUpdate(box)
|
|
|
39688
40009
|
color('Fog color', 'The sky\'s horizon color when the level has a sky and no fog color',
|
|
39689
40010
|
scene.fogColor ?? (sky ? sky[1] : view.fogColor), (hex)=> change('fogColor', hex));
|
|
39690
40011
|
toggle('Shadows', 'The sun casts shadows', !!value('shadows'), (on)=> change('shadows', on));
|
|
40012
|
+
toggle('Lens flare', 'The sun flares in the lens when it is in view', !!value('lensFlare'), (on)=>
|
|
40013
|
+
change('lensFlare', on));
|
|
39691
40014
|
}
|
|
39692
40015
|
|
|
39693
40016
|
// the properties box: the position, rotation and scale of the one selected object and an input for each default
|
|
@@ -40247,6 +40570,7 @@ export
|
|
|
40247
40570
|
tileCollisionTest,
|
|
40248
40571
|
tileCollisionRaycast,
|
|
40249
40572
|
tileLayersLoad,
|
|
40573
|
+
tileLayersFromLDtk,
|
|
40250
40574
|
objectLayersAddType,
|
|
40251
40575
|
objectLayersLoad,
|
|
40252
40576
|
TileLayerData,
|
|
@@ -40305,10 +40629,6 @@ export
|
|
|
40305
40629
|
LightSystemPlugin,
|
|
40306
40630
|
Light,
|
|
40307
40631
|
|
|
40308
|
-
// ZzFXMusic
|
|
40309
|
-
ZzFXMusic,
|
|
40310
|
-
zzfxM,
|
|
40311
|
-
|
|
40312
40632
|
// Audio Effects
|
|
40313
40633
|
AudioEffect,
|
|
40314
40634
|
AudioFilter,
|