littlejsengine 1.6.6 → 1.7.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +76 -53
- package/build/littlejs.d.ts +154 -136
- package/build/littlejs.esm.js +461 -305
- package/build/littlejs.esm.min.js +1 -1
- package/build/littlejs.js +452 -291
- package/build/littlejs.min.js +1 -1
- package/build/littlejs.release.js +2317 -2168
- package/examples/breakout/game.js +5 -1
- package/examples/breakout/index.html +5 -5
- package/examples/breakoutTutorial/README.md +6 -6
- package/examples/breakoutTutorial/game.js +3 -0
- package/examples/breakoutTutorial/index.html +3 -3
- package/examples/electron/build.js +105 -0
- package/examples/electron/game.js +4 -2
- package/examples/electron/index.html +13 -2
- package/examples/electron/package.json +5 -3
- package/examples/empty/game.js +3 -1
- package/examples/empty/index.html +1 -1
- package/examples/js13k/build.bat +2 -0
- package/examples/js13k/build.js +110 -0
- package/examples/js13k/game.js +109 -0
- package/examples/js13k/index.html +18 -0
- package/examples/js13k/tiles.png +0 -0
- package/examples/module/game.js +9 -3
- package/examples/module/index.html +2 -2
- package/examples/particles/index.html +7 -13
- package/examples/platformer/game.js +5 -2
- package/examples/platformer/gameEffects.js +12 -12
- package/examples/platformer/gamePlayer.js +2 -2
- package/examples/platformer/index.html +8 -8
- package/examples/puzzle/game.js +5 -3
- package/examples/puzzle/index.html +4 -4
- package/examples/starter/build.bat +2 -78
- package/examples/starter/build.js +109 -0
- package/examples/starter/game.js +4 -1
- package/examples/starter/index.html +15 -18
- package/examples/stress/index.html +5 -7
- package/examples/typescript/build.bat +2 -14
- package/examples/typescript/build.js +31 -0
- package/examples/typescript/game.js +94 -89
- package/examples/typescript/game.ts +9 -3
- package/examples/typescript/index.html +2 -2
- package/package.json +2 -2
- package/src/engine.js +3 -3
- package/src/engineAudio.js +44 -16
- package/src/engineBuild.bat +2 -132
- package/src/engineBuild.js +156 -0
- package/src/engineDebug.js +25 -15
- package/src/engineDraw.js +62 -53
- package/src/engineExport.js +7 -12
- package/src/engineInput.js +27 -35
- package/src/engineObject.js +15 -13
- package/src/engineParticles.js +6 -6
- package/src/engineRelease.js +1 -3
- package/src/engineSettings.js +1 -0
- package/src/engineTileLayer.js +31 -18
- package/src/engineUtilities.js +161 -93
- package/src/engineWebGL.js +63 -27
- package/examples/electron/build.bat +0 -52
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@@ -69,7 +69,7 @@ function explosion(pos, radius=3)
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}
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// cleanup neighbors
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const cleanupRadius = radius +
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const cleanupRadius = radius + 2;
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for (let x = -cleanupRadius; x < cleanupRadius; ++x)
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{
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const h = (cleanupRadius**2 - x**2)**.5;
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@@ -78,7 +78,6 @@ function explosion(pos, radius=3)
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}
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// kill/push objects
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const maxRangeSquared = (radius*1.5)**2;
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engineObjectsCallback(pos, radius*3, (o)=>
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{
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const d = o.pos.distance(pos);
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@@ -170,7 +169,7 @@ function decorateBackgroundTile(pos)
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// check corner neighbors
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const neighborTileDataA = getTileBackgroundData(pos.add(vec2().setAngle(i*PI/2)));
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const neighborTileDataB = getTileBackgroundData(pos.add(vec2().setAngle((i+1)%4*PI/2)));
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if (neighborTileDataA > 0
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if (neighborTileDataA > 0 || neighborTileDataB > 0)
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continue;
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const directionVector = vec2().setAngle(i*PI/2+PI/4, 10).floor();
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@@ -236,26 +235,27 @@ function drawSky()
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function drawStars()
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{
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// draw stars and planets
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-
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const random = new RandomGenerator;
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random.seed = skySeed;
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const largeStarCount = 9;
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for (let i = 1e3; i--;)
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{
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let size =
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let speed =
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let color = (new Color).setHSLA(
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let size = random.float(6, 1);
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let speed = random.float() < .9 ? random.float(5) : random.float(99,9);
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let color = (new Color).setHSLA(random.float(.2,-.3), random.float()**9, random.float(1,.5), random.float(.9,.3));
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if (i < largeStarCount)
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{
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// large planets and suns
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size =
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speed =
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color = (new Color).setHSLA(
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size = random.float()**3*99 + 9;
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speed = random.float(5);
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color = (new Color).setHSLA(random.float(), random.float(), random.float(1,.5)).add(skyColor.scale(.5)).clamp();
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}
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const extraSpace = 200;
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const w = mainCanvas.width+2*extraSpace, h = mainCanvas.height+2*extraSpace;
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const screenPos = vec2(
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(
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(
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(random.float(w)+time*speed)%w-extraSpace,
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(random.float(h)+time*speed*random.float())%h-extraSpace);
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mainContext.fillStyle = color;
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if (size < 9)
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@@ -97,7 +97,7 @@ class Character extends GameObject
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{
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const testPos = this.pos.add(vec2(0, y + .1*moveInput.y - this.size.y/2));
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const collisionData = getTileCollisionData(testPos);
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touchingLadder
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touchingLadder ||= collisionData == tileType_ladder;
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}
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if (!touchingLadder)
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this.climbingLadder = 0;
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damage(damage, damagingObject)
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{
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if (this.isDead() || this.getAliveTime() < 1 || this.dodgeTimer.active()
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if (this.isDead() || this.getAliveTime() < 1 || this.dodgeTimer.active())
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return;
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makeBlood(damagingObject ? damagingObject.pos : this.pos);
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@@ -1,14 +1,14 @@
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-
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<title>Little JS Platforming Game
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<!DOCTYPE html><head>
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<title>Little JS Platforming Game</title>
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<meta name=viewport content=width=device-width,height=device-height,initial-scale=1,maximum-scale=1>
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<meta name=apple-mobile-web-app-capable content=yes>
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<meta name=mobile-web-app-capable content=yes>
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<link rel=icon type=image/png href=../favicon.png>
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</head><body>
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<script src=../../build/littlejs.js?
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<script src=gameObjects.js?
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<script src=gamePlayer.js?
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<script src=gameEffects.js?
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<script src=gameLevel.js?
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<script src=game.js?
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<script src=../../build/littlejs.js?1701></script>
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<script src=gameObjects.js?1701></script>
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<script src=gamePlayer.js?1701></script>
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<script src=gameEffects.js?1701></script>
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<script src=gameLevel.js?1701></script>
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<script src=game.js?1701></script>
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package/examples/puzzle/game.js
CHANGED
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/*
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-
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- A match 3 style puzzle game
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- Uses a
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Little Puzzle Game
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- A simple match 3 style puzzle game
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- Uses a high resolution texture
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- Tracks high score in local storage
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- Control with mouse or touch
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*/
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'use strict';
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<title>Little Puzzle Game
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<!DOCTYPE html><head>
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<title>Little Puzzle Game</title>
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<meta name=viewport content=width=device-width,height=device-height,initial-scale=1,maximum-scale=1>
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<meta name=apple-mobile-web-app-capable content=yes>
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<meta name=mobile-web-app-capable content=yes>
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<link rel=icon type=image/png href=../favicon.png>
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</head><body>
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<script src=../../build/littlejs.js?
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<script src=game.js?
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<script src=../../build/littlejs.js?1701></script>
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<script src=game.js?1701></script>
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rem
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-
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set NAME=game
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set BUILD_FOLDER=build
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set BUILD_FILENAME=index.js
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rem install dev packages
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rem call npm install
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rem remove old files
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del %NAME%.zip
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rmdir /s /q %BUILD_FOLDER%
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-
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rem copy engine release build
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mkdir %BUILD_FOLDER%
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pushd %BUILD_FOLDER%
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rem rebuild engine first
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pushd ..\..\..\src
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call engineBuild.bat
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if %ERRORLEVEL% NEQ 0 (
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pause
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exit /b %ERRORLEVEL%
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)
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popd
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type ..\..\..\build\littlejs.release.js >> %BUILD_FILENAME%
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echo. >> %BUILD_FILENAME%
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rem add your game's files to include here
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type ..\game.js >> %BUILD_FILENAME%
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echo. >> %BUILD_FILENAME%
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rem copy images to build folder
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copy ..\tiles.png tiles.png
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rem minify code with closure
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move %BUILD_FILENAME% temp_%BUILD_FILENAME%
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call npx google-closure-compiler --js=temp_%BUILD_FILENAME% --js_output_file=%BUILD_FILENAME% --compilation_level=ADVANCED --language_out=ECMASCRIPT_2021 --warning_level=VERBOSE --jscomp_off=* --assume_function_wrapper
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if %ERRORLEVEL% NEQ 0 (
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pause
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exit /b %ERRORLEVEL%
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)
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del temp_%BUILD_FILENAME%
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-
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rem more minification with uglify
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call npx uglifyjs -o %BUILD_FILENAME% --compress --mangle -- %BUILD_FILENAME%
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if %ERRORLEVEL% NEQ 0 (
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pause
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exit /b %ERRORLEVEL%
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)
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-
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rem roadroller compresses the code better then zip
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call npx roadroller %BUILD_FILENAME% -o %BUILD_FILENAME%
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if %ERRORLEVEL% NEQ 0 (
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pause
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exit /b %ERRORLEVEL%
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)
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rem build the html, you can add an html header and footer here
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rem type ..\header.html >> index.html
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echo ^<script^> >> index.html
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type %BUILD_FILENAME% >> index.html
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echo ^</script^> >> index.html
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rem type ..\footer.html >> index.html
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-
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rem delete intermediate files
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del %BUILD_FILENAME%
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-
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rem zip the result, ect is recommended
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call ..\..\..\node_modules\ect-bin\vendor\win32\ect.exe -9 -strip -zip ..\%NAME%.zip index.html tiles.png
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if %ERRORLEVEL% NEQ 0 (
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pause
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exit /b %ERRORLEVEL%
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)
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-
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popd
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rem LittleJS Build Script
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call node build.js
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@@ -0,0 +1,109 @@
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#!/usr/bin/env node
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/**
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* LittleJS Build System
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*/
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const PROGRAM_TITLE = 'Little JS Starter Project';
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const PROGRAM_NAME = 'game';
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const BUILD_FOLDER = 'build';
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const sourceFiles =
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[
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'../../build/littlejs.release.js',
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'game.js',
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// add your game's files here
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];
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const dataFiles =
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[
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'tiles.png',
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// add your game's data files here
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];
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console.log(`Building ${PROGRAM_NAME}...`);
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const startTime = Date.now();
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const fs = require('node:fs');
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const child_process = require('node:child_process');
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// rebuild engine
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child_process.execSync(`npm run build`, { stdio: 'inherit' });
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// remove old files and setup build folder
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fs.rmSync(BUILD_FOLDER, { recursive: true, force: true });
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fs.rmSync(`${PROGRAM_NAME}.zip`, { force: true });
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fs.mkdirSync(BUILD_FOLDER);
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// copy data files
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for(const file of dataFiles)
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fs.copyFileSync(file, `${BUILD_FOLDER}/${file}`);
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Build
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(
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`${BUILD_FOLDER}/index.js`,
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sourceFiles,
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[closureCompilerStep, uglifyBuildStep, htmlBuildStep, zipBuildStep]
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);
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console.log('');
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console.log(`Build Completed in ${((Date.now() - startTime)/1e3).toFixed(2)} seconds!`);
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console.log(`Size of ${PROGRAM_NAME}.zip: ${fs.statSync(`${PROGRAM_NAME}.zip`).size} bytes`);
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///////////////////////////////////////////////////////////////////////////////
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// A single build with its own source files, build steps, and output file
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// - each build step is a callback that accepts a single filename
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function Build(outputFile, files=[], buildSteps=[])
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{
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// copy files into a buffer
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let buffer = '';
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for (const file of files)
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buffer += fs.readFileSync(file) + '\n';
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// output file
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fs.writeFileSync(outputFile, buffer, {flag: 'w+'});
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// execute build steps in order
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for (const buildStep of buildSteps)
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buildStep(outputFile);
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}
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function closureCompilerStep(filename)
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{
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console.log(`Running closure compiler...`);
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const filenameTemp = filename + '.tmp';
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|
+
fs.copyFileSync(filename, filenameTemp);
|
|
75
|
+
child_process.execSync(`npx google-closure-compiler --js=${filenameTemp} --js_output_file=${filename} --compilation_level=ADVANCED --language_out=ECMASCRIPT_2021 --warning_level=VERBOSE --jscomp_off=* --assume_function_wrapper`, {stdio: 'inherit'});
|
|
76
|
+
fs.rmSync(filenameTemp);
|
|
77
|
+
};
|
|
78
|
+
|
|
79
|
+
function uglifyBuildStep(filename)
|
|
80
|
+
{
|
|
81
|
+
console.log(`Running uglify...`);
|
|
82
|
+
child_process.execSync(`npx uglifyjs ${filename} -c -m -o ${filename}`, {stdio: 'inherit'});
|
|
83
|
+
};
|
|
84
|
+
|
|
85
|
+
function htmlBuildStep(filename)
|
|
86
|
+
{
|
|
87
|
+
console.log(`Building html...`);
|
|
88
|
+
|
|
89
|
+
// create html file
|
|
90
|
+
let buffer = '<!DOCTYPE html>';
|
|
91
|
+
buffer += '<head>';
|
|
92
|
+
buffer += `<title>${PROGRAM_TITLE}</title>`;
|
|
93
|
+
buffer += '</head>';
|
|
94
|
+
buffer += '<script>';
|
|
95
|
+
buffer += fs.readFileSync(filename) + '\n';
|
|
96
|
+
buffer += '</script>';
|
|
97
|
+
|
|
98
|
+
// output html file
|
|
99
|
+
fs.writeFileSync(`${BUILD_FOLDER}/index.html`, buffer, {flag: 'w+'});
|
|
100
|
+
};
|
|
101
|
+
|
|
102
|
+
function zipBuildStep(filename)
|
|
103
|
+
{
|
|
104
|
+
console.log(`Zipping...`);
|
|
105
|
+
|
|
106
|
+
const ect = '../../../node_modules/ect-bin/vendor/win32/ect.exe';
|
|
107
|
+
const args = ['-9', '-strip', '-zip', `../${PROGRAM_NAME}.zip`, 'index.html', ...dataFiles];
|
|
108
|
+
child_process.spawnSync(ect, args, {stdio: 'inherit', cwd: BUILD_FOLDER});
|
|
109
|
+
};
|
package/examples/starter/game.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
|
|
1
|
+
<!DOCTYPE html><head>
|
|
2
2
|
<title>Little JS Starter Project</title>
|
|
3
3
|
<meta name=viewport content=width=device-width,height=device-height,initial-scale=1,maximum-scale=1>
|
|
4
4
|
<meta name=apple-mobile-web-app-capable content=yes>
|
|
@@ -6,22 +6,19 @@
|
|
|
6
6
|
<link rel=icon type=image/png href=../favicon.png>
|
|
7
7
|
</head><body>
|
|
8
8
|
|
|
9
|
-
<!-- LittleJS
|
|
10
|
-
<script src=../../src/engineDebug.js?
|
|
11
|
-
<script src=../../src/engineUtilities.js?
|
|
12
|
-
<script src=../../src/engineSettings.js?
|
|
13
|
-
<script src=../../src/engineObject.js?
|
|
14
|
-
<script src=../../src/engineDraw.js?
|
|
15
|
-
<script src=../../src/engineInput.js?
|
|
16
|
-
<script src=../../src/engineAudio.js?
|
|
17
|
-
<script src=../../src/engineTileLayer.js?
|
|
18
|
-
<script src=../../src/engineParticles.js?
|
|
19
|
-
<script src=../../src/engineMedals.js?
|
|
20
|
-
<script src=../../src/engineWebGL.js?
|
|
21
|
-
<script src=../../src/engine.js?
|
|
22
|
-
|
|
23
|
-
<!-- You can also include all engine scripts like this... -->
|
|
24
|
-
<!-- <script src=engine/engine.all.js></script> -->
|
|
9
|
+
<!-- LittleJS Engine -->
|
|
10
|
+
<script src=../../src/engineDebug.js?1701></script>
|
|
11
|
+
<script src=../../src/engineUtilities.js?1701></script>
|
|
12
|
+
<script src=../../src/engineSettings.js?1701></script>
|
|
13
|
+
<script src=../../src/engineObject.js?1701></script>
|
|
14
|
+
<script src=../../src/engineDraw.js?1701></script>
|
|
15
|
+
<script src=../../src/engineInput.js?1701></script>
|
|
16
|
+
<script src=../../src/engineAudio.js?1701></script>
|
|
17
|
+
<script src=../../src/engineTileLayer.js?1701></script>
|
|
18
|
+
<script src=../../src/engineParticles.js?1701></script>
|
|
19
|
+
<script src=../../src/engineMedals.js?1701></script>
|
|
20
|
+
<script src=../../src/engineWebGL.js?1701></script>
|
|
21
|
+
<script src=../../src/engine.js?1701></script>
|
|
25
22
|
|
|
26
23
|
<!-- Add your game scripts here -->
|
|
27
|
-
<script src=game.js?
|
|
24
|
+
<script src=game.js?1701></script>
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
|
|
1
|
+
<!DOCTYPE html><head>
|
|
2
2
|
<title>Little JS Stress Test</title>
|
|
3
3
|
<meta name=viewport content=width=device-width,height=device-height,initial-scale=1,maximum-scale=1>
|
|
4
4
|
<meta name=apple-mobile-web-app-capable content=yes>
|
|
@@ -6,22 +6,20 @@
|
|
|
6
6
|
<link rel=icon type=image/png href=../favicon.png>
|
|
7
7
|
</head><body>
|
|
8
8
|
|
|
9
|
-
<script src=../../build/littlejs.min.js?
|
|
9
|
+
<script src=../../build/littlejs.min.js?1701></script>
|
|
10
10
|
<script>
|
|
11
11
|
|
|
12
12
|
/*
|
|
13
13
|
LittleJS Stress Test
|
|
14
14
|
- Render over 50,000 sprites at 60 fps in Chrome
|
|
15
|
-
- Uses glOverlay mode in Firefox to improve performance
|
|
16
15
|
- Also plays music in the background with zzfxm
|
|
17
16
|
- All code and the image is contained in this html file
|
|
18
|
-
- Text displayed using a div so it appears on top in glOverlay mode
|
|
19
17
|
*/
|
|
20
18
|
|
|
21
19
|
'use strict';
|
|
22
20
|
|
|
23
21
|
// keep our own list of simple sprites and track fps
|
|
24
|
-
let sprites, timeMS,
|
|
22
|
+
let sprites, timeMS, fpsDisplay, statsDisplay, spriteColor, spriteAdditiveColor;
|
|
25
23
|
|
|
26
24
|
///////////////////////////////////////////////////////////////////////////////
|
|
27
25
|
|
|
@@ -97,7 +95,7 @@ function gameRender()
|
|
|
97
95
|
{
|
|
98
96
|
// track fps and update stats
|
|
99
97
|
const frameTimeMS = Date.now();
|
|
100
|
-
|
|
98
|
+
fpsDisplay = lerp(.05, fpsDisplay||0, 1e3/(frameTimeMS - timeMS||1));
|
|
101
99
|
timeMS = frameTimeMS;
|
|
102
100
|
|
|
103
101
|
const spriteCount = sprites.length
|
|
@@ -106,7 +104,7 @@ function gameRender()
|
|
|
106
104
|
spriteCount + objectCount ?
|
|
107
105
|
spriteCount + ' Sprites\n'
|
|
108
106
|
+ objectCount + ' Objects\n'
|
|
109
|
-
+
|
|
107
|
+
+ fpsDisplay.toFixed(1) + ' FPS'
|
|
110
108
|
: 'LittleJS Stress Test\nLeft Click = Add Particles\nRight Click = Add Objects';
|
|
111
109
|
|
|
112
110
|
const size = vec2(.5);
|
|
@@ -1,14 +1,2 @@
|
|
|
1
|
-
rem
|
|
2
|
-
|
|
3
|
-
set BUILD_FOLDER=build
|
|
4
|
-
|
|
5
|
-
call npx tsc
|
|
6
|
-
if %ERRORLEVEL% NEQ 0 (
|
|
7
|
-
pause
|
|
8
|
-
exit /b %ERRORLEVEL%
|
|
9
|
-
)
|
|
10
|
-
|
|
11
|
-
rem copy output js file and remove build folder
|
|
12
|
-
|
|
13
|
-
copy %BUILD_FOLDER%\examples\typescript\game.js game.js
|
|
14
|
-
rmdir /s /q %BUILD_FOLDER%
|
|
1
|
+
rem LittleJS Build Script
|
|
2
|
+
call node build.js
|
|
@@ -0,0 +1,31 @@
|
|
|
1
|
+
#!/usr/bin/env node
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* LittleJS Build System
|
|
5
|
+
*/
|
|
6
|
+
|
|
7
|
+
const PROGRAM_NAME = 'game';
|
|
8
|
+
const BUILD_FOLDER = 'build';
|
|
9
|
+
const ROOT_FOLDER = 'examples/typescript';
|
|
10
|
+
const sourceFiles =
|
|
11
|
+
[
|
|
12
|
+
'game.js',
|
|
13
|
+
// add your game's scripts here
|
|
14
|
+
];
|
|
15
|
+
|
|
16
|
+
console.log(`Building TypeScript for ${PROGRAM_NAME}...`);
|
|
17
|
+
const startTime = Date.now();
|
|
18
|
+
const fs = require('node:fs');
|
|
19
|
+
const child_process = require('node:child_process');
|
|
20
|
+
|
|
21
|
+
console.log(`Removing old build filder...`);
|
|
22
|
+
fs.rmSync(BUILD_FOLDER, { recursive: true, force: true });
|
|
23
|
+
|
|
24
|
+
console.log(`Compiling TypeScript...`);
|
|
25
|
+
child_process.execSync(`npx tsc --outDir "./${BUILD_FOLDER}"`, {stdio: 'inherit'});
|
|
26
|
+
|
|
27
|
+
console.log(`Moving js files to root...`);
|
|
28
|
+
for(const file of sourceFiles)
|
|
29
|
+
fs.copyFileSync(`${BUILD_FOLDER}/${ROOT_FOLDER}/${file}`, `${file}`);
|
|
30
|
+
|
|
31
|
+
console.log(`TypeScript built in ${((Date.now() - startTime)/1e3).toFixed(2)} seconds!`);
|