yuuna-engine 0.2.1 → 0.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +133 -135
- package/lib/engine/types.d.ts +98 -34
- package/lib/index.cjs +446 -35
- package/lib/index.cjs.map +1 -1
- package/lib/index.d.ts +1 -1
- package/lib/index.js +446 -35
- package/lib/index.js.map +1 -1
- package/package.json +1 -1
package/lib/index.cjs
CHANGED
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@@ -107,6 +107,19 @@ const keyboardKeys = [
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let resetCanvas = null;
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let latestRunId = 0;
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// Shared between drawing TEXT renderables and hit-testing them for
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// clicks/hovers, so the clickable area always matches what's on screen.
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const DEFAULT_TEXT_FONT_SIZE = 30;
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const textFont = (fontSize) => `${fontSize}px Arial`;
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// Renderables with the same layer keep render()'s order — Array#sort is
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// stable — so `layer` only needs to move something relative to the rest,
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// not say anything about where exactly it lands among equal layers.
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const sortByLayer = (renderables) => [...renderables].sort((a, b) => (a.layer ?? 0) - (b.layer ?? 0));
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// A LINE has no `position`, just two endpoints — `from` anchors its scale
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// the same way `position` anchors every other renderable's.
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const anchorOf = (renderable) => renderable.type === "LINE" ? renderable.from : renderable.position;
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// No RunEngineProps.camera set is the same as one that doesn't pan or zoom.
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const DEFAULT_CAMERA = { x: 0, y: 0, zoom: 1 };
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const runEngine = async (props) => {
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const runId = ++latestRunId;
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resetCanvas?.();
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@@ -134,6 +147,14 @@ const runEngine = async (props) => {
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147
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// leaking to the rest of the page (e.g. arrow keys scrolling the window).
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canvas.tabIndex = 0;
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let state = props.initialState;
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const events = [];
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// Lets a caller report something that happened outside the render loop
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// (e.g. a fetch().then() callback) back into it — the event is queued
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// here and delivered to nextState as a CustomGameEvent on the next tick,
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// the same as any built-in event.
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const sendEvent = (event) => {
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events.push({ tag: "CUSTOM", event });
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};
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const resources = props.resources ?? {};
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const resourceById = await iterateRecordAsync(resources, async ({ value }) => new Promise((resolve) => {
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const image = new Image();
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@@ -146,28 +167,260 @@ const runEngine = async (props) => {
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height: value.size.height / value.slices.vertical,
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},
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slices: value.slices,
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animations: value.animations ?? {},
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});
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};
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}));
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const loadAudio = (src) => new Promise((resolve) => {
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const audio = new Audio(src);
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audio.oncanplaythrough = function () {
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resolve(audio);
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};
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});
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const sounds = props.sounds ?? {};
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const audioById = await iterateRecordAsync(sounds, ({ value }) => loadAudio(value.src));
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// Cloning the loaded element per play (instead of reusing it directly)
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// lets the same sound overlap itself — e.g. rapid clicks each get their
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// own playback instead of restarting/cutting off the previous one.
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const playSound = (id) => {
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const audio = audioById[id];
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if (audio === undefined) {
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return;
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}
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const instance = audio.cloneNode();
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instance.play();
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};
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const music = props.music ?? {};
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const musicById = await iterateRecordAsync(music, ({ value }) => loadAudio(value.src));
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// Registered once per track at load time — fires only for a track
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// whose `loop` is false, since a looping <audio> never reaches "ended"
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// (the browser restarts it before the event would fire).
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for (const id of getKeys(musicById)) {
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musicById[id].addEventListener("ended", () => {
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events.push({ tag: "MUSIC_END", id });
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});
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}
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// Unlike sounds, music reuses the same element instead of cloning it —
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// there's only ever one track playing, and reusing it is what lets
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// pauseMusic()/playMusic() resume from where playback left off instead
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// of starting over.
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let currentMusic = null;
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// Volume is a property of each HTMLAudioElement, not global — tracked
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// separately here and (re)applied on every playMusic() so switching
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// tracks keeps the volume the game last set instead of resetting to
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// each element's default of 1.
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let musicVolume = 1;
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const playMusic = (id) => {
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const audio = musicById[id];
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if (audio === undefined) {
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return;
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}
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if (currentMusic !== null && currentMusic !== audio) {
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currentMusic.pause();
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}
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audio.loop = music[id]?.loop ?? true;
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audio.volume = musicVolume;
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audio.play();
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currentMusic = audio;
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};
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const pauseMusic = () => {
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currentMusic?.pause();
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};
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const resumeMusic = () => {
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currentMusic?.play();
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};
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const setMusicVolume = (volume) => {
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musicVolume = Math.min(1, Math.max(0, volume));
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if (currentMusic !== null) {
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currentMusic.volume = musicVolume;
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}
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};
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// A newer runEngine() call started while this one was still loading
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// resources (e.g. a spritesheet) — abandon this run instead of setting
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// up a second, orphaned render loop alongside the newer one.
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if (runId !== latestRunId) {
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-
return;
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return { sendEvent };
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}
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context.imageSmoothingEnabled = false;
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-
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-
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-
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// An offscreen 1x1 canvas used only to resolve a CSS color string (a
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// name, hex, rgb(), hsl(), ...) into concrete RGBA bytes: paint it that
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// color and read the pixel back. Lets modulateColor() below multiply
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// any two colors together without hand-rolling a CSS color parser.
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const colorSwatchContext = window.document.createElement("canvas").getContext("2d");
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// Color strings are almost always the same literal reused every frame,
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// and getImageData is one of the slower canvas operations — cached so a
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// given color only actually gets resolved once.
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const resolvedColorByString = {};
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const resolveColor = (color) => {
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const cached = resolvedColorByString[color];
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if (cached !== undefined) {
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return cached;
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}
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if (colorSwatchContext === null) {
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return [255, 255, 255, 255];
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}
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colorSwatchContext.clearRect(0, 0, 1, 1);
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colorSwatchContext.fillStyle = color;
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colorSwatchContext.fillRect(0, 0, 1, 1);
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const [r, g, b, a] = colorSwatchContext.getImageData(0, 0, 1, 1).data;
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const resolved = [r, g, b, a];
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resolvedColorByString[color] = resolved;
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return resolved;
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};
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// Multiplies two colors channel-by-channel, the same way Godot's
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// `modulate` works — e.g. modulating "white" by "#808080" halves
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// brightness, by "#ff0000" keeps only the red channel.
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const modulateColor = (color, modulate) => {
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const [r1, g1, b1, a1] = resolveColor(color);
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const [r2, g2, b2, a2] = resolveColor(modulate);
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const mixChannel = (c1, c2) => (c1 * c2) / 255;
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return `rgba(${mixChannel(r1, r2)}, ${mixChannel(g1, g2)}, ${mixChannel(b1, b2)}, ${mixChannel(a1, a2) / 255})`;
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};
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// Combines a parent's already-composed modulate with a child's own —
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// undefined means "no tint from this side", so it just passes the
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// other one through instead of multiplying against an implicit white.
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const composeModulate = (parent, own) => {
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if (parent === undefined)
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return own;
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if (own === undefined)
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return parent;
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return modulateColor(parent, own);
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};
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const IDENTITY_TRANSFORM = {
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anchor: { x: 0, y: 0 },
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scale: { x: 1, y: 1 },
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modulate: undefined,
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layer: 0,
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};
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// A child's own position is authored relative to its parent, in the
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// parent's local (unscaled) units — the same way Godot composes
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// Node2D transforms — so it needs both the parent's scale and its
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// accumulated offset applied to land in absolute canvas coordinates.
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const transformPoint = (parent, localPoint) => ({
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x: parent.anchor.x + localPoint.x * parent.scale.x,
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y: parent.anchor.y + localPoint.y * parent.scale.y,
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});
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// Each id's accumulated playback time for its current animation, plus
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// when that was last updated — keyed by id, since an ANIMATED_SPRITE
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// has no state of its own (render() returns brand-new objects every
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// frame). elapsedMs only advances while not paused (see
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// resolveAnimatedSprite), so pausing genuinely stops the clock rather
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// than just freezing which frame gets drawn — unpausing resumes from
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// the same frame instead of skipping ahead by however long it was
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// paused. Accumulating incrementally like this (instead of computing
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// elapsed from an absolute start time every call) is also what makes
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// pausing possible at all, and as a side effect means a `timeScale`
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// that changes over an animation's lifetime scales each tick as it
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// happens rather than retroactively rescaling the whole duration so
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// far. Pruned each renderState() call (see seenAnimationIds there) to
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// only ids actually present that frame, so a game that spawns entities
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// with ever-incrementing ids doesn't leak one entry per entity ever
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// spawned.
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const animationStateById = new Map();
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const seenAnimationIds = new Set();
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// Resolves an ANIMATED_SPRITE down to a plain SPRITE with `frame`
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// computed from how long its current animation has been playing —
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// everything past this point (flattenRenderable's position/scale/
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// modulate/layer composition, hit-testing, drawing) treats the result
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// exactly like any other SPRITE, with no idea ANIMATED_SPRITE exists.
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const resolveAnimatedSprite = (renderable) => {
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seenAnimationIds.add(renderable.id);
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const resource = resourceById[renderable.resourceId];
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const animation = resource.animations[renderable.animation];
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const timeScale = renderable.timeScale ?? 1;
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const paused = renderable.paused ?? false;
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const now = Date.now();
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const tracked = animationStateById.get(renderable.id);
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// A new id, or the same id switching to a different animation, both
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// start that animation over from frame 0 rather than picking up
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// wherever the previous timer happened to be.
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const previous = tracked !== undefined && tracked.animation === renderable.animation
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? tracked
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: { animation: renderable.animation, elapsedMs: 0, lastUpdateTime: now };
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const elapsedMs = paused
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? previous.elapsedMs
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: previous.elapsedMs + Math.max(0, now - previous.lastUpdateTime) * timeScale;
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// lastUpdateTime always moves forward, paused or not — otherwise the
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// first tick after unpausing would see a gap stretching back to
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// whenever it was paused, and (dis)count that whole gap as elapsed
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// playback time in one jump.
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animationStateById.set(renderable.id, { animation: renderable.animation, elapsedMs, lastUpdateTime: now });
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const frameCursor = Math.floor(elapsedMs / animation.frameDuration);
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const frameIndex = animation.loop
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? frameCursor % animation.frames.length
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: Math.min(frameCursor, animation.frames.length - 1);
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return { ...renderable, type: "SPRITE", frame: animation.frames[frameIndex] };
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};
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// Turns a render() tree into the flat list the rest of the engine
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// already knows how to sort/draw/hit-test — each renderable's own
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// position/from/to/scale/modulate/layer replaced by the *effective*
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// (absolute, fully composed with its ancestors') values, and its
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// children peeled off into their own entries in the returned list
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// instead of staying nested. Nothing past this point needs to know
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// parent/child relationships existed at all.
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const flattenRenderable = (renderable, parent) => {
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const resolved = renderable.type === "ANIMATED_SPRITE" ? resolveAnimatedSprite(renderable) : renderable;
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const localScale = resolved.scale ?? { x: 1, y: 1 };
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const scale = { x: parent.scale.x * localScale.x, y: parent.scale.y * localScale.y };
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const modulate = composeModulate(parent.modulate, resolved.modulate);
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const layer = parent.layer + (resolved.layer ?? 0);
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const effective = resolved.type === "LINE"
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? {
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...resolved,
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from: transformPoint(parent, resolved.from),
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to: transformPoint(parent, resolved.to),
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scale,
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modulate,
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layer,
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children: undefined,
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}
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: {
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...resolved,
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position: transformPoint(parent, resolved.position),
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scale,
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modulate,
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layer,
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children: undefined,
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};
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const childTransform = { anchor: anchorOf(effective), scale, modulate, layer };
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const children = (resolved.children ?? []).flatMap((child) => flattenRenderable(child, childTransform));
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return [effective, ...children];
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};
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// parent defaults to the identity transform (used for screen-space
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// renderables, and by everything before the camera existed) — callers
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// that need a different root, like renderState's camera below, pass
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// their own.
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const flattenRenderables = (renderables, parent = IDENTITY_TRANSFORM) => renderables.flatMap((renderable) => flattenRenderable(renderable, parent));
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const getFocusedElement = (position, r) => {
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const isNonInteractable = r.type === "LINE" ||
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r.type === "GROUP" ||
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// Unreachable — flattenRenderable always resolves ANIMATED_SPRITE
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// to a plain SPRITE before hit-testing ever sees one. Listed here
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// (rather than left for exhaust() to catch) so getFocusedElement
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// itself type-checks as exhaustive.
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r.type === "ANIMATED_SPRITE" ||
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((r.isHoverable === undefined || !r.isHoverable) &&
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(r.isClickable === undefined || !r.isClickable));
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if (isNonInteractable) {
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return false;
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}
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// Scale is applied around the renderable's anchor as a draw-time canvas
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// transform (see applyScale below) rather than by inflating its
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// size — so hit-testing does the inverse instead: bring the mouse
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+
// position into the renderable's own unscaled coordinate space, then
|
|
411
|
+
// run the exact same math below as if scale were untouched. For
|
|
412
|
+
// CIRCLE this also happens to be the standard "is this point inside
|
|
413
|
+
// this ellipse" test, for free, once it's drawing as one.
|
|
414
|
+
const { x: scaleX, y: scaleY } = r.scale ?? { x: 1, y: 1 };
|
|
415
|
+
const anchor = anchorOf(r);
|
|
416
|
+
const localPosition = {
|
|
417
|
+
x: anchor.x + (position.x - anchor.x) / scaleX,
|
|
418
|
+
y: anchor.y + (position.y - anchor.y) / scaleY,
|
|
419
|
+
};
|
|
167
420
|
if (r.type === "CIRCLE") {
|
|
168
421
|
const delta = {
|
|
169
|
-
x: Math.abs(
|
|
170
|
-
y: Math.abs(
|
|
422
|
+
x: Math.abs(localPosition.x - r.position.x),
|
|
423
|
+
y: Math.abs(localPosition.y - r.position.y),
|
|
171
424
|
};
|
|
172
425
|
const distance = Math.sqrt(delta.x * delta.x + delta.y * delta.y);
|
|
173
426
|
const isHovered = distance < r.radius;
|
|
@@ -179,26 +432,86 @@ const runEngine = async (props) => {
|
|
|
179
432
|
x: r.position.x + r.size.width,
|
|
180
433
|
y: r.position.y + r.size.height,
|
|
181
434
|
};
|
|
182
|
-
const isInsideX =
|
|
183
|
-
const isInsideY =
|
|
435
|
+
const isInsideX = localPosition.x > topLeft.x && localPosition.x < bottomRight.x;
|
|
436
|
+
const isInsideY = localPosition.y > topLeft.y && localPosition.y < bottomRight.y;
|
|
184
437
|
const isHovered = isInsideX && isInsideY;
|
|
185
438
|
return isHovered;
|
|
186
439
|
}
|
|
187
440
|
if (r.type === "SPRITE") {
|
|
188
441
|
const topLeft = { x: r.position.x, y: r.position.y };
|
|
189
442
|
const resource = resourceById[r.resourceId];
|
|
190
|
-
const { scale = 1 } = r;
|
|
191
443
|
const bottomRight = {
|
|
192
|
-
x: r.position.x + resource.size.width
|
|
193
|
-
y: r.position.y + resource.size.height
|
|
444
|
+
x: r.position.x + resource.size.width,
|
|
445
|
+
y: r.position.y + resource.size.height,
|
|
194
446
|
};
|
|
195
|
-
const isInsideX =
|
|
196
|
-
const isInsideY =
|
|
447
|
+
const isInsideX = localPosition.x > topLeft.x && localPosition.x < bottomRight.x;
|
|
448
|
+
const isInsideY = localPosition.y > topLeft.y && localPosition.y < bottomRight.y;
|
|
197
449
|
const isHovered = isInsideX && isInsideY;
|
|
198
450
|
return isHovered;
|
|
199
451
|
}
|
|
452
|
+
if (r.type === "TEXT") {
|
|
453
|
+
// Text has no explicit size, so its clickable area is derived from
|
|
454
|
+
// measuring it the same way it's drawn (see the TEXT branch in the
|
|
455
|
+
// render loop below) — anchored the same way its `align` positions
|
|
456
|
+
// it relative to `position`.
|
|
457
|
+
const fontSize = r.fontSize ?? DEFAULT_TEXT_FONT_SIZE;
|
|
458
|
+
context.font = textFont(fontSize);
|
|
459
|
+
const width = context.measureText(r.text).width;
|
|
460
|
+
const height = fontSize;
|
|
461
|
+
const alignX = r.align?.x ?? "left";
|
|
462
|
+
const left = alignX === "center" ? r.position.x - width / 2 : alignX === "right" ? r.position.x - width : r.position.x;
|
|
463
|
+
const alignY = r.align?.y ?? "top";
|
|
464
|
+
const top = alignY === "middle" ? r.position.y - height / 2 : alignY === "bottom" ? r.position.y - height : r.position.y;
|
|
465
|
+
const isInsideX = localPosition.x > left && localPosition.x < left + width;
|
|
466
|
+
const isInsideY = localPosition.y > top && localPosition.y < top + height;
|
|
467
|
+
return isInsideX && isInsideY;
|
|
468
|
+
}
|
|
200
469
|
exhaust(r);
|
|
201
|
-
}
|
|
470
|
+
};
|
|
471
|
+
// The camera is just another ancestor transform, exactly like a
|
|
472
|
+
// renderable's own parent — { x, y } is the world position mapped to
|
|
473
|
+
// canvas (0, 0), so it's the anchor transformPoint already expects:
|
|
474
|
+
// screen = (world - camera.position) * zoom.
|
|
475
|
+
const cameraTransformOf = (camera) => ({
|
|
476
|
+
anchor: { x: -camera.x * camera.zoom, y: -camera.y * camera.zoom },
|
|
477
|
+
scale: { x: camera.zoom, y: camera.zoom },
|
|
478
|
+
modulate: undefined,
|
|
479
|
+
layer: 0,
|
|
480
|
+
});
|
|
481
|
+
// The inverse of cameraTransformOf, for turning a raw canvas position
|
|
482
|
+
// (mouse) into a world position (worldMouse) — see ClickEvent etc.
|
|
483
|
+
const toWorldPosition = (position, camera) => ({
|
|
484
|
+
x: camera.x + position.x / camera.zoom,
|
|
485
|
+
y: camera.y + position.y / camera.zoom,
|
|
486
|
+
});
|
|
487
|
+
// Every call site needs renderables flattened and in draw order — the
|
|
488
|
+
// mousemove/click handlers below to find whichever's topmost under the
|
|
489
|
+
// mouse, the draw loop to actually draw them that way — so both are
|
|
490
|
+
// applied once here instead of separately wherever props.render() gets
|
|
491
|
+
// called. Screen-space renderables skip the camera entirely (flattened
|
|
492
|
+
// from the identity transform, same as before there was a camera);
|
|
493
|
+
// everything else is flattened as if the camera were its shared parent.
|
|
494
|
+
const renderState = (state) => {
|
|
495
|
+
const result = props.render(state);
|
|
496
|
+
const camera = props.camera?.(state) ?? DEFAULT_CAMERA;
|
|
497
|
+
const cameraTransform = cameraTransformOf(camera);
|
|
498
|
+
const worldRenderables = result.renderables.filter((r) => !r.screenSpace);
|
|
499
|
+
const screenRenderables = result.renderables.filter((r) => r.screenSpace);
|
|
500
|
+
seenAnimationIds.clear();
|
|
501
|
+
const renderables = sortByLayer([
|
|
502
|
+
...flattenRenderables(worldRenderables, cameraTransform),
|
|
503
|
+
...flattenRenderables(screenRenderables),
|
|
504
|
+
]);
|
|
505
|
+
// Anything not seen this pass is no longer being rendered (e.g. the
|
|
506
|
+
// entity it belonged to died) — drop its tracked start time instead
|
|
507
|
+
// of keeping it forever.
|
|
508
|
+
for (const id of animationStateById.keys()) {
|
|
509
|
+
if (!seenAnimationIds.has(id)) {
|
|
510
|
+
animationStateById.delete(id);
|
|
511
|
+
}
|
|
512
|
+
}
|
|
513
|
+
return { cursor: result.cursor, renderables, camera };
|
|
514
|
+
};
|
|
202
515
|
// ev.offsetX/offsetY are in CSS-rendered pixels, which differ from the
|
|
203
516
|
// canvas's drawing-buffer resolution whenever it's displayed at a
|
|
204
517
|
// different size (e.g. scaled down to fit its container). Renderable
|
|
@@ -216,15 +529,14 @@ const runEngine = async (props) => {
|
|
|
216
529
|
const nextStateFns = Array.isArray(props.nextState) ? props.nextState : [props.nextState];
|
|
217
530
|
let lastFrame = Date.now();
|
|
218
531
|
let hoveredId = null;
|
|
219
|
-
const events = [];
|
|
220
532
|
canvas.addEventListener("click", (ev) => {
|
|
221
533
|
const mouse = getCanvasPosition(ev);
|
|
222
534
|
if (hoveredId === null)
|
|
223
535
|
return;
|
|
224
|
-
const { renderables } =
|
|
536
|
+
const { renderables, camera } = renderState(state);
|
|
225
537
|
const hovered = renderables.find((e) => e.id === hoveredId);
|
|
226
538
|
if (hovered !== undefined && hovered.isClickable) {
|
|
227
|
-
events.push({ tag: "CLICK", id: hovered.id, mouse });
|
|
539
|
+
events.push({ tag: "CLICK", id: hovered.id, mouse, worldMouse: toWorldPosition(mouse, camera) });
|
|
228
540
|
}
|
|
229
541
|
});
|
|
230
542
|
const initialState = {
|
|
@@ -255,17 +567,18 @@ const runEngine = async (props) => {
|
|
|
255
567
|
});
|
|
256
568
|
canvas.addEventListener("mousemove", (ev) => {
|
|
257
569
|
const mouse = getCanvasPosition(ev);
|
|
258
|
-
const { renderables } =
|
|
570
|
+
const { renderables, camera } = renderState(state);
|
|
571
|
+
const worldMouse = toWorldPosition(mouse, camera);
|
|
259
572
|
const hovered = [...renderables]
|
|
260
573
|
.reverse()
|
|
261
574
|
.find((r) => getFocusedElement(mouse, r));
|
|
262
575
|
if (hovered !== undefined && hovered.isHoverable) {
|
|
263
|
-
events.push({ tag: "HOVER_IN", id: hovered.id, mouse });
|
|
576
|
+
events.push({ tag: "HOVER_IN", id: hovered.id, mouse, worldMouse });
|
|
264
577
|
}
|
|
265
578
|
if (hoveredId !== null) {
|
|
266
579
|
const lastHovered = renderables.find((r) => r.id === hoveredId);
|
|
267
580
|
if (lastHovered !== undefined && lastHovered.id !== hovered?.id) {
|
|
268
|
-
events.push({ tag: "HOVER_OUT", id: lastHovered.id, mouse });
|
|
581
|
+
events.push({ tag: "HOVER_OUT", id: lastHovered.id, mouse, worldMouse });
|
|
269
582
|
}
|
|
270
583
|
}
|
|
271
584
|
hoveredId = hovered === undefined ? null : hovered.id ?? null;
|
|
@@ -275,13 +588,62 @@ const runEngine = async (props) => {
|
|
|
275
588
|
if (hoveredId === null) {
|
|
276
589
|
return;
|
|
277
590
|
}
|
|
278
|
-
const { renderables } =
|
|
591
|
+
const { renderables, camera } = renderState(state);
|
|
279
592
|
const hovered = renderables.find((r) => r.id === hoveredId);
|
|
280
593
|
if (hovered !== undefined && hovered.trackMouseMovement) {
|
|
281
|
-
events.push({ tag: "MOUSE_MOVE", mouse, id: hovered.id });
|
|
594
|
+
events.push({ tag: "MOUSE_MOVE", mouse, worldMouse: toWorldPosition(mouse, camera), id: hovered.id });
|
|
282
595
|
}
|
|
283
596
|
});
|
|
284
597
|
context.imageSmoothingEnabled = false;
|
|
598
|
+
// Scale is a canvas transform around the renderable's anchor, applied
|
|
599
|
+
// before its type-specific drawing runs below — everything drawn under
|
|
600
|
+
// it (fills, strokes, images, even font size) comes out scaled without
|
|
601
|
+
// each renderable type needing its own size math, and a CIRCLE drawn
|
|
602
|
+
// under a non-uniform scale comes out an ellipse for free.
|
|
603
|
+
const applyScale = (renderable) => {
|
|
604
|
+
const { x: scaleX, y: scaleY } = renderable.scale ?? { x: 1, y: 1 };
|
|
605
|
+
if (scaleX === 1 && scaleY === 1) {
|
|
606
|
+
return;
|
|
607
|
+
}
|
|
608
|
+
const anchor = anchorOf(renderable);
|
|
609
|
+
context.translate(anchor.x, anchor.y);
|
|
610
|
+
context.scale(scaleX, scaleY);
|
|
611
|
+
context.translate(-anchor.x, -anchor.y);
|
|
612
|
+
};
|
|
613
|
+
// Reused across every tinted SPRITE draw this run, instead of allocating
|
|
614
|
+
// a fresh offscreen canvas per sprite per frame — see tintedSpriteFrame.
|
|
615
|
+
const tintBuffer = window.document.createElement("canvas");
|
|
616
|
+
const tintBufferContext = tintBuffer.getContext("2d");
|
|
617
|
+
// Renders one frame of a spritesheet, tinted by `modulate`, onto the
|
|
618
|
+
// shared offscreen buffer and returns it ready to draw — multiply-
|
|
619
|
+
// blending a filled rectangle over the frame would also color its
|
|
620
|
+
// fully-transparent pixels, so this clips that back down to the
|
|
621
|
+
// frame's own shape afterward with `destination-in`.
|
|
622
|
+
//
|
|
623
|
+
// This has to happen on an *isolated* buffer rather than directly on
|
|
624
|
+
// the main canvas: destination-in isn't scoped to this draw call's own
|
|
625
|
+
// area, it's a whole-buffer operation that erases anything the new
|
|
626
|
+
// draw doesn't cover. Doing it on the main canvas would erase whatever
|
|
627
|
+
// was already drawn underneath the sprite's transparent pixels (e.g.
|
|
628
|
+
// terrain showing through the gaps in a character) instead of leaving
|
|
629
|
+
// it alone. The buffer starts out empty, so there's nothing under it
|
|
630
|
+
// to lose — only the finished, correctly-masked result ever reaches
|
|
631
|
+
// the main canvas, via a normal (source-over) drawImage.
|
|
632
|
+
const tintedSpriteFrame = (image, source, modulate) => {
|
|
633
|
+
if (tintBufferContext === null) {
|
|
634
|
+
return image;
|
|
635
|
+
}
|
|
636
|
+
tintBuffer.width = source.width;
|
|
637
|
+
tintBuffer.height = source.height;
|
|
638
|
+
tintBufferContext.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
|
|
639
|
+
tintBufferContext.globalCompositeOperation = "multiply";
|
|
640
|
+
tintBufferContext.fillStyle = modulate;
|
|
641
|
+
tintBufferContext.fillRect(0, 0, source.width, source.height);
|
|
642
|
+
tintBufferContext.globalCompositeOperation = "destination-in";
|
|
643
|
+
tintBufferContext.drawImage(image, source.x, source.y, source.width, source.height, 0, 0, source.width, source.height);
|
|
644
|
+
tintBufferContext.globalCompositeOperation = "source-over";
|
|
645
|
+
return tintBuffer;
|
|
646
|
+
};
|
|
285
647
|
const intervalId = setInterval(() => {
|
|
286
648
|
const now = Date.now();
|
|
287
649
|
const delta = now - lastFrame;
|
|
@@ -296,7 +658,16 @@ const runEngine = async (props) => {
|
|
|
296
658
|
};
|
|
297
659
|
});
|
|
298
660
|
for (const nextState of nextStateFns) {
|
|
299
|
-
const result = nextState({
|
|
661
|
+
const result = nextState({
|
|
662
|
+
state,
|
|
663
|
+
event,
|
|
664
|
+
keyboard,
|
|
665
|
+
playSound,
|
|
666
|
+
playMusic,
|
|
667
|
+
pauseMusic,
|
|
668
|
+
resumeMusic,
|
|
669
|
+
setMusicVolume,
|
|
670
|
+
});
|
|
300
671
|
// STOP stops the rest of the list from running for this event,
|
|
301
672
|
// instead of every later mechanic needing to repeat the same
|
|
302
673
|
// guard. undefined just means this mechanic made no change, so
|
|
@@ -311,63 +682,102 @@ const runEngine = async (props) => {
|
|
|
311
682
|
}
|
|
312
683
|
events.splice(0, events.length);
|
|
313
684
|
context.clearRect(0, 0, canvas.width, canvas.height);
|
|
314
|
-
const { cursor, renderables } =
|
|
685
|
+
const { cursor, renderables } = renderState(state);
|
|
315
686
|
canvas.style.cursor = cursor ?? "default";
|
|
316
687
|
for (const renderable of renderables) {
|
|
688
|
+
context.save();
|
|
689
|
+
applyScale(renderable);
|
|
317
690
|
if (renderable.type === "RECTANGLE") {
|
|
318
|
-
context.fillStyle =
|
|
691
|
+
context.fillStyle =
|
|
692
|
+
renderable.modulate === undefined ? renderable.color : modulateColor(renderable.color, renderable.modulate);
|
|
319
693
|
context.fillRect(renderable.position.x, renderable.position.y, renderable.size.width, renderable.size.height);
|
|
694
|
+
context.restore();
|
|
320
695
|
continue;
|
|
321
696
|
}
|
|
322
697
|
if (renderable.type === "CIRCLE") {
|
|
323
|
-
context.fillStyle =
|
|
698
|
+
context.fillStyle =
|
|
699
|
+
renderable.modulate === undefined ? renderable.color : modulateColor(renderable.color, renderable.modulate);
|
|
324
700
|
context.beginPath();
|
|
325
701
|
context.arc(renderable.position.x, renderable.position.y, renderable.radius, 0, 2 * Math.PI);
|
|
326
702
|
context.fill();
|
|
703
|
+
context.restore();
|
|
327
704
|
continue;
|
|
328
705
|
}
|
|
329
706
|
if (renderable.type === "TEXT") {
|
|
330
|
-
const { color, position: { x, y }, text, align, } = renderable;
|
|
331
|
-
context.fillStyle = color;
|
|
332
|
-
context.font =
|
|
707
|
+
const { color, position: { x, y }, text, align, fontSize, modulate, } = renderable;
|
|
708
|
+
context.fillStyle = modulate === undefined ? color : modulateColor(color, modulate);
|
|
709
|
+
context.font = textFont(fontSize ?? DEFAULT_TEXT_FONT_SIZE);
|
|
333
710
|
context.textAlign = align?.x ?? "left";
|
|
334
711
|
context.textBaseline = align?.y ?? "top";
|
|
335
712
|
context.fillText(text, x, y);
|
|
713
|
+
context.restore();
|
|
336
714
|
continue;
|
|
337
715
|
}
|
|
338
716
|
if (renderable.type === "SPRITE") {
|
|
339
|
-
const {
|
|
717
|
+
const { opacity = 1, flipX = false, modulate } = renderable;
|
|
340
718
|
const resource = resourceById[renderable.resourceId];
|
|
341
719
|
const frame = {
|
|
342
720
|
x: renderable.frame % resource.slices.horizontal,
|
|
343
721
|
y: Math.floor(renderable.frame / resource.slices.horizontal) %
|
|
344
722
|
resource.slices.vertical,
|
|
345
723
|
};
|
|
346
|
-
const
|
|
347
|
-
|
|
724
|
+
const source = {
|
|
725
|
+
x: frame.x * resource.size.width,
|
|
726
|
+
y: frame.y * resource.size.height,
|
|
727
|
+
width: resource.size.width,
|
|
728
|
+
height: resource.size.height,
|
|
729
|
+
};
|
|
730
|
+
const destWidth = resource.size.width;
|
|
731
|
+
const destHeight = resource.size.height;
|
|
732
|
+
// Tinting swaps in an already-tinted offscreen copy of this frame
|
|
733
|
+
// as the image to draw — everything past this point (flipX,
|
|
734
|
+
// positioning) treats it exactly like the untinted spritesheet,
|
|
735
|
+
// just drawn starting at (0, 0) instead of cropped from a sheet.
|
|
736
|
+
const image = modulate === undefined ? resource.image : tintedSpriteFrame(resource.image, source, modulate);
|
|
737
|
+
const imageSource = modulate === undefined ? source : { x: 0, y: 0, width: source.width, height: source.height };
|
|
348
738
|
context.globalAlpha = opacity;
|
|
739
|
+
const drawSprite = (destX, destY) => {
|
|
740
|
+
context.drawImage(image, imageSource.x, imageSource.y, imageSource.width, imageSource.height, destX, destY, destWidth, destHeight);
|
|
741
|
+
};
|
|
349
742
|
if (flipX) {
|
|
350
743
|
context.save();
|
|
351
744
|
context.translate(renderable.position.x + destWidth, renderable.position.y);
|
|
352
745
|
context.scale(-1, 1);
|
|
353
|
-
|
|
746
|
+
drawSprite(0, 0);
|
|
354
747
|
context.restore();
|
|
355
748
|
}
|
|
356
749
|
else {
|
|
357
|
-
|
|
750
|
+
drawSprite(renderable.position.x, renderable.position.y);
|
|
358
751
|
}
|
|
359
752
|
context.globalAlpha = 1;
|
|
753
|
+
context.restore();
|
|
360
754
|
continue;
|
|
361
755
|
}
|
|
362
756
|
if (renderable.type === "LINE") {
|
|
363
|
-
context.strokeStyle =
|
|
757
|
+
context.strokeStyle =
|
|
758
|
+
renderable.modulate === undefined ? renderable.color : modulateColor(renderable.color, renderable.modulate);
|
|
364
759
|
context.lineWidth = renderable.width ?? 2;
|
|
365
760
|
context.beginPath();
|
|
366
761
|
context.moveTo(renderable.from.x, renderable.from.y);
|
|
367
762
|
context.lineTo(renderable.to.x, renderable.to.y);
|
|
368
763
|
context.stroke();
|
|
764
|
+
context.restore();
|
|
369
765
|
continue;
|
|
370
766
|
}
|
|
767
|
+
if (renderable.type === "GROUP") {
|
|
768
|
+
// Draws nothing itself — it only exists to give its children
|
|
769
|
+
// (already peeled off into their own entries by flattenRenderables)
|
|
770
|
+
// something to be positioned/scaled/tinted relative to.
|
|
771
|
+
context.restore();
|
|
772
|
+
continue;
|
|
773
|
+
}
|
|
774
|
+
if (renderable.type === "ANIMATED_SPRITE") {
|
|
775
|
+
// Unreachable — flattenRenderable always resolves ANIMATED_SPRITE
|
|
776
|
+
// to a plain SPRITE before it gets here. A real error (not a
|
|
777
|
+
// silent skip) if it's somehow still one, since that would mean
|
|
778
|
+
// an actual engine bug rather than anything a game author did.
|
|
779
|
+
throw new Error("ANIMATED_SPRITE reached the draw loop unresolved — this is an engine bug");
|
|
780
|
+
}
|
|
371
781
|
exhaust(renderable);
|
|
372
782
|
}
|
|
373
783
|
lastFrame = now;
|
|
@@ -376,6 +786,7 @@ const runEngine = async (props) => {
|
|
|
376
786
|
resetCanvas = () => {
|
|
377
787
|
clearInterval(intervalId);
|
|
378
788
|
};
|
|
789
|
+
return { sendEvent };
|
|
379
790
|
};
|
|
380
791
|
|
|
381
792
|
exports.STOP = STOP;
|
package/lib/index.cjs.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.cjs","sources":[],"sourcesContent":[],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"index.cjs","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
|
package/lib/index.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
1
|
import { runEngine } from "./engine/runEngine";
|
|
2
2
|
import { STOP } from "./engine/types";
|
|
3
3
|
export { runEngine, STOP };
|
|
4
|
-
export type { NextStateFunction, NextStateProps, Renderable, GameEvent } from "./engine/types";
|
|
4
|
+
export type { NextStateFunction, NextStateProps, Renderable, GameEvent, CustomGameEvent, } from "./engine/types";
|