@knopkem/little-game-engine-ts
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LittleGameEngineTS - Tiny and Fast HTML5 Game Engine typescript port of LittleJS
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text/typescript
import { Color, vec2, Vector2 } from "./index";
import { cameraPos, cameraScale, defaultFont, defaultTileSize, glEnable, tileBleedShrinkFix } from "./index";
import { drawCount, setDrawCount } from "./index";
import { showWatermark } from "./index";
import { glDraw, glSetBlendMode, tileImageSizeInverse } from "./index";
/**
* LittleJS Drawing System
* <br> - Hybrid with both Canvas2D and WebGL available
* <br> - Super fast tile sheet rendering with WebGL
* <br> - Can apply rotation, mirror, color and additive color
* <br> - Many useful utility functions
* @namespace Draw
*/
/** Main tilesheet to use for batch rendering system
* @type {Image}
* @memberof Draw */
export const tileImage = new Image();
/** The primary 2D canvas visible to the user
* @type {HTMLCanvasElement}
* @memberof Draw */
export let mainCanvas: HTMLCanvasElement;
export function setMainCanvas(canvas: HTMLCanvasElement): HTMLCanvasElement {
return mainCanvas = canvas;
}
/** 2d context for mainCanvas
* @type {CanvasRenderingContext2D}
* @memberof Draw */
export let mainContext: CanvasRenderingContext2D;
export function setMainContext(context: CanvasRenderingContext2D | null): CanvasRenderingContext2D {
if (context) {
mainContext = context;
}
return mainContext;
}
/** A canvas that appears on top of everything the same size as mainCanvas
* @type {HTMLCanvasElement}
* @memberof Draw */
export let overlayCanvas: HTMLCanvasElement;
export function setOverlayCanvas(canvas: HTMLCanvasElement): HTMLCanvasElement {
return overlayCanvas = canvas;
}
/** 2d context for overlayCanvas
* @type {CanvasRenderingContext2D}
* @memberof Draw */
export let overlayContext: CanvasRenderingContext2D;
export function setOverlayContext(context: CanvasRenderingContext2D | null): CanvasRenderingContext2D {
if (context) {
overlayContext = context;
}
return overlayContext;
}
/** The size of the main canvas (and other secondary canvases: overlayCanvas and glCanvas)
* @type {Vector2}
* @memberof Draw */
export let mainCanvasSize = vec2();
export function setMainCanvasSize(size: Vector2) : Vector2 {
return mainCanvasSize = size;
}
/** Convert from screen to world space coordinates
* @param {Vector2} screenPos
* @return {Vector2}
* @memberof Draw */
export const screenToWorld = (screenPos: any) => screenPos.add(vec2(.5)).subtract(mainCanvasSize.scale(.5)).multiply(vec2(1 / cameraScale, -1 / cameraScale)).add(cameraPos);
/** Convert from world to screen space coordinates
* @param {Vector2} worldPos
* @return {Vector2}
* @memberof Draw */
export const worldToScreen = (worldPos: any) => worldPos.subtract(cameraPos).multiply(vec2(cameraScale, -cameraScale)).add(mainCanvasSize.scale(.5)).subtract(vec2(.5));
/** Draw textured tile centered on pos
* @param {Vector2} pos - Center of the tile
* @param {Vector2} [size=new Vector2(1,1)] - Size of the tile
* @param {Number} [tileIndex=-1] - Tile index to use, negative is untextured
* @param {Vector2} [tileSize=defaultTileSize] - Tile size in source pixels
* @param {Color} [color=new Color(1,1,1)]
* @param {Number} [angle=0]
* @param {Boolean} [mirror=0]
* @param {Color} [additiveColor=new Color(0,0,0,0)]
* @memberof Draw */
export function drawTile(pos: any, size = vec2(1), tileIndex = -1, tileSize = defaultTileSize, color = new Color, angle = 0, mirror: any,
additiveColor = new Color(0, 0, 0, 0)) {
showWatermark && setDrawCount(drawCount + 1);
if (glEnable) {
if (tileIndex < 0) {
// if negative tile index, force untextured
glDraw(pos.x, pos.y, size.x, size.y, angle, 0, 0, 0, 0, 0, color.rgbaInt());
}
else {
// calculate uvs and render
const cols = tileImage.width / tileSize.x | 0;
const uvSizeX = tileSize.x * tileImageSizeInverse.x;
const uvSizeY = tileSize.y * tileImageSizeInverse.y;
const uvX = (tileIndex % cols) * uvSizeX, uvY = (tileIndex / cols | 0) * uvSizeY;
// shrink uvs to prevent bleeding
const shrinkTilesX = tileBleedShrinkFix * tileImageSizeInverse.x;
const shrinkTilesY = tileBleedShrinkFix * tileImageSizeInverse.y;
glDraw(pos.x, pos.y, mirror ? -size.x : size.x, size.y, angle,
uvX + shrinkTilesX, uvY + shrinkTilesY,
uvX - shrinkTilesX + uvSizeX, uvY - shrinkTilesX + uvSizeY,
color.rgbaInt(), additiveColor.rgbaInt());
}
}
else {
// normal canvas 2D rendering method (slower)
drawCanvas2D(pos, size, angle, mirror, (context: any) => {
if (tileIndex < 0) {
// if negative tile index, force untextured
context.fillStyle = color.rgba();
context.fillRect(-.5, -.5, 1, 1);
}
else {
// calculate uvs and render
const cols = tileImage.width / tileSize.x | 0;
const sX = (tileIndex % cols) * tileSize.x + tileBleedShrinkFix;
const sY = (tileIndex / cols | 0) * tileSize.y + tileBleedShrinkFix;
const sWidth = tileSize.x - 2 * tileBleedShrinkFix;
const sHeight = tileSize.y - 2 * tileBleedShrinkFix;
context.globalAlpha = color.a; // only alpha is supported
context.drawImage(tileImage, sX, sY, sWidth, sHeight, -.5, -.5, 1, 1);
}
});
}
}
/** Draw colored untextured rect centered on pos
* @param {Vector2} pos
* @param {Vector2} [size=new Vector2(1,1)]
* @param {Color} [color=new Color(1,1,1)]
* @param {Number} [angle=0]
* @memberof Draw */
export function drawRect(pos: any, size: any, color: any, angle: any) {
// @ts-expect-error ts-migrate(2554) FIXME: Expected 7-8 arguments, but got 6.
drawTile(pos, size, -1, defaultTileSize, color, angle);
}
/** Draw textured tile centered on pos in screen space
* @param {Vector2} pos - Center of the tile
* @param {Vector2} [size=new Vector2(1,1)] - Size of the tile
* @param {Number} [tileIndex=-1] - Tile index to use, negative is untextured
* @param {Vector2} [tileSize=defaultTileSize] - Tile size in source pixels
* @param {Color} [color=new Color]
* @param {Number} [angle=0]
* @param {Boolean} [mirror=0]
* @param {Color} [additiveColor=new Color(0,0,0,0)]
* @memberof Draw */
export function drawTileScreenSpace(pos: any, size = vec2(1), tileIndex: any, tileSize: any, color: any, angle: any, mirror: any, additiveColor: any) {
drawTile(screenToWorld(pos), size.scale(1 / cameraScale), tileIndex, tileSize, color, angle, mirror, additiveColor);
}
/** Draw colored untextured rectangle in screen space
* @param {Vector2} pos
* @param {Vector2} [size=new Vector2(1,1)]
* @param {Color} [color=new Color(1,1,1)]
* @param {Number} [angle=0]
* @memberof Draw */
export function drawRectScreenSpace(pos: any, size: any, color: any, angle: any) {
// @ts-expect-error ts-migrate(2554) FIXME: Expected 8 arguments, but got 6.
drawTileScreenSpace(pos, size, -1, defaultTileSize, color, angle);
}
/** Draw colored line between two points
* @param {Vector2} posA
* @param {Vector2} posB
* @param {Number} [thickness=.1]
* @param {Color} [color=new Color(1,1,1)]
* @memberof Draw */
export function drawLine(posA: any, posB: any, thickness = .1, color: any) {
const halfDelta = vec2((posB.x - posA.x) / 2, (posB.y - posA.y) / 2);
const size = vec2(thickness, halfDelta.length() * 2);
drawRect(posA.add(halfDelta), size, color, halfDelta.angle());
}
/** Draw directly to a 2d canvas context in world space (bipass webgl)
* @param {Vector2} pos
* @param {Vector2} size
* @param {Number} angle
* @param {Boolean} mirror
* @param {Function} drawFunction
* @param {CanvasRenderingContext2D} [context=mainContext]
* @memberof Draw */
export function drawCanvas2D(pos: any, size: any, angle: any, mirror: any, drawFunction: any, context = mainContext) {
// create canvas transform from world space to screen space
pos = worldToScreen(pos);
size = size.scale(cameraScale);
context.save();
context.translate(pos.x + .5 | 0, pos.y - .5 | 0);
context.rotate(angle);
context.scale(mirror ? -size.x : size.x, size.y);
drawFunction(context);
context.restore();
}
/** Draw text on overlay canvas in world space
* @param {String} text
* @param {Vector2} pos
* @param {Number} [size=1]
* @param {Color} [color=new Color(1,1,1)]
* @param {Number} [lineWidth=0]
* @param {Color} [lineColor=new Color(0,0,0)]
* @param {String} [textAlign='center']
* @memberof Draw */
export function drawText(text: any, pos: any, size = 1, color = new Color, lineWidth = 0, lineColor = new Color(0, 0, 0), textAlign = 'center', font = defaultFont) {
pos = worldToScreen(pos);
overlayContext.font = size * cameraScale + 'px ' + font;
overlayContext.textAlign = textAlign as CanvasTextAlign;
overlayContext.textBaseline = 'middle';
if (lineWidth) {
overlayContext.lineWidth = lineWidth * cameraScale;
overlayContext.strokeStyle = lineColor.rgba();
overlayContext.strokeText(text, pos.x, pos.y);
}
overlayContext.fillStyle = color.rgba();
overlayContext.fillText(text, pos.x, pos.y);
}
/** Enable additive or regular blend mode
* @param {Boolean} [additive=0]
* @memberof Draw */
export function setBlendMode(additive: any) {
if (glEnable)
glSetBlendMode(additive);
else
mainContext.globalCompositeOperation = additive ? 'lighter' : 'source-over';
}
///////////////////////////////////////////////////////////////////////////////
// Fullscreen mode
/** Returns true if fullscreen mode is active
* @return {Boolean}
* @memberof Draw */
export const isFullscreen = () => document.fullscreenElement;
/** Toggle fullsceen mode
* @memberof Draw */
export function toggleFullscreen() {
if (isFullscreen()) {
if (document.exitFullscreen)
document.exitFullscreen();
// @ts-expect-error ts-migrate(2339) FIXME: Property 'mozCancelFullScreen' does not exist on t... Remove this comment to see the full error message
else if (document.mozCancelFullScreen)
// @ts-expect-error ts-migrate(2339) FIXME: Property 'mozCancelFullScreen' does not exist on t... Remove this comment to see the full error message
document.mozCancelFullScreen();
}
else {
// @ts-expect-error ts-migrate(2339) FIXME: Property 'webkitRequestFullScreen' does not exist ... Remove this comment to see the full error message
if (document.body.webkitRequestFullScreen)
// @ts-expect-error ts-migrate(2339) FIXME: Property 'webkitRequestFullScreen' does not exist ... Remove this comment to see the full error message
document.body.webkitRequestFullScreen();
// @ts-expect-error ts-migrate(2339) FIXME: Property 'mozRequestFullScreen' does not exist on ... Remove this comment to see the full error message
else if (document.body.mozRequestFullScreen)
// @ts-expect-error ts-migrate(2339) FIXME: Property 'mozRequestFullScreen' does not exist on ... Remove this comment to see the full error message
document.body.mozRequestFullScreen();
}
}