@knopkem/little-game-engine-ts
Version:
LittleGameEngineTS - Tiny and Fast HTML5 Game Engine typescript port of LittleJS
465 lines (372 loc) • 18.4 kB
text/typescript
import { time } from "./index";
import { ASSERT } from "./index";
/**
* LittleJS Utility Classes and Functions
* <br> - General purpose math library
* <br> - Vector2 - fast, simple, easy 2D vector class
* <br> - Color - holds a rgba color with some math functions
* <br> - Timer - tracks time automatically
* @namespace Utilities
*/
/** A shortcut to get Math.PI
* @const
* @memberof Utilities */
export const PI = Math.PI;
/** True if running a Chromium based browser
* @const
* @memberof Utilities */
export const isChrome = window['chrome' as any];
/** Returns absoulte value of value passed in
* @param {Number} value
* @return {Number}
* @memberof Utilities */
export const abs = (a: number): number => a < 0 ? -a : a;
/** Returns the sign of value passed in
* @param {Number} value
* @return {Number}
* @memberof Utilities */
export const sign = (a: number): number => a < 0 ? -1 : 1;
/** Returns lowest of two values passed in
* @param {Number} valueA
* @param {Number} valueB
* @return {Number}
* @memberof Utilities */
export const min = (a: number, b: number): number => a < b ? a : b;
/** Returns highest of two values passed in
* @param {Number} valueA
* @param {Number} valueB
* @return {Number}
* @memberof Utilities */
export const max = (a: number, b: number): number => a > b ? a : b;
/** Returns first parm modulo the second param, but adjusted so negative numbers work as expected
* @param {Number} dividend
* @param {Number} divisor
* @return {Number}
* @memberof Utilities */
export const mod = (a: number, b: number): number => ((a % b) + b) % b;
/** Clamps the value beween max and min
* @param {Number} value
* @param {Number} [max=1]
* @param {Number} [min=0]
* @return {Number}
* @memberof Utilities */
export const clamp = (v: number, max: number = 1, min: number = 0): number => (ASSERT(max > min), v < min ? min : v > max ? max : v);
/** Returns what percentage the value is between max and min
* @param {Number} value
* @param {Number} [max=1]
* @param {Number} [min=0]
* @return {Number}
* @memberof Utilities */
export const percent = (v: number, max: number = 1, min: number = 0): number => max - min ? clamp((v - min) / (max - min)) : 0;
/** Linearly interpolates the percent value between max and min
* @param {Number} percent
* @param {Number} [max=1]
* @param {Number} [min=0]
* @return {Number}
* @memberof Utilities */
export const lerp = (p: number, max: number = 1, min: number = 0): number=> min + clamp(p) * (max - min);
/** Formats seconds to 00:00 style for display purposes
* @param {Number} t - time in seconds
* @return {String}
* @memberof Utilities */
export const formatTime = (t: number): string => (t / 60 | 0) + ':' + (t % 60 < 10 ? '0' : '') + (t % 60 | 0);
/** Returns the nearest power of two not less then the value
* @param {Number} value
* @return {Number}
* @memberof Utilities */
export const nearestPowerOfTwo = (v: number): number => 2 ** Math.ceil(Math.log2(v));
/** Applies smoothstep function to the percentage value
* @param {Number} value
* @return {Number}
* @memberof Utilities */
export const smoothStep = (p: number): number => p * p * (3 - 2 * p);
/** Returns true if two axis aligned bounding boxes are overlapping
* @param {Vector2} pointA - Center of box A
* @param {Vector2} sizeA - Size of box A
* @param {Vector2} pointB - Center of box B
* @param {Vector2} sizeB - Size of box B
* @return {Boolean} - True if overlapping
* @memberof Utilities */
// @ts-expect-error ts-migrate(2447) FIXME: The '&' operator is not allowed for boolean types.... Remove this comment to see the full error message
export const isOverlapping = (pA: any, sA: any, pB: any, sB: any) => abs(pA.x - pB.x) * 2 < sA.x + sB.x & abs(pA.y - pB.y) * 2 < sA.y + sB.y;
/** Returns an oscillating wave between 0 and amplitude with frequency of 1 Hz by default
* @param {Number} [frequency=1] - Frequency of the wave in Hz
* @param {Number} [amplitude=1] - Amplitude (max height) of the wave
* @param {Number} [t=time] - Value to use for time of the wave
* @return {Number} - Value waving between 0 and amplitude
* @memberof Utilities */
export const wave = (frequency: number = 1, amplitude: number = 1, t: number = time): number => amplitude / 2 * (1 - Math.cos(t * frequency * 2 * PI));
///////////////////////////////////////////////////////////////////////////////
/** Random global functions
* @namespace Random */
/** Returns a random value between the two values passed in
* @param {Number} [valueA=1]
* @param {Number} [valueB=0]
* @return {Number}
* @memberof Random */
export const rand = (a: number = 1, b: number = 0): number => b + (a - b) * Math.random();
/** Returns a floored random value the two values passed in
* @param {Number} [valueA=1]
* @param {Number} [valueB=0]
* @return {Number}
* @memberof Random */
export const randInt = (a: number = 1, b: number = 0): number => rand(a, b) | 0;
/** Randomly returns either -1 or 1
* @return {Number}
* @memberof Random */
export const randSign = (): number => (rand(2) | 0) * 2 - 1;
/** Returns a random Vector2 within a circular shape
* @param {Number} [radius=1]
* @param {Number} [minRadius=0]
* @return {Vector2}
* @memberof Random */
export const randInCircle = (radius: number = 1, minRadius: number = 0) => radius > 0 ? randVector(radius * rand(minRadius / radius, 1) ** .5) : new Vector2;
/** Returns a random Vector2 with the passed in length
* @param {Number} [length=1]
* @return {Vector2}
* @memberof Random */
export const randVector = (length: number = 1) => new Vector2().setAngle(rand(2 * PI), length);
/** Returns a random color between the two passed in colors, combine components if linear
* @param {Color} [colorA=new Color(1,1,1,1)]
* @param {Color} [colorB=new Color(0,0,0,1)]
* @param {Boolean} [linear]
* @return {Color}
* @memberof Random */
export const randColor = (cA = new Color, cB = new Color(0, 0, 0, 1), linear = false) =>
linear ? cA.lerp(cB, rand()) : new Color(rand(cA.r, cB.r), rand(cA.g, cB.g), rand(cA.b, cB.b), rand(cA.a, cB.a));
/** The seed used by the randSeeded function, should not be 0
* @memberof Random */
export let randSeed = 1;
/** Returns a seeded random value between the two values passed in using randSeed
* @param {Number} [valueA=1]
* @param {Number} [valueB=0]
* @return {Number}
* @memberof Random */
export const randSeeded = (a: number = 1, b: number = 0): number => {
randSeed ^= randSeed << 13; randSeed ^= randSeed >>> 17; randSeed ^= randSeed << 5; // xorshift
return b + (a - b) * abs(randSeed % 1e9) / 1e9;
}
///////////////////////////////////////////////////////////////////////////////
/** 2D Vector object with vector math library */
export class Vector2 {
x: any;
y: any;
/** Create a 2D vector with the x and y passed in, can also be created with vec2()
* @param {Number} [x=0] - x axis position
* @param {Number} [y=0] - y axis position */
constructor(x = 0, y = 0) { this.x = x; this.y = y; }
/** Returns a new vector that is a copy of this
* @return {Vector2} */
copy() { return new Vector2(this.x, this.y); }
/** Returns a copy of this vector plus the vector passed in
* @param {Vector2} vector
* @return {Vector2} */
add(v: any) { ASSERT(v.x != undefined); return new Vector2(this.x + v.x, this.y + v.y); }
/** Returns a copy of this vector minus the vector passed in
* @param {Vector2} vector
* @return {Vector2} */
subtract(v: any) { ASSERT(v.x != undefined); return new Vector2(this.x - v.x, this.y - v.y); }
/** Returns a copy of this vector times the vector passed in
* @param {Vector2} vector
* @return {Vector2} */
multiply(v: any) { ASSERT(v.x != undefined); return new Vector2(this.x * v.x, this.y * v.y); }
/** Returns a copy of this vector divided by the vector passed in
* @param {Vector2} vector
* @return {Vector2} */
divide(v: any) { ASSERT(v.x != undefined); return new Vector2(this.x / v.x, this.y / v.y); }
/** Returns a copy of this vector scaled by the vector passed in
* @param {Number} scale
* @return {Vector2} */
scale(s: any) { ASSERT(s.x == undefined); return new Vector2(this.x * s, this.y * s); }
/** Returns the length of this vector
* @return {Number} */
length() { return this.lengthSquared() ** .5; }
/** Returns the length of this vector squared
* @return {Number} */
lengthSquared() { return this.x ** 2 + this.y ** 2; }
/** Returns the distance from this vector to vector passed in
* @param {Vector2} vector
* @return {Number} */
distance(v: any) { return this.distanceSquared(v) ** .5; }
/** Returns the distance squared from this vector to vector passed in
* @param {Vector2} vector
* @return {Number} */
distanceSquared(v: any) { return (this.x - v.x) ** 2 + (this.y - v.y) ** 2; }
/** Returns a new vector in same direction as this one with the length passed in
* @param {Number} [length=1]
* @return {Vector2} */
normalize(length = 1) { const l = this.length(); return l ? this.scale(length / l) : new Vector2(length); }
/** Returns a new vector clamped to length passed in
* @param {Number} [length=1]
* @return {Vector2} */
clampLength(length = 1) { const l = this.length(); return l > length ? this.scale(length / l) : this; }
/** Returns the dot product of this and the vector passed in
* @param {Vector2} vector
* @return {Number} */
dot(v: any) { ASSERT(v.x != undefined); return this.x * v.x + this.y * v.y; }
/** Returns the cross product of this and the vector passed in
* @param {Vector2} vector
* @return {Number} */
cross(v: any) { ASSERT(v.x != undefined); return this.x * v.y - this.y * v.x; }
/** Returns the angle of this vector, up is angle 0
* @return {Number} */
angle() { return Math.atan2(this.x, this.y); }
/** Sets this vector with angle and length passed in
* @param {Number} [angle=0]
* @param {Number} [length=1] */
setAngle(a = 0, length = 1) { this.x = length * Math.sin(a); this.y = length * Math.cos(a); return this; }
/** Returns copy of this vector rotated by the angle passed in
* @param {Number} angle
* @return {Vector2} */
rotate(a: any) { const c = Math.cos(a), s = Math.sin(a); return new Vector2(this.x * c - this.y * s, this.x * s + this.y * c); }
/** Returns the integer direction of this vector, corrosponding to multiples of 90 degree rotation (0-3)
* @return {Number} */
direction() { return abs(this.x) > abs(this.y) ? this.x < 0 ? 3 : 1 : this.y < 0 ? 2 : 0; }
/** Returns a copy of this vector that has been inverted
* @return {Vector2} */
invert() { return new Vector2(this.y, -this.x); }
/** Returns a copy of this vector with the axies flipped
* @return {Vector2} */
flip() { return new Vector2(this.y, this.x); }
/** Returns a copy of this vector with each axis floored
* @return {Vector2} */
floor() { return new Vector2(Math.floor(this.x), Math.floor(this.y)); }
/** Returns the area this vector covers as a rectangle
* @return {Number} */
area() { return this.x * this.y; }
/** Returns a new vector that is p percent between this and the vector passed in
* @param {Vector2} vector
* @param {Number} percent
* @return {Vector2} */
lerp(v: any, p: any) { ASSERT(v.x != undefined); return this.add(v.subtract(this).scale(clamp(p))); }
/** Returns true if this vector is within the bounds of an array size passed in
* @param {Vector2} arraySize
* @return {Boolean} */
arrayCheck(arraySize: any) { return this.x >= 0 && this.y >= 0 && this.x < arraySize.x && this.y < arraySize.y; }
}
/** Create a 2d vector, can take another Vector2 to copy, 2 scalars, or 1 scalar
* @param {Number} [x=0]
* @param {Number} [y=0]
* @return {Vector2}
* @memberof Utilities */
export function vec2 (x?: any, y?: any) {
return (x === undefined || x.x == undefined) ? new Vector2(x, y == undefined ? x : y) : new Vector2(x.x, x.y);
}
///////////////////////////////////////////////////////////////////////////////
/** Color object (red, green, blue, alpha) with some helpful functions */
export class Color {
a: any;
b: any;
g: any;
r: any;
/** Create a color with the components passed in, white by default
* @param {Number} [r=1] - red
* @param {Number} [g=1] - green
* @param {Number} [b=1] - blue
* @param {Number} [a=1] - alpha */
constructor(r = 1, g = 1, b = 1, a = 1) { this.r = r; this.g = g; this.b = b; this.a = a; }
/** Returns a new color that is a copy of this
* @return {Color} */
copy() { return new Color(this.r, this.g, this.b, this.a); }
/** Returns a copy of this color plus the color passed in
* @param {Color} color
* @return {Color} */
add(c: any) { return new Color(this.r + c.r, this.g + c.g, this.b + c.b, this.a + c.a); }
/** Returns a copy of this color minus the color passed in
* @param {Color} color
* @return {Color} */
subtract(c: any) { return new Color(this.r - c.r, this.g - c.g, this.b - c.b, this.a - c.a); }
/** Returns a copy of this color times the color passed in
* @param {Color} color
* @return {Color} */
multiply(c: any) { return new Color(this.r * c.r, this.g * c.g, this.b * c.b, this.a * c.a); }
/** Returns a copy of this color divided by the color passed in
* @param {Color} color
* @return {Color} */
divide(c: any) { return new Color(this.r / c.r, this.g / c.g, this.b / c.b, this.a / c.a); }
/** Returns a copy of this color scaled by the value passed in, alpha can be scaled separately
* @param {Number} scale
* @param {Number} [alphaScale=scale]
* @return {Color} */
scale(s: any, a = s) { return new Color(this.r * s, this.g * s, this.b * s, this.a * a); }
/** Returns a copy of this color clamped to the valid range between 0 and 1
* @return {Color} */
clamp() { return new Color(clamp(this.r), clamp(this.g), clamp(this.b), clamp(this.a)); }
/** Returns a new color that is p percent between this and the color passed in
* @param {Color} color
* @param {Number} percent
* @return {Color} */
lerp(c: any, p: any) { return this.add(c.subtract(this).scale(clamp(p))); }
/** Sets this color given a hue, saturation, lightness , and alpha
* @param {Number} [hue=0]
* @param {Number} [saturation=0]
* @param {Number} [lightness=1]
* @param {Number} [alpha=1]
* @return {Color} */
setHSLA(h = 0, s = 0, l = 1, a = 1) {
const q = l < .5 ? l * (1 + s) : l + s - l * s, p = 2 * l - q,
f = (p: any, q: any, t: any) =>
(t = ((t % 1) + 1) % 1) < 1 / 6 ? p + (q - p) * 6 * t :
t < 1 / 2 ? q :
t < 2 / 3 ? p + (q - p) * (2 / 3 - t) * 6 : p;
this.r = f(p, q, h + 1 / 3);
this.g = f(p, q, h);
this.b = f(p, q, h - 1 / 3);
this.a = a;
return this;
}
/** Returns a new color that has each component randomly adjusted
* @param {Number} [amount=.05]
* @param {Number} [alphaAmount=0]
* @return {Color} */
mutate(amount = .05, alphaAmount = 0) {
return new Color
(
this.r + rand(amount, -amount),
this.g + rand(amount, -amount),
this.b + rand(amount, -amount),
this.a + rand(alphaAmount, -alphaAmount)
).clamp();
}
/** Returns this color expressed as an rgba string
* @return {String} */
rgba() {
ASSERT(this.r >= 0 && this.r <= 1 && this.g >= 0 && this.g <= 1 && this.b >= 0 && this.b <= 1 && this.a >= 0 && this.a <= 1);
return `rgb(${this.r * 255 | 0},${this.g * 255 | 0},${this.b * 255 | 0},${this.a})`;
}
/** Returns this color expressed as 32 bit integer value
* @return {Number} */
rgbaInt() {
ASSERT(this.r >= 0 && this.r <= 1 && this.g >= 0 && this.g <= 1 && this.b >= 0 && this.b <= 1 && this.a >= 0 && this.a <= 1);
return (this.r * 255 | 0) + (this.g * 255 << 8) + (this.b * 255 << 16) + (this.a * 255 << 24);
}
}
///////////////////////////////////////////////////////////////////////////////
/** Timer object tracks how long has passed since it was set */
export class Timer {
setTime: any;
time: any;
/** Create a timer object set time passed in
* @param {Number} [timeLeft] - How much time left before the timer elapses in seconds */
constructor(timeLeft: any) { this.time = timeLeft == undefined ? undefined : time + timeLeft; this.setTime = timeLeft; }
/** Set the timer with seconds passed in
* @param {Number} [timeLeft=0] - How much time left before the timer is elapsed in seconds */
set(timeLeft = 0) { this.time = time + timeLeft; this.setTime = timeLeft; }
/** Unset the timer */
unset() { this.time = undefined; }
/** Returns true if set
* @return {Boolean} */
isSet() { return this.time != undefined; }
/** Returns true if set and has not elapsed
* @return {Boolean} */
active() { return time <= this.time; }
/** Returns true if set and elapsed
* @return {Boolean} */
elapsed() { return time > this.time; }
/** Get how long since elapsed, returns 0 if not set
* @return {Number} */
get() { return this.isSet() ? time - this.time : 0; }
/** Get percentage elapsed based on time it was set to, returns 0 if not set
* @return {Number} */
getPercent() { return this.isSet() ? percent(this.time - time, 0, this.setTime) : 0; }
}