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jsge

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Javascript Game Engine

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import { DRAW_TYPE } from "../../constants.js"; import { utils } from "../../index.js"; /** * A base draw object. */ export class DrawShapeObject { #x; #y; #bg; /** * @type {DRAW_TYPE} */ #type; /** * Is used for blending pixel arithmetic * https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/blendFunc. * @type {Array<number>} */ #blendFunc; /** * @type {number} */ #sortIndex = 0; /** * @type {number} */ #rotation = 0; /** * @type {number} */ #id = utils.generateUniqId(); /** * @type {boolean} */ #isRemoved = false; /** * @type {undefined | number | null} */ #attachedMaskId; /** * @type {boolean} */ #isMask; /** * @type {boolean} */ #isOffsetTurnedOff = false; /** * @type {boolean} */ #isChanged = false; /** * @hideconstructor */ constructor(type, mapX, mapY, bgColor) { this.#x = mapX; this.#y = mapY; this.#bg = bgColor; this.#type = type; } /** * Background color as rgba(r,g,b,a). * @type {string} */ get bgColor() { return this.#bg; } set bgColor(value) { this.#bg = value; } /** * @type {DRAW_TYPE} */ get type() { return this.#type; } /** * @type {number} */ get x() { return this.#x; } /** * @type {number} */ get y () { return this.#y; } set x(posX) { this.#x = posX; } set y(posY) { this.#y = posY; } /** * @type {number} */ get sortIndex () { return this.#sortIndex; } set sortIndex(value) { this.#sortIndex = value; } get blendFunc () { return this.#blendFunc; } set blendFunc(value) { this.#blendFunc = value; } /** * @type {number} */ get rotation() { return this.#rotation; } set rotation(value) { this.#rotation = value; } /** * @type {number} */ get id() { return this.#id; } /** * @type {boolean} */ get isRemoved() { return this.#isRemoved; } /** * Destroy object on next render iteration. */ destroy() { this.#isRemoved = true; } get isMaskAttached() { return !!this.#attachedMaskId; } /** * @ignore */ get _maskId() { return this.#attachedMaskId; } /** * * @param {DrawShapeObject} mask */ setMask(mask) { mask._isMask = true; this.#attachedMaskId = mask.id; } removeMask() { this.#attachedMaskId = null; } set _isMask(isSet) { this.#isMask = isSet; } get _isMask() { return this.#isMask; } get isOffsetTurnedOff() { return this.#isOffsetTurnedOff; } /** * turn off offset for specific draw object * gameStageData.centerCameraPosition() will take no effect on such object * Can be used for something that should be always on screen: control buttons, overlay masks etc. */ turnOffOffset() { this.#isOffsetTurnedOff = true; } /** * @ignore * @param {number} width * @param {number} height * @returns {Array<Array<number>>} */ _calculateRectVertices = (width, height) => { const halfW = width/2, halfH = height/2; return [[-halfW, -halfH], [halfW, -halfH], [halfW, halfH], [-halfW, halfH]]; }; /** * @param {number} radius * @param {number} [angle = 2 * Math.PI] * @param {number} [step = Math.PI/12] * @returns {Array<number>} * @ignore */ _interpolateConus(radius, angle = 2*Math.PI, step = Math.PI/14) { let conusPolygonCoords = [0, 0]; for (let r = 0; r <= angle; r += step) { let x2 = Math.cos(r) * radius, y2 = Math.sin(r) * radius; conusPolygonCoords.push(x2, y2); } return conusPolygonCoords; } /** * @param {number} radius * @param {number} [angle = 2 * Math.PI] * @param {number} [step = Math.PI/12] * @returns {Array<Array<number>>} * @ignore */ _calculateConusBoundaries(radius, angle = 2*Math.PI, step = Math.PI/14) { let conusPolygonCoords = []; for (let r = 0; r <= angle; r += step) { let x2 = Math.cos(r) * radius, y2 = Math.sin(r) * radius; conusPolygonCoords.push([x2, y2]); } return conusPolygonCoords; } /** * @param {Array<Array<number>> | Array<{x:number, y:number}>} boundaries * @returns {Array<Array<number>>} * @ignore */ _convertVerticesArray(boundaries) { if (typeof boundaries[0].x !== "undefined" && typeof boundaries[0].y !== "undefined") { return utils.verticesArrayToArrayNumbers(boundaries); } else { return boundaries; } } }