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littlejsengine

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LittleJS - Tiny and Fast HTML5 Game Engine

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// LittleJS Engine - MIT License - Copyright 2021 Frank Force // https://github.com/KilledByAPixel/LittleJS 'use strict'; /** * LittleJS - Release Mode * - This file is used for release builds in place of engineDebug.js * - Debug functionality is disabled to reduce size and increase performance */ let showWatermark = 0; let debugKey = ''; const debug = 0; const debugOverlay = 0; const debugPhysics = 0; const debugParticles = 0; const debugRaycast = 0; const debugGamepads = 0; const debugMedals = 0; // debug commands are automatically removed from the final build function ASSERT (){} function debugInit (){} function debugUpdate (){} function debugRender (){} function debugRect (){} function debugPoly (){} function debugCircle (){} function debugPoint (){} function debugLine (){} function debugOverlap (){} function debugText (){} function debugClear (){} function debugScreenshot (){} function debugSaveCanvas (){} function debugSaveText (){} function debugSaveDataURL(){} /** * LittleJS Utility Classes and Functions * - General purpose math library * - Vector2 - fast, simple, easy 2D vector class * - Color - holds a rgba color with some math functions * - Timer - tracks time automatically * - RandomGenerator - seeded random number generator * @namespace Utilities */ /** A shortcut to get Math.PI * @type {number} * @default Math.PI * @memberof Utilities */ const PI = Math.PI; /** Returns absolute value of value passed in * @param {number} value * @return {number} * @memberof Utilities */ function abs(value) { return Math.abs(value); } /** Returns lowest of two values passed in * @param {number} valueA * @param {number} valueB * @return {number} * @memberof Utilities */ function min(valueA, valueB) { return Math.min(valueA, valueB); } /** Returns highest of two values passed in * @param {number} valueA * @param {number} valueB * @return {number} * @memberof Utilities */ function max(valueA, valueB) { return Math.max(valueA, valueB); } /** Returns the sign of value passed in * @param {number} value * @return {number} * @memberof Utilities */ function sign(value) { return Math.sign(value); } /** 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 */ function mod(dividend, divisor=1) { return ((dividend % divisor) + divisor) % divisor; } /** Clamps the value between max and min * @param {number} value * @param {number} [min] * @param {number} [max] * @return {number} * @memberof Utilities */ function clamp(value, min=0, max=1) { return value < min ? min : value > max ? max : value; } /** Returns what percentage the value is between valueA and valueB * @param {number} value * @param {number} valueA * @param {number} valueB * @return {number} * @memberof Utilities */ function percent(value, valueA, valueB) { return (valueB-=valueA) ? clamp((value-valueA)/valueB) : 0; } /** Linearly interpolates between values passed in using percent * @param {number} percent * @param {number} valueA * @param {number} valueB * @return {number} * @memberof Utilities */ function lerp(percent, valueA, valueB) { return valueA + clamp(percent) * (valueB-valueA); } /** Returns signed wrapped distance between the two values passed in * @param {number} valueA * @param {number} valueB * @param {number} [wrapSize] * @returns {number} * @memberof Utilities */ function distanceWrap(valueA, valueB, wrapSize=1) { const d = (valueA - valueB) % wrapSize; return d*2 % wrapSize - d; } /** Linearly interpolates between values passed in with wrapping * @param {number} percent * @param {number} valueA * @param {number} valueB * @param {number} [wrapSize] * @returns {number} * @memberof Utilities */ function lerpWrap(percent, valueA, valueB, wrapSize=1) { return valueB + clamp(percent) * distanceWrap(valueA, valueB, wrapSize); } /** Returns signed wrapped distance between the two angles passed in * @param {number} angleA * @param {number} angleB * @returns {number} * @memberof Utilities */ function distanceAngle(angleA, angleB) { return distanceWrap(angleA, angleB, 2*PI); } /** Linearly interpolates between the angles passed in with wrapping * @param {number} percent * @param {number} angleA * @param {number} angleB * @returns {number} * @memberof Utilities */ function lerpAngle(percent, angleA, angleB) { return lerpWrap(percent, angleA, angleB, 2*PI); } /** Applies smoothstep function to the percentage value * @param {number} percent * @return {number} * @memberof Utilities */ function smoothStep(percent) { return percent * percent * (3 - 2 * percent); } /** Returns the nearest power of two not less then the value * @param {number} value * @return {number} * @memberof Utilities */ function nearestPowerOfTwo(value) { return 2**Math.ceil(Math.log2(value)); } /** Returns true if two axis aligned bounding boxes are overlapping * @param {Vector2} posA - Center of box A * @param {Vector2} sizeA - Size of box A * @param {Vector2} posB - Center of box B * @param {Vector2} [sizeB=(0,0)] - Size of box B, a point if undefined * @return {boolean} - True if overlapping * @memberof Utilities */ function isOverlapping(posA, sizeA, posB, sizeB=vec2()) { return abs(posA.x - posB.x)*2 < sizeA.x + sizeB.x && abs(posA.y - posB.y)*2 < sizeA.y + sizeB.y; } /** Returns true if a line segment is intersecting an axis aligned box * @param {Vector2} start - Start of raycast * @param {Vector2} end - End of raycast * @param {Vector2} pos - Center of box * @param {Vector2} size - Size of box * @return {boolean} - True if intersecting * @memberof Utilities */ function isIntersecting(start, end, pos, size) { // Liang-Barsky algorithm const boxMin = pos.subtract(size.scale(.5)); const boxMax = boxMin.add(size); const delta = end.subtract(start); const a = start.subtract(boxMin); const b = start.subtract(boxMax); const p = [-delta.x, delta.x, -delta.y, delta.y]; const q = [a.x, -b.x, a.y, -b.y]; let tMin = 0, tMax = 1; for (let i = 4; i--;) { if (p[i]) { const t = q[i] / p[i]; if (p[i] < 0) { if (t > tMax) return false; tMin = max(t, tMin); } else { if (t < tMin) return false; tMax = min(t, tMax); } } else if (q[i] < 0) return false; } return true; } /** Returns an oscillating wave between 0 and amplitude with frequency of 1 Hz by default * @param {number} [frequency] - Frequency of the wave in Hz * @param {number} [amplitude] - 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 */ function wave(frequency=1, amplitude=1, t=time) { return amplitude/2 * (1 - Math.cos(t*frequency*2*PI)); } /** Formats seconds to mm:ss style for display purposes * @param {number} t - time in seconds * @return {string} * @memberof Utilities */ function formatTime(t) { return (t/60|0) + ':' + (t%60<10?'0':'') + (t%60|0); } /////////////////////////////////////////////////////////////////////////////// /** Random global functions * @namespace Random */ /** Returns a random value between the two values passed in * @param {number} [valueA] * @param {number} [valueB] * @return {number} * @memberof Random */ function rand(valueA=1, valueB=0) { return valueB + Math.random() * (valueA-valueB); } /** Returns a floored random value between the two values passed in * The upper bound is exclusive. (If 2 is passed in, result will be 0 or 1) * @param {number} valueA * @param {number} [valueB] * @return {number} * @memberof Random */ function randInt(valueA, valueB=0) { return Math.floor(rand(valueA,valueB)); } /** Randomly returns either -1 or 1 * @return {number} * @memberof Random */ function randSign() { return randInt(2) * 2 - 1; } /** Returns a random Vector2 with the passed in length * @param {number} [length] * @return {Vector2} * @memberof Random */ function randVector(length=1) { return new Vector2().setAngle(rand(2*PI), length); } /** Returns a random Vector2 within a circular shape * @param {number} [radius] * @param {number} [minRadius] * @return {Vector2} * @memberof Random */ function randInCircle(radius=1, minRadius=0) { return radius > 0 ? randVector(radius * rand(minRadius / radius, 1)**.5) : new Vector2; } /** Returns a random color between the two passed in colors, combine components if linear * @param {Color} [colorA=(1,1,1,1)] * @param {Color} [colorB=(0,0,0,1)] * @param {boolean} [linear] * @return {Color} * @memberof Random */ function randColor(colorA=new Color, colorB=new Color(0,0,0,1), linear=false) { return linear ? colorA.lerp(colorB, rand()) : new Color(rand(colorA.r,colorB.r), rand(colorA.g,colorB.g), rand(colorA.b,colorB.b), rand(colorA.a,colorB.a)); } /////////////////////////////////////////////////////////////////////////////// /** * Seeded random number generator * - Can be used to create a deterministic random number sequence * @example * let r = new RandomGenerator(123); // random number generator with seed 123 * let a = r.float(); // random value between 0 and 1 * let b = r.int(10); // random integer between 0 and 9 * r.seed = 123; // reset the seed * let c = r.float(); // the same value as a */ class RandomGenerator { /** Create a random number generator with the seed passed in * @param {number} seed - Starting seed */ constructor(seed) { /** @property {number} - random seed */ this.seed = seed; } /** Returns a seeded random value between the two values passed in * @param {number} [valueA] * @param {number} [valueB] * @return {number} */ float(valueA=1, valueB=0) { // xorshift algorithm this.seed ^= this.seed << 13; this.seed ^= this.seed >>> 17; this.seed ^= this.seed << 5; return valueB + (valueA - valueB) * ((this.seed >>> 0) / 2**32); } /** Returns a floored seeded random value the two values passed in * @param {number} valueA * @param {number} [valueB] * @return {number} */ int(valueA, valueB=0) { return Math.floor(this.float(valueA, valueB)); } /** Randomly returns either -1 or 1 deterministically * @return {number} */ sign() { return this.float() > .5 ? 1 : -1; } } /////////////////////////////////////////////////////////////////////////////// /** * Create a 2d vector, can take another Vector2 to copy, 2 scalars, or 1 scalar * @param {Vector2|number} [x] * @param {number} [y] * @return {Vector2} * @example * let a = vec2(0, 1); // vector with coordinates (0, 1) * let b = vec2(a); // copy a into b * a = vec2(5); // set a to (5, 5) * b = vec2(); // set b to (0, 0) * @memberof Utilities */ function vec2(x=0, y) { return typeof x == 'number' ? new Vector2(x, y == undefined? x : y) : new Vector2(x.x, x.y); } /** * Check if object is a valid Vector2 * @param {any} v * @return {boolean} * @memberof Utilities */ function isVector2(v) { return v instanceof Vector2; } /** * 2D Vector object with vector math library * - Functions do not change this so they can be chained together * @example * let a = new Vector2(2, 3); // vector with coordinates (2, 3) * let b = new Vector2; // vector with coordinates (0, 0) * let c = vec2(4, 2); // use the vec2 function to make a Vector2 * let d = a.add(b).scale(5); // operators can be chained */ class Vector2 { /** Create a 2D vector with the x and y passed in, can also be created with vec2() * @param {number} [x] - X axis location * @param {number} [y] - Y axis location */ constructor(x=0, y=0) { /** @property {number} - X axis location */ this.x = x; /** @property {number} - Y axis location */ this.y = y; ASSERT(this.isValid()); } /** Sets values of this vector and returns self * @param {number} [x] - X axis location * @param {number} [y] - Y axis location * @return {Vector2} */ set(x=0, y=0) { this.x = x; this.y = y; ASSERT(this.isValid()); return this; } /** 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} v - other vector * @return {Vector2} */ add(v) { ASSERT(isVector2(v)); return new Vector2(this.x + v.x, this.y + v.y); } /** Returns a copy of this vector minus the vector passed in * @param {Vector2} v - other vector * @return {Vector2} */ subtract(v) { ASSERT(isVector2(v)); return new Vector2(this.x - v.x, this.y - v.y); } /** Returns a copy of this vector times the vector passed in * @param {Vector2} v - other vector * @return {Vector2} */ multiply(v) { ASSERT(isVector2(v)); 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} v - other vector * @return {Vector2} */ divide(v) { ASSERT(isVector2(v)); 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} s - scale * @return {Vector2} */ scale(s) { ASSERT(!isVector2(s)); 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} v - other vector * @return {number} */ distance(v) { ASSERT(isVector2(v)); return this.distanceSquared(v)**.5; } /** Returns the distance squared from this vector to vector passed in * @param {Vector2} v - other vector * @return {number} */ distanceSquared(v) { ASSERT(isVector2(v)); 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] * @return {Vector2} */ normalize(length=1) { const l = this.length(); return l ? this.scale(length/l) : new Vector2(0, length); } /** Returns a new vector clamped to length passed in * @param {number} [length] * @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} v - other vector * @return {number} */ dot(v) { ASSERT(isVector2(v)); return this.x*v.x + this.y*v.y; } /** Returns the cross product of this and the vector passed in * @param {Vector2} v - other vector * @return {number} */ cross(v) { ASSERT(isVector2(v)); return this.x*v.y - this.y*v.x; } /** Returns the clockwise angle of this vector, up is angle 0 * @return {number} */ angle() { return Math.atan2(this.x, this.y); } /** Sets this vector with clockwise angle and length passed in * @param {number} [angle] * @param {number} [length] * @return {Vector2} */ setAngle(angle=0, length=1) { this.x = length*Math.sin(angle); this.y = length*Math.cos(angle); return this; } /** Returns copy of this vector rotated by the clockwise angle passed in * @param {number} angle * @return {Vector2} */ rotate(angle) { const c = Math.cos(-angle), s = Math.sin(-angle); return new Vector2(this.x*c - this.y*s, this.x*s + this.y*c); } /** Set the integer direction of this vector, corresponding to multiples of 90 degree rotation (0-3) * @param {number} [direction] * @param {number} [length] */ setDirection(direction, length=1) { direction = mod(direction, 4); ASSERT(direction==0 || direction==1 || direction==2 || direction==3); return vec2(direction%2 ? direction-1 ? -length : length : 0, direction%2 ? 0 : direction ? -length : length); } /** Returns the integer direction of this vector, corresponding 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 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 abs(this.x * this.y); } /** Returns a new vector that is p percent between this and the vector passed in * @param {Vector2} v - other vector * @param {number} percent * @return {Vector2} */ lerp(v, percent) { ASSERT(isVector2(v)); return this.add(v.subtract(this).scale(clamp(percent))); } /** Returns true if this vector is within the bounds of an array size passed in * @param {Vector2} arraySize * @return {boolean} */ arrayCheck(arraySize) { ASSERT(isVector2(arraySize)); return this.x >= 0 && this.y >= 0 && this.x < arraySize.x && this.y < arraySize.y; } /** Returns this vector expressed as a string * @param {number} digits - precision to display * @return {string} */ toString(digits=3) { if (debug) return `(${(this.x<0?'':' ') + this.x.toFixed(digits)},${(this.y<0?'':' ') + this.y.toFixed(digits)} )`; } /** Checks if this is a valid vector * @return {boolean} */ isValid() { return typeof this.x == 'number' && !isNaN(this.x) && typeof this.y == 'number' && !isNaN(this.y); } } /////////////////////////////////////////////////////////////////////////////// /** * Create a color object with RGBA values, white by default * @param {number} [r=1] - red * @param {number} [g=1] - green * @param {number} [b=1] - blue * @param {number} [a=1] - alpha * @return {Color} * @memberof Utilities */ function rgb(r, g, b, a) { return new Color(r, g, b, a); } /** * Create a color object with HSLA values, white by default * @param {number} [h=0] - hue * @param {number} [s=0] - saturation * @param {number} [l=1] - lightness * @param {number} [a=1] - alpha * @return {Color} * @memberof Utilities */ function hsl(h, s, l, a) { return new Color().setHSLA(h, s, l, a); } /** * Check if object is a valid Color * @param {any} c * @return {boolean} * @memberof Utilities */ function isColor(c) { return c instanceof Color; } /** * Color object (red, green, blue, alpha) with some helpful functions * @example * let a = new Color; // white * let b = new Color(1, 0, 0); // red * let c = new Color(0, 0, 0, 0); // transparent black * let d = rgb(0, 0, 1); // blue using rgb color * let e = hsl(.3, 1, .5); // green using hsl color */ class Color { /** Create a color with the rgba components passed in, white by default * @param {number} [r] - red * @param {number} [g] - green * @param {number} [b] - blue * @param {number} [a] - alpha*/ constructor(r=1, g=1, b=1, a=1) { /** @property {number} - Red */ this.r = r; /** @property {number} - Green */ this.g = g; /** @property {number} - Blue */ this.b = b; /** @property {number} - Alpha */ this.a = a; ASSERT(this.isValid()); } /** Sets values of this color and returns self * @param {number} [r] - red * @param {number} [g] - green * @param {number} [b] - blue * @param {number} [a] - alpha * @return {Color} */ set(r=1, g=1, b=1, a=1) { this.r = r; this.g = g; this.b = b; this.a = a; ASSERT(this.isValid()); return this; } /** 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} c - other color * @return {Color} */ add(c) { ASSERT(isColor(c)); 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} c - other color * @return {Color} */ subtract(c) { ASSERT(isColor(c)); 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} c - other color * @return {Color} */ multiply(c) { ASSERT(isColor(c)); 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} c - other color * @return {Color} */ divide(c) { ASSERT(isColor(c)); 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(scale, alphaScale=scale) { return new Color(this.r*scale, this.g*scale, this.b*scale, this.a*alphaScale); } /** 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} c - other color * @param {number} percent * @return {Color} */ lerp(c, percent) { ASSERT(isColor(c)); return this.add(c.subtract(this).scale(clamp(percent))); } /** Sets this color given a hue, saturation, lightness, and alpha * @param {number} [h] - hue * @param {number} [s] - saturation * @param {number} [l] - lightness * @param {number} [a] - alpha * @return {Color} */ setHSLA(h=0, s=0, l=1, a=1) { h = mod(h,1); s = clamp(s); l = clamp(l); const q = l < .5 ? l*(1+s) : l+s-l*s, p = 2*l-q, f = (p, q, t)=> (t = mod(t,1))*6 < 1 ? p+(q-p)*6*t : t*2 < 1 ? q : t*3 < 2 ? p+(q-p)*(4-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; ASSERT(this.isValid()); return this; } /** Returns this color expressed in hsla format * @return {Array<number>} */ HSLA() { const r = clamp(this.r); const g = clamp(this.g); const b = clamp(this.b); const a = clamp(this.a); const max = Math.max(r, g, b); const min = Math.min(r, g, b); const l = (max + min) / 2; let h = 0, s = 0; if (max != min) { let d = max - min; s = l > .5 ? d / (2 - max - min) : d / (max + min); if (r == max) h = (g - b) / d + (g < b ? 6 : 0); else if (g == max) h = (b - r) / d + 2; else if (b == max) h = (r - g) / d + 4; } return [h / 6, s, l, a]; } /** Returns a new color that has each component randomly adjusted * @param {number} [amount] * @param {number} [alphaAmount] * @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 a hex color code * @param {boolean} [useAlpha] - if alpha should be included in result * @return {string} */ toString(useAlpha = true) { const toHex = (c)=> ((c=clamp(c)*255|0)<16 ? '0' : '') + c.toString(16); return '#' + toHex(this.r) + toHex(this.g) + toHex(this.b) + (useAlpha ? toHex(this.a) : ''); } /** Set this color from a hex code * @param {string} hex - html hex code * @return {Color} */ setHex(hex) { ASSERT(typeof hex == 'string' && hex[0] == '#'); ASSERT([4,5,7,9].includes(hex.length), 'Invalid hex'); if (hex.length < 6) { const fromHex = (c)=> clamp(parseInt(hex[c],16)/15); this.r = fromHex(1); this.g = fromHex(2), this.b = fromHex(3); this.a = hex.length == 5 ? fromHex(4) : 1; } else { const fromHex = (c)=> clamp(parseInt(hex.slice(c,c+2),16)/255); this.r = fromHex(1); this.g = fromHex(3), this.b = fromHex(5); this.a = hex.length == 9 ? fromHex(7) : 1; } ASSERT(this.isValid()); return this; } /** Returns this color expressed as 32 bit RGBA value * @return {number} */ rgbaInt() { const r = clamp(this.r)*255|0; const g = clamp(this.g)*255<<8; const b = clamp(this.b)*255<<16; const a = clamp(this.a)*255<<24; return r + g + b + a; } /** Checks if this is a valid color * @return {boolean} */ isValid() { return typeof this.r == 'number' && !isNaN(this.r) && typeof this.g == 'number' && !isNaN(this.g) && typeof this.b == 'number' && !isNaN(this.b) && typeof this.a == 'number' && !isNaN(this.a); } } /////////////////////////////////////////////////////////////////////////////// // default colors /** Color - White #ffffff * @type {Color} * @memberof Utilities */ const WHITE = rgb(); /** Color - Black #000000 * @type {Color} * @memberof Utilities */ const BLACK = rgb(0,0,0); /** Color - Gray #808080 * @type {Color} * @memberof Utilities */ const GRAY = rgb(.5,.5,.5); /** Color - Red #ff0000 * @type {Color} * @memberof Utilities */ const RED = rgb(1,0,0); /** Color - Orange #ff8000 * @type {Color} * @memberof Utilities */ const ORANGE = rgb(1,.5,0); /** Color - Yellow #ffff00 * @type {Color} * @memberof Utilities */ const YELLOW = rgb(1,1,0); /** Color - Green #00ff00 * @type {Color} * @memberof Utilities */ const GREEN = rgb(0,1,0); /** Color - Cyan #00ffff * @type {Color} * @memberof Utilities */ const CYAN = rgb(0,1,1); /** Color - Blue #0000ff * @type {Color} * @memberof Utilities */ const BLUE = rgb(0,0,1); /** Color - Purple #8000ff * @type {Color} * @memberof Utilities */ const PURPLE = rgb(.5,0,1); /** Color - Magenta #ff00ff * @type {Color} * @memberof Utilities */ const MAGENTA = rgb(1,0,1); /////////////////////////////////////////////////////////////////////////////// /** * Timer object tracks how long has passed since it was set * @example * let a = new Timer; // creates a timer that is not set * a.set(3); // sets the timer to 3 seconds * * let b = new Timer(1); // creates a timer with 1 second left * b.unset(); // unset the timer */ class Timer { /** Create a timer object set time passed in * @param {number} [timeLeft] - How much time left before the timer elapses in seconds */ constructor(timeLeft) { this.time = timeLeft == undefined ? undefined : time + timeLeft; this.setTime = timeLeft; } /** Set the timer with seconds passed in * @param {number} [timeLeft] - 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 (returns negative if currently active) * @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()? 1-percent(this.time - time, 0, this.setTime) : 0; } /** Returns this timer expressed as a string * @return {string} */ toString() { if (debug) { return this.isSet() ? Math.abs(this.get()) + ' seconds ' + (this.get()<0 ? 'before' : 'after' ) : 'unset'; }} /** Get how long since elapsed, returns 0 if not set (returns negative if currently active) * @return {number} */ valueOf() { return this.get(); } } /** * LittleJS Engine Settings * - All settings for the engine are here * @namespace Settings */ /////////////////////////////////////////////////////////////////////////////// // Camera settings /** Position of camera in world space * @type {Vector2} * @default Vector2() * @memberof Settings */ let cameraPos = vec2(); /** Scale of camera in world space * @type {number} * @default * @memberof Settings */ let cameraScale = 32; /////////////////////////////////////////////////////////////////////////////// // Display settings /** The max size of the canvas, centered if window is larger * @type {Vector2} * @default Vector2(1920,1080) * @memberof Settings */ let canvasMaxSize = vec2(1920, 1080); /** Fixed size of the canvas, if enabled canvas size never changes * - you may also need to set mainCanvasSize if using screen space coords in startup * @type {Vector2} * @default Vector2() * @memberof Settings */ let canvasFixedSize = vec2(); /** Use nearest neighbor scaling algorithm for canvas for more pixelated look * - Must be set before startup to take effect * - If enabled sets css image-rendering:pixelated * @type {boolean} * @default * @memberof Settings */ let canvasPixelated = true; /** Disables texture filtering for crisper pixel art * @type {boolean} * @default * @memberof Settings */ let tilesPixelated = true; /** Default font used for text rendering * @type {string} * @default * @memberof Settings */ let fontDefault = 'arial'; /** Enable to show the LittleJS splash screen be shown on startup * @type {boolean} * @default * @memberof Settings */ let showSplashScreen = false; /** Disables all rendering, audio, and input for servers * @type {boolean} * @default * @memberof Settings */ let headlessMode = false; /////////////////////////////////////////////////////////////////////////////// // WebGL settings /** Enable webgl rendering, webgl can be disabled and removed from build (with some features disabled) * @type {boolean} * @default * @memberof Settings */ let glEnable = true; /** Fixes slow rendering in some browsers by not compositing the WebGL canvas * @type {boolean} * @default * @memberof Settings */ let glOverlay = true; /////////////////////////////////////////////////////////////////////////////// // Tile sheet settings /** Default size of tiles in pixels * @type {Vector2} * @default Vector2(16,16) * @memberof Settings */ let tileSizeDefault = vec2(16); /** How many pixels smaller to draw tiles to prevent bleeding from neighbors * @type {number} * @default * @memberof Settings */ let tileFixBleedScale = 0; /////////////////////////////////////////////////////////////////////////////// // Object settings /** Enable physics solver for collisions between objects * @type {boolean} * @default * @memberof Settings */ let enablePhysicsSolver = true; /** Default object mass for collision calculations (how heavy objects are) * @type {number} * @default * @memberof Settings */ let objectDefaultMass = 1; /** How much to slow velocity by each frame (0-1) * @type {number} * @default * @memberof Settings */ let objectDefaultDamping = 1; /** How much to slow angular velocity each frame (0-1) * @type {number} * @default * @memberof Settings */ let objectDefaultAngleDamping = 1; /** How much to bounce when a collision occurs (0-1) * @type {number} * @default * @memberof Settings */ let objectDefaultElasticity = 0; /** How much to slow when touching (0-1) * @type {number} * @default * @memberof Settings */ let objectDefaultFriction = .8; /** Clamp max speed to avoid fast objects missing collisions * @type {number} * @default * @memberof Settings */ let objectMaxSpeed = 1; /** How much gravity to apply to objects along the Y axis, negative is down * @type {number} * @default * @memberof Settings */ let gravity = 0; /** Scales emit rate of particles, useful for low graphics mode (0 disables particle emitters) * @type {number} * @default * @memberof Settings */ let particleEmitRateScale = 1; /////////////////////////////////////////////////////////////////////////////// // Input settings /** Should gamepads be allowed * @type {boolean} * @default * @memberof Settings */ let gamepadsEnable = true; /** If true, the dpad input is also routed to the left analog stick (for better accessability) * @type {boolean} * @default * @memberof Settings */ let gamepadDirectionEmulateStick = true; /** If true the WASD keys are also routed to the direction keys (for better accessability) * @type {boolean} * @default * @memberof Settings */ let inputWASDEmulateDirection = true; /** True if touch input is enabled for mobile devices * - Touch events will be routed to mouse events * @type {boolean} * @default * @memberof Settings */ let touchInputEnable = true; /** True if touch gamepad should appear on mobile devices * - Supports left analog stick, 4 face buttons and start button (button 9) * - Must be set by end of gameInit to be activated * @type {boolean} * @default * @memberof Settings */ let touchGamepadEnable = false; /** True if touch gamepad should be analog stick or false to use if 8 way dpad * @type {boolean} * @default * @memberof Settings */ let touchGamepadAnalog = true; /** Size of virtual gamepad for touch devices in pixels * @type {number} * @default * @memberof Settings */ let touchGamepadSize = 99; /** Transparency of touch gamepad overlay * @type {number} * @default * @memberof Settings */ let touchGamepadAlpha = .3; /** Allow vibration hardware if it exists * @type {boolean} * @default * @memberof Settings */ let vibrateEnable = true; /////////////////////////////////////////////////////////////////////////////// // Audio settings /** All audio code can be disabled and removed from build * @type {boolean} * @default * @memberof Settings */ let soundEnable = true; /** Volume scale to apply to all sound, music and speech * @type {number} * @default * @memberof Settings */ let soundVolume = .3; /** Default range where sound no longer plays * @type {number} * @default * @memberof Settings */ let soundDefaultRange = 40; /** Default range percent to start tapering off sound (0-1) * @type {number} * @default * @memberof Settings */ let soundDefaultTaper = .7; /////////////////////////////////////////////////////////////////////////////// // Medals settings /** How long to show medals for in seconds * @type {number} * @default * @memberof Settings */ let medalDisplayTime = 5; /** How quickly to slide on/off medals in seconds * @type {number} * @default * @memberof Settings */ let medalDisplaySlideTime = .5; /** Size of medal display * @type {Vector2} * @default Vector2(640,80) * @memberof Settings */ let medalDisplaySize = vec2(640, 80); /** Size of icon in medal display * @type {number} * @default * @memberof Settings */ let medalDisplayIconSize = 50; /** Set to stop medals from being unlockable (like if cheats are enabled) * @type {boolean} * @default * @memberof Settings */ let medalsPreventUnlock = false; /////////////////////////////////////////////////////////////////////////////// // Setters for global variables /** Set position of camera in world space * @param {Vector2} pos * @memberof Settings */ function setCameraPos(pos) { cameraPos = pos; } /** Set scale of camera in world space * @param {number} scale * @memberof Settings */ function setCameraScale(scale) { cameraScale = scale; } /** Set max size of the canvas * @param {Vector2} size * @memberof Settings */ function setCanvasMaxSize(size) { canvasMaxSize = size; } /** Set fixed size of the canvas * @param {Vector2} size * @memberof Settings */ function setCanvasFixedSize(size) { canvasFixedSize = size; } /** Use nearest neighbor scaling algorithm for canvas for more pixelated look * @param {boolean} pixelated * @memberof Settings */ function setCanvasPixelated(pixelated) { canvasPixelated = pixelated; } /** Disables texture filtering for crisper pixel art * @param {boolean} pixelated * @memberof Settings */ function setTilesPixelated(pixelated) { tilesPixelated = pixelated; } /** Set default font used for text rendering * @param {string} font * @memberof Settings */ function setFontDefault(font) { fontDefault = font; } /** Set if the LittleJS splash screen be shown on startup * @param {boolean} show * @memberof Settings */ function setShowSplashScreen(show) { showSplashScreen = show; } /** Set to disable rendering, audio, and input for servers * @param {boolean} headless * @memberof Settings */ function setHeadlessMode(headless) { headlessMode = headless; } /** Set if webgl rendering is enabled * @param {boolean} enable * @memberof Settings */ function setGlEnable(enable) { glEnable = enable; } /** Set to not composite the WebGL canvas * @param {boolean} overlay * @memberof Settings */ function setGlOverlay(overlay) { glOverlay = overlay; } /** Set default size of tiles in pixels * @param {Vector2} size * @memberof Settings */ function setTileSizeDefault(size) { tileSizeDefault = size; } /** Set to prevent tile bleeding from neighbors in pixels * @param {number} scale * @memberof Settings */ function setTileFixBleedScale(scale) { tileFixBleedScale = scale; } /** Set if collisions between objects are enabled * @param {boolean} enable * @memberof Settings */ function setEnablePhysicsSolver(enable) { enablePhysicsSolver = enable; } /** Set default object mass for collision calculations * @param {number} mass * @memberof Settings */ function setObjectDefaultMass(mass) { objectDefaultMass = mass; } /** Set how much to slow velocity by each frame * @param {number} damp * @memberof Settings */ function setObjectDefaultDamping(damp) { objectDefaultDamping = damp; } /** Set how much to slow angular velocity each frame * @param {number} damp * @memberof Settings */ function setObjectDefaultAngleDamping(damp) { objectDefaultAngleDamping = damp; } /** Set how much to bounce when a collision occur * @param {number} elasticity * @memberof Settings */ function setObjectDefaultElasticity(elasticity) { objectDefaultElasticity = elasticity; } /** Set how much to slow when touching * @param {number} friction * @memberof Settings */ function setObjectDefaultFriction(friction) { objectDefaultFriction = friction; } /** Set max speed to avoid fast objects missing collisions * @param {number} speed * @memberof Settings */ function setObjectMaxSpeed(speed) { objectMaxSpeed = speed; } /** Set how much gravity to apply to objects along the Y axis * @param {number} newGravity * @memberof Settings */ function setGravity(newGravity) { gravity = newGravity; } /** Set to scales emit rate of particles * @param {number} scale * @memberof Settings */ function setParticleEmitRateScale(scale) { particleEmitRateScale = scale; } /** Set if gamepads are enabled * @param {boolean} enable * @memberof Settings */ function setGamepadsEnable(enable) { gamepadsEnable = enable; } /** Set if the dpad input is also routed to the left analog stick * @param {boolean} enable * @memberof Settings */ function setGamepadDirectionEmulateStick(enable) { gamepadDirectionEmulateStick = enable; } /** Set if true the WASD keys are also routed to the direction keys * @param {boolean} enable * @memberof Settings */ function setInputWASDEmulateDirection(enable) { inputWASDEmulateDirection = enable; } /** Set if touch input is allowed * @param {boolean} enable * @memberof Settings */ function setTouchInputEnable(enable) { touchInputEnable = enable; } /** Set if touch gamepad should appear on mobile devices * @param {boolean} enable * @memberof Settings */ function setTouchGamepadEnable(enable) { touchGamepadEnable = enable; } /** Set if touch gamepad should be analog stick or 8 way dpad * @param {boolean} analog * @memberof Settings */ function setTouchGamepadAnalog(analog) { touchGamepadAnalog = analog; } /** Set size of virtual gamepad for touch devices in pixels * @param {number} size * @memberof Settings */ function setTouchGamepadSize(size) { touchGamepadSize = size; } /** Set transparency of touch gamepad overlay * @param {number} alpha * @memberof Settings */ function setTouchGamepadAlpha(alpha) { touchGamepadAlpha = alpha; } /** Set to allow vibration hardware if it exists * @param {boolean} enable * @memberof Settings */ function setVibrateEnable(enable) { vibrateEnable = enable; } /** Set to disable all audio code * @param {boolean} enable * @memberof Settings */ function setSoundEnable(enable) { soundEnable = enable; } /** Set volume scale to apply to all sound, music and speech * @param {number} volume * @memberof Settings */ function setSoundVolume(volume) { soundVolume = volume; if (soundEnable && !headlessMode && audioGainNode) audioGainNode.gain.value = volume; // update gain immediately } /** Set default range where sound no longer plays * @param {number} range * @memberof Settings */ function setSoundDefaultRange(range) { soundDefaultRange = range; } /** Set default range percent to start tapering off sound * @param {number} taper * @memberof Settings */ function setSoundDefaultTaper(taper) { soundDefaultTaper = taper; } /** Set how long to show medals for in seconds * @param {number} time * @memberof Settings */ function setMedalDisplayTime(time) { medalDisplayTime = time; } /** Set how quickly to slide on/off medals in seconds * @param {number} time * @memberof Settings */ function setMedalDisplaySlideTime(time) { medalDisplaySlideTime = time; } /** Set size of medal display * @param {Vector2} size * @memberof Settings */ function setMedalDisplaySize(size) { medalDisplaySize = size; } /** Set size of icon in medal display * @param {number} size * @memberof Settings */ function setMedalDisplayIconSize(size) { medalDisplayIconSize = size; } /** Set to stop medals from being unlockable * @param {boolean} preventUnlock * @memberof Settings */ function setMedalsPreventUnlock(preventUnlock) { medalsPreventUnlock = preventUnlock; } /** Set if watermark with FPS should be shown * @param {boolean} show * @memberof Debug */ function setShowWatermark(show) { showWatermark = show; } /** Set key code used to toggle debug mode, Esc by default * @param {string} key * @memberof Debug */ function setDebugKey(key) { debugKey = key; } /** * LittleJS Object System */ /** * LittleJS Object Base Object Class * - Top level object class used by the engine * - Automatically adds self to object list * - Will be updated and rendered each frame * - Renders as a sprite from a tilesheet by default * - Can have color and additive color applied * - 2D Physics and collision system * - Sorted by renderOrder * - Objects can have children attached * - Parents are updated before children, and set child transform * - Call destroy() to get rid of objects * * The physics system used by objects is simple and fast with some caveats... * - Collision uses the axis aligned size, the object's rotation angle is only for rendering * - Objects are guaranteed to not intersect tile collision from physics * - If an object starts or is moved inside tile collision, it will not collide with that tile * - Collision for objects can be set to be solid to block other objects * - Objects may get pushed into overlapping other solid objects, if so they will push away * - Solid objects are more performance intensive and should be used sparingly * @example * // create an engine object, normally you would first extend the class with your own * const pos = vec2(2,3); * const object = new EngineObject(pos); */ class EngineObject { /** Create an engine object and adds it to the list of objects * @param {Vector2} [pos=(0,0)] - World space position of the object * @param {Vector2} [size=(1,1)] - World space size of the object * @param {TileInfo} [tileInfo] - Tile info to render object (undefined is untextured) * @param {number} [angle] - Angle the object is rotated by * @param {Color} [color=(1,1,1,1)] - Color to apply to tile when rendered * @param {number} [renderOrder] - Objects sorted by renderOrder before being rendered */ constructor(pos=vec2(), size=vec2(1), tileInfo, angle=0, color=new Color, renderOrder=0) { // set passed in params ASSERT(isVector2(pos) && isVector2(size), 'ensure pos and size are vec2s'); ASSERT(typeof tileInfo !== 'number' || !tileInfo, 'old style tile setup'); /** @property {Vector2} - World space position of the object */ this.pos = pos.copy(); /** @property {Vector2} - World space width and height of the object */ this.size = size; /** @property {Vector2} - Size of object used for drawing, uses size if not set */ this.drawSize = undefined; /** @property {TileInfo} - Tile info to render object (undefined is untextured) */ this.tileInfo = tileInfo; /** @property {number} - Angle to rotate the object */ this.angle = angle; /** @property {Color} - Color to apply when rendered */ this.color = color; /** @property {Color} - Additive color to apply when rendered */ this.additiveColor = undefined; /** @property {boolean} - Should it flip along y axis when rendered */ this.mirror = false; // physical properties /** @property {number} [mass=objectDefaultMass] - How heavy the object is, static if 0 */ this.mass = objectDefaultMass; /** @property {number} [damping=objectDefaultDamping] - How much to slow down velocity each frame (0-1) */ this.damping = objectDefaultDamping; /** @property {number} [angleDamping=objectDefaultAngleDamping] - How much to slow down rotation each frame (0-1) */ this.angleDamping = objectDefaultAngleDamping;