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littlejsengine

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LittleJS - Tiny and Fast HTML5 Game Engine

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/** * LittleJS Debug System * - Press Esc to show debug overlay with mouse pick * - Number keys toggle debug functions * - +/- apply time scale * - Debug primitive rendering * - Save a 2d canvas as a png image * @namespace Debug */ 'use strict'; /** True if debug is enabled * @type {boolean} * @default * @memberof Debug */ const debug = true; /** Size to render debug points by default * @type {number} * @default * @memberof Debug */ const debugPointSize = .5; /** True if watermark with FPS should be shown, false in release builds * @type {boolean} * @default * @memberof Debug */ let debugWatermark = true; /** Key code used to toggle debug mode, Esc by default * @type {string} * @default * @memberof Debug */ let debugKey = 'Escape'; /** True if the debug overlay is active, always false in release builds * @type {boolean} * @default * @memberof Debug */ let debugOverlay = false; // Engine internal variables not exposed to documentation let debugPrimitives = [], debugPhysics = false, debugRaycast = false, debugParticles = false, debugGamepads = false, debugMedals = false, debugTakeScreenshot; /////////////////////////////////////////////////////////////////////////////// // Debug helper functions /** Asserts if the expression is false, does nothing in release builds * Halts execution if the assert fails and throws an error * @param {boolean} assert * @param {...Object} output - error message output * @memberof Debug */ function ASSERT(assert, ...output) { if (assert) return; console.assert(assert, ...output) throw new Error('Assert failed!'); // halt execution } /** Log to console if debug is enabled, does nothing in release builds * @param {...Object} output - message output * @memberof Debug */ function LOG(...output) { console.log(...output); } /** Draw a debug rectangle in world space * @param {Vector2} pos * @param {Vector2} [size=vec2(0)] * @param {Color|string} [color] * @param {number} [time] * @param {number} [angle] * @param {boolean} [fill] * @param {boolean} [screenSpace] * @memberof Debug */ function debugRect(pos, size=vec2(), color=WHITE, time=0, angle=0, fill=false, screenSpace=false) { ASSERT(isVector2(pos), 'pos must be a vec2'); ASSERT(isVector2(size), 'size must be a vec2'); ASSERT(isString(color) || isColor(color), 'color is invalid'); ASSERT(isNumber(time), 'time must be a number'); ASSERT(isNumber(angle), 'angle must be a number'); if (typeof size === 'number') size = vec2(size); // allow passing in floats if (isColor(color)) color = color.toString(); pos = pos.copy(); size = size.copy(); const timer = new Timer(time); debugPrimitives.push({pos:pos.copy(), size:size.copy(), color, timer, angle, fill, screenSpace}); } /** Draw a debug poly in world space * @param {Vector2} pos * @param {Array<Vector2>} points * @param {Color|string} [color] * @param {number} [time] * @param {number} [angle] * @param {boolean} [fill] * @param {boolean} [screenSpace] * @memberof Debug */ function debugPoly(pos, points, color=WHITE, time=0, angle=0, fill=false, screenSpace=false) { ASSERT(isVector2(pos), 'pos must be a vec2'); ASSERT(isArray(points), 'points must be an array'); ASSERT(isString(color) || isColor(color), 'color is invalid'); ASSERT(isNumber(time), 'time must be a number'); ASSERT(isNumber(angle), 'angle must be a number'); if (isColor(color)) color = color.toString(); pos = pos.copy(); points = points.map(p=>p.copy()); const timer = new Timer(time); debugPrimitives.push({pos, points, color, timer, angle, fill, screenSpace}); } /** Draw a debug circle in world space * @param {Vector2} pos * @param {number} [size] - diameter * @param {Color|string} [color] * @param {number} [time] * @param {boolean} [fill] * @param {boolean} [screenSpace] * @memberof Debug */ function debugCircle(pos, size=0, color=WHITE, time=0, fill=false, screenSpace=false) { ASSERT(isVector2(pos), 'pos must be a vec2'); ASSERT(isNumber(size), 'size must be a number'); ASSERT(isString(color) || isColor(color), 'color is invalid'); ASSERT(isNumber(time), 'time must be a number'); if (isColor(color)) color = color.toString(); pos = pos.copy(); const timer = new Timer(time); debugPrimitives.push({pos, size, color, timer, angle:0, fill, screenSpace}); } /** Draw a debug point in world space * @param {Vector2} pos * @param {Color|string} [color] * @param {number} [time] * @param {number} [angle] * @param {boolean} [screenSpace] * @memberof Debug */ function debugPoint(pos, color, time, angle, screenSpace=false) { debugRect(pos, undefined, color, time, angle, false, screenSpace); } /** Draw a debug line in world space * @param {Vector2} posA * @param {Vector2} posB * @param {Color|string} [color] * @param {number} [width] * @param {number} [time] * @param {boolean} [screenSpace] * @memberof Debug */ function debugLine(posA, posB, color, width=.1, time, screenSpace=false) { ASSERT(isVector2(posA), 'posA must be a vec2'); ASSERT(isVector2(posB), 'posB must be a vec2'); ASSERT(isNumber(width), 'width must be a number'); const halfDelta = vec2((posB.x - posA.x)/2, (posB.y - posA.y)/2); const size = vec2(width, halfDelta.length()*2); debugRect(posA.add(halfDelta), size, color, time, halfDelta.angle(), true, screenSpace); } /** Draw a debug combined axis aligned bounding box in world space * @param {Vector2} posA * @param {Vector2} sizeA * @param {Vector2} posB * @param {Vector2} sizeB * @param {Color|string} [color] * @param {number} [time] * @param {boolean} [screenSpace] * @memberof Debug */ function debugOverlap(posA, sizeA, posB, sizeB, color, time, screenSpace=false) { ASSERT(isVector2(posA), 'posA must be a vec2'); ASSERT(isVector2(posB), 'posB must be a vec2'); ASSERT(isVector2(sizeA), 'sizeA must be a vec2'); ASSERT(isVector2(sizeB), 'sizeB must be a vec2'); const minPos = vec2( min(posA.x - sizeA.x/2, posB.x - sizeB.x/2), min(posA.y - sizeA.y/2, posB.y - sizeB.y/2) ); const maxPos = vec2( max(posA.x + sizeA.x/2, posB.x + sizeB.x/2), max(posA.y + sizeA.y/2, posB.y + sizeB.y/2) ); debugRect(minPos.lerp(maxPos,.5), maxPos.subtract(minPos), color, time, 0, false, screenSpace); } /** Draw a debug axis aligned bounding box in world space * @param {string|number} text * @param {Vector2} pos * @param {number} [size] * @param {Color|string} [color] * @param {number} [time] * @param {number} [angle] * @param {string} [font] * @param {boolean} [screenSpace] * @memberof Debug */ function debugText(text, pos, size=1, color=WHITE, time=0, angle=0, font='monospace', screenSpace=false) { ASSERT(isString(text), 'text must be a string'); ASSERT(isVector2(pos), 'pos must be a vec2'); ASSERT(isNumber(size), 'size must be a number'); ASSERT(isString(color) || isColor(color), 'color is invalid'); ASSERT(isNumber(time), 'time must be a number'); ASSERT(isNumber(angle), 'angle must be a number'); ASSERT(isString(font), 'font must be a string'); if (isColor(color)) color = color.toString(); pos = pos.copy(); const timer = new Timer(time); debugPrimitives.push({text, pos, size, color, timer, angle, font, screenSpace}); } /** Clear all debug primitives in the list * @memberof Debug */ function debugClear() { debugPrimitives = []; } /** Trigger debug system to take a screenshot * @memberof Debug */ function debugScreenshot() { debugTakeScreenshot = 1; } /** Breaks on all asserts/errors, hides the canvas, and shows message in plain text * This is a good function to call at the start of your game to catch all errors * In release builds this function has no effect * @memberof Debug */ function debugShowErrors() { const showError = (message)=> { // replace entire page with error message document.body.style = 'background-color:#111;margin:8px'; document.body.innerHTML = `<pre style=color:#f00;font-size:28px;white-space:pre-wrap>` + message; } const originalAssert = console.assert; console.assert = (assertion, ...output)=> { originalAssert(assertion, ...output); if (!assertion) { const message = output.join(' '); const stack = new Error().stack; throw 'Assertion failed!\n' + message + '\n' + stack; } }; onunhandledrejection = (event)=> showError(event.reason.stack || event.reason); onerror = (message, source, lineno, colno)=> showError(`${message}\n${source}\nLn ${lineno}, Col ${colno}`); } /////////////////////////////////////////////////////////////////////////////// // Engine debug functions (called automatically) function debugInit() { } function debugUpdate() { if (!debug) return; if (keyWasPressed(debugKey)) // Esc debugOverlay = !debugOverlay; if (debugOverlay) { if (keyWasPressed('Digit0')) debugWatermark = !debugWatermark; if (keyWasPressed('Digit1')) debugPhysics = !debugPhysics, debugParticles = false; if (keyWasPressed('Digit2')) debugParticles = !debugParticles, debugPhysics = false; if (keyWasPressed('Digit3')) debugGamepads = !debugGamepads; if (keyWasPressed('Digit4')) debugRaycast = !debugRaycast; if (keyWasPressed('Digit5')) debugScreenshot(); } if (debugVideoCaptureIsActive()) { // control to stop video capture if (!debugOverlay || keyWasPressed('Digit6')) debugVideoCaptureStop(); } else if (debugOverlay && keyWasPressed('Digit6')) debugVideoCaptureStart(); } function debugRender() { if (debugVideoCaptureIsActive()) return; // don't show debug info when capturing video // flush any gl sprites before drawing debug info glFlush(); if (debugTakeScreenshot) { // combine canvases, remove alpha and save combineCanvases(); saveCanvas(mainCanvas); debugTakeScreenshot = 0; } const debugContext = mainContext; if (debugGamepads && gamepadsEnable) { // draw gamepads const maxGamepads = 8; let gamepadConnectedCount = 0; for (let i = 0; i < maxGamepads; i++) gamepadConnected(i) && gamepadConnectedCount++; for (let i = 0; i < maxGamepads; i++) { if (!gamepadConnected(i)) continue; const stickScale = 1; const buttonScale = .2; const cornerPos = cameraPos.add(vec2(-stickScale*2, ((gamepadConnectedCount-1)/2-i)*stickScale*3)); debugText(i, cornerPos.add(vec2(-stickScale, stickScale)), 1); if (i === gamepadPrimary) debugText('Main', cornerPos.add(vec2(-stickScale*2, 0)),1, '#0f0'); // read analog sticks const stickCount = gamepadStickData[i].length; for (let j = 0; j < stickCount; j++) { const stick = gamepadStick(j, i); const drawPos = cornerPos.add(vec2(j*stickScale*2, 0)); const stickPos = drawPos.add(stick.scale(stickScale)); debugCircle(drawPos, stickScale*2, '#fff7',0,true); debugLine(drawPos, stickPos, '#f00'); debugText(j, drawPos, .3); debugPoint(stickPos, '#f00'); } const buttonCount = inputData[i+1].length; for (let j = 0; j < buttonCount; j++) { const drawPos = cornerPos.add(vec2(j*buttonScale*2, -stickScale-buttonScale*2)); const pressed = gamepadIsDown(j, i); debugCircle(drawPos, buttonScale*2, pressed ? '#f00' : '#fff7', 0, true); debugText(j, drawPos, .3); } } } let debugObject; if (debugOverlay) { // draw red rectangle around screen const cameraSize = getCameraSize(); debugRect(cameraPos, cameraSize.subtract(vec2(.1)), '#f008'); // mouse pick let bestDistance = Infinity; for (const o of engineObjects) { if (o.destroyed) continue; if (o instanceof TileLayer) continue; // prevent tile layers from being picked o.renderDebugInfo(); if (!o.size.x || !o.size.y) continue; const distance = mousePos.distanceSquared(o.pos); if (distance < bestDistance) { bestDistance = distance; debugObject = o; } } if (tileCollisionTest(mousePos)) { // show floored tile pick for tile collision drawRect(mousePos.floor().add(vec2(.5)), vec2(1), rgb(1,1,0,.5), 0, false); } } { // draw debug primitives debugContext.lineWidth = 2; debugPrimitives.forEach(p=> { debugContext.save(); // create canvas transform from world space to screen space // without scaling because we want consistent pixel sizes let pos = p.pos, scale = 1, angle = p.angle; if (!p.screenSpace) { pos = worldToScreen(p.pos); scale = cameraScale; angle -= cameraAngle; } debugContext.translate(pos.x|0, pos.y|0); debugContext.rotate(angle); debugContext.scale(1, p.text ? 1 : -1); debugContext.fillStyle = p.color; debugContext.strokeStyle = p.color; if (p.text !== undefined) { debugContext.font = p.size*scale + 'px '+ p.font; debugContext.textAlign = 'center'; debugContext.textBaseline = 'middle'; debugContext.fillText(p.text, 0, 0); } else if (p.points !== undefined) { // poly debugContext.beginPath(); for (const point of p.points) { const p2 = point.scale(scale).floor(); debugContext.lineTo(p2.x, p2.y); } debugContext.closePath(); p.fill && debugContext.fill(); debugContext.stroke(); } else if (p.size === 0 || (p.size.x === 0 && p.size.y === 0)) { // point const pointSize = debugPointSize * scale; debugContext.fillRect(-pointSize/2, -1, pointSize, 3); debugContext.fillRect(-1, -pointSize/2, 3, pointSize); } else if (p.size.x !== undefined) { // rect const s = p.size.scale(scale).floor(); const w = s.x, h = s.y; p.fill && debugContext.fillRect(-w/2|0, -h/2|0, w, h); debugContext.strokeRect(-w/2|0, -h/2|0, w, h); } else { // circle debugContext.beginPath(); debugContext.arc(0, 0, p.size*scale/2, 0, 9); p.fill && debugContext.fill(); debugContext.stroke(); } debugContext.restore(); }); // remove expired primitives debugPrimitives = debugPrimitives.filter(r=>r.timer<0); } if (debugObject) { const raycastHitPos = tileCollisionRaycast(debugObject.pos, mousePos); raycastHitPos && drawRect(raycastHitPos.floor().add(vec2(.5)), vec2(1), rgb(0,1,1,.3), 0, false); drawLine(mousePos, debugObject.pos, .1, raycastHitPos ? rgb(1,0,0,.5) : rgb(0,1,0,.5), undefined, undefined, false); let debugText = 'mouse pos = ' + mousePos; if (tileCollisionLayers.length) debugText += '\nmouse collision = ' + tileCollisionGetData(mousePos); debugText += '\n\n--- object info ---\n'; debugText += debugObject.toString(); drawTextScreen(debugText, mousePosScreen, 24, rgb(), .05, undefined, 'center', 'monospace'); } { // draw debug overlay const fontSize = 20; const lineHeight = fontSize * 1.2 | 0; debugContext.save(); debugContext.fillStyle = '#fff'; debugContext.textAlign = 'left'; debugContext.textBaseline = 'top'; debugContext.font = fontSize + 'px monospace'; debugContext.shadowColor = '#000'; debugContext.shadowBlur = 9; let x = 9, y = 0, h = lineHeight; if (debugOverlay) { debugContext.fillText(`${engineName} v${engineVersion}`, x, y += h/2 ); debugContext.fillText('Time: ' + formatTime(time), x, y += h); debugContext.fillText('FPS: ' + averageFPS.toFixed(1) + (glEnable?' WebGL':' Canvas2D'), x, y += h); debugContext.fillText('Objects: ' + engineObjects.length, x, y += h); debugContext.fillText('Draw Count: ' + drawCount, x, y += h); debugContext.fillText('---------', x, y += h); debugContext.fillStyle = '#f00'; debugContext.fillText('ESC: Debug Overlay', x, y += h); debugContext.fillStyle = debugPhysics ? '#f00' : '#fff'; debugContext.fillText('1: Debug Physics', x, y += h); debugContext.fillStyle = debugParticles ? '#f00' : '#fff'; debugContext.fillText('2: Debug Particles', x, y += h); debugContext.fillStyle = debugGamepads ? '#f00' : '#fff'; debugContext.fillText('3: Debug Gamepads', x, y += h); debugContext.fillStyle = debugRaycast ? '#f00' : '#fff'; debugContext.fillText('4: Debug Raycasts', x, y += h); debugContext.fillStyle = '#fff'; debugContext.fillText('5: Save Screenshot', x, y += h); debugContext.fillText('6: Toggle Video Capture', x, y += h); let keysPressed = ''; let mousePressed = ''; for (const i in inputData[0]) { if (!keyIsDown(i, 0)) continue; if (parseInt(i) < 3) mousePressed += i + ' ' ; else if (keyIsDown(i, 0)) keysPressed += i + ' ' ; } mousePressed && debugContext.fillText('Mouse: ' + mousePressed, x, y += h); keysPressed && debugContext.fillText('Keys: ' + keysPressed, x, y += h); // show gamepad buttons for (let i = 1; i < inputData.length; i++) { let buttonsPressed = ''; if (inputData[i]) for (const j in inputData[i]) { if (keyIsDown(j, i)) buttonsPressed += j + ' ' ; } buttonsPressed && debugContext.fillText(`Gamepad ${i-1}: ` + buttonsPressed, x, y += h); } } else { debugContext.fillText(debugPhysics ? 'Debug Physics' : '', x, y += h); debugContext.fillText(debugParticles ? 'Debug Particles' : '', x, y += h); debugContext.fillText(debugRaycast ? 'Debug Raycasts' : '', x, y += h); debugContext.fillText(debugGamepads ? 'Debug Gamepads' : '', x, y += h); } debugContext.restore(); } } function debugRenderPost() { if (debugVideoCaptureIsActive()) { debugVideoCaptureUpdate(); return; } if (!debugWatermark) return; // update fps display mainContext.textAlign = 'right'; mainContext.textBaseline = 'top'; mainContext.font = '1em monospace'; mainContext.fillStyle = '#000'; const text = engineName + ' v' + engineVersion + ' / ' + drawCount + ' / ' + engineObjects.length + ' / ' + averageFPS.toFixed(1) + (glEnable ? ' GL' : ' 2D') ; mainContext.fillText(text, mainCanvas.width-3, 3); mainContext.fillStyle = '#fff'; mainContext.fillText(text, mainCanvas.width-2, 2); } /////////////////////////////////////////////////////////////////////////////// // video capture - records video and audio at 60 fps using MediaRecorder API // internal variables used to capture video let debugVideoCapture, debugVideoCaptureIcon; /** Check if video capture is active * @memberof Debug */ function debugVideoCaptureIsActive() { return !!debugVideoCapture; } /** Start capturing video * @memberof Debug */ function debugVideoCaptureStart() { ASSERT(!debugVideoCaptureIsActive(), 'Already capturing video!'); if (!debugVideoCaptureIcon) { // create recording icon to show it is capturing video debugVideoCaptureIcon = document.createElement('div'); debugVideoCaptureIcon.style.position = 'absolute'; debugVideoCaptureIcon.style.padding = '9px'; debugVideoCaptureIcon.style.color = '#f00'; debugVideoCaptureIcon.style.font = '50px monospace'; document.body.appendChild(debugVideoCaptureIcon); } // show recording icon debugVideoCaptureIcon.textContent = ''; debugVideoCaptureIcon.style.display = ''; // setup captureStream to capture manually by passing 0 const stream = mainCanvas.captureStream(0); const videoTrack = stream.getVideoTracks()[0]; const captureTimer = new Timer(0, true); const chunks = []; videoTrack.applyConstraints({frameRate:frameRate}); // set up the media recorder const mediaRecorder = new MediaRecorder(stream, {mimeType:'video/webm;codecs=vp8'}); mediaRecorder.ondataavailable = (e)=> chunks.push(e.data); mediaRecorder.onstop = ()=> { const blob = new Blob(chunks, {type: 'video/webm'}); const url = URL.createObjectURL(blob); saveDataURL(url, 'capture.webm', 1e3); }; let audioStreamDestination, silentAudioSource; if (soundEnable) { // create silent audio source // fixes issue where video can not start recording without audio silentAudioSource = new ConstantSourceNode(audioContext, { offset: 0 }); silentAudioSource.connect(audioMasterGain); silentAudioSource.start(); // connect to audio master gain node audioStreamDestination = audioContext.createMediaStreamDestination(); audioMasterGain.connect(audioStreamDestination); for (const track of audioStreamDestination.stream.getAudioTracks()) stream.addTrack(track); // add audio tracks to capture stream } // start recording try { mediaRecorder.start(); } catch(e) { LOG('Video capture not supported in this browser!'); silentAudioSource?.stop(); return; } LOG('Video capture started.'); // save debug video info debugVideoCapture = { mediaRecorder, captureTimer, videoTrack, silentAudioSource, audioStreamDestination }; } /** Stop capturing video and save to disk * @memberof Debug */ function debugVideoCaptureStop() { ASSERT(debugVideoCaptureIsActive(), 'Not capturing video!'); // stop recording LOG(`Video capture ended. ${debugVideoCapture.captureTimer.get().toFixed(2)} seconds recorded.`); debugVideoCaptureIcon.style.display = 'none'; debugVideoCapture.silentAudioSource?.stop(); debugVideoCapture.mediaRecorder?.stop(); debugVideoCapture.videoTrack?.stop(); debugVideoCapture = undefined; } // update video capture, called automatically by engine function debugVideoCaptureUpdate() { ASSERT(debugVideoCaptureIsActive(), 'Not capturing video!'); // save the video frame combineCanvases(); debugVideoCapture.videoTrack.requestFrame(); debugVideoCaptureIcon.textContent = '● REC ' + formatTime(debugVideoCapture.captureTimer); } /////////////////////////////////////////////////////////////////////////////// // debug utility functions // make color constants immutable with debug assertions function debugProtectConstant(obj) { if (debug) { // get properties and store original values const props = Object.keys(obj), values = {}; props.forEach(prop => values[prop] = obj[prop]); // replace with getters/setters that assert props.forEach(prop => { Object.defineProperty(obj, prop, { get: ()=> values[prop], set: (value)=> { ASSERT(false, `Cannot modify engine constant. Attempted to set constant (${obj}) property '${prop}' to '${value}'.`); }, enumerable: true }); }); } // freeze the object to prevent adding new properties return Object.freeze(obj); }