platjs
Version:
Simple engine for platformer physics and rendering
868 lines (854 loc) • 32.8 kB
JavaScript
'use strict';
const aabb = (object1, object2) => {
// AABB collision with x and y as center
return (object1.x - object1.width / 2 < object2.x + object2.width / 2 &&
object1.x + object1.width / 2 > object2.x - object2.width / 2 &&
object1.y - object1.height / 2 < object2.y + object2.height / 2 &&
object1.y + object1.height / 2 > object2.y - object2.height / 2);
};
class GameObject {
constructor({ x = 0, y = 0, rotation = 0, width = 0, height = 0, image = null, color = null, layer = 0, render = null, update = () => { }, onCollide = () => { } } = {}) {
Object.defineProperty(this, "x", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "y", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "rotation", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "width", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "height", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "image", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "render", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "update", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "color", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "layer", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "_randomId", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "onCollide", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
this.x = x;
this.y = y;
this.rotation = rotation;
this.width = width;
this.height = height;
this.image = image;
this.color = color;
this.render = render;
this.update = update;
this.layer = layer;
this._randomId = Math.random();
this.onCollide = onCollide;
}
_render(ctx) {
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.rotation);
if (this.render) {
try {
this.render.apply(this, [ctx, this]);
}
catch (e) {
this.render(ctx, this);
}
}
else if (this.image) {
ctx.drawImage(this.image, -this.width / 2, -this.height / 2, this.width, this.height);
}
else if (this.color) {
ctx.fillStyle = this.color;
ctx.fillRect(-this.width / 2, -this.height / 2, this.width, this.height);
}
ctx.restore();
}
collides(object) {
return aabb(this, object);
}
}
// import ControlledBody from "./controlledBody";
class PhysicalBody extends GameObject {
constructor({ x = 0, y = 0, rotation = 0, width = 0, height = 0, image = null, color = null, layer = 0, mass = 1, interactsWithPhysicalBodies = true, friction = 0.3, render = null, update = () => { }, onCollide = () => { }, } = {}) {
super({
x,
y,
rotation,
width,
height,
image,
color,
layer,
render,
update: (multiplier) => {
update(multiplier, this);
this.applyFriction(multiplier);
},
onCollide,
});
Object.defineProperty(this, "v", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "isOnBody", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "friction", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "mass", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "interactsWithPhysicalBodies", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
this.v = {
x: 0,
y: 0,
};
this.interactsWithPhysicalBodies = interactsWithPhysicalBodies;
this.mass = mass;
this.friction = friction;
this.isOnBody = false;
}
applyFriction(multiplier) {
if (!this.isOnBody)
return;
// @ts-ignore
if (this.keys && this.getPreventFriction())
return;
if (this.friction * multiplier > Math.abs(this.v.x)) {
this.v.x = 0;
}
else {
if (this.v.x > 0) {
this.v.x -= this.friction * multiplier;
}
else {
this.v.x += this.friction * multiplier;
}
}
}
}
class ControlledBody extends PhysicalBody {
constructor({ x = 0, y = 0, rotation = 0, width = 0, height = 0, image = null, color = null, layer = 0, mass = 1, render = null, update = () => { }, maxXSpeed = 5, jumpVel = 13, maxJumps = 1, wallJump = false, wallPushOffSpeed = 3, onCollide = () => { }, } = {}) {
super({
x,
y,
rotation,
width,
height,
image,
color,
layer,
mass,
render,
update: (mulitplier) => {
update(this);
this.updateHorizontalMovement(mulitplier);
},
onCollide,
});
Object.defineProperty(this, "maxXSpeed", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "jumpVel", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "keys", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "xAcceleration", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "jumps", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "maxJumps", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "wallJumps", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "wallPushOffSpeed", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
/**
* 0 for left, 1 for center, 2 for right
*/
Object.defineProperty(this, "wallSide", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
this.maxXSpeed = maxXSpeed;
this.jumpVel = jumpVel;
this.maxJumps = maxJumps;
this.jumps = 0;
this.wallJumps = wallJump;
this.wallPushOffSpeed = wallPushOffSpeed;
this.wallSide = 1;
this.keys = {
w: false,
a: false,
s: false,
d: false,
top: false,
bottom: false,
right: false,
left: false,
};
this.xAcceleration = 0.3;
}
getPreventFriction() {
let val = 0;
if (this.keys.right)
val++;
if (this.keys.left)
val--;
if (this.keys.d)
val++;
if (this.keys.a)
val--;
return val !== 0;
}
jump() {
if (this.jumps < this.maxJumps) {
this.v.y = -this.jumpVel;
this.jumps++;
if (this.wallSide === 0) {
this.v.x = -this.wallPushOffSpeed;
}
else if (this.wallSide === 2) {
this.v.x = this.wallPushOffSpeed;
}
}
}
bindKeyboardControls({ wasd = true, arrowKeys = true, spaceJump = true, } = {}) {
if (wasd) {
window.addEventListener("keydown", this.wasdKeyListener.bind(this), true);
window.addEventListener("keyup", this.wasdKeyListener.bind(this), true);
}
if (arrowKeys) {
window.addEventListener("keydown", this.arrowKeyListener.bind(this), true);
window.addEventListener("keyup", this.arrowKeyListener.bind(this), true);
}
if (spaceJump) {
window.addEventListener("keydown", this.spaceKeyListener.bind(this), true);
window.addEventListener("keyup", this.spaceKeyListener.bind(this), true);
}
}
wasdKeyListener({ key, repeat, type }) {
if (repeat)
return;
const val = type === "keydown";
if (val && key.toLowerCase() === "w") {
this.jump();
}
if (key.toLowerCase() === "d") {
this.keys.d = val;
}
if (key.toLowerCase() === "s") {
// maybe do something?
this.keys.left = val;
}
if (key.toLowerCase() === "a") {
this.keys.a = val;
}
}
arrowKeyListener({ key, type, repeat }) {
if (repeat)
return;
const val = type === "keydown";
if (val && key === "ArrowUp") {
this.jump();
}
if (key === "ArrowRight") {
this.keys.right = val;
}
if (key === "ArrowDown") {
this.keys.bottom = val;
}
if (key === "ArrowLeft") {
this.keys.left = val;
}
}
spaceKeyListener({ key, repeat, type }) {
const val = type === "keydown";
if (repeat)
return;
if (val && key === " ") {
this.jump();
}
}
updateHorizontalMovement(mulitplier) {
if (this.keys.a || this.keys.left) {
if (this.v.x > -this.maxXSpeed)
this.v.x -= this.xAcceleration * mulitplier;
}
if (this.keys.d || this.keys.right) {
if (this.v.x < this.maxXSpeed)
this.v.x += this.xAcceleration * mulitplier;
}
// this.v.x = Math.max(-this.maxXSpeed, Math.min(this.maxXSpeed, this.v.x));
}
}
class Camera {
constructor(renderer, defaultPos) {
Object.defineProperty(this, "renderer", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "lockedObject", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "defaultPos", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "pos", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "minimums", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
this.renderer = renderer;
this.lockedObject = null;
this.defaultPos = defaultPos || {
x: renderer.width / 2,
y: renderer.height / 2,
};
this.pos = this.defaultPos;
this.minimums = { x: Infinity, y: Infinity };
}
lock(object, { minXSpace = Infinity, minYSpace = Infinity, } = {}) {
this.lockedObject = object;
this.minimums = {
x: minXSpace,
y: minYSpace,
};
}
unlock() {
this.lockedObject = null;
this.pos = this.defaultPos;
}
update() {
if (this.lockedObject) {
if (this.minimums.x >= this.renderer.width / 2) {
this.pos.x = this.lockedObject.x;
}
else if (this.lockedObject.x - this.pos.x + this.renderer.width / 2 <
this.minimums.x) {
this.pos.x =
this.lockedObject.x - this.minimums.x + this.renderer.width / 2;
}
else if (this.lockedObject.x - this.pos.x >
this.renderer.width / 2 - this.minimums.x) {
this.pos.x =
this.lockedObject.x + this.minimums.x - this.renderer.width / 2;
}
if (this.minimums.y >= this.renderer.height / 2) {
this.pos.y = this.lockedObject.y;
}
else if (this.lockedObject.y - this.pos.y + this.renderer.height / 2 <
this.minimums.y) {
this.pos.y =
this.lockedObject.y - this.minimums.y + this.renderer.height / 2;
}
else if (this.lockedObject.y - this.pos.y >
this.renderer.height / 2 - this.minimums.y) {
this.pos.y =
this.lockedObject.y + this.minimums.y - this.renderer.height / 2;
}
}
return this.pos;
}
}
class StaticBody extends GameObject {
constructor({ x = 0, y = 0, rotation = 0, width = 0, height = 0, image = null, color = null, layer = 0, render = null, update = () => { }, onCollide = () => { }, }) {
super({
x,
y,
rotation,
width,
height,
image,
color,
layer,
render,
update,
onCollide
});
}
}
class Renderer extends HTMLCanvasElement {
constructor() {
super();
Object.defineProperty(this, "ctx", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "objects", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "physics", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "camera", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "forceNotInObject", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
Object.defineProperty(this, "beforeRenderFuncs", {
enumerable: true,
configurable: true,
writable: true,
value: void 0
});
window.addEventListener("resize", () => this.resize());
this.ctx = this.getContext("2d");
this.objects = [];
this.render = this.render.bind(this);
this.camera = new Camera(this);
this.forceNotInObject = true;
this.beforeRenderFuncs = [];
}
beforeRender(func) {
this.beforeRenderFuncs.push(func);
return this;
}
/**
* Makes images not blur when scaled
*/
enablePixelated() {
// allow for pixelated look when scaling
// @ts-ignore
this.ctx.webkitImageSmoothingEnabled = false;
// @ts-ignore
this.ctx.mozImageSmoothingEnabled = false;
this.ctx.imageSmoothingEnabled = false;
return this;
}
enablePhysics({ gravity = 0.7 }) {
this.physics = {
gravity,
};
return this;
}
enableFixedPosition() {
this.style.position = "fixed";
this.style.top = "0px";
this.style.left = "0px";
return this;
}
resize() {
if (this.parentElement) {
this.width = this.parentElement.offsetWidth;
this.height = this.parentElement.offsetHeight;
}
else {
this.width = window.innerWidth;
this.height = window.innerHeight;
}
return this;
}
add(object) {
this.objects.push(object);
return object;
}
destroy(item) {
if (typeof item === "number") {
this.objects.filter((object) => object._randomId === item);
}
else {
this.objects = this.objects.filter((object) => object !== item);
}
return item;
}
/**
* Mounts renderer to the dom
*/
mount(container) {
container.appendChild(this);
return this;
}
update(mulitplier = 1) {
this.objects.forEach((object) => {
if (this.physics) {
if (object instanceof PhysicalBody) {
object.v.y += this.physics.gravity * mulitplier;
object.update(mulitplier);
const { x: startX, y: startY } = object;
object.x += object.v.x * mulitplier;
object.y += object.v.y * mulitplier;
const bigX = (startX + object.x) / 2;
const bigY = (startY + object.y) / 2;
const bigWidth = Math.abs(startX - object.x) + object.width;
const bigHeight = Math.abs(startY - object.y) + object.height;
const big = {
x: bigX,
y: bigY,
width: bigWidth,
height: bigHeight,
};
object.isOnBody = false;
if (object instanceof ControlledBody)
object.wallSide = 1;
for (const body of this.objects) {
if (body.collides(big)) {
body.onCollide(object);
object.onCollide(body);
if ((body instanceof StaticBody || body instanceof PhysicalBody) &&
body._randomId !== object._randomId &&
!(body instanceof PhysicalBody &&
(!body.interactsWithPhysicalBodies ||
!object.interactsWithPhysicalBodies))) {
// if started above then on platform
if (startY + object.height / 2 <= body.y - body.height / 2) {
object.y = body.y - body.height / 2 - object.height / 2;
if (body instanceof PhysicalBody) {
body.v.y += (object.v.y * object.mass) / body.mass;
object.v.y = 0;
}
else {
object.v.y = 0;
}
object.isOnBody = true;
if (object instanceof ControlledBody)
object.jumps = 0;
}
else if (startY - object.height / 2 >=
body.y + body.height / 2) {
object.y = body.y + body.height / 2 + object.height / 2;
if (body instanceof PhysicalBody) {
body.v.y += (object.v.y * object.mass) / body.mass;
object.v.y = 0;
}
else {
object.v.y = 0;
}
}
else if (startX + object.width / 2 <=
body.x - body.width / 2) {
object.x = body.x - body.width / 2 - object.width / 2;
if (body instanceof PhysicalBody) {
body.v.x += (object.v.x * object.mass) / body.mass;
object.v.x = 0;
}
else {
object.v.x = 0;
}
if (object instanceof ControlledBody &&
!(body instanceof PhysicalBody) &&
object.wallJumps) {
object.jumps = 0;
object.wallSide = 0;
}
}
else if (startX - object.width / 2 >=
body.x + body.width / 2) {
object.x = body.x + body.width / 2 + object.width / 2;
if (body instanceof PhysicalBody) {
body.v.x += (object.v.x * object.mass) / body.mass;
object.v.x = 0;
}
else {
object.v.x = 0;
}
if (object instanceof ControlledBody &&
!(body instanceof PhysicalBody) &&
object.wallJumps) {
object.jumps = 0;
object.wallSide = 2;
}
object.v.x = 0;
}
else {
if (this.forceNotInObject) {
// started in block
const left = object.x - object.width / 2 - (body.x - body.width / 2);
const right = body.x + body.width / 2 - (object.x + object.width / 2);
const top = body.y - body.height / 2 - (object.y - object.height / 2);
const bottom = body.y + body.height / 2 - (object.y + object.height / 2);
const val = Math.min(left, right, top, bottom);
if (val === top) {
object.y = body.y - body.height / 2 - object.height / 2;
if (body instanceof PhysicalBody) {
body.v.y += (object.v.y * object.mass) / body.mass;
object.v.y = 0;
}
else {
object.v.y = 0;
}
object.isOnBody = true;
if (object instanceof ControlledBody)
object.jumps = 0;
}
else if (val === bottom) {
object.y = body.y + body.height / 2 + object.height / 2;
if (body instanceof PhysicalBody) {
body.v.y += (object.v.y * object.mass) / body.mass;
object.v.y = 0;
}
else {
object.v.y = 0;
}
}
else if (val === left) {
object.x = body.x - body.width / 2 - object.width / 2;
if (body instanceof PhysicalBody) {
body.v.x += (object.v.x * object.mass) / body.mass;
object.v.x = 0;
}
else {
object.v.x = 0;
}
if (object instanceof ControlledBody &&
!(body instanceof PhysicalBody) &&
object.wallJumps) {
object.jumps = 0;
object.wallSide = 0;
}
}
else {
object.x = body.x + body.width / 2 + object.width / 2;
if (body instanceof PhysicalBody) {
body.v.x += (object.v.x * object.mass) / body.mass;
object.v.x = 0;
}
else {
object.v.x = 0;
}
if (object instanceof ControlledBody &&
!(body instanceof PhysicalBody) &&
object.wallJumps) {
object.jumps = 0;
object.wallSide = 2;
}
object.v.x = 0;
}
}
}
}
}
}
}
}
});
}
render() {
this.camera.update();
this.ctx.clearRect(0, 0, this.width, this.height);
this.beforeRenderFuncs.forEach((func) => func());
this.ctx.translate(this.width / 2 - this.camera.pos.x, this.height / 2 - this.camera.pos.y);
this.objects
.sort((a, b) => a.layer - b.layer)
.forEach((object) => object._render(this.ctx));
this.ctx.translate(-this.width / 2 + this.camera.pos.x, -this.height / 2 + this.camera.pos.y);
}
}
customElements.define("game-renderer", Renderer, { extends: "canvas" });
/******************************************************************************
Copyright (c) Microsoft Corporation.
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
PERFORMANCE OF THIS SOFTWARE.
***************************************************************************** */
function __awaiter(thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
}
function loadImage(name, url, onProgress = () => { }) {
return new Promise((resolve, reject) => {
const img = new Image();
// img.addEventListener('load', () => {
// resolve({name: name, img: img});
// });
// img.addEventListener('error', (e) => reject(e));
// img.src = url;
const xhr = new XMLHttpRequest();
xhr.open("GET", url, true);
xhr.responseType = "arraybuffer";
xhr.addEventListener("load", () => {
if (xhr.status === 200) {
const blob = new Blob([xhr.response]);
img.addEventListener("load", () => {
resolve({ name: name, img: img });
});
img.addEventListener("error", () => {
reject("image failed to load");
});
img.src = URL.createObjectURL(blob);
}
else {
reject("failed status: " + xhr.status.toString());
}
});
xhr.addEventListener("progress", (e) => {
if (e.lengthComputable) {
onProgress(e.loaded, e.total);
}
else {
// average image size
onProgress(0, 8.1 * 1000); // https://www.pingdom.com/blog/new-facts-and-figures-about-image-format-use-on-websites/#:~:text=Average%20image%20size%20per%20format,a%20Web%20page%20on%20average.
}
});
xhr.addEventListener("error", () => {
reject("Network error or blocked by cors");
});
xhr.send();
});
}
function loadImages(images, onProgress = () => { }) {
return __awaiter(this, void 0, void 0, function* () {
const loadedNumbers = Object.keys(images).map(() => 0);
const totalNumbers = Object.keys(images).map(() => 1);
const imgs = Object.keys(images).map((key, idx) => loadImage(key, images[key], (loaded, total) => {
// console.log(key, (loaded / total) * 100);
loadedNumbers[idx] = loaded;
totalNumbers[idx] = total;
onProgress(loadedNumbers.reduce((a, b) => a + b), totalNumbers.reduce((a, b) => a + b));
}));
const loadedImgs = yield Promise.all(imgs);
const finishedImgs = {};
loadedImgs.forEach(({ name, img }) => {
finishedImgs[name] = img;
});
return finishedImgs;
});
}
exports.ControlledBody = ControlledBody;
exports.GameObject = GameObject;
exports.PhysicalBody = PhysicalBody;
exports.Renderer = Renderer;
exports.StaticBody = StaticBody;
exports.loadImages = loadImages;