Fix lint issues
This commit is contained in:
parent
2f77cf7b74
commit
764cd8344d
17 changed files with 203 additions and 271 deletions
|
@ -5,11 +5,12 @@ import { format as formatUrl } from 'url';
|
|||
const isDevelopment = process.env.NODE_ENV !== 'production';
|
||||
|
||||
// global reference to mainWindow (necessary to prevent window from being garbage collected)
|
||||
let mainWindow: BrowserWindow|null = null;
|
||||
let mainWindow: BrowserWindow | null = null;
|
||||
|
||||
function getIndexURL(): string {
|
||||
if (isDevelopment)
|
||||
if (isDevelopment) {
|
||||
return `http://localhost:${process.env.ELECTRON_WEBPACK_WDS_PORT}`;
|
||||
}
|
||||
|
||||
return formatUrl({
|
||||
pathname: path.join(__dirname, 'index.html'),
|
||||
|
@ -19,10 +20,11 @@ function getIndexURL(): string {
|
|||
}
|
||||
|
||||
function createMainWindow(): BrowserWindow {
|
||||
const window = new BrowserWindow({webPreferences: {nodeIntegration: true}});
|
||||
const window = new BrowserWindow({ webPreferences: { nodeIntegration: true } });
|
||||
|
||||
if (isDevelopment)
|
||||
if (isDevelopment) {
|
||||
window.webContents.openDevTools();
|
||||
}
|
||||
|
||||
window.loadURL(getIndexURL());
|
||||
|
||||
|
@ -32,7 +34,7 @@ function createMainWindow(): BrowserWindow {
|
|||
|
||||
window.webContents.on('devtools-opened', () => {
|
||||
window.webContents.focus();
|
||||
})
|
||||
});
|
||||
|
||||
return window;
|
||||
}
|
||||
|
@ -40,14 +42,16 @@ function createMainWindow(): BrowserWindow {
|
|||
// quit application when all windows are closed
|
||||
app.on('window-all-closed', () => {
|
||||
// on macOS it is common for applications to stay open until the user explicitly quits
|
||||
if (process.platform !== 'darwin')
|
||||
if (process.platform !== 'darwin') {
|
||||
app.quit();
|
||||
}
|
||||
});
|
||||
|
||||
app.on('activate', () => {
|
||||
// on macOS it is common to re-create a window even after all windows have been closed
|
||||
if (!mainWindow)
|
||||
if (!mainWindow) {
|
||||
mainWindow = createMainWindow();
|
||||
}
|
||||
});
|
||||
|
||||
// create main BrowserWindow when electron is ready
|
||||
|
|
4
src/renderer/custom.d.ts
vendored
4
src/renderer/custom.d.ts
vendored
|
@ -1,9 +1,9 @@
|
|||
declare module "*.vs" {
|
||||
declare module '*.vs' {
|
||||
const content: string;
|
||||
export default content;
|
||||
}
|
||||
|
||||
declare module "*.fs" {
|
||||
declare module '*.fs' {
|
||||
const content: string;
|
||||
export default content;
|
||||
}
|
||||
|
|
|
@ -4,15 +4,14 @@ import { GameContext } from './runtime/controller/gamecontext';
|
|||
|
||||
import { Renderer } from './runtime/view/renderer/renderer';
|
||||
|
||||
window.onload = async () => {
|
||||
window.onload = async (): Promise<void> => {
|
||||
const app = document.getElementById('app');
|
||||
if (!app)
|
||||
return;
|
||||
if (!app) return;
|
||||
|
||||
const canvas = document.createElement('canvas');
|
||||
const renderer = new Renderer(canvas);
|
||||
|
||||
const resize = () => {
|
||||
const resize = (): void => {
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
renderer.resize();
|
||||
|
|
|
@ -12,26 +12,25 @@ export function mkCollision(collision: Collision[]): Collidable[] {
|
|||
|
||||
for (const c of collision) {
|
||||
switch (c.type) {
|
||||
case 'polygon':
|
||||
if (!c.vertices.length)
|
||||
continue;
|
||||
case 'polygon':
|
||||
if (!c.vertices.length) continue;
|
||||
|
||||
let prev = c.vertices[c.vertices.length - 1];
|
||||
let prev = c.vertices[c.vertices.length - 1];
|
||||
|
||||
for (const v of c.vertices) {
|
||||
ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v)));
|
||||
prev = v;
|
||||
}
|
||||
for (const v of c.vertices) {
|
||||
ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v)));
|
||||
prev = v;
|
||||
}
|
||||
|
||||
for (const v of c.vertices) {
|
||||
ret.push(new Point(vec2.clone(v)));
|
||||
prev = v;
|
||||
}
|
||||
break;
|
||||
for (const v of c.vertices) {
|
||||
ret.push(new Point(vec2.clone(v)));
|
||||
prev = v;
|
||||
}
|
||||
break;
|
||||
|
||||
case 'circle':
|
||||
ret.push(new Circle(vec2.clone(c.center), c.radius));
|
||||
break;
|
||||
case 'circle':
|
||||
ret.push(new Circle(vec2.clone(c.center), c.radius));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -39,24 +38,20 @@ export function mkCollision(collision: Collision[]): Collidable[] {
|
|||
}
|
||||
|
||||
export interface CollidableGroup {
|
||||
getTranslation(): vec2|null;
|
||||
getTranslation(): vec2 | null;
|
||||
getCollidables(): Collidable[];
|
||||
}
|
||||
|
||||
export function collide(collision: CollidableGroup, out: vec2, move: Movement, radius: number): boolean {
|
||||
const t = collision.getTranslation();
|
||||
if (t)
|
||||
move = move.translate(vec2.negate(vec2.create(), t));
|
||||
if (t) move = move.translate(vec2.negate(vec2.create(), t));
|
||||
|
||||
for (const c of collision.getCollidables()) {
|
||||
if (!c.collide(out, move, radius))
|
||||
continue;
|
||||
if (!c.collide(out, move, radius)) continue;
|
||||
|
||||
if (vec2.squaredDistance(move.src, out) >= vec2.squaredDistance(move.src, move.dest))
|
||||
continue;
|
||||
if (vec2.squaredDistance(move.src, out) >= vec2.squaredDistance(move.src, move.dest)) continue;
|
||||
|
||||
if (t)
|
||||
vec2.add(out, out, t);
|
||||
if (t) vec2.add(out, out, t);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -9,11 +9,7 @@ import { vec2 } from 'gl-matrix';
|
|||
|
||||
export class EntityContext implements CollidableGroup {
|
||||
public static async load(renderer: Renderer, name: string): Promise<EntityContext> {
|
||||
return new EntityContext(
|
||||
renderer,
|
||||
name,
|
||||
await EntityView.load(renderer, name),
|
||||
);
|
||||
return new EntityContext(renderer, name, await EntityView.load(renderer, name));
|
||||
}
|
||||
|
||||
public readonly pos: vec2 = vec2.create();
|
||||
|
@ -28,7 +24,7 @@ export class EntityContext implements CollidableGroup {
|
|||
this.collision = mkCollision(view.data.collision);
|
||||
}
|
||||
|
||||
public render(time: number) {
|
||||
public render(time: number): void {
|
||||
this.renderer.setTranslation(this.pos);
|
||||
this.view.renderByTime(time);
|
||||
}
|
||||
|
@ -41,7 +37,7 @@ export class EntityContext implements CollidableGroup {
|
|||
return this.collision;
|
||||
}
|
||||
|
||||
public interact() {
|
||||
public interact(): void {
|
||||
alert(`You've interacted with ${this.name}!`);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
import { CollidableGroup, collide, mkCollision } from './collision';
|
||||
import { EntityContext } from './entitycontext';
|
||||
|
||||
import { MapData } from '../model/data/map';
|
||||
import { MapData, MapDataInput } from '../model/data/map';
|
||||
|
||||
import { ButtonCode, GameInputHandler } from '../view/input/gameinput';
|
||||
import { MapView } from '../view/map';
|
||||
|
@ -26,17 +26,11 @@ export class GameContext implements CollidableGroup {
|
|||
vec2.set(player.pos, 7, 6);
|
||||
vec2.set(entity.pos, 4, 3);
|
||||
|
||||
return new GameContext(
|
||||
renderer,
|
||||
mapView,
|
||||
player,
|
||||
[entity],
|
||||
mapCollision,
|
||||
);
|
||||
return new GameContext(renderer, mapView, player, [entity], mapCollision);
|
||||
}
|
||||
|
||||
private static async loadMap(renderer: Renderer, name: string): Promise<[MapView, Collidable[]]> {
|
||||
const map = new MapData(await getJSON(`resources/map/${name}.json`));
|
||||
const map = new MapData((await getJSON(`resources/map/${name}.json`)) as MapDataInput);
|
||||
return [await MapView.load(renderer, map), mkCollision(map.collision)];
|
||||
}
|
||||
|
||||
|
@ -50,7 +44,7 @@ export class GameContext implements CollidableGroup {
|
|||
private readonly input: GameInputHandler;
|
||||
|
||||
private readonly playerDir: vec2 = vec2.fromValues(0, 1);
|
||||
private speed: number = 0;
|
||||
private speed = 0;
|
||||
|
||||
private readonly collisionRadius = 15 / 32;
|
||||
private readonly interactLength = 1 / 32;
|
||||
|
@ -65,19 +59,18 @@ export class GameContext implements CollidableGroup {
|
|||
this.input = new GameInputHandler();
|
||||
this.input.addListener((input) => {
|
||||
switch (input.type) {
|
||||
case 'button':
|
||||
if (input.button === ButtonCode.Action)
|
||||
this.interact();
|
||||
break;
|
||||
case 'button':
|
||||
if (input.button === ButtonCode.Action) this.interact();
|
||||
break;
|
||||
|
||||
case 'direction':
|
||||
if (vec2.sqrLen(input.direction) > 0) {
|
||||
vec2.copy(this.playerDir, input.direction);
|
||||
this.speed = this.maxSpeed;
|
||||
} else {
|
||||
this.speed = 0;
|
||||
}
|
||||
break;
|
||||
case 'direction':
|
||||
if (vec2.sqrLen(input.direction) > 0) {
|
||||
vec2.copy(this.playerDir, input.direction);
|
||||
this.speed = this.maxSpeed;
|
||||
} else {
|
||||
this.speed = 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
|
@ -108,8 +101,7 @@ export class GameContext implements CollidableGroup {
|
|||
|
||||
private interact(): void {
|
||||
for (const e of this.entities) {
|
||||
if (!this.canInteract(e))
|
||||
continue;
|
||||
if (!this.canInteract(e)) continue;
|
||||
|
||||
e.interact();
|
||||
break;
|
||||
|
@ -136,8 +128,7 @@ export class GameContext implements CollidableGroup {
|
|||
const newDest = vec2.create();
|
||||
|
||||
while (this.updateStepCollide(newDest, dest)) {
|
||||
if (vec2.equals(newDest, this.player.pos))
|
||||
return;
|
||||
if (vec2.equals(newDest, this.player.pos)) return;
|
||||
|
||||
vec2.copy(dest, newDest);
|
||||
}
|
||||
|
@ -153,21 +144,19 @@ export class GameContext implements CollidableGroup {
|
|||
return;
|
||||
}
|
||||
|
||||
for (let i = 0; i < diff; i++)
|
||||
this.updateStep();
|
||||
for (let i = 0; i < diff; i++) this.updateStep();
|
||||
}
|
||||
|
||||
private render(): void {
|
||||
this.renderer.setCenter(this.player.pos);
|
||||
this.renderer.clear();
|
||||
|
||||
for (const r of [this.mapView, ...this.entities, this.player])
|
||||
r.render(this.time);
|
||||
for (const r of [this.mapView, ...this.entities, this.player]) r.render(this.time);
|
||||
}
|
||||
|
||||
private async renderLoop(): Promise<void> {
|
||||
while (true) {
|
||||
this.update(await nextAnimationFrame() - this.initTime);
|
||||
this.update((await nextAnimationFrame()) - this.initTime);
|
||||
this.render();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,7 @@
|
|||
import { mat2, vec2 } from 'gl-matrix';
|
||||
import { Collidable } from './collision';
|
||||
|
||||
const rot90 = mat2.fromValues(
|
||||
0, 1,
|
||||
-1, 0,
|
||||
);
|
||||
const rot90 = mat2.fromValues(0, 1, -1, 0);
|
||||
|
||||
export function normal(out: vec2, a: vec2): vec2 {
|
||||
return vec2.transformMat2(out, a, rot90);
|
||||
|
@ -15,10 +12,7 @@ export function crossz(a: vec2, b: vec2): number {
|
|||
}
|
||||
|
||||
export class Line {
|
||||
constructor(
|
||||
public readonly p: vec2,
|
||||
public readonly v: vec2,
|
||||
) {}
|
||||
constructor(public readonly p: vec2, public readonly v: vec2) {}
|
||||
|
||||
public getNormal(out: vec2): vec2 {
|
||||
return normal(out, this.v);
|
||||
|
@ -50,10 +44,7 @@ export class Line {
|
|||
export class Movement {
|
||||
public readonly v: vec2;
|
||||
|
||||
constructor(
|
||||
public readonly src: vec2,
|
||||
public readonly dest: vec2,
|
||||
) {
|
||||
constructor(public readonly src: vec2, public readonly dest: vec2) {
|
||||
this.v = vec2.sub(vec2.create(), dest, src);
|
||||
}
|
||||
|
||||
|
@ -71,6 +62,7 @@ export class Movement {
|
|||
}
|
||||
|
||||
public toLineSegment(): LineSegment {
|
||||
// eslint-disable-next-line @typescript-eslint/no-use-before-define
|
||||
return LineSegment.fromPoints(this.src, this.dest);
|
||||
}
|
||||
|
||||
|
@ -90,11 +82,7 @@ export class LineSegment extends Line implements Collidable {
|
|||
return new LineSegment(p1, v, d);
|
||||
}
|
||||
|
||||
constructor(
|
||||
p: vec2,
|
||||
v: vec2,
|
||||
public readonly l: number,
|
||||
) {
|
||||
constructor(p: vec2, v: vec2, public readonly l: number) {
|
||||
super(p, v);
|
||||
}
|
||||
|
||||
|
@ -104,35 +92,30 @@ export class LineSegment extends Line implements Collidable {
|
|||
|
||||
public containsPoint(p2: vec2): boolean {
|
||||
const d = this.projectPointDistance(p2);
|
||||
return (d >= 0 && d <= this.l);
|
||||
return d >= 0 && d <= this.l;
|
||||
}
|
||||
|
||||
public collide(out: vec2, move: Movement, r: number): boolean {
|
||||
if (this.distancePoint(move.src) < 0)
|
||||
return false;
|
||||
if (this.distancePoint(move.src) < 0) return false;
|
||||
|
||||
if (crossz(move.v, this.v) < 0)
|
||||
return false;
|
||||
if (crossz(move.v, this.v) < 0) return false;
|
||||
|
||||
const t = this.getNormal(vec2.create());
|
||||
vec2.scale(t, t, -r);
|
||||
|
||||
const refMove = move.translate(t);
|
||||
|
||||
if (!this.collideRef(out, refMove))
|
||||
return false;
|
||||
if (!this.collideRef(out, refMove)) return false;
|
||||
|
||||
vec2.sub(out, out, t);
|
||||
return true;
|
||||
}
|
||||
|
||||
private collideRef(out: vec2, move: Movement): boolean {
|
||||
if (this.distancePoint(move.dest) >= 0)
|
||||
return false;
|
||||
if (this.distancePoint(move.dest) >= 0) return false;
|
||||
|
||||
const x = move.intersectLine(vec2.create(), this);
|
||||
if (!this.containsPoint(x))
|
||||
return false;
|
||||
if (!this.containsPoint(x)) return false;
|
||||
|
||||
this.projectPoint(out, move.dest);
|
||||
|
||||
|
|
|
@ -9,12 +9,10 @@ export class Point implements Collidable {
|
|||
public collide(out: vec2, move: Movement, r: number): boolean {
|
||||
const moveLine = move.toLineSegment();
|
||||
|
||||
if (moveLine.projectPointDistance(this.p) < 0)
|
||||
return false;
|
||||
if (moveLine.projectPointDistance(this.p) < 0) return false;
|
||||
|
||||
const d = moveLine.distancePoint(this.p) / r;
|
||||
if (Math.abs(d) >= 1)
|
||||
return false;
|
||||
if (Math.abs(d) >= 1) return false;
|
||||
|
||||
const e = Math.sqrt(1 - d * d);
|
||||
|
||||
|
@ -26,8 +24,7 @@ export class Point implements Collidable {
|
|||
|
||||
const refMove = move.translate(tr);
|
||||
|
||||
if (vec2.sqrDist(this.p, move.src) > r * r && !refMove.passes(this.p))
|
||||
return false;
|
||||
if (vec2.sqrDist(this.p, move.src) > r * r && !refMove.passes(this.p)) return false;
|
||||
|
||||
normal(t, t);
|
||||
|
||||
|
|
|
@ -1,8 +1,7 @@
|
|||
export function recordToMap<T>(r: Record<string, T>): Map<string, T> {
|
||||
const ret = new Map();
|
||||
|
||||
for (const k of Object.keys(r))
|
||||
ret.set(k, r[k]);
|
||||
for (const k of Object.keys(r)) ret.set(k, r[k]);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -10,8 +9,7 @@ export function recordToMap<T>(r: Record<string, T>): Map<string, T> {
|
|||
export function mapValues<K, V1, V2>(f: (v: V1) => V2, map: Map<K, V1>): Map<K, V2> {
|
||||
const ret: Map<K, V2> = new Map();
|
||||
|
||||
for (const [k, v] of map)
|
||||
ret.set(k, f(v));
|
||||
for (const [k, v] of map) ret.set(k, f(v));
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -19,8 +17,7 @@ export function mapValues<K, V1, V2>(f: (v: V1) => V2, map: Map<K, V1>): Map<K,
|
|||
export async function mapValuesAsync<K, V1, V2>(f: (v: V1) => Promise<V2>, map: Map<K, V1>): Promise<Map<K, V2>> {
|
||||
const ret: Map<K, V2> = new Map();
|
||||
|
||||
for (const [k, v] of mapValues(f, map))
|
||||
ret.set(k, await v);
|
||||
for (const [k, v] of mapValues(f, map)) ret.set(k, await v);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -28,12 +25,12 @@ export async function mapValuesAsync<K, V1, V2>(f: (v: V1) => Promise<V2>, map:
|
|||
export function nextPowerOf2(n: number): number {
|
||||
let i = 1;
|
||||
|
||||
while (i < n)
|
||||
i *= 2;
|
||||
while (i < n) i *= 2;
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/no-explicit-any
|
||||
export class Listenable<T extends any[]> {
|
||||
private readonly listeners: Array<(...args: T) => void> = [];
|
||||
|
||||
|
@ -46,10 +43,9 @@ export class Listenable<T extends any[]> {
|
|||
}
|
||||
}
|
||||
|
||||
export async function getJSON(url: string): Promise<any> {
|
||||
export async function getJSON(url: string): Promise<unknown> {
|
||||
const res = await window.fetch(url);
|
||||
if (res.status < 200 || res.status >= 300)
|
||||
throw new Error(res.statusText);
|
||||
if (res.status < 200 || res.status >= 300) throw new Error(res.statusText);
|
||||
|
||||
return await res.json();
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import { EntityData } from '../model/data/entity';
|
||||
import { EntityData, EntityDataInput } from '../model/data/entity';
|
||||
import { Renderer } from './renderer/renderer';
|
||||
import { SpriteCoords, SpriteView, SpriteViewBuilder } from './sprite';
|
||||
import { loadImage, mkTexture } from './util/image';
|
||||
|
@ -9,7 +9,7 @@ import { vec2 } from 'gl-matrix';
|
|||
|
||||
export class EntityView {
|
||||
public static async load(r: Renderer, name: string): Promise<EntityView> {
|
||||
const data = new EntityData(await getJSON(`resources/entity/${name}.json`));
|
||||
const data = new EntityData((await getJSON(`resources/entity/${name}.json`)) as EntityDataInput);
|
||||
const tile = await loadImage(`resources/sprite/entity/${data.sprite}.png`);
|
||||
|
||||
const [texture, size] = mkTexture(r, tile);
|
||||
|
@ -33,22 +33,14 @@ export class EntityView {
|
|||
sprites.push(builder.build());
|
||||
}
|
||||
|
||||
return new EntityView(
|
||||
data,
|
||||
sprites,
|
||||
);
|
||||
return new EntityView(data, sprites);
|
||||
}
|
||||
|
||||
private readonly totalTime: number;
|
||||
|
||||
private constructor(
|
||||
public readonly data: EntityData,
|
||||
public readonly sprites: SpriteView[],
|
||||
) {
|
||||
if (data.animation)
|
||||
this.totalTime = data.animation.sequence.reduce((a, s) => a + s[0], 0);
|
||||
else
|
||||
this.totalTime = 0;
|
||||
private constructor(public readonly data: EntityData, public readonly sprites: SpriteView[]) {
|
||||
if (data.animation) this.totalTime = data.animation.sequence.reduce((a, s) => a + s[0], 0);
|
||||
else this.totalTime = 0;
|
||||
}
|
||||
|
||||
public getSpriteByTime(time: number): SpriteView {
|
||||
|
@ -57,16 +49,14 @@ export class EntityView {
|
|||
if (this.data.animation) {
|
||||
for (const [len, sprite] of this.data.animation.sequence) {
|
||||
time -= len;
|
||||
if (time < 0)
|
||||
return this.sprites[sprite];
|
||||
if (time < 0) return this.sprites[sprite];
|
||||
}
|
||||
}
|
||||
|
||||
return this.sprites[0];
|
||||
}
|
||||
|
||||
public renderByTime(time: number) {
|
||||
public renderByTime(time: number): void {
|
||||
this.getSpriteByTime(time).render();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -35,13 +35,8 @@ export class GameInputHandler extends Listenable<[GameInput]> {
|
|||
super();
|
||||
|
||||
this.input = new InputHandler(
|
||||
new Set([
|
||||
'ArrowLeft',
|
||||
'ArrowUp',
|
||||
'ArrowRight',
|
||||
'ArrowDown',
|
||||
...Object.keys(buttonMapping),
|
||||
]));
|
||||
new Set(['ArrowLeft', 'ArrowUp', 'ArrowRight', 'ArrowDown', ...Object.keys(buttonMapping)]),
|
||||
);
|
||||
|
||||
this.input.addListener((key: string, pressed: boolean) => {
|
||||
const button = buttonMapping[key];
|
||||
|
@ -57,17 +52,12 @@ export class GameInputHandler extends Listenable<[GameInput]> {
|
|||
|
||||
const dir = vec2.create();
|
||||
|
||||
if (this.input.has('ArrowLeft'))
|
||||
vec2.add(dir, dir, [-1, 0]);
|
||||
if (this.input.has('ArrowUp'))
|
||||
vec2.add(dir, dir, [0, -1]);
|
||||
if (this.input.has('ArrowRight'))
|
||||
vec2.add(dir, dir, [1, 0]);
|
||||
if (this.input.has('ArrowDown'))
|
||||
vec2.add(dir, dir, [0, 1]);
|
||||
if (this.input.has('ArrowLeft')) vec2.add(dir, dir, [-1, 0]);
|
||||
if (this.input.has('ArrowUp')) vec2.add(dir, dir, [0, -1]);
|
||||
if (this.input.has('ArrowRight')) vec2.add(dir, dir, [1, 0]);
|
||||
if (this.input.has('ArrowDown')) vec2.add(dir, dir, [0, 1]);
|
||||
|
||||
if (vec2.sqrLen(dir) > 0)
|
||||
vec2.normalize(dir, dir);
|
||||
if (vec2.sqrLen(dir) > 0) vec2.normalize(dir, dir);
|
||||
|
||||
this.runListeners({
|
||||
type: 'direction',
|
||||
|
|
|
@ -7,26 +7,22 @@ export class InputHandler extends Listenable<[string, boolean]> {
|
|||
super();
|
||||
|
||||
window.addEventListener('keydown', (ev) => {
|
||||
if (!relevantKeys.has(ev.code))
|
||||
return;
|
||||
if (!relevantKeys.has(ev.code)) return;
|
||||
|
||||
ev.preventDefault();
|
||||
|
||||
if (ev.repeat)
|
||||
return;
|
||||
if (ev.repeat) return;
|
||||
|
||||
this.keys.add(ev.code);
|
||||
this.runListeners(ev.code, true);
|
||||
});
|
||||
|
||||
window.addEventListener('keyup', (ev) => {
|
||||
if (!relevantKeys.has(ev.code))
|
||||
return;
|
||||
if (!relevantKeys.has(ev.code)) return;
|
||||
|
||||
ev.preventDefault();
|
||||
|
||||
if (!this.keys.has(ev.code))
|
||||
return;
|
||||
if (!this.keys.has(ev.code)) return;
|
||||
|
||||
this.keys.delete(ev.code);
|
||||
this.runListeners(ev.code, false);
|
||||
|
|
|
@ -34,20 +34,20 @@ interface Tileset {
|
|||
async function loadTile(r: Renderer, tile: string): Promise<MapTile> {
|
||||
const name = tile.substr(1);
|
||||
switch (tile[0]) {
|
||||
case '-':
|
||||
return {
|
||||
type: 'static',
|
||||
image: await loadImage(`resources/sprite/tile/${name}.png`),
|
||||
};
|
||||
case '-':
|
||||
return {
|
||||
type: 'static',
|
||||
image: await loadImage(`resources/sprite/tile/${name}.png`),
|
||||
};
|
||||
|
||||
case '@':
|
||||
return {
|
||||
type: 'entity',
|
||||
entity: await EntityView.load(r, name),
|
||||
};
|
||||
case '@':
|
||||
return {
|
||||
type: 'entity',
|
||||
entity: await EntityView.load(r, name),
|
||||
};
|
||||
|
||||
default:
|
||||
throw new Error('invalid tile specifier');
|
||||
default:
|
||||
throw new Error('invalid tile specifier');
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -55,10 +55,7 @@ function loadTiles(r: Renderer, tiles: string[]): Promise<MapTile[]> {
|
|||
return Promise.all(tiles.map((tile) => loadTile(r, tile)));
|
||||
}
|
||||
|
||||
function mkTileset(
|
||||
r: Renderer,
|
||||
mapTiles: MapTile[],
|
||||
): Tileset {
|
||||
function mkTileset(r: Renderer, mapTiles: MapTile[]): Tileset {
|
||||
const tileSize = 32;
|
||||
|
||||
const canvasDim = nextPowerOf2(Math.sqrt(mapTiles.length));
|
||||
|
@ -67,29 +64,35 @@ function mkTileset(
|
|||
const canvas = document.createElement('canvas');
|
||||
canvas.width = canvas.height = canvasSize;
|
||||
|
||||
let x = 0, y = 0;
|
||||
let x = 0;
|
||||
let y = 0;
|
||||
const tiles: TilesetTile[] = [];
|
||||
const ctx = canvas.getContext('2d') as CanvasRenderingContext2D;
|
||||
|
||||
for (const tile of mapTiles) {
|
||||
switch (tile.type) {
|
||||
case 'static':
|
||||
ctx.drawImage(tile.image, x * tileSize, y * tileSize);
|
||||
tiles.push({
|
||||
type: 'static',
|
||||
coords: [x / canvasDim, y / canvasDim, (x + 1) / canvasDim, (y + 1) / canvasDim],
|
||||
});
|
||||
case 'static':
|
||||
ctx.drawImage(tile.image, x * tileSize, y * tileSize);
|
||||
tiles.push({
|
||||
type: 'static',
|
||||
coords: [
|
||||
x / canvasDim,
|
||||
y / canvasDim,
|
||||
(x + 1) / canvasDim,
|
||||
(y + 1) / canvasDim,
|
||||
],
|
||||
});
|
||||
|
||||
x++;
|
||||
if (x === canvasDim) {
|
||||
x = 0;
|
||||
y++;
|
||||
}
|
||||
break;
|
||||
x++;
|
||||
if (x === canvasDim) {
|
||||
x = 0;
|
||||
y++;
|
||||
}
|
||||
break;
|
||||
|
||||
case 'entity':
|
||||
tiles.push(tile);
|
||||
break;
|
||||
case 'entity':
|
||||
tiles.push(tile);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -107,9 +110,9 @@ function addSprite(
|
|||
tileset: Tileset,
|
||||
x: number,
|
||||
y: number,
|
||||
tile: number) {
|
||||
if (!tile)
|
||||
return;
|
||||
tile: number,
|
||||
): void {
|
||||
if (!tile) return;
|
||||
|
||||
const tilesetTile = tileset.tiles[tile - 1];
|
||||
|
||||
|
@ -124,24 +127,12 @@ function addSprite(
|
|||
}
|
||||
}
|
||||
|
||||
function buildMapLayer(r: Renderer, tileset: Tileset, layer: number[][]): MapLayerView {
|
||||
const builder = new SpriteViewBuilder(r, tileset.texture);
|
||||
const entityTiles: Array<[[number, number], EntityView]> = [];
|
||||
|
||||
for (let x = 0; x < layer[0].length; x++)
|
||||
for (let y = 0; y < layer.length; y++)
|
||||
addSprite(builder, entityTiles, tileset, x, y, layer[y][x]);
|
||||
|
||||
return new MapLayerView(r, builder.build(), entityTiles);
|
||||
}
|
||||
|
||||
class MapLayerView {
|
||||
public constructor(
|
||||
private r: Renderer,
|
||||
private staticTiles: SpriteView,
|
||||
private entityTiles: Array<[[number, number], EntityView]>,
|
||||
) {
|
||||
}
|
||||
) {}
|
||||
|
||||
public render(time: number): void {
|
||||
this.r.setTranslation([0, 0]);
|
||||
|
@ -154,6 +145,16 @@ class MapLayerView {
|
|||
}
|
||||
}
|
||||
|
||||
function buildMapLayer(r: Renderer, tileset: Tileset, layer: number[][]): MapLayerView {
|
||||
const builder = new SpriteViewBuilder(r, tileset.texture);
|
||||
const entityTiles: Array<[[number, number], EntityView]> = [];
|
||||
|
||||
for (let x = 0; x < layer[0].length; x++)
|
||||
for (let y = 0; y < layer.length; y++) addSprite(builder, entityTiles, tileset, x, y, layer[y][x]);
|
||||
|
||||
return new MapLayerView(r, builder.build(), entityTiles);
|
||||
}
|
||||
|
||||
export class MapView {
|
||||
public static async load(r: Renderer, map: MapData): Promise<MapView> {
|
||||
const tiles = await loadTiles(r, map.tiles);
|
||||
|
@ -163,11 +164,9 @@ export class MapView {
|
|||
return new MapView(layers);
|
||||
}
|
||||
|
||||
private constructor(private layers: MapLayerView[]) {
|
||||
}
|
||||
private constructor(private layers: MapLayerView[]) {}
|
||||
|
||||
public render(time: number): void {
|
||||
for (const layer of this.layers)
|
||||
layer.render(time);
|
||||
for (const layer of this.layers) layer.render(time);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,8 +28,7 @@ export class Renderer {
|
|||
|
||||
public createBuffer(): WebGLBuffer {
|
||||
const ret = this.gl.createBuffer();
|
||||
if (!ret)
|
||||
throw new Error('unable to create buffer');
|
||||
if (!ret) throw new Error('unable to create buffer');
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -50,11 +49,11 @@ export class Renderer {
|
|||
return this.shaders.samplerLoc;
|
||||
}
|
||||
|
||||
public setCenter(v: vec2|number[]) {
|
||||
public setCenter(v: vec2 | number[]): void {
|
||||
this.snapToGrid(this.center, v);
|
||||
}
|
||||
|
||||
public setTranslation(v: vec2|number[]) {
|
||||
public setTranslation(v: vec2 | number[]): void {
|
||||
vec2.sub(this.translation, v, this.center);
|
||||
this.snapToGrid(this.translation, this.translation);
|
||||
this.gl.uniform2fv(this.shaders.translateLoc, this.translation);
|
||||
|
@ -66,7 +65,7 @@ export class Renderer {
|
|||
this.setTranslation([0, 0]);
|
||||
}
|
||||
|
||||
public snapToGrid(out: vec2, a: vec2|number[]): void {
|
||||
public snapToGrid(out: vec2, a: vec2 | number[]): void {
|
||||
vec2.scale(out, a, this.coordScale);
|
||||
vec2.round(out, out);
|
||||
vec2.scale(out, out, 1 / this.coordScale);
|
||||
|
@ -84,14 +83,13 @@ export class Renderer {
|
|||
const scale = this.viewScale * this.coordScale;
|
||||
|
||||
mat4.identity(this.viewport);
|
||||
mat4.scale(this.viewport, this.viewport, [2 * scale / ws, -2 * scale / hs, 1.0]);
|
||||
mat4.scale(this.viewport, this.viewport, [(2 * scale) / ws, (-2 * scale) / hs, 1.0]);
|
||||
this.gl.uniformMatrix4fv(this.shaders.viewportLoc, false, this.viewport);
|
||||
}
|
||||
|
||||
private mkContext(): WebGLRenderingContext {
|
||||
const gl = this.canvas.getContext('webgl');
|
||||
if (!gl)
|
||||
throw new Error('unable to initialize WebGL context');
|
||||
if (!gl) throw new Error('unable to initialize WebGL context');
|
||||
|
||||
return gl;
|
||||
}
|
||||
|
|
|
@ -11,8 +11,7 @@ export class Shaders {
|
|||
|
||||
constructor(private readonly gl: WebGLRenderingContext) {
|
||||
const shaderProgram = this.gl.createProgram();
|
||||
if (!shaderProgram)
|
||||
throw new Error('Unable to create shader program');
|
||||
if (!shaderProgram) throw new Error('Unable to create shader program');
|
||||
|
||||
const vertexShader = this.compileShader(this.gl.VERTEX_SHADER, vertexShaderSrc);
|
||||
const fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, fragmentShaderSrc);
|
||||
|
@ -46,8 +45,7 @@ export class Shaders {
|
|||
|
||||
private compileShader(type: number, src: string): WebGLShader {
|
||||
const shader = this.gl.createShader(type);
|
||||
if (!shader)
|
||||
throw new Error('Unable to create shader');
|
||||
if (!shader) throw new Error('Unable to create shader');
|
||||
|
||||
this.gl.shaderSource(shader, src);
|
||||
this.gl.compileShader(shader);
|
||||
|
@ -63,16 +61,14 @@ export class Shaders {
|
|||
|
||||
private getAttribLocation(program: WebGLProgram, name: string): number {
|
||||
const ret = this.gl.getAttribLocation(program, name);
|
||||
if (ret < 0)
|
||||
throw new Error("unable to get location of attribute '" + name + "'");
|
||||
if (ret < 0) throw new Error("unable to get location of attribute '" + name + "'");
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
private getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
|
||||
const ret = this.gl.getUniformLocation(program, name);
|
||||
if (!ret)
|
||||
throw new Error("unable to get location of uniform '" + name + "'");
|
||||
if (!ret) throw new Error("unable to get location of uniform '" + name + "'");
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
|
|
@ -2,34 +2,6 @@ import { Renderer } from './renderer/renderer';
|
|||
|
||||
export type SpriteCoords = [number, number, number, number];
|
||||
|
||||
export class SpriteViewBuilder {
|
||||
private static pushSprite(buf: number[], coords: SpriteCoords): void {
|
||||
const [x1, y1, x2, y2] = coords;
|
||||
|
||||
buf.push(x1); buf.push(y1);
|
||||
buf.push(x2); buf.push(y1);
|
||||
buf.push(x1); buf.push(y2);
|
||||
|
||||
buf.push(x1); buf.push(y2);
|
||||
buf.push(x2); buf.push(y1);
|
||||
buf.push(x2); buf.push(y2);
|
||||
}
|
||||
|
||||
private readonly vertexData: number[] = [];
|
||||
private readonly textureData: number[] = [];
|
||||
|
||||
constructor(private readonly r: Renderer, private readonly texture: WebGLTexture) {}
|
||||
|
||||
public addSprite(vertexCoords: SpriteCoords, texCoords: SpriteCoords): void {
|
||||
SpriteViewBuilder.pushSprite(this.vertexData, vertexCoords);
|
||||
SpriteViewBuilder.pushSprite(this.textureData, texCoords);
|
||||
}
|
||||
|
||||
public build(): SpriteView {
|
||||
return new SpriteView(this.r, this.texture, this.vertexData, this.textureData);
|
||||
}
|
||||
}
|
||||
|
||||
export class SpriteView {
|
||||
private readonly vertexCount: number;
|
||||
private readonly vertexBuffer: WebGLBuffer;
|
||||
|
@ -70,3 +42,37 @@ export class SpriteView {
|
|||
gl.drawArrays(gl.TRIANGLES, 0, this.vertexCount);
|
||||
}
|
||||
}
|
||||
|
||||
export class SpriteViewBuilder {
|
||||
private static pushSprite(buf: number[], coords: SpriteCoords): void {
|
||||
const [x1, y1, x2, y2] = coords;
|
||||
|
||||
buf.push(x1);
|
||||
buf.push(y1);
|
||||
buf.push(x2);
|
||||
buf.push(y1);
|
||||
buf.push(x1);
|
||||
buf.push(y2);
|
||||
|
||||
buf.push(x1);
|
||||
buf.push(y2);
|
||||
buf.push(x2);
|
||||
buf.push(y1);
|
||||
buf.push(x2);
|
||||
buf.push(y2);
|
||||
}
|
||||
|
||||
private readonly vertexData: number[] = [];
|
||||
private readonly textureData: number[] = [];
|
||||
|
||||
constructor(private readonly r: Renderer, private readonly texture: WebGLTexture) {}
|
||||
|
||||
public addSprite(vertexCoords: SpriteCoords, texCoords: SpriteCoords): void {
|
||||
SpriteViewBuilder.pushSprite(this.vertexData, vertexCoords);
|
||||
SpriteViewBuilder.pushSprite(this.textureData, texCoords);
|
||||
}
|
||||
|
||||
public build(): SpriteView {
|
||||
return new SpriteView(this.r, this.texture, this.vertexData, this.textureData);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,20 +3,20 @@ import { Renderer } from '../renderer/renderer';
|
|||
export function loadImage(url: string): Promise<HTMLImageElement> {
|
||||
return new Promise((resolve, reject) => {
|
||||
const img = new Image();
|
||||
img.addEventListener('load', () => { resolve(img); });
|
||||
img.addEventListener('error', () => { reject(new Error('failed to load ' + url)); });
|
||||
img.addEventListener('load', () => {
|
||||
resolve(img);
|
||||
});
|
||||
img.addEventListener('error', () => {
|
||||
reject(new Error('failed to load ' + url));
|
||||
});
|
||||
img.src = url;
|
||||
});
|
||||
}
|
||||
|
||||
export function mkTexture(
|
||||
r: Renderer,
|
||||
src: HTMLCanvasElement|HTMLImageElement,
|
||||
): [WebGLTexture, [number, number]] {
|
||||
export function mkTexture(r: Renderer, src: HTMLCanvasElement | HTMLImageElement): [WebGLTexture, [number, number]] {
|
||||
const gl = r.getContext();
|
||||
const texture = gl.createTexture();
|
||||
if (!texture)
|
||||
throw new Error('unable to create texture');
|
||||
if (!texture) throw new Error('unable to create texture');
|
||||
|
||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src);
|
||||
|
@ -25,9 +25,7 @@ export function mkTexture(
|
|||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
|
||||
const size: [number, number] = [
|
||||
src.width / r.coordScale, src.height / r.coordScale,
|
||||
];
|
||||
const size: [number, number] = [src.width / r.coordScale, src.height / r.coordScale];
|
||||
|
||||
return [texture, size];
|
||||
}
|
||||
|
|
Reference in a new issue