Start using the sdf-2d library
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56 changed files with 314 additions and 2119 deletions
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@ -1,9 +1,8 @@
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import { vec3 } from 'gl-matrix';
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import { CircleLight, compile, Flashlight, Renderer } from 'sdf-2d';
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import { CommandBroadcaster } from './commands/command-broadcaster';
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import { BeforeRenderCommand } from './graphics/commands/before-render';
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import { RenderCommand } from './graphics/commands/render';
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import { IRenderer } from './graphics/i-renderer';
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import { WebGl2Renderer } from './graphics/rendering/webgl2-renderer';
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import { timeIt } from './helper/timing';
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import { prettyPrint } from './helper/pretty-print';
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import { IGame } from './i-game';
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import { KeyboardListener } from './input/keyboard-listener';
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import { MouseListener } from './input/mouse-listener';
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@ -12,13 +11,14 @@ import { GameObject } from './objects/game-object';
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import { Objects } from './objects/objects';
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import { Camera } from './objects/types/camera';
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import { Character } from './objects/types/character';
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import { InfoText } from './objects/types/info-text';
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import { createDungeon } from './objects/world/create-dungeon';
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import { MoveToCommand } from './physics/commands/move-to';
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import { StepCommand } from './physics/commands/step';
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import { TeleportToCommand } from './physics/commands/teleport-to';
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import { Physics } from './physics/physics';
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import { BoundingBoxBase } from './shapes/bounding-box-base';
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import { CircleShape } from './shapes/types/circle-shape';
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import { TunnelShape } from './shapes/types/tunnel-shape';
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export class Game implements IGame {
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public readonly objects = new Objects();
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@ -26,14 +26,13 @@ export class Game implements IGame {
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public readonly camera = new Camera();
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private previousTime?: DOMHighResTimeStamp = null;
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private previousFpsValues: Array<number> = [];
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private infoText = new InfoText();
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private character: Character;
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private renderer: IRenderer;
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private initializeRendererPromise: Promise<void>;
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private renderer: Renderer;
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private rendererPromise: Promise<Renderer>;
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private overlay: HTMLElement = document.querySelector('#overlay');
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constructor() {
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const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
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const overlay: HTMLElement = document.querySelector('#overlay');
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document.addEventListener('visibilitychange', this.handleVisibilityChange.bind(this));
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@ -46,14 +45,31 @@ export class Game implements IGame {
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[this.objects]
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);
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this.renderer = new WebGl2Renderer(canvas, overlay);
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this.initializeRendererPromise = this.renderer.initialize();
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this.rendererPromise = compile(
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canvas,
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[
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CircleShape.descriptor,
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TunnelShape.descriptor,
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Flashlight.descriptor,
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CircleLight.descriptor,
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],
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[
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vec3.fromValues(0, 0, 0),
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vec3.fromValues(224 / 255, 96 / 255, 126 / 255),
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vec3.fromValues(119 / 255, 173 / 255, 120 / 255),
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]
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);
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this.initializeScene();
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this.physics.start();
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}
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public async start(): Promise<void> {
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await this.initializeRendererPromise;
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this.renderer = await this.rendererPromise;
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this.renderer.setRuntimeSettings({
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isWorldInverted: true,
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ambientLight: vec3.fromValues(0.35, 0.1, 0.45),
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shadowLength: 300,
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});
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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@ -70,8 +86,6 @@ export class Game implements IGame {
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}
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private initializeScene() {
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this.objects.addObject(this.infoText);
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const start = createDungeon(this.objects, this.physics);
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createDungeon(this.objects, this.physics);
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@ -90,7 +104,6 @@ export class Game implements IGame {
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}
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}
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@timeIt()
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private gameLoop(time: DOMHighResTimeStamp) {
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if (this.previousTime === null) {
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this.previousTime = time;
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@ -98,44 +111,26 @@ export class Game implements IGame {
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const deltaTime = time - this.previousTime;
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this.previousTime = time;
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this.calculateFps(deltaTime);
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this.objects.sendCommand(new StepCommand(deltaTime));
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this.camera.sendCommand(new MoveToCommand(this.character.position));
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this.renderer.startFrame(deltaTime);
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this.camera.sendCommand(new BeforeRenderCommand(this.renderer));
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this.camera.sendCommand(new RenderCommand(this.renderer));
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const shouldBeDrawn = this.physics
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.findIntersecting(this.camera.viewArea)
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.map((b) => b.shape?.gameObject);
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for (const object of shouldBeDrawn) {
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object?.sendCommand(new BeforeRenderCommand(this.renderer));
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object?.sendCommand(new RenderCommand(this.renderer));
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}
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this.character.sendCommand(new RenderCommand(this.renderer));
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this.infoText.sendCommand(new RenderCommand(this.renderer));
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this.renderer.finishFrame();
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this.renderer.renderDrawables();
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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localStorage.setItem('character-position', JSON.stringify(this.character.position));
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window.requestAnimationFrame(this.gameLoop.bind(this));
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}
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private calculateFps(deltaTime: number) {
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this.previousFpsValues.push(1000 / deltaTime);
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if (this.previousFpsValues.length > 30) {
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this.previousFpsValues.sort();
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const min = this.previousFpsValues[0];
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const median = this.previousFpsValues[
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Math.floor(this.previousFpsValues.length / 2)
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];
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InfoText.modifyRecord('FPS', { min, median });
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this.previousFpsValues = [];
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}
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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}
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