Add linting

This commit is contained in:
schmelczerandras 2020-08-18 16:52:11 +02:00
parent 76282a4cf7
commit 40a660b7cb
49 changed files with 237 additions and 334 deletions

28
frontend/.eslintrc.json Normal file
View file

@ -0,0 +1,28 @@
{
"root": true,
"env": {
"browser": true,
"es2020": true
},
"extends": [
"eslint:recommended",
"plugin:@typescript-eslint/eslint-recommended",
"plugin:@typescript-eslint/recommended",
"prettier",
"prettier/@typescript-eslint"
],
"parser": "@typescript-eslint/parser",
"parserOptions": {
"ecmaVersion": 11,
"sourceType": "module"
},
"plugins": ["unused-imports", "@typescript-eslint", "prettier"],
"rules": {
"prettier/prettier": "error",
"no-unused-vars": "off",
"unused-imports/no-unused-imports-ts": "error",
"@typescript-eslint/no-unused-vars": ["warn", { "argsIgnorePattern": "^_" }],
"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/explicit-module-boundary-types": "off"
}
}

View file

@ -1,6 +1,6 @@
{ {
"trailingComma": "es5", "trailingComma": "es5",
"printWidth": 120, "printWidth": 90,
"tabWidth": 2, "tabWidth": 2,
"singleQuote": true, "singleQuote": true,
"endOfLine": "lf" "endOfLine": "lf"

View file

@ -6,6 +6,7 @@
"main": "index.js", "main": "index.js",
"scripts": { "scripts": {
"start": "webpack-dev-server --mode development", "start": "webpack-dev-server --mode development",
"lint": "npx eslint --fix \"src/**/*.ts\" && npx prettier --write \"src/**/*.ts\"",
"build": "webpack && find dist -type f -not -name '*.html' | xargs rm" "build": "webpack && find dist -type f -not -name '*.html' | xargs rm"
}, },
"keywords": [], "keywords": [],
@ -27,10 +28,16 @@
"devDependencies": { "devDependencies": {
"@types/gl-matrix": "^2.4.5", "@types/gl-matrix": "^2.4.5",
"@types/uuid": "^8.0.0", "@types/uuid": "^8.0.0",
"@typescript-eslint/eslint-plugin": "^3.9.1",
"@typescript-eslint/parser": "^3.9.1",
"autoprefixer": "^9.8.5", "autoprefixer": "^9.8.5",
"clean-webpack-plugin": "^3.0.0", "clean-webpack-plugin": "^3.0.0",
"css-loader": "^3.5.2", "css-loader": "^3.5.2",
"cssnano": "^4.1.10", "cssnano": "^4.1.10",
"eslint": "^7.2.0",
"eslint-config-prettier": "^6.11.0",
"eslint-plugin-import": "^2.21.2",
"eslint-plugin-prettier": "^3.1.4",
"gl-matrix": "^3.3.0", "gl-matrix": "^3.3.0",
"html-webpack-inline-source-plugin": "0.0.10", "html-webpack-inline-source-plugin": "0.0.10",
"html-webpack-plugin": "^3.2.0", "html-webpack-plugin": "^3.2.0",

View file

@ -6,8 +6,6 @@ export class CommandBroadcaster {
commandGenerators: Array<CommandGenerator>, commandGenerators: Array<CommandGenerator>,
commandReceivers: Array<CommandReceiver> commandReceivers: Array<CommandReceiver>
) { ) {
commandReceivers.forEach((r) => commandReceivers.forEach((r) => commandGenerators.forEach((g) => g.subscribe(r)));
commandGenerators.forEach((g) => g.subscribe(r))
);
} }
} }

View file

@ -1,8 +1,8 @@
import { mat2d, vec2 } from 'gl-matrix';
import { Blob } from '../../shapes/types/blob';
import { settings } from '../settings';
import { IDrawable } from './i-drawable'; import { IDrawable } from './i-drawable';
import { IDrawableDescriptor } from './i-drawable-descriptor'; import { IDrawableDescriptor } from './i-drawable-descriptor';
import { settings } from '../settings';
import { Blob } from '../../shapes/types/blob';
import { vec2, mat2d } from 'gl-matrix';
export class DrawableBlob extends Blob implements IDrawable { export class DrawableBlob extends Blob implements IDrawable {
public static descriptor: IDrawableDescriptor = { public static descriptor: IDrawableDescriptor = {
@ -11,32 +11,16 @@ export class DrawableBlob extends Blob implements IDrawable {
shaderCombinationSteps: settings.shaderCombinations.blobSteps, shaderCombinationSteps: settings.shaderCombinations.blobSteps,
}; };
public serializeToUniforms( public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
uniforms: any, const { uniformName } = DrawableBlob.descriptor;
scale: number, if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
transform: mat2d
): void {
const uniformName = DrawableBlob.descriptor.uniformName;
if (!uniforms.hasOwnProperty(uniformName)) {
uniforms[uniformName] = []; uniforms[uniformName] = [];
} }
uniforms[uniformName].push({ uniforms[uniformName].push({
headCenter: vec2.transformMat2d( headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform),
vec2.create(), torsoCenter: vec2.transformMat2d(vec2.create(), this.torso.center, transform),
this.head.center, leftFootCenter: vec2.transformMat2d(vec2.create(), this.leftFoot.center, transform),
transform
),
torsoCenter: vec2.transformMat2d(
vec2.create(),
this.torso.center,
transform
),
leftFootCenter: vec2.transformMat2d(
vec2.create(),
this.leftFoot.center,
transform
),
rightFootCenter: vec2.transformMat2d( rightFootCenter: vec2.transformMat2d(
vec2.create(), vec2.create(),
this.rightFoot.center, this.rightFoot.center,

View file

@ -1,8 +1,8 @@
import { IDrawable } from './i-drawable';
import { TunnelShape } from '../../shapes/types/tunnel-shape';
import { IDrawableDescriptor } from './i-drawable-descriptor';
import { settings } from '../settings';
import { mat2d, vec2 } from 'gl-matrix'; import { mat2d, vec2 } from 'gl-matrix';
import TunnelShape from '../../shapes/types/tunnel-shape';
import { settings } from '../settings';
import { IDrawable } from './i-drawable';
import { IDrawableDescriptor } from './i-drawable-descriptor';
export class DrawableTunnel extends TunnelShape implements IDrawable { export class DrawableTunnel extends TunnelShape implements IDrawable {
public static descriptor: IDrawableDescriptor = { public static descriptor: IDrawableDescriptor = {
@ -11,23 +11,15 @@ export class DrawableTunnel extends TunnelShape implements IDrawable {
shaderCombinationSteps: settings.shaderCombinations.lineSteps, shaderCombinationSteps: settings.shaderCombinations.lineSteps,
}; };
public serializeToUniforms( public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
uniforms: any, const { uniformName } = DrawableTunnel.descriptor;
scale: number, if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
transform: mat2d
): void {
const uniformName = DrawableTunnel.descriptor.uniformName;
if (!uniforms.hasOwnProperty(uniformName)) {
uniforms[uniformName] = []; uniforms[uniformName] = [];
} }
uniforms[uniformName].push({ uniforms[uniformName].push({
from: vec2.transformMat2d(vec2.create(), this.from, transform), from: vec2.transformMat2d(vec2.create(), this.from, transform),
toFromDelta: vec2.transformMat2d( toFromDelta: vec2.transformMat2d(vec2.create(), this.toFromDelta, transform),
vec2.create(),
this.toFromDelta,
transform
),
fromRadius: this.fromRadius * scale, fromRadius: this.fromRadius * scale,
toRadius: this.toRadius * scale, toRadius: this.toRadius * scale,
}); });

View file

@ -1,5 +1,4 @@
import { vec2, vec3, mat2d } from 'gl-matrix'; import { mat2d, vec2, vec3 } from 'gl-matrix';
import { GameObject } from '../../../objects/game-object';
import { settings } from '../../settings'; import { settings } from '../../settings';
import { IDrawableDescriptor } from '../i-drawable-descriptor'; import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light'; import { ILight } from './i-light';
@ -22,14 +21,10 @@ export class CircleLight implements ILight {
return 0; return 0;
} }
public serializeToUniforms( public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
uniforms: any, const { uniformName } = CircleLight.descriptor;
scale: number,
transform: mat2d
): void {
const uniformName = CircleLight.descriptor.uniformName;
if (!uniforms.hasOwnProperty(uniformName)) { if (!Object.prototype.hasOwnProperty.call(uniforms, uniformName)) {
uniforms[uniformName] = []; uniforms[uniformName] = [];
} }

View file

@ -1,4 +1,3 @@
import { vec2 } from 'gl-matrix';
import { IDrawable } from '../i-drawable'; import { IDrawable } from '../i-drawable';
export interface ILight extends IDrawable {} export type ILight = IDrawable;

View file

@ -1,8 +1,7 @@
import { ILight } from './i-light'; import { mat2d, vec2, vec3 } from 'gl-matrix';
import { vec2, vec3, mat2d } from 'gl-matrix';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { settings } from '../../settings'; import { settings } from '../../settings';
import { GameObject } from '../../../objects/game-object'; import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ILight } from './i-light';
export class PointLight implements ILight { export class PointLight implements ILight {
public static descriptor: IDrawableDescriptor = { public static descriptor: IDrawableDescriptor = {
@ -22,14 +21,10 @@ export class PointLight implements ILight {
return vec2.distance(this.center, target) - this.radius; return vec2.distance(this.center, target) - this.radius;
} }
public serializeToUniforms( public serializeToUniforms(uniforms: any, scale: number, transform: mat2d): void {
uniforms: any,
scale: number,
transform: mat2d
): void {
const listName = PointLight.descriptor.uniformName; const listName = PointLight.descriptor.uniformName;
if (!uniforms.hasOwnProperty(listName)) { if (!Object.prototype.hasOwnProperty.call(uniforms, listName)) {
uniforms[listName] = []; uniforms[listName] = [];
} }

View file

@ -11,10 +11,7 @@ export class DefaultFrameBuffer extends FrameBuffer {
public setSize() { public setSize() {
super.setSize(); super.setSize();
if ( if (this.gl.canvas.width !== this.size.x || this.gl.canvas.height !== this.size.y) {
this.gl.canvas.width !== this.size.x ||
this.gl.canvas.height !== this.size.y
) {
this.gl.canvas.width = this.size.x; this.gl.canvas.width = this.size.x;
this.gl.canvas.height = this.size.y; this.gl.canvas.height = this.size.y;
} }

View file

@ -2,9 +2,11 @@ import { vec2 } from 'gl-matrix';
export abstract class FrameBuffer { export abstract class FrameBuffer {
public renderScale = 1; public renderScale = 1;
public enableHighDpiRendering = false; public enableHighDpiRendering = false;
protected size: vec2; protected size: vec2;
protected frameBuffer: WebGLFramebuffer; protected frameBuffer: WebGLFramebuffer;
constructor(protected gl: WebGL2RenderingContext) {} constructor(protected gl: WebGL2RenderingContext) {}

View file

@ -1,7 +1,4 @@
export const enableExtension = ( export const enableExtension = (gl: WebGL2RenderingContext, name: string): any => {
gl: WebGL2RenderingContext,
name: string
): any => {
if (gl.getSupportedExtensions().indexOf(name) == -1) { if (gl.getSupportedExtensions().indexOf(name) == -1) {
throw new Error(`Unsupported extension ${name}`); throw new Error(`Unsupported extension ${name}`);
} }

View file

@ -1,6 +1,4 @@
export const getWebGl2Context = ( export const getWebGl2Context = (canvas: HTMLCanvasElement): WebGL2RenderingContext => {
canvas: HTMLCanvasElement
): WebGL2RenderingContext => {
const gl = canvas.getContext('webgl2'); const gl = canvas.getContext('webgl2');
if (!gl) { if (!gl) {

View file

@ -10,11 +10,7 @@ export const loadUniform = (
): any => { ): any => {
const converters: Map< const converters: Map<
GLenum, GLenum,
( (gl: WebGL2RenderingContext, value: any, location: WebGLUniformLocation) => void
gl: WebGL2RenderingContext,
value: any,
location: WebGLUniformLocation
) => void
> = new Map(); > = new Map();
{ {
converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => { converters.set(WebGL2RenderingContext.FLOAT, (gl, v, l) => {
@ -29,27 +25,24 @@ export const loadUniform = (
} }
}); });
converters.set( converters.set(WebGL2RenderingContext.FLOAT_VEC2, (gl, v: vec2 | Array<vec2>, l) => {
WebGL2RenderingContext.FLOAT_VEC2, if (v.length == 0) {
(gl, v: vec2 | Array<vec2>, l) => { return;
if (v.length == 0) {
return;
}
if (v[0] instanceof Array) {
const result = new Float32Array(v.length * 2);
for (let i = 0; i < v.length; i++) {
result[2 * i] = (v[i] as Array<number>).x;
result[2 * i + 1] = (v[i] as Array<number>).y;
}
gl.uniform2fv(l, result);
} else {
gl.uniform2fv(l, v as vec2);
}
} }
);
if (v[0] instanceof Array) {
const result = new Float32Array(v.length * 2);
for (let i = 0; i < v.length; i++) {
result[2 * i] = (v[i] as Array<number>).x;
result[2 * i + 1] = (v[i] as Array<number>).y;
}
gl.uniform2fv(l, result);
} else {
gl.uniform2fv(l, v as vec2);
}
});
converters.set( converters.set(
WebGL2RenderingContext.FLOAT_VEC3, WebGL2RenderingContext.FLOAT_VEC3,
@ -78,9 +71,7 @@ export const loadUniform = (
gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v)); gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
}); });
converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => converters.set(WebGL2RenderingContext.BOOL, (gl, v, l) => gl.uniform1i(l, v));
gl.uniform1i(l, v)
);
if (!converters.has(type)) { if (!converters.has(type)) {
throw new Error(`Unimplemented webgl type: ${type}`); throw new Error(`Unimplemented webgl type: ${type}`);

View file

@ -5,16 +5,15 @@ import { enableExtension } from './enable-extension';
export class WebGlStopwatch { export class WebGlStopwatch {
private timerExtension: any; private timerExtension: any;
private timerQuery: WebGLQuery; private timerQuery: WebGLQuery;
private isReady = true; private isReady = true;
private resultsInNanoSeconds: number; private resultsInNanoSeconds: number;
constructor(private gl: WebGL2RenderingContext) { constructor(private gl: WebGL2RenderingContext) {
this.timerExtension = enableExtension( this.timerExtension = enableExtension(gl, 'EXT_disjoint_timer_query_webgl2');
gl,
'EXT_disjoint_timer_query_webgl2'
);
} }
public start() { public start() {
@ -42,10 +41,7 @@ export class WebGlStopwatch {
this.gl.QUERY_RESULT this.gl.QUERY_RESULT
); );
InfoText.modifyRecord( InfoText.modifyRecord('Draw time', `${this.resultsInMilliSeconds.toFixed(2)} ms`);
'Draw time',
`${this.resultsInMilliSeconds.toFixed(2)} ms`
);
this.isReady = true; this.isReady = true;
} }

View file

@ -1,4 +1,4 @@
import { Program } from './program'; import Program from './program';
export class FragmentShaderOnlyProgram extends Program { export class FragmentShaderOnlyProgram extends Program {
private vao: WebGLVertexArrayObject; private vao: WebGLVertexArrayObject;
@ -39,13 +39,6 @@ export class FragmentShaderOnlyProgram extends Program {
this.gl.bindVertexArray(this.vao); this.gl.bindVertexArray(this.vao);
this.gl.enableVertexAttribArray(positionAttributeLocation); this.gl.enableVertexAttribArray(positionAttributeLocation);
this.gl.vertexAttribPointer( this.gl.vertexAttribPointer(positionAttributeLocation, 2, this.gl.FLOAT, false, 0, 0);
positionAttributeLocation,
2,
this.gl.FLOAT,
false,
0,
0
);
} }
} }

View file

@ -3,10 +3,13 @@ import { createShader } from '../helper/create-shader';
import { loadUniform } from '../helper/load-uniform'; import { loadUniform } from '../helper/load-uniform';
import { IProgram } from './i-program'; import { IProgram } from './i-program';
export abstract class Program implements IProgram { export default abstract class Program implements IProgram {
protected program: WebGLProgram; protected program: WebGLProgram;
private shaders: Array<WebGLShader> = []; private shaders: Array<WebGLShader> = [];
private modelTransform = mat2d.identity(mat2d.create()); private modelTransform = mat2d.identity(mat2d.create());
private readonly ndcToUv: mat2d; private readonly ndcToUv: mat2d;
private uniforms: Array<{ private uniforms: Array<{
@ -116,10 +119,7 @@ export abstract class Program implements IProgram {
this.gl.linkProgram(this.program); this.gl.linkProgram(this.program);
const success = this.gl.getProgramParameter( const success = this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS);
this.program,
this.gl.LINK_STATUS
);
if (!success) { if (!success) {
throw new Error(this.gl.getProgramInfoLog(this.program)); throw new Error(this.gl.getProgramInfoLog(this.program));

View file

@ -1,18 +1,20 @@
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { getCombinations } from '../../../helper/get-combinations';
import { last } from '../../../helper/last';
import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
import { FragmentShaderOnlyProgram } from './fragment-shader-only-program'; import { FragmentShaderOnlyProgram } from './fragment-shader-only-program';
import { IProgram } from './i-program'; import { IProgram } from './i-program';
import { last } from '../../../helper/last';
import { getCombinations } from '../../../helper/get-combinations';
import { IDrawableDescriptor } from '../../drawables/i-drawable-descriptor';
export class UniformArrayAutoScalingProgram implements IProgram { export class UniformArrayAutoScalingProgram implements IProgram {
private programs: Array<{ private programs: Array<{
program: FragmentShaderOnlyProgram; program: FragmentShaderOnlyProgram;
values: Array<number>; values: Array<number>;
}> = []; }> = [];
private current: FragmentShaderOnlyProgram; private current: FragmentShaderOnlyProgram;
private drawingRectangleTopLeft = vec2.fromValues(0, 0); private drawingRectangleTopLeft = vec2.fromValues(0, 0);
private drawingRectangleSize = vec2.fromValues(1, 1); private drawingRectangleSize = vec2.fromValues(1, 1);
constructor( constructor(
@ -21,7 +23,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
private options: Array<IDrawableDescriptor> private options: Array<IDrawableDescriptor>
) { ) {
const names = options.map((o) => o.countMacroName); const names = options.map((o) => o.countMacroName);
for (let combination of getCombinations( for (const combination of getCombinations(
options.map((o) => o.shaderCombinationSteps) options.map((o) => o.shaderCombinationSteps)
)) { )) {
this.createProgram(names, combination, shaderSources); this.createProgram(names, combination, shaderSources);
@ -29,13 +31,11 @@ export class UniformArrayAutoScalingProgram implements IProgram {
} }
public bindAndSetUniforms(uniforms: { [name: string]: any }): void { public bindAndSetUniforms(uniforms: { [name: string]: any }): void {
let values = this.options.map((o) => const values = this.options.map((o) =>
uniforms[o.uniformName] ? uniforms[o.uniformName].length : 0 uniforms[o.uniformName] ? uniforms[o.uniformName].length : 0
); );
const closest = this.programs.find((p) => const closest = this.programs.find((p) => p.values.every((v, i) => v >= values[i]));
p.values.every((v, i) => v >= values[i])
);
this.current = closest ? closest.program : last(this.programs).program; this.current = closest ? closest.program : last(this.programs).program;
@ -67,11 +67,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
const substitutions = {}; const substitutions = {};
names.forEach((v, i) => (substitutions[v] = combination[i].toString())); names.forEach((v, i) => (substitutions[v] = combination[i].toString()));
const program = new FragmentShaderOnlyProgram( const program = new FragmentShaderOnlyProgram(this.gl, shaderSources, substitutions);
this.gl,
shaderSources,
substitutions
);
this.programs.push({ this.programs.push({
program, program,

View file

@ -1,7 +1,7 @@
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { ILight } from './drawables/lights/i-light';
import { IDrawable } from './drawables/i-drawable';
import { BoundingBoxBase } from '../shapes/bounding-box-base'; import { BoundingBoxBase } from '../shapes/bounding-box-base';
import { IDrawable } from './drawables/i-drawable';
import { ILight } from './drawables/lights/i-light';
export interface IRenderer { export interface IRenderer {
startFrame(deltaTime: DOMHighResTimeStamp): void; startFrame(deltaTime: DOMHighResTimeStamp): void;

View file

@ -7,6 +7,7 @@ import { toPercent } from '../../helper/to-percent';
export class FpsAutoscaler extends Autoscaler { export class FpsAutoscaler extends Autoscaler {
private timeSinceLastAdjusment = 0; private timeSinceLastAdjusment = 0;
private exponentialDecayedDeltaTime = 0.0; private exponentialDecayedDeltaTime = 0.0;
constructor(private frameBuffers: Array<FrameBuffer>) { constructor(private frameBuffers: Array<FrameBuffer>) {
@ -21,8 +22,7 @@ export class FpsAutoscaler extends Autoscaler {
public autoscale(lastDeltaTime: DOMHighResTimeStamp) { public autoscale(lastDeltaTime: DOMHighResTimeStamp) {
this.timeSinceLastAdjusment += lastDeltaTime; this.timeSinceLastAdjusment += lastDeltaTime;
if ( if (
this.timeSinceLastAdjusment >= this.timeSinceLastAdjusment >= settings.qualityScaling.adjusmentRateInMilliseconds
settings.qualityScaling.adjusmentRateInMilliseconds
) { ) {
this.timeSinceLastAdjusment = 0; this.timeSinceLastAdjusment = 0;
this.exponentialDecayedDeltaTime = exponentialDecay( this.exponentialDecayedDeltaTime = exponentialDecay(

View file

@ -1,4 +1,4 @@
import { vec2, mat2d } from 'gl-matrix'; import { mat2d, vec2 } from 'gl-matrix';
import { InfoText } from '../../objects/types/info-text'; import { InfoText } from '../../objects/types/info-text';
import { IDrawable } from '../drawables/i-drawable'; import { IDrawable } from '../drawables/i-drawable';
import { IDrawableDescriptor } from '../drawables/i-drawable-descriptor'; import { IDrawableDescriptor } from '../drawables/i-drawable-descriptor';
@ -8,6 +8,7 @@ import { settings } from '../settings';
export class RenderingPass { export class RenderingPass {
private drawables: Array<IDrawable> = []; private drawables: Array<IDrawable> = [];
private program: UniformArrayAutoScalingProgram; private program: UniformArrayAutoScalingProgram;
constructor( constructor(
@ -83,17 +84,13 @@ export class RenderingPass {
} }
InfoText.modifyRecord( InfoText.modifyRecord(
'nearby ' + this.drawableDescriptors[0].countMacroName, `nearby ${this.drawableDescriptors[0].countMacroName}`,
this.drawables.length.toFixed(2) this.drawables.length.toFixed(2)
); );
InfoText.modifyRecord( InfoText.modifyRecord(
'drawn ' + this.drawableDescriptors[0].countMacroName, `drawn ${this.drawableDescriptors[0].countMacroName}`,
( (sumLineCount / settings.tileMultiplier / settings.tileMultiplier).toFixed(2)
sumLineCount /
settings.tileMultiplier /
settings.tileMultiplier
).toFixed(2)
); );
this.drawables = []; this.drawables = [];

View file

@ -1,4 +1,8 @@
import { mat2d, vec2 } from 'gl-matrix'; import { mat2d, vec2 } from 'gl-matrix';
import { BoundingBoxBase } from '../../shapes/bounding-box-base';
import { DrawableBlob } from '../drawables/drawable-blob';
import { DrawableTunnel } from '../drawables/drawable-tunnel';
import { IDrawable } from '../drawables/i-drawable';
import { CircleLight } from '../drawables/lights/circle-light'; import { CircleLight } from '../drawables/lights/circle-light';
import { ILight } from '../drawables/lights/i-light'; import { ILight } from '../drawables/lights/i-light';
import { PointLight } from '../drawables/lights/point-light'; import { PointLight } from '../drawables/lights/point-light';
@ -14,23 +18,24 @@ import caveVertexShader from '../shaders/passthrough-distance-vs.glsl';
import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl'; import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl';
import { FpsAutoscaler } from './fps-autoscaler'; import { FpsAutoscaler } from './fps-autoscaler';
import { RenderingPass } from './rendering-pass'; import { RenderingPass } from './rendering-pass';
import { IDrawable } from '../drawables/i-drawable';
import { DrawableTunnel } from '../drawables/drawable-tunnel';
import { enableExtension } from '../graphics-library/helper/enable-extension';
import { DrawableBlob } from '../drawables/drawable-blob';
import { BoundingBoxBase } from '../../shapes/bounding-box-base';
export class WebGl2Renderer implements IRenderer { export class WebGl2Renderer implements IRenderer {
private gl: WebGL2RenderingContext; private gl: WebGL2RenderingContext;
private stopwatch?: WebGlStopwatch; private stopwatch?: WebGlStopwatch;
private viewBoxBottomLeft = vec2.create(); private viewBoxBottomLeft = vec2.create();
private viewBoxSize = vec2.create(); private viewBoxSize = vec2.create();
private cursorPosition = vec2.create(); private cursorPosition = vec2.create();
private distanceFieldFrameBuffer: IntermediateFrameBuffer; private distanceFieldFrameBuffer: IntermediateFrameBuffer;
private lightingFrameBuffer: DefaultFrameBuffer; private lightingFrameBuffer: DefaultFrameBuffer;
private distancePass: RenderingPass; private distancePass: RenderingPass;
private lightingPass: RenderingPass; private lightingPass: RenderingPass;
private autoscaler: FpsAutoscaler; private autoscaler: FpsAutoscaler;
@ -70,7 +75,9 @@ export class WebGl2Renderer implements IRenderer {
try { try {
this.stopwatch = new WebGlStopwatch(this.gl); this.stopwatch = new WebGlStopwatch(this.gl);
} catch {} } catch {
// no problem
}
} }
public drawShape(shape: IDrawable) { public drawShape(shape: IDrawable) {
@ -81,7 +88,7 @@ export class WebGl2Renderer implements IRenderer {
this.lightingPass.addDrawable(light); this.lightingPass.addDrawable(light);
} }
public startFrame(deltaTime: DOMHighResTimeStamp): void { public startFrame(deltaTime: DOMHighResTimeStamp) {
this.autoscaler.autoscale(deltaTime); this.autoscaler.autoscale(deltaTime);
this.stopwatch?.start(); this.stopwatch?.start();
@ -94,10 +101,7 @@ export class WebGl2Renderer implements IRenderer {
this.distancePass.render(this.uniforms); this.distancePass.render(this.uniforms);
this.lightingPass.render( this.lightingPass.render(this.uniforms, this.distanceFieldFrameBuffer.colorTexture);
this.uniforms,
this.distanceFieldFrameBuffer.colorTexture
);
this.stopwatch?.stop(); this.stopwatch?.stop();
} }
@ -112,11 +116,7 @@ export class WebGl2Renderer implements IRenderer {
mat2d.create(), mat2d.create(),
this.viewBoxBottomLeft this.viewBoxBottomLeft
); );
mat2d.scale( mat2d.scale(this.matrices.uvToWorld, this.matrices.uvToWorld, this.viewBoxSize);
this.matrices.uvToWorld,
this.matrices.uvToWorld,
this.viewBoxSize
);
this.matrices.distanceScreenToWorld = this.getScreenToWorldTransform( this.matrices.distanceScreenToWorld = this.getScreenToWorldTransform(
this.distanceFieldFrameBuffer.getSize() this.distanceFieldFrameBuffer.getSize()
@ -127,17 +127,11 @@ export class WebGl2Renderer implements IRenderer {
this.matrices.distanceScreenToWorld, this.matrices.distanceScreenToWorld,
this.distanceFieldFrameBuffer.getSize() this.distanceFieldFrameBuffer.getSize()
); );
mat2d.invert( mat2d.invert(this.matrices.worldToDistanceUV, this.matrices.worldToDistanceUV);
this.matrices.worldToDistanceUV,
this.matrices.worldToDistanceUV
);
} }
private getScreenToWorldTransform(screenSize: vec2) { private getScreenToWorldTransform(screenSize: vec2) {
const transform = mat2d.fromTranslation( const transform = mat2d.fromTranslation(mat2d.create(), this.viewBoxBottomLeft);
mat2d.create(),
this.viewBoxBottomLeft
);
mat2d.scale( mat2d.scale(
transform, transform,
transform, transform,

View file

@ -8,11 +8,11 @@ export const settings = {
[0.2, 0.1], [0.2, 0.1],
[0.6, 0.1], [0.6, 0.1],
[1, 1], [1, 1],
/*[1.25, 0.75], /* [1.25, 0.75],
[1.5, 1], [1.5, 1],
[1.75, 1.25], [1.75, 1.25],
[1.75, 1.75], [1.75, 1.75],
[2, 2],*/ [2, 2], */
], ],
startingTargetIndex: 2, startingTargetIndex: 2,
scalingOptions: { scalingOptions: {

View file

@ -1,38 +1,41 @@
import { CommandBroadcaster } from './commands/command-broadcaster'; import { CommandBroadcaster } from './commands/command-broadcaster';
import { BeforeRenderCommand } from './drawing/commands/before-render'; import { BeforeRenderCommand } from './drawing/commands/before-render';
import { StepCommand } from './physics/commands/step'; import { RenderCommand } from './drawing/commands/render';
import { IRenderer } from './drawing/i-renderer';
import { WebGl2Renderer } from './drawing/rendering/webgl2-renderer'; import { WebGl2Renderer } from './drawing/rendering/webgl2-renderer';
import { Random } from './helper/random';
import { timeIt } from './helper/timing'; import { timeIt } from './helper/timing';
import { IGame } from './i-game';
import { KeyboardListener } from './input/keyboard-listener'; import { KeyboardListener } from './input/keyboard-listener';
import { MouseListener } from './input/mouse-listener'; import { MouseListener } from './input/mouse-listener';
import { TouchListener } from './input/touch-listener'; import { TouchListener } from './input/touch-listener';
import { GameObject } from './objects/game-object';
import { Objects } from './objects/objects'; import { Objects } from './objects/objects';
import { InfoText } from './objects/types/info-text';
import { createDungeon } from './objects/world/create-dungeon';
import { RenderCommand } from './drawing/commands/render';
import { Physics } from './physics/physics';
import { TeleportToCommand } from './physics/commands/teleport-to';
import { IRenderer } from './drawing/i-renderer';
import { Random } from './helper/random';
import { Camera } from './objects/types/camera'; import { Camera } from './objects/types/camera';
import { Character } from './objects/types/character'; import { Character } from './objects/types/character';
import { IGame } from './i-game'; import { InfoText } from './objects/types/info-text';
import { GameObject } from './objects/game-object'; import { createDungeon } from './objects/world/create-dungeon';
import { vec2 } from 'gl-matrix';
import { BoundingBoxBase } from './shapes/bounding-box-base';
import { MoveToCommand } from './physics/commands/move-to'; import { MoveToCommand } from './physics/commands/move-to';
import { BoundingBox } from './shapes/bounding-box'; import { StepCommand } from './physics/commands/step';
import { TeleportToCommand } from './physics/commands/teleport-to';
import { Physics } from './physics/physics';
import { BoundingBoxBase } from './shapes/bounding-box-base';
export class Game implements IGame { export class Game implements IGame {
public readonly objects = new Objects(); public readonly objects = new Objects();
public readonly physics = new Physics(); public readonly physics = new Physics();
public readonly camera = new Camera(); public readonly camera = new Camera();
private previousTime?: DOMHighResTimeStamp = null; private previousTime?: DOMHighResTimeStamp = null;
private previousFpsValues: Array<number> = []; private previousFpsValues: Array<number> = [];
private infoText = new InfoText(); private infoText = new InfoText();
private character: Character; private character: Character;
private renderer: IRenderer; private renderer: IRenderer;
constructor() { constructor() {
@ -41,10 +44,7 @@ export class Game implements IGame {
Random.seed = 42; Random.seed = 42;
document.addEventListener( document.addEventListener('visibilitychange', this.handleVisibilityChange.bind(this));
'visibilitychange',
this.handleVisibilityChange.bind(this)
);
new CommandBroadcaster( new CommandBroadcaster(
[ [
@ -82,7 +82,7 @@ export class Game implements IGame {
createDungeon(this.objects, this.physics); createDungeon(this.objects, this.physics);
this.character = new Character(this); this.character = new Character(this);
//this.physics.addDynamicBoundingBox(this.character.boundingBox); // this.physics.addDynamicBoundingBox(this.character.boundingBox);
this.addObject(this.character); this.addObject(this.character);
this.addObject(this.camera); this.addObject(this.camera);
this.character.sendCommand(new TeleportToCommand(start.from)); this.character.sendCommand(new TeleportToCommand(start.from));
@ -115,7 +115,7 @@ export class Game implements IGame {
.findIntersecting(this.camera.viewArea) .findIntersecting(this.camera.viewArea)
.map((b) => b.shape?.gameObject); .map((b) => b.shape?.gameObject);
for (let object of shouldBeDrawn) { for (const object of shouldBeDrawn) {
object?.sendCommand(new BeforeRenderCommand(this.renderer)); object?.sendCommand(new BeforeRenderCommand(this.renderer));
object?.sendCommand(new RenderCommand(this.renderer)); object?.sendCommand(new RenderCommand(this.renderer));
} }

View file

@ -12,37 +12,37 @@ declare global {
export const applyArrayPlugins = () => { export const applyArrayPlugins = () => {
Object.defineProperty(Array.prototype, 'x', { Object.defineProperty(Array.prototype, 'x', {
get: function () { get() {
return this[0]; return this[0];
}, },
set: function (value) { set(value) {
this[0] = value; this[0] = value;
}, },
}); });
Object.defineProperty(Array.prototype, 'y', { Object.defineProperty(Array.prototype, 'y', {
get: function () { get() {
return this[1]; return this[1];
}, },
set: function (value) { set(value) {
this[1] = value; this[1] = value;
}, },
}); });
Object.defineProperty(Float32Array.prototype, 'x', { Object.defineProperty(Float32Array.prototype, 'x', {
get: function () { get() {
return this[0]; return this[0];
}, },
set: function (value) { set(value) {
this[0] = value; this[0] = value;
}, },
}); });
Object.defineProperty(Float32Array.prototype, 'y', { Object.defineProperty(Float32Array.prototype, 'y', {
get: function () { get() {
return this[1]; return this[1];
}, },
set: function (value) { set(value) {
this[1] = value; this[1] = value;
}, },
}); });

View file

@ -36,9 +36,7 @@ export class Autoscaler {
const previousTarget = this.targets[floor]; const previousTarget = this.targets[floor];
const nextTarget = const nextTarget =
floor + 1 == this.targets.length floor + 1 == this.targets.length ? previousTarget : this.targets[floor + 1];
? previousTarget
: this.targets[floor + 1];
this.setters.forEach((setter, i) => this.setters.forEach((setter, i) =>
setter(mix(previousTarget[i], nextTarget[i], fract)) setter(mix(previousTarget[i], nextTarget[i], fract))

View file

@ -1,5 +1,4 @@
export const clamp = (value: number, min: number, max: number): number => export const clamp = (value: number, min: number, max: number): number =>
Math.min(max, Math.max(min, value)); Math.min(max, Math.max(min, value));
export const clamp01 = (value: number): number => export const clamp01 = (value: number): number => Math.min(1, Math.max(0, value));
Math.min(1, Math.max(0, value));

View file

@ -1,6 +1,4 @@
export const getCombinations = ( export const getCombinations = (values: Array<Array<number>>): Array<Array<number>> => {
values: Array<Array<number>>
): Array<Array<number>> => {
if (!values.every((a) => a.length > 0)) { if (!values.every((a) => a.length > 0)) {
return []; return [];
} }

View file

@ -1,2 +1 @@
export const mix = (from: number, to: number, q: number) => export const mix = (from: number, to: number, q: number) => from + (to - from) * q;
from + (to - from) * q;

View file

@ -18,9 +18,11 @@ export function timeIt(interval = 60) {
if (i++ % interval == 0) { if (i++ % interval == 0) {
previousTimes = previousTimes.sort(); previousTimes = previousTimes.sort();
const text = `Max: ${last(previousTimes).toFixed(2)} ms\n\tMedian: ${previousTimes[ const text = `Max: ${last(previousTimes).toFixed(
Math.floor(previousTimes.length / 2) 2
].toFixed(2)} ms`; )} ms\n\tMedian: ${previousTimes[Math.floor(previousTimes.length / 2)].toFixed(
2
)} ms`;
InfoText.modifyRecord(propertyKey, text); InfoText.modifyRecord(propertyKey, text);

View file

@ -1,5 +1,4 @@
import { GameObject } from './objects/game-object'; import { GameObject } from './objects/game-object';
import { vec2 } from 'gl-matrix';
import { BoundingBoxBase } from './shapes/bounding-box-base'; import { BoundingBoxBase } from './shapes/bounding-box-base';
export interface IGame { export interface IGame {

View file

@ -1,5 +1,5 @@
import { Id } from './identity';
import { v4 } from 'uuid'; import { v4 } from 'uuid';
import { Id } from './identity';
export class IdentityManager { export class IdentityManager {
public static generateId(): Id { public static generateId(): Id {

View file

@ -1,5 +1,5 @@
import { Command } from '../../commands/command';
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { Command } from '../../commands/command';
export class CursorMoveCommand extends Command { export class CursorMoveCommand extends Command {
public constructor(public readonly position?: vec2) { public constructor(public readonly position?: vec2) {

View file

@ -1,5 +1,5 @@
import { CommandGenerator } from '../commands/command-generator';
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { CommandGenerator } from '../commands/command-generator';
import { clamp01 } from '../helper/clamp'; import { clamp01 } from '../helper/clamp';
import { CursorMoveCommand } from './commands/cursor-move-command'; import { CursorMoveCommand } from './commands/cursor-move-command';
import { PrimaryActionCommand } from './commands/primary-action'; import { PrimaryActionCommand } from './commands/primary-action';
@ -9,6 +9,7 @@ import { ZoomCommand } from './commands/zoom';
export class MouseListener extends CommandGenerator { export class MouseListener extends CommandGenerator {
private previousPosition = vec2.create(); private previousPosition = vec2.create();
private isMouseDown = false; private isMouseDown = false;
constructor(private target: Element) { constructor(private target: Element) {
@ -30,9 +31,7 @@ export class MouseListener extends CommandGenerator {
if (this.isMouseDown) { if (this.isMouseDown) {
this.sendCommand( this.sendCommand(
new SwipeCommand( new SwipeCommand(vec2.subtract(vec2.create(), this.previousPosition, position))
vec2.subtract(vec2.create(), this.previousPosition, position)
)
); );
this.previousPosition = position; this.previousPosition = position;
} }

View file

@ -1,5 +1,5 @@
import { CommandGenerator } from '../commands/command-generator';
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { CommandGenerator } from '../commands/command-generator';
import { clamp01 } from '../helper/clamp'; import { clamp01 } from '../helper/clamp';
import { PrimaryActionCommand } from './commands/primary-action'; import { PrimaryActionCommand } from './commands/primary-action';
import { SecondaryActionCommand } from './commands/secondary-action'; import { SecondaryActionCommand } from './commands/secondary-action';
@ -31,9 +31,7 @@ export class TouchListener extends CommandGenerator {
const position = this.positionFromEvent(event); const position = this.positionFromEvent(event);
this.sendCommand( this.sendCommand(
new SwipeCommand( new SwipeCommand(vec2.subtract(vec2.create(), position, this.previousPosition))
vec2.subtract(vec2.create(), position, this.previousPosition)
)
); );
this.previousPosition = position; this.previousPosition = position;

View file

@ -1,8 +1,6 @@
import { Command } from '../commands/command'; import { Command } from '../commands/command';
import { CommandReceiver } from '../commands/command-receiver'; import { CommandReceiver } from '../commands/command-receiver';
import { IdentityManager } from '../identity/identity-manager'; import { IdentityManager } from '../identity/identity-manager';
import { Objects } from './objects';
import { Physics } from '../physics/physics';
export abstract class GameObject implements CommandReceiver { export abstract class GameObject implements CommandReceiver {
public readonly id = IdentityManager.generateId(); public readonly id = IdentityManager.generateId();
@ -12,13 +10,13 @@ export abstract class GameObject implements CommandReceiver {
} = {}; } = {};
public reactsToCommand(commandType: string): boolean { public reactsToCommand(commandType: string): boolean {
return this.commandExecutors.hasOwnProperty(commandType); return Object.prototype.hasOwnProperty.call(this.commandExecutors, commandType);
} }
public sendCommand(command: Command) { public sendCommand(command: Command) {
const commandType = command.type; const commandType = command.type;
if (this.commandExecutors.hasOwnProperty(commandType)) { if (Object.prototype.hasOwnProperty.call(this.commandExecutors, commandType)) {
this.commandExecutors[commandType](command); this.commandExecutors[commandType](command);
} }
} }

View file

@ -5,12 +5,13 @@ import { GameObject } from './game-object';
export class Objects implements CommandReceiver { export class Objects implements CommandReceiver {
private objects: Map<Id, GameObject> = new Map(); private objects: Map<Id, GameObject> = new Map();
private objectsGroupedByAbilities: Map<string, Array<GameObject>> = new Map(); private objectsGroupedByAbilities: Map<string, Array<GameObject>> = new Map();
public addObject(o: GameObject) { public addObject(o: GameObject) {
this.objects.set(o.id, o); this.objects.set(o.id, o);
for (let command of this.objectsGroupedByAbilities.keys()) { for (const command of this.objectsGroupedByAbilities.keys()) {
if (o.reactsToCommand(command)) { if (o.reactsToCommand(command)) {
this.objectsGroupedByAbilities.get(command).push(o); this.objectsGroupedByAbilities.get(command).push(o);
} }
@ -30,9 +31,7 @@ export class Objects implements CommandReceiver {
this.createGroupForCommand(e.type); this.createGroupForCommand(e.type);
} }
this.objectsGroupedByAbilities this.objectsGroupedByAbilities.get(e.type).forEach((o, _) => o.sendCommand(e));
.get(e.type)
.forEach((o, _) => o.sendCommand(e));
} }
private createGroupForCommand(commandType: string) { private createGroupForCommand(commandType: string) {

View file

@ -4,13 +4,12 @@ import { CursorMoveCommand } from '../../input/commands/cursor-move-command';
import { ZoomCommand } from '../../input/commands/zoom'; import { ZoomCommand } from '../../input/commands/zoom';
import { MoveToCommand } from '../../physics/commands/move-to'; import { MoveToCommand } from '../../physics/commands/move-to';
import { BoundingBox } from '../../shapes/bounding-box'; import { BoundingBox } from '../../shapes/bounding-box';
import { Physics } from '../../physics/physics';
import { GameObject } from '../game-object'; import { GameObject } from '../game-object';
import { Lamp } from './lamp';
export class Camera extends GameObject { export class Camera extends GameObject {
private inViewAreaSize = 1920 * 1080 * 5; private inViewAreaSize = 1920 * 1080 * 5;
private cursorPosition = vec2.create(); private cursorPosition = vec2.create();
private _viewArea: BoundingBox; private _viewArea: BoundingBox;
constructor() { constructor() {

View file

@ -1,31 +1,25 @@
import { vec2, vec3 } from 'gl-matrix'; import { vec2, vec3 } from 'gl-matrix';
import { RenderCommand } from '../../drawing/commands/render';
import { DrawableBlob } from '../../drawing/drawables/drawable-blob';
import { IGame } from '../../i-game';
import { KeyDownCommand } from '../../input/commands/key-down'; import { KeyDownCommand } from '../../input/commands/key-down';
import { KeyUpCommand } from '../../input/commands/key-up'; import { KeyUpCommand } from '../../input/commands/key-up';
import { SwipeCommand } from '../../input/commands/swipe'; import { SwipeCommand } from '../../input/commands/swipe';
import { MoveToCommand } from '../../physics/commands/move-to'; import { MoveToCommand } from '../../physics/commands/move-to';
import { StepCommand } from '../../physics/commands/step'; import { StepCommand } from '../../physics/commands/step';
import { TeleportToCommand } from '../../physics/commands/teleport-to'; import { TeleportToCommand } from '../../physics/commands/teleport-to';
import { Physics } from '../../physics/physics';
import { GameObject } from '../game-object';
import { Camera } from './camera';
import { IShape } from '../../shapes/i-shape'; import { IShape } from '../../shapes/i-shape';
import { Blob } from '../../shapes/types/blob'; import { Blob } from '../../shapes/types/blob';
import { RenderCommand } from '../../drawing/commands/render'; import { GameObject } from '../game-object';
import { DrawableBlob } from '../../drawing/drawables/drawable-blob';
import { Lamp } from './lamp'; import { Lamp } from './lamp';
import { Game } from '../../game';
import { IGame } from '../../i-game';
export class Character extends GameObject { export class Character extends GameObject {
private keysDown: Set<string> = new Set(); private keysDown: Set<string> = new Set();
private light = new Lamp(
vec2.create(), private light = new Lamp(vec2.create(), 40, vec3.fromValues(0.67, 0.0, 0.33), 2);
40,
vec3.fromValues(0.67, 0.0, 0.33),
2
);
private shape = new DrawableBlob(vec2.create()); private shape = new DrawableBlob(vec2.create());
private static speed = 1.5; private static speed = 1.5;
constructor(private game: IGame) { constructor(private game: IGame) {
@ -35,15 +29,11 @@ export class Character extends GameObject {
this.addCommandExecutor(StepCommand, this.stepHandler.bind(this)); this.addCommandExecutor(StepCommand, this.stepHandler.bind(this));
this.addCommandExecutor(RenderCommand, this.draw.bind(this)); this.addCommandExecutor(RenderCommand, this.draw.bind(this));
this.addCommandExecutor(TeleportToCommand, (c) => this.addCommandExecutor(TeleportToCommand, (c) => this.setPosition(c.position));
this.setPosition(c.position)
);
this.addCommandExecutor(KeyDownCommand, (c) => this.keysDown.add(c.key)); this.addCommandExecutor(KeyDownCommand, (c) => this.keysDown.add(c.key));
this.addCommandExecutor(KeyUpCommand, (c) => this.keysDown.delete(c.key)); this.addCommandExecutor(KeyUpCommand, (c) => this.keysDown.delete(c.key));
this.addCommandExecutor(SwipeCommand, (c) => { this.addCommandExecutor(SwipeCommand, (c) => {
this.tryMoving( this.tryMoving(vec2.multiply(vec2.create(), c.delta, this.game.viewArea.size));
vec2.multiply(vec2.create(), c.delta, this.game.viewArea.size)
);
}); });
} }
@ -90,9 +80,8 @@ export class Character extends GameObject {
const intersecting = nextNearShapes const intersecting = nextNearShapes
.filter( .filter(
(n) => (n) =>
currentNearShapes.find( currentNearShapes.find((c) => c.shape === n.shape && c.distance <= 0) !==
(c) => c.shape === n.shape && c.distance <= 0 undefined
) !== undefined
) )
.sort((e) => Math.abs(e.distance)); .sort((e) => Math.abs(e.distance));
@ -101,23 +90,16 @@ export class Character extends GameObject {
} }
const normal = intersecting[0].shape.normal(this.shape.center); const normal = intersecting[0].shape.normal(this.shape.center);
const maxDistance = intersecting.reduce((p, c) => const maxDistance = intersecting.reduce((p, c) => (p.distance > c.distance ? p : c))
p.distance > c.distance ? p : c .distance;
).distance;
vec2.add( vec2.add(delta, delta, vec2.scale(vec2.create(), normal, -maxDistance - 2));
delta,
delta,
vec2.scale(vec2.create(), normal, -maxDistance - 2)
);
this.tryMoving(delta, false); this.tryMoving(delta, false);
} }
} }
private getNearShapesTo( private getNearShapesTo(shape: Blob): Array<{ shape: IShape; distance: number }> {
shape: Blob
): Array<{ shape: IShape; distance: number }> {
return this.game return this.game
.findIntersecting(shape.boundingBox) .findIntersecting(shape.boundingBox)
.filter((b) => b.shape) .filter((b) => b.shape)

View file

@ -1,5 +1,5 @@
import { GameObject } from '../game-object';
import { RenderCommand } from '../../drawing/commands/render'; import { RenderCommand } from '../../drawing/commands/render';
import { GameObject } from '../game-object';
export class InfoText extends GameObject { export class InfoText extends GameObject {
constructor() { constructor() {

View file

@ -1,8 +1,8 @@
import { vec2, vec3 } from 'gl-matrix'; import { vec2, vec3 } from 'gl-matrix';
import { GameObject } from '../game-object';
import { CircleLight } from '../../drawing/drawables/lights/circle-light';
import { RenderCommand } from '../../drawing/commands/render'; import { RenderCommand } from '../../drawing/commands/render';
import { CircleLight } from '../../drawing/drawables/lights/circle-light';
import { MoveToCommand } from '../../physics/commands/move-to'; import { MoveToCommand } from '../../physics/commands/move-to';
import { GameObject } from '../game-object';
export class Lamp extends GameObject { export class Lamp extends GameObject {
private light: CircleLight; private light: CircleLight;

View file

@ -1,9 +1,8 @@
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { GameObject } from '../game-object';
import { RenderCommand } from '../../drawing/commands/render'; import { RenderCommand } from '../../drawing/commands/render';
import { Physics } from '../../physics/physics';
import { TunnelShape } from '../../shapes/types/tunnel-shape';
import { DrawableTunnel } from '../../drawing/drawables/drawable-tunnel'; import { DrawableTunnel } from '../../drawing/drawables/drawable-tunnel';
import { Physics } from '../../physics/physics';
import { GameObject } from '../game-object';
export class Tunnel extends GameObject { export class Tunnel extends GameObject {
private shape: DrawableTunnel; private shape: DrawableTunnel;

View file

@ -30,7 +30,7 @@ export const createDungeon = (objects: Objects, physics: Physics): Tunnel => {
objects.addObject(tunnel); objects.addObject(tunnel);
/*if (deltaHeight > 0 && Random.getRandom() > 0.8) { /* if (deltaHeight > 0 && Random.getRandom() > 0.8) {
objects.addObject( objects.addObject(
new Lamp( new Lamp(
currentEnd, currentEnd,
@ -43,7 +43,7 @@ export const createDungeon = (objects: Objects, physics: Physics): Tunnel => {
1 1
) )
); );
}*/ } */
previousEnd = currentEnd; previousEnd = currentEnd;
previousRadius = currentToRadius; previousRadius = currentToRadius;

View file

@ -1,9 +1,7 @@
import { Command } from '../../commands/command'; import { Command } from '../../commands/command';
export class StepCommand extends Command { export class StepCommand extends Command {
public constructor( public constructor(public readonly deltaTimeInMiliseconds?: DOMHighResTimeStamp) {
public readonly deltaTimeInMiliseconds?: DOMHighResTimeStamp
) {
super(); super();
} }

View file

@ -4,6 +4,7 @@ import { ImmutableBoundingBox } from '../../shapes/immutable-bounding-box';
class Node { class Node {
public left?: Node = null; public left?: Node = null;
public right?: Node = null; public right?: Node = null;
constructor(public rectangle: ImmutableBoundingBox, public parent: Node) {} constructor(public rectangle: ImmutableBoundingBox, public parent: Node) {}
@ -63,9 +64,7 @@ export class BoundingBoxTree {
} }
} }
public findIntersecting( public findIntersecting(box: ImmutableBoundingBox): Array<ImmutableBoundingBox> {
box: ImmutableBoundingBox
): Array<ImmutableBoundingBox> {
const maybeResults = this.findMaybeIntersecting(box, this.root, 0); const maybeResults = this.findMaybeIntersecting(box, this.root, 0);
const results = maybeResults.filter((b) => b.intersects(box)); const results = maybeResults.filter((b) => b.intersects(box));
return results; return results;

View file

@ -5,7 +5,9 @@ import { BoundingBoxBase } from '../shapes/bounding-box-base';
export class Physics { export class Physics {
private isTreeInitialized = false; private isTreeInitialized = false;
private staticBoundingBoxesWaitList = []; private staticBoundingBoxesWaitList = [];
private staticBoundingBoxes = new BoundingBoxTree(); private staticBoundingBoxes = new BoundingBoxTree();
private dynamicBoundingBoxes = new BoundingBoxList(); private dynamicBoundingBoxes = new BoundingBoxList();

View file

@ -1,5 +1,5 @@
import { BoundingBox } from './bounding-box';
import { vec2 } from 'gl-matrix'; import { vec2 } from 'gl-matrix';
import { BoundingBox } from './bounding-box';
import { GameObject } from '../objects/game-object'; import { GameObject } from '../objects/game-object';
export interface IShape { export interface IShape {

View file

@ -7,35 +7,28 @@ import { GameObject } from '../../objects/game-object';
export class Blob implements IShape { export class Blob implements IShape {
private static readonly boundingCircleRadius = 19; private static readonly boundingCircleRadius = 19;
private static readonly headOffset = vec2.fromValues(0, 15); private static readonly headOffset = vec2.fromValues(0, 15);
private static readonly torsoOffset = vec2.fromValues(0, 0); private static readonly torsoOffset = vec2.fromValues(0, 0);
private static readonly leftFootOffset = vec2.fromValues(-5, -10); private static readonly leftFootOffset = vec2.fromValues(-5, -10);
private static readonly rightFootOffset = vec2.fromValues(5, -10); private static readonly rightFootOffset = vec2.fromValues(5, -10);
public readonly isInverted = false; public readonly isInverted = false;
protected boundingCircle = new Circle( protected boundingCircle = new Circle(vec2.create(), Blob.boundingCircleRadius);
vec2.create(),
Blob.boundingCircleRadius
);
protected head = new Circle(vec2.create(), settings.shaderMacros.headRadius);
protected torso = new Circle(
vec2.create(),
settings.shaderMacros.torsoRadius
);
protected leftFoot = new Circle(
vec2.create(),
settings.shaderMacros.footRadius
);
protected rightFoot = new Circle(
vec2.create(),
settings.shaderMacros.footRadius
);
public constructor( protected head = new Circle(vec2.create(), settings.shaderMacros.headRadius);
center: vec2,
public readonly gameObject: GameObject = null protected torso = new Circle(vec2.create(), settings.shaderMacros.torsoRadius);
) {
protected leftFoot = new Circle(vec2.create(), settings.shaderMacros.footRadius);
protected rightFoot = new Circle(vec2.create(), settings.shaderMacros.footRadius);
public constructor(center: vec2, public readonly gameObject: GameObject = null) {
this.position = center; this.position = center;
} }

View file

@ -6,7 +6,7 @@ import { IShape } from '../i-shape';
import { rotate90Deg } from '../../helper/rotate-90-deg'; import { rotate90Deg } from '../../helper/rotate-90-deg';
import { GameObject } from '../../objects/game-object'; import { GameObject } from '../../objects/game-object';
export class TunnelShape implements IShape { export default class TunnelShape implements IShape {
public readonly isInverted = true; public readonly isInverted = true;
public readonly toFromDelta: vec2; public readonly toFromDelta: vec2;
@ -22,22 +22,10 @@ export class TunnelShape implements IShape {
} }
public get boundingBox(): BoundingBox { public get boundingBox(): BoundingBox {
const xMin = Math.min( const xMin = Math.min(this.from.x - this.fromRadius, this.to.x - this.toRadius);
this.from.x - this.fromRadius, const yMin = Math.min(this.from.y - this.fromRadius, this.to.y - this.toRadius);
this.to.x - this.toRadius const xMax = Math.max(this.from.x + this.fromRadius, this.to.x + this.toRadius);
); const yMax = Math.max(this.from.y + this.fromRadius, this.to.y + this.toRadius);
const yMin = Math.min(
this.from.y - this.fromRadius,
this.to.y - this.toRadius
);
const xMax = Math.max(
this.from.x + this.fromRadius,
this.to.x + this.toRadius
);
const yMax = Math.max(
this.from.y + this.fromRadius,
this.to.y + this.toRadius
);
return new BoundingBox(this, xMin, xMax, yMin, yMax); return new BoundingBox(this, xMin, xMax, yMin, yMax);
} }
@ -58,8 +46,7 @@ export class TunnelShape implements IShape {
vec2.subtract(diff, target, this.from); vec2.subtract(diff, target, this.from);
} else { } else {
const side = Math.sign( const side = Math.sign(
this.toFromDelta.x * targetFromDelta.y - this.toFromDelta.x * targetFromDelta.y - this.toFromDelta.y * targetFromDelta.x
this.toFromDelta.y * targetFromDelta.x
); );
const normal = rotate90Deg(this.toFromDelta); const normal = rotate90Deg(this.toFromDelta);
@ -77,9 +64,7 @@ export class TunnelShape implements IShape {
vec2.scale(vec2.create(), normal, side * this.toRadius) vec2.scale(vec2.create(), normal, side * this.toRadius)
); );
diff = rotate90Deg( diff = rotate90Deg(vec2.subtract(vec2.create(), translatedTo, translatedFrom));
vec2.subtract(vec2.create(), translatedTo, translatedFrom)
);
vec2.scale(diff, diff, side); vec2.scale(diff, diff, side);
} }
@ -96,10 +81,8 @@ export class TunnelShape implements IShape {
); );
return ( return (
vec2.distance( vec2.distance(targetFromDelta, vec2.scale(vec2.create(), this.toFromDelta, h)) -
targetFromDelta, mix(this.fromRadius, this.toRadius, h)
vec2.scale(vec2.create(), this.toFromDelta, h)
) - mix(this.fromRadius, this.toRadius, h)
); );
} }