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game_engine.js
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261 lines (228 loc) · 7.97 KB
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const canvas = document.getElementById("gameCanvas");
const ctx = canvas.getContext("2d");
ctx.imageSmoothingEnabled = false;
const images = {};
let scene = null;
let defaultScene = new MenuScene();
window.addEventListener("resize", resizeCanvas);
let lastTick = 0;
let timeScale = 1;
let globalAlpha = 1;
const VIRTUAL_WIDTH = 1920;
const VIRTUAL_HEIGHT = 1080;
const viewport = {
rect: undefined,
scale: 1,
offsetX: 0,
offsetY: 0,
visibleWidth: 0,
visibleWidth2: 0,
visibleHeight: 0,
visibleHeight2: 0,
viewLeft: 0,
viewRight: 0,
viewTop: 0,
viewBottom: 0,
};
function resizeCanvas() {
// WARNING: a ton of hard to understand math here:
// If you DON'T want future HEADACHES, don't ever ever touch this
const dpr = window.devicePixelRatio || 1;
const rect = canvas.getBoundingClientRect();
const width = Math.round(rect.width * dpr);
const height = Math.round(rect.height * dpr);
if (canvas.width !== width || canvas.height !== height) {
canvas.width = width;
canvas.height = height;
}
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.scale(dpr, dpr);
viewport.rect = rect;
viewport.scale = rect.height / VIRTUAL_HEIGHT
viewport.offsetX = (rect.width - VIRTUAL_WIDTH * viewport.scale) / 2;
viewport.offsetY = (rect.height - VIRTUAL_HEIGHT * viewport.scale) / 2;
viewport.visibleWidth = rect.width / viewport.scale;
viewport.visibleWidth2 = rect.width / viewport.scale / 2;
viewport.visibleHeight = rect.height / viewport.scale;
viewport.visibleHeight2 = rect.height / viewport.scale / 2;
const visibleX = -viewport.offsetX / viewport.scale;
const visibleY = -viewport.offsetY / viewport.scale;
viewport.viewLeft = visibleX;
viewport.viewTop = visibleY;
viewport.viewRight = visibleX + viewport.visibleWidth;
viewport.viewBottom = visibleY + viewport.visibleHeight;
ctx.translate(viewport.offsetX, viewport.offsetY);
ctx.scale(viewport.scale, viewport.scale);
ctx.imageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.mozImageSmoothingEnabled = false;
}
async function requestImages() {
const paths = {
'player': 'src/pixelPlayer.png',
'chainsaw': 'src/pixelChainsaw.png',
'pointer1': 'src/pointer1.png',
'pointer2': 'src/pointer2.png',
'ornament1': 'src/ornament.png',
'ornament2': 'src/ornamentDark.png',
'ui_atlas': 'src/ui_atlas.png',
'grid': 'src/bg1.png',
}
let loaded = 0;
for (const [id, path] of Object.entries(paths)) {
images[id] = new Image();
images[id].src = path;
images[id].addEventListener('load', () => loaded++);
}
const promises = Array.from(images).map(img =>
new Promise(resolve => {
if (img.complete)
resolve();
else
img.addEventListener('load', resolve, { once: true });
})
);
return Promise.all(promises);
}
resizeCanvas();
gameEngineStart();
function loop() {
if (scene !== null) {
let dt = Math.min(0.05, (performance.now() - lastTick) / 1000) * timeScale;
lastTick = performance.now();
try {
if (scene !== null)
scene.gameLoop(dt);
if (scene !== null)
scene.render(dt);
processKeys();
scene.gameTime += dt;
}
catch (e) {
console.error(e);
}
}
requestAnimationFrame(loop);
}
function gameEngineStart() {
requestImages().then(() => {
// Wait for the font to load then we could properly draw with the right one
document.fonts.load('16px "Jersey 10"').then(() => {
if (defaultScene !== null)
loadScene(defaultScene);
loop();
});
});
}
// Scene managing
function loadScene(sc) {
if (sc === null)
throw new Error("No scene to load!");
if (scene !== null)
unloadScene(scene);
timeScale = 1;
scene = sc;
console.log(`Loading '${sc.constructor.name}' scene . . .`);
scene.onLoad();
}
function unloadScene() {
if (scene !== null) {
scene.entities.length = 0;
scene.onUnload();
}
_lastSelectedElement = null;
selectedUIElement = null;
pointerType = PointerTypes.POINTER;
}
// Transformation functions
function lerp(a, b, t) { return a + (b - a) * t; }
function interpolateEaseIn(t, s) { return 1 - Math.pow(1 - t, s); }
function interpolateEaseOut(t, s) { return Math.pow(t, s); }
// Translate world space -> screen space
function translatePoint(p) { return new Vector2(translateX(p.x), translateY(p.y)); }
function translateX(x = 0) { return x - scene.scrollX + VIRTUAL_WIDTH / 2; }
function translateY(y = 0) { return y - scene.scrollY + VIRTUAL_HEIGHT / 2; }
// Translate screen space -> world space
function revTranslatePoint(p) { return new Vector2(revTranslateX(p.x), revTranslateY(p.y)); }
function revTranslateX(x = 0) { return x + scene.scrollX - VIRTUAL_WIDTH / 2; }
function revTranslateY(y = 0) { return y + scene.scrollY - VIRTUAL_HEIGHT / 2; }
function deg2rad(d) { return Math.PI / 180 * d; }
function rad2deg(r) { return 180 / Math.PI * r; }
function AABB(rectA, rectB) { return (rectA.x < rectB.x + rectB.width && rectA.x + rectA.width > rectB.x) && (rectA.y < rectB.y + rectB.height && rectA.y + rectA.height > rectB.y); }
function AABBPoint(rect, point) { return (point.x < rect.x + rect.width && point.x >= rect.x) && (point.y < rect.y + rect.height && point.y >= rect.y) }
function isCulled(point, size) {
return point.x + size.width / 2 < viewport.viewLeft || point.x - size.width / 2 > viewport.viewLeft + viewport.visibleWidth ||
point.y + size.height / 2 < viewport.viewTop || point.y - size.height / 2 > viewport.viewTop + viewport.visibleHeight;
}
function randomDir() { return Math.random() * Math.PI * 2; }
function arrayRemove(array, target) { array.splice(array.indexOf(target), 1); }
// Extra utilities
function fraction(n) { return n - Math.trunc(n) };
function fillCircle(x, y, radius, color) {
ctx.beginPath();
ctx.arc(x, y, radius, 0, 2 * Math.PI);
ctx.strokeStyle = '';
ctx.fillStyle = color;
ctx.fill();
}
function strokeCircle(x, y, radius, color) {
ctx.beginPath();
ctx.arc(x, y, radius, 0, 2 * Math.PI);
ctx.strokeStyle = color;
ctx.fillStyle = '';
ctx.stroke();
}
function outlinedText(x, y, offsetX, offsetY, text) {
ctx.lineJoin = "square";
ctx.lineCap = "square";
ctx.miterLimit = 2;
ctx.strokeText(text, x + offsetX, y + offsetY);
ctx.fillText(text, x, y);
}
function line(point1, point2, color) {
let before = ctx.strokeStyle;
ctx.strokeStyle = color;
ctx.beginPath();
ctx.moveTo(point1.x, point1.y);
ctx.lineTo(point2.x, point2.y);
ctx.stroke()
ctx.strokeStyle = before;
}
function clearBuffer(c) {
ctx.fillStyle = c;
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.restore();
}
function renderEntities(dt) {
let culled = 0;
const transf = ctx.getTransform();
for (let i = 0; i < scene.entities.length; i++) {
const e = scene.entities[i];
if (!isCulled(translatePoint(e.position), e.size)) {
e.render(dt, images, transf);
ctx.setTransform(transf); // Reset the transform after every entity
}
else
culled++;
}
return culled;
}
function renderUIElements() {
let fillStyle = ctx.fillStyle;
let strokeStyle = ctx.strokeStyle;
let textBaseline = ctx.textBaseline;
const transf = ctx.getTransform();
for (let i = 0; i < scene.uiElements.length; i++) {
const e = scene.uiElements[i];
if (e.isActive) {
e.render();
ctx.setTransform(transf); // Reset the transform after every ui element
}
}
ctx.fillStyle = fillStyle;
ctx.strokeStyle = strokeStyle;
ctx.textBaseline = textBaseline;
}
function scaleAlpha(alpha) { return alpha * globalAlpha; }